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  3. Beta 1.63

Beta 1.63

  • Reworked Market Happiness system. Previously, a Town XP Multiplier bonus was awarded based on the average fulfillment of all items available in a market. However this had the effect of penalizing the player for unlocking new items, as it dropped their average fulfillment. Now, each item sold at a market has a fulfillment score between 0 and 5. All items’ scores are added to get a total fulfillment score for the town. This score is then converted into the town XP multiplier. To avoid confusion, only the market XP multiplier is shown on the Market panel, not any other XP multiplier (like the one you get from Prestige Points).
  • 'Automatic Assignment' option has been added to all crafting, farming, mining, and research rows. When this is turned on, any new capacity for that building (either by creating new buildings, or upgrades) will be assigned automatically to that recipe. Only one recipe per building can be flagged as an Automatic Assignment. This ability is unlocked via the Automatic Assignment research (available after Basic Logistics is completed)
  • Removed growth in construction time as you create more buildings, so construction is overall much much faster
  • Added quests to reach high town levels in exchange for permanent completion of various research (persists across all towns & resets)
  • Stockpile only requires Yellow Coins to build so it is not self-limiting
  • Fixed bugs: Buildings that required zero land could not be built if land was negative, and Buildings that required zero workers could not be built if worker count was negative.
  • Storage Upgrades now have exponential effect (value doubles each time) instead of multiplying by baseline value
  • Animal Feed and Fish Food moved from Food Market to General Store. Fertilizer moved from Hardware store to General Store, and rewards Yellow Coins instead of Red Coins
  • Reduced market demand for Cooked Fish, Bread, Plank, Refined Plank, Fish Oil, Ruby, Polished Stone Ring, Leather, Polished Stone, Wool Cloth, Cotton Cloth, and Enchanted Book
  • Added proficiency upgrades, and related quests, for Study, Tech Lab, and Mage Tower
  • Food Market allows 1 additional worker per building
  • Market demand starts out higher (to increase coin earnings potential in early game) but town level has much less effect on demand, so that happiness doesn’t jump up so quickly. House Count has more effect on demand, but overall effect is that market demand is lower than before
  • Lumber Mill doesn’t require Planks after 4 of them have been built to prevent negative feedback loop caused by low plank production
  • Added filter buttons to the top of the Inventory panel that let you display only the items with increasing counts, or decreasing counts.
  • Quest to unlock Desert biome requires Jungle Town Level 15, not 10
  • Quest to unlock Snow biome requires Mountains Town Level 15, not 10
  • Quest to unlock Magic biome split into two separate quests, one each for Desert and Snow biomes (and level requirement reduced to 20 from 25)
  • Fixed Magic Biome unlock requirements not displaying the Snow biome requirement
  • Fixed bug: Game files would fail to load in situations where a trading state was active on an item that was no longer unlocked in any towns (due to resets)
  • Jams and Dragon Punch now categorized in Trading menu as ‘Gourmet’ instead of ‘Plank Products’ to be more consistent with Market categorization
  • If research has infinite production time due to being starved for inputs, it will show “-” instead of the default display, which is the normal research duration
  • If no workers are assigned to a recipe, then its progress bar will display as empty (recipes are created continuously, so the progress bar is only used as an indication of crafting speed). Recipes stalled due to missing input availability or output capacity will show the (unmoving) progress bar.
  • Fixed coin ingredients showing the wrong text color as if they were unaffordable
  • If Yellow Coin costs are displayed before Market panel is available, and the player clicks on the coin icon to learn more, the game will now highlight the necessary quests instead of jumping to a blank Market panel
  • Idle Gain and Natural Resource Capacity global perks have initial cost lowered to 2. This also reduces cost of higher levels of these perks
  • Prestige Points are earned faster (lowered the growth in xp thresholds for each subsequent Prestige Point)
  • Fixed localization issues on Economics tooltip