Patch Notes 1.84
[h2]Upgrade Quest Rework[/h2]

Quests that unlock Upgrades have been converted to requirements for their respective upgrade, and are displayed directly as in-line progress bars within the upgrade row. Upgrades where the unlock requirement is not completed yet are shown in a new section called 'In Progress'. As soon as those requirements are met, the upgrade moves automatically to the 'Available' section.
This saves a lot of clicking back and forth between Upgrades and Quests, and makes it much easier to see which tasks unlock which upgrades. It also has the nice benefit of streamlining the Quests panel so it has more of a focus on the high-priority primary and recipe quests.
[h2]Upgrade Panel filtering[/h2]

A coin filter option has been added to the top of the Upgrades panel. Click on a coin icon to toggle its filter state. If any coins are set in the 'filter on' state, then only upgrades costing that coin type will be displayed. Hitting 'Claim All' will only claim the displayed (filtered) upgrades.
[h2]UI Improvements[/h2]

The work assignment region has been rearranged so the + and - buttons are on opposite sides of the current production capacity count, and the button icons have been updated.
The recipe rate/ratio display has been merged with the production progress bar to reduce visual clutter, and the useless 'Craft' / 'Cultivate' / etc label on every row was removed.
Recipe progress bars will display full when at max production, to avoid constant flickering when running at high speeds.
[h2]Various Quality-Of-Life Improvements[/h2]
[h2]Balance Changes[/h2]
[h2]Small Improvements[/h2]
[h2]Various Bug Fixes[/h2]

Quests that unlock Upgrades have been converted to requirements for their respective upgrade, and are displayed directly as in-line progress bars within the upgrade row. Upgrades where the unlock requirement is not completed yet are shown in a new section called 'In Progress'. As soon as those requirements are met, the upgrade moves automatically to the 'Available' section.
This saves a lot of clicking back and forth between Upgrades and Quests, and makes it much easier to see which tasks unlock which upgrades. It also has the nice benefit of streamlining the Quests panel so it has more of a focus on the high-priority primary and recipe quests.
[h2]Upgrade Panel filtering[/h2]

A coin filter option has been added to the top of the Upgrades panel. Click on a coin icon to toggle its filter state. If any coins are set in the 'filter on' state, then only upgrades costing that coin type will be displayed. Hitting 'Claim All' will only claim the displayed (filtered) upgrades.
[h2]UI Improvements[/h2]

The work assignment region has been rearranged so the + and - buttons are on opposite sides of the current production capacity count, and the button icons have been updated.
The recipe rate/ratio display has been merged with the production progress bar to reduce visual clutter, and the useless 'Craft' / 'Cultivate' / etc label on every row was removed.
Recipe progress bars will display full when at max production, to avoid constant flickering when running at high speeds.
[h2]Various Quality-Of-Life Improvements[/h2]
- Auto-assign can now increment up to 5 production capacity units at a time
- When adding workers via auto-assign, game can make a more accurate guess of the right number of workers to add, resulting in less overshooting & correction
- Production rate tooltip displays true baseline rate, and lists productivity (quantity) multipliers individually. It also shows ‘potential’ rate of primary output, prior to any effects of limited input or output availability, and lists out the source of recipe modifiers (Perks, Upgrades, Research, Buildings)
- The magnitude of production capacity assigned when using modifier keys (while holding Shift and/or Ctrl) will increase with the amount of production capacity already assigned to the recipe. (This helps players who have thousands of production capacity to assign)
[h2]Balance Changes[/h2]
- Added new Town Perk to boost XP value for selling items. It's only available in a town once it reaches level 40. It is very expensive, but at that point in the game players will have lots of Town Perk Points to spend.
- Exploration upgrade now requires hitting target population / worker counts
- Upgrade Efficiency upgrade now requires completion of target counts of upgrades
- Shrine Speed upgrade split into separate upgrades for each Shrine type, and each level requires a certain amount of that type of Shrine to be built. Players with levels of the legacy Shrine Speed upgrade are granted the same number of levels into each of these new upgrades that they had in the old single upgrade.
- Upgrade ‘Temple Effectiveness’ has been split into 5 different upgrades, one for each Temple type. Players that previously had the legacy combined upgrade will be assigned matching levels in all of the new upgrades.
- Upgrades for Mana Powered Sawblade Truck / Crop Harvester / Harvester Drill / Tractors have been replaced with leveled research that has the same effect. This research, similar to those like ‘Wood Processing Speed’, take effect as soon as the research is completed and doesn’t require purchasing an upgrade. Players with levels of the legacy upgrades will be granted equivalent levels of the new research.
- Paper, Book, and Quartz recipes are now affected by Factory
- Chute now boosts all harvesting recipes. This means Quartz, Water, and Fish are boosted when they previously were not
[h2]Small Improvements[/h2]
- Top navigation buttons will perform navigation when mouse button clicked down, instead of waiting for click up
- Star Coin (generated at OmniTemple, used in Infinite Research) has been renamed “Knowledge Orb” to avoid confusion with star-shaped Quest Qoins. Icon has been updated as well.
- Very large percententage numbers are shown in shortened format (with magnitude suffix)
- Default for trading in newly created towns is now ‘Export’ instead of ‘None’ (Items that can not be created in the active town still default to ‘Import’). And this is applied to the trading category, not the individual trading recipes, so they can be more easily overridden.
- Newly unlocked menu navigation tabs will animate more visibly, to better guide new players
- Miscellaneous performance improvements
[h2]Various Bug Fixes[/h2]
- Fixed duplicate item icons in Chute tooltip
- Fixed bug: Leveled research that was fully complete would display a level 1 higher than the maximum level
- Fixed bug: Highest level of Wood/Stone/Grain/Metal processing research was applying a 4x multiplier instead of an 8x multiplier
- Fixed bug: Cash Register research was not linked as a requirement of Cash Register upgrades
- Fixed bug: Advanced harvesting recipes (e.g. those using Harvester Drill, Crop Harvester, etc) were shown as available unlocks before the harvesting building was unlocked
- Fixed bug: Duplicate notification of Upgrades panel unlock
- Fixed bug: clicking on an item icon would sometimes fail to navigate correctly if the target item was in a minimized group
- Fixed bug: selected inventory row would appear as un-selected if scrolled away and then back to it
- Fixed bug: inconsistent behavior when trying to pin inventory production tooltip (selecting an inventory item, and then closing the item production tooltip panel would inadvertently preserve the item’s selection state, so if the item was selected again it would not immediately re-pin the tooltip)
- Fixed bug: Selecting a list item in the main panel, and then scrolling that item offscreen, would reset its selection state and any inventory filters that were applied
- Fixed bug: Clicking on “Exports” within an item’s production tooltip panel would not navigate to the Trading panel
- Fixed bug: Production rate tooltip for Market items was displaying the wrong value (was showing values for coin earnings, instead of items sold per second)
- Fixed bug: Clicking on quest ‘Assign Tree Harvesters” was not triggering a navigation to the harvesting panel
- Fixed bug: more cases of production capacity rapidly flickering up and down when using auto-assignment
- Fixed bug: excessive unlock alert icons when creating new town
- Fixed bug: When selecting a building, the inventory panel was showing items in the filtered inventory panel that were not yet unlocked
- Fixed bug: control-clicking on trading post specialty category headers would also minimize the entire Trading Post group, instead of just minimizing the other specialty categories