- Removed ability to reset World or Town. Ultimately this feature was not adding much fun for all the extra player effort it required. This may reduce replayability but will result in a much more balanced & interesting playthough. My goal is to eventually add an endgame condition that opens up a New Game + option with modifiers, which is probably a better way to extend gameplay than repeatedly resetting the same towns
- Prestige Points are now earned individually for each town as it gains XP. No town reset is needed to be able to use them. The prestige point panel unlocks when the main town reaches level 10.
- Any players who reset their towns earn back the XP lost in the reset, so their town levels are adjusted upwards to the point they should be if they never reset.
- Prestige points no longer provide a passive boost to XP gain, since that was one of the main incentives for the obsolete Town Reset function
- Trading no longer uses abstract supply / demand system. Instead a shared global inventory exists that all towns can deposit to (export) or withdraw from (import)
- Trading no longer requires workers, instead player must build Trading Posts. Each Trading post allows multiple active trading recipes, and adds to storage capacity of global inventory. Trading posts also have quests and upgrades to increase storage capacity and trading recipe slots provided per building.
- Note that legacy files may have trading panel temporarily locked until they complete the “Build 1 trading post” quest. They will also have an excess of workers since they are all freed up from trading, and probably will need to build multiple trading posts to account for all the previous trading recipes assigned.
- Exchange Tokens removed
- Instead of all towns performing their prioritization independently, the simulation processes all recipes at all towns in order of prioritization. This allows for more accurate allocation of global trading resources
- Unique resources are now truly unique - they can not be harvested or cultivated in other biomes
- More resources are unique to biomes: Ruby (Desert), Sapphire (Snow), Topaz (Mountains),m Amethyst (Jungle), and Mana Crystal (Magic).
- Some unique resources (Fish, Herb, Carrot, Potato, Cactus Fruit, Dragonfruit) are unlocked as soon as a town is created in that biome
- Refined Plank moved from the Workshop to the Lumber Mill (may result in negative recipes available at Lumber mill and an excess of Workshops, players will need to reshuffle their buildings, sorry!)
- Fixed per second displays displaying an overflowed integer value when rate was very high
- Fixed tooltip for Average Fulfillment header on Market panel
- Added more detail to tooltip for hovering Fulfillment meters for each Market item
- Tooltip for Town XP shows effect of Goods Fulfillment and Prestige Point multipliers
- Baseline storage increased for many buildings
- Baseline storage for Library items increased from 200 to 1000
- Added quests and upgrades to improve: Furnace storage capacity for Fire, Steam Boiler capacity for Steam, and Barrel capacity for liquids
- Quests that required X number of skills at level Y at a specific building now just required X times Y total skill levels. This is to avoid problems when not many skills were available at a building
- Removed quests and research for Building Construction Speed, as buildings are already much faster by default and that time no longer grows with each building
- Forest now has a 4x crafting speed bonus for Medicine Hut
- Jungle now has a 4x crafting speed bonus for Jewelry (instead of Medicine Hut)
- Increased crafting time for all Medicine Hut recipes
- Decreased demand for all Medicine Hut recipes
- Quest to unlock Stockpile only requires stone, not stone & wood since lots of wood has already been harvested
- Decreased rate at which Houses require more advanced resources in early game
- Increased school coin cost
- Lowered sound effect volume of harvest water splash
- Gem Jewelry (Ruby & Sapphire Ring, Amethyst Necklace & Topaz Crown) now has individual research, instead of a Harvesting Skills quest for relevant gems which wouldn’t be possible in biomes where the gems don’t occur. If players previously produced any gem jewelry before new research requirement added, the research is now automatically completed
- World panel unlock pushed back to town level 12, other permanent research quests also pushed back 2 levels
- New permanent research unlock: Basic Logistics, when a town reaches level 18. Permanently unlocks Basic Logic, Prioritization, and Automatic Assignment
- Plains has an additional production speed bonus to Bakery and Gourmet Kitchen recipes
- Bakery and Gourmet recipes slowed down slightly
- River has additional bonus to Pasture crafting speed
- Forest has additional bonus to Lumber Mill
- Removed some admin commands, unless is in playtest mode
- World creation time is added to save file (retroactive only as far back as launch of this version)
- Daily rewards (for full game only) now provide 2 or 3 quest coins on a random basis
- Display order improved for Quests
- Secondary towns start out with 3 Houses, a Lumber Mill, a General Store, and a Food Market
- Resources unique to displayed town’s biome are shown at top of trading panel
- Raised level requirements for River Town level to unlock Mountains from 10 to 15
- Raised level requirements for Forest Town level to unlock Jungle from 10 to 15
- Raised level requirements for Mountain Town level to unlock Snow from 15 to 20
- Raised level requirements for Jungle Town level to unlock Desert from 15 to 20
- Got rid of obsolete Fishing research, since Fish can be harvested in the River without any new tech
- Fishery research now requires Fish Food and Yellow Coin, instead of Fish, General Knowledge Tome, and Red Coin. It is also exclusive to the River biome since the Fish resource is exclusive to that biome
- When an item is unlocked in any Biome it is immediately unlocked in all other biomes. This means it would potentially show up in inventory, trading, and market panels if other display requirements met.
- Nails, Iron Ingot, Copper Ingot and Steel storage moved from the Warehouse to the Stockpile
- Added milestone quests to reach level 10 in Mountain, Desert, Snow, and Jungle
- All ores have a small regen factor. This also allows them to gain benefit from the Resource Regen perk
- Fixed Study / Tech Lab / Mage Tower proficiency upgrades appearing before the building was unlocked
- Fixed bug: Average Market Fulfillment was displayed lower than it should be, because market items were included in this average calculation as soon as their producing building was available, even if the associated market building was still locked / hidden, and thus were not yet sellable
- Fixed bug: active inventory filters weren’t cleared when creating new towns, possibly resulting in a blank inventory panel when new town loaded
Beta 1.64
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