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Patch Notes 1.82

[h2]Trading Autobalance[/h2]

Players have frequently asked for the ability to make trading recipes more flexible. Instead of always exporting or always importing, the recipe should switch between the two modes based on local production & demand. This feature is finally in place! When Autobalance is enabled, the trading recipe will dynamically switch modes based on whether the local town has a net positive or negative production rate of the item.

Now that there are more options for Trade mode, the mode selection is organized as a single button that pops up a menu allowing mode selection.

[h2]Trading Settings Inheritance[/h2]


Another common request was for the ability to specify trade settings at the trading category level, and have it inherited by the child recipes. This has been added, and prevents quite a bit of clicking when you want to set batch settings for trading recipes. Pause, Priority, Autobalance, Production Limit, and Trade Mode can all be inherited in this way. Any settings specified on the individual recipe level will override the parent group's settings.

On file load, the game performs a one-time migration of per-trading-recipe Import/Export settings into the trading categories. That is, if the game detects that all available trading recipes for a category are set to the identical Trade Mode setting, then the parent trading category is assigned that setting and all of its component trading recipes are set to “None/Inherit”. This means the trading recipes will continue to behave as they did before, but if the player wants to switch to AutoBalance mode they won’t have to individually change all of their trading recipes.

[h2]New option for Production Limit: Demand %[/h2]

Players can now specify a % of current demand as the production limit for recipes. Like other settings, this can be specified at the building / group or individually at the recipe.

[h2]Priority options expanded to 5[/h2]

Players now can specify priorities of "Very High" and "Very Low", bringing the total number of priority options to 5. Recipes will run in the order of highest priority to lowest priority, so if there is a shortage of resources this ensures the higher priority recipes will preferentially receive them.

The previous settings "High" and "Low" were assigned new icons. And the “Regular” priority was also given a new icon to differentiate it from "Default/Inherit".

[h2]Misc Improvements[/h2]
  • Right-clicking on the Trading Mode icon will erase specified trading mode and set it to default/inherit.
  • Added new infinite research: Cultivation Speed and Prospecting Speed
  • Upgrade Efficiency and Construction Efficiency are now coin-based Upgrades (per-town) instead of a Global Perk that costs Quest Coins. Previously, players were incentivized to frequently switch assigned perks based on their current task, and this is tedious. For legacy files that had levels of these perks already purchased, those Quest Coins are refunded and all of their towns will have the new Upgrades assigned a level matching the previous level of the perk.
  • AutoAssign previously would assign production capacity to a recipe with zero inputs, as long as a recipe making those inputs was set to a production limit of “Meet Demand”. Now, that input’s recipe must also have production capacity assigned or have auto-assign active for it to be counted as a potential source of a recipe's input (and thus allow production capacity to be automatically assigned).
  • AutoAssign previously would remove production capacity from a recipe if it had no inputs. Now, it will preserve capacity as long as the item is potentially produced by a recipe set to “Meet Demand” production target and has production capacity assigned or is flagged as auto-assign.
  • AutoAssign is slightly more aggressive at reducing production capacity when recipe is over-produced, previously it would keep more than necessary especially when capacity was in low single digits
  • Alerts for new items are cleared when the parent panel is closed, removing need to click on them individually
  • Removed quest coin rewards for a handful of non-global Upgrade quests, for consistency
  • If player clicks on an icon for an item that is not produced in the local town, the game will navigate to the relevant row in the trading panel instead of doing nothing


[h2]Bug Fixes[/h2]
  • Removed the portion of the Well's tooltip that says “Automatically produces…”, as this is obsolete functionality
  • Newly unlocked items wouldn’t immediately appear in the left-hand side inventory panel
  • Clicking ‘Build’ while holding down a multiplier button (Shift, Ctrl) would not immediately update the displayed building cost to reflect the newly built/queued buildings
  • Trading post headers for “Unique Resource (Export)” and “Unique Resource (Import)” would revert to less descriptive “Unique Resource” label after switching towns
  • The term “Available” in the Land tooltip was not localized
  • The quest “Cotton cloth skill for Shirt recipe” was visible from the beginning of the game, instead of waiting until when Clothing store first becomes available
  • Reward panel showing unlocked items would sometimes appear after save+quitting to main menu