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Go-Go Town! News

Dinkum x GGT Crossover Update - Patch notes

A New build is up (0.5.69.17469EA)

New Content
  • New Terrain: White Lighting Floor Tile
  • New Fitout: Bakery
  • New Seed: Yellow Wattle Bush
  • New Recipes:
    • Tavern
      • Wattle Brew
    • Cafe

      • Wattle Tea
      • Scones
    • Bakery

      • Pastie
      • Sausage Roll
    • Fast Food

      • Cooked Drumstick
    • Sweets N Treats

      • Lamington
      • Pavlova
    • Restaurant

      • Spag Bol
    • Candy Store

      • Toffee
    • Food Cart - Swirly Floof

      • Fairy Floss
  • New Props
    • Food Cart - Swirly Floof
    • 1 New Flower (5 varieties)
    • 6 New Statues
    • Trader Area (See Below for new features!)
  • New Vehicle
    • Vombat
  • 4 New Townies
    • Irwin, Fletch, John, and Eva
  • 12 New Clothing Items
New Features
  • Wandering Traders

    • Place a Trader Area in your town to attract Wandering Traders!
    • 3 Different Trader Types
Bugfixes and Misc Updates
  • Fixed bug where player had to unassign an NPC before they could assign a new one
  • Fixed wonky movement when actors are moving at higher tick rates
  • Fixed issue where player could remove Hotdog recipe from cart and couldn't add it back again
  • Various Pathfinding Optimizations

Go-Go Town! Minor Update 6

A New build is up (0.5.66.17307EA)


Added
  • Herb N Spice vine added.
  • Moved Water terrain tile from tier 5 to tier 2 EGO Tech.
  • Extra recycler to EGO tech tier 7.
Optimisations
  • Optimise performance of path finding (reduce hitches).
  • Item meshes have LODs to reduce poly counts.
General Fixes
  • Fix player potentially get stuck or going to invalid locations when exiting vehicles.
  • Fix Tourists/Workers getting stuck when hit by a vehicle.
  • Fix Tourists/Workers getting stuck inside buildings.
  • Fixed issue where player could get stuck in dance.
  • Fix issues with a player getting stuck if they are a passenger of a vehicle and another player who is the driver doesn't rejoin in a co-op save.
  • Fixed issues with dropping items (including fishing with full backpack etc) going to places the player can't get to
AI Fixes
  • Fix issues with workers stuck in loops attempting to achieve tasks due to path finding issues.
  • Workers dropping items from makers.
  • Workers will no longer collect excess maker output. Previously they would collect maker excess even if there wasn't a correct location to place it.
  • Workers were putting items in makers when the output item wasn't desired (or storable).
  • Workers were not checking if they could store maker ingredients.
  • Workers were terminating out of idle at incorrect points.
  • Better estimation of how many items can fit in a particular storage area.
Graphics
  • Fix gfx issues with facial features. Fixes eyes/mouth in front of glasses
  • Glasses object visual improvements

Go-Go Town! Developer Update, 11th October

Hello all!

A quick update this week, with some updated timing news.
[h3]Minor Update #6 Timing[/h3]
We were planning on this coming out this week, but a few of the changes need a bit more time to bake. AI has been tweaked again, and thank you to our Preview Branch folks who flagged that their workers were going on strike—eek! (Don't worry, we've fixed it!)

We'd love even more help in our Preview Branch, if you want to get sneak peeks at things before they're on the public branch (and help us find any issues that might be). You can learn about how to opt in to the Branch here, and we've got specific channels in our Discord if you have any questions!

A little peek at what's in store—a separate Herbs n Spice vine! Easier to forage instead of rummaging around in those gonut bushes.


[h3]Crossover (Major Update #2) Update[/h3]
Still hard at work at this, and we're still planning on it coming out later this month. We'll have an exact date soon, and starting next week we'll start dropping clues on our social media (and here on Steam) - so stay tuned!

[h3]Share your town with us![/h3]
We've been blown away with how incredible some of your towns look, especially with the space that Build & Bustle has given you. We've built a form so you can send us a copy of your save file for us to share pictures of your town on social media, so submit away!


[h3]We're looking for Discord mods[/h3]
We're lucky to have some great Discord mods, but they have to sleep eventually - so we're putting the call out for more mods. Head here to fill out the application, and if you're located in GMT+3 to GMT+10, all the better!

And that's all she wrote! Have a lovely end of the week, all.

As a quick note, we'll be shifting to bi-weekly update posts, so stay tuned in two weeks for our next dispatch!

-Emily & the Go-Go Town! team

Go-Go Town! Developer Update, 4th October

Hi all!

Super quick update for you this week.

[h3]Minor Update coming Next Week[/h3]
This update will be coming to main branch next week!

Full update notes will be available when this goes live. However, if you are curious to get some background on what is in the update I talked about it last week: https://store.steampowered.com/news/app/2195120/view/4682144707310764516

[h3]Crossover Update[/h3]
Things are going well here! Do not be worried if we go a bit quiet on this topic - we are working on an official announcement for this!

Lastly, we wanted to say happy belated birthday to Jun. If you are reading this, we are looking into some goggles for you ;)

-Cheryl

Go-Go Town! Developer Update, 27th September

Hi all!

Thank you to everyone who has joined us for the Build + Bustle update.

We’ve had fantastic feedback from the community, and we have some updates and bug fixes on the way!

We aim to have our next update into our Preview Branch early next week, and I’ll give you an ETA by the end of next week as to when it will be dropping into Main Game.

Some of the changes you can expect in the update include:
  • Moved Water terrain tile from tier 5 to tier 2 EGO Tech.
  • Fix issues with workers stuck in loops attempting to achieve tasks (what some of you would have reported as 'jugging')
  • Workers will no longer collect excess maker output (or dropping them on the ground)
  • This means they will stop dropping these items on the ground
  • Workers were putting items in makers when the output item wasn't desired
  • Workers were not checking if they could store maker ingredients
  • Updates to the eyes and mouth drawing in front of glasses
  • Updates for performance issues (we heard you Steam Deck players)

We also have some plans in place for our next Minor update, which leads us on to….

[h3]Predictability vs Random Chance[/h3]

Based off feedback, and bug reports, we are going to start reworking some of the systems in Go-Go Town!

Some of our systems are based on random chance (weather patterns, what crab pots bring up, foraging, etc) and this random chance can also include number of items received per an attempt. These systems mean that players cannot predict what they, or an NPC, can produce from an action.

So! Over the next few updates, we are going to start working through the systems that have random chance and start allowing more predictability in the gameplay. Updating these systems will also lead to less ground clutter, as you can predict what you are getting with any given action.

We've already adjusted fishing based on player feedback, as it used to be random, but now fishing spots will show you which type of fish are available. Next up, we've decided to split out the Herb N Spice from the Gonut bush and give it its own forage item/action.

In future updates we will work through mining resources (the # generated per node) and crab pots. We will also make forage items deterministic – one forage action produces one item. We’ll also improve how dynamic resources spawn (trees, fishing spots, etc) in zones. This also means we’ll be looking at the weather – for those of you who have flagged your Sakura weather dearth to us!

[h3]Crossover Update[/h3]

Things are going *really* well for this update! When I saw some of the recent content, I had a total squee moment.

We have been having a great time working on this, and we hope when we can finally talk about it, you will be as excited as we are about it.

We do not quite yet have an ETA, however we are still working towards keeping to our original release date. What I can assure you is both sides are working together to make it something special.

Happy weekend, and catch you again next week!

-Cheryl