Beta 1.58
Note: For previous patch notes, see the Playtest version's announcements
- Changed unlock structure for Natural Resource crops to make them more unique across Biomes. Starter biome (plains) contains Grain, Cotton, Apples, which are unlocked based on town level progression. But other crops are only found initially in other biomes: River has Sugar, Tomato, and Fish. Forest has Berries, Herbs, and Pears. Mountain has Carrots, Snow has Potatoes, Desert has Cactus Fruit and Jungle still has Dragonfruit. Each of these Biomes has Town Level quests that unlock their unique crops; when reached, the Cultivation research for that crop is unlocked for all Towns. This usually requires the crop as input, so it will need to be imported via the Trading menu. Once the cultivation research is completed within a town, then they can harvest and grow those crops on their own.
- Unique resources get a productivity bonus within their Biome
- New cultivation research is auto-completed on legacy towns if they already had cultivation skill for that item
- Many recipes that require biome-specific crops will remain locked until that crop's Cultivation research is completed within that Town
- Got rid of separate Cotton and Herb research. Those now follow the crop unlocking structure above.
- Fixed bug: menu items would sometimes disappear after changing towns
- Daily Rewards button hidden until 10 Quest Coins earned (or else earning Quest Coins from daily rewards wouldn’t make sense)
- Added tooltip to Prestige Point reset button
- Daily Reward button changes to seconds countdown if time remaining is less than 2 minutes, and also changes state to flashing / enabled if countdown expires during game session
- Fixed bug: ‘Claim All’ quests button would remaining flashing when changing towns, even if newly loaded town didn’t have any quests to load
- Fixed bug: Daily Rewards screen would sometimes show recently unlocked research as well
- Fixed bug: Notifications were playing even after quitting out of game back to main menu
- Added research to unlock Fish Oil, as it was previously unlocked with Basic Medicine even if Fishing was not unlocked
- Fish Food added to inventory filter for Cultivation panel
- Fixed bug: Stone Prospecting was shown as unlocked as soon as Stone was available as a resource, even if Quarry was not yet available
- Increased default size of World Perks panel
- Decreased Yellow Coin cost of Food Mill and Masonry from 1000 to 500
- Refined Stone Brick research now consumes Stone Brick, not Stone
- Click Power Perk value changed from 100% per level to 50% per level
- Changed display order for global Perks
- Fixed minigame quests still showing as completed even when minigames were disabled
- Cloth Conveyor Belt research now requires Tailor, not Cotton research
- Fixed bug: Quests for Harvesting Skill levels to unlock Harvesting Speed Upgrades were inadvertently linking with Cultivation Skill instead
- Fixed bug: Clicking on quests requirements for Cultivation or Prospecting skills would navigate to the Harvest panel instead of the correct Farming / Mining panel
- Fixed bug: Quests that unlocked successive levels of Harvesting / Mining / Farming speed upgrades would display before the previous level upgrade was purchased
- Harvesting Speed upgrades show the icon for the harvested item, not the resource, to prevent confusion with cultivation / prospecting upgrades
- Slowed rate at which Housing costs escalated into more advanced items
- Added new Quests & Upgrades for Water Harvesting Speed
- Fixed bug resulting in a new blank town being added to save file every time the game was loaded & saved
- Fixed excessive ‘new panel’ alerts when creating new town
- Fixed bug: Quest was showing Aqueduct as reward for Stone Brick skills when it would not actually unlock it
- Town notifications moved to top of the screen
- Improved sort order on Upgrades panel
- Town XP and Town Reset stats are shown on top panel
- Resized top row currency counters to fit better
- Food Market and Stockpile are unlocked permanently via global quests in early game, so they are always available when building new towns
- Fixed prioritization not saving on Buildings if the buildings were not under construction
- Fixed missing localization on Building Effectiveness biome modifier
- Lowered production speed for precious metals, gems, and mana crystals
- Added & modified several biome effects