Patch Notes 1.80
[h2]New Building: Arcane Emporium[/h2]

Hotfix 1.80f: Fixed quests for Arcane Emporium Goods Consumption not being configured correctly
[h2]New Building: Mana Temple[/h2]

[h2]New Perk Features & Fixes[/h2]
[h2]Balance Changes[/h2]
[h2]Misc Fixes[/h2]

- The Arcane Emporium is a new Market-type building that sells magical crystals & ethers, which previously were not available for sale. It also sells OmniCoins, which were previously located at the Specialty Goods store. This was done because the Specialty Goods was overloaded with items, making it difficult to build enough to meet demand.
- Magical Clothing, which previously was sold at the Specialty Goods store, now sells at the Clothing Store.
- The Specialty Goods store, which then is left with just Jewelry to sell, has been renamed "Jewelry Store"
- Legacy saves are given additional Clothing Stores to balance out the effect of the extra selling capacity assigned by this change. If this causes negative land, bonus land is given as well to account for that.
- Legacy saves are given additional Arcane Emporiums if they were already selling Omnistones, so that sell rates are not interrupted. And bonus land is given in this case as well to make up for any deficits.
- Upgrades that had been applied to Specialty Goods store are transferred to Jewelry Store and Arcane Emporiums, if applicable.
Hotfix 1.80f: Fixed quests for Arcane Emporium Goods Consumption not being configured correctly
[h2]New Building: Mana Temple[/h2]

- This building matches the behavior of the other Elemental Temples, this one boosts productivity of the recipe that produces Mana Crystals
- This icon uses the Omni Temple's icon, and the Omni Temple was given a new icon
[h2]New Perk Features & Fixes[/h2]
- Added new Town Perk: Trading Speed, to greatly boost Trading Post throughput
- Added 8 new 'Market Demand' Town Perks. Each biome has one of these perks, that greatly increase the market demand for one category of item. This should allow for more biome uniqueness, as it affects the types of goods consumed and the types of coins that can be earned faster.
- Town Perks and Global Perks can now be adjusted up or down freely without penalty or cooldown.
- Removal of perk levels will be prevented if it would cause negative land, workers, or specialties
- Fixed bug: Town Perk and Global Perk costs were not displaying in red text when unaffordable
- Fixed bug: changes to Upgrade Efficiency perk would not immediately update displayed Upgrade costs
- Fixed bug: Town Perk ‘Construction Cost’ was not displaying its effect when the build-multiple options (Shift / Control) were activated, resulting in higher displayed costs
- Added progress bar to Town and Global quest perks
[h2]Balance Changes[/h2]
- Higher skill level targets were borderline impossible, and early skill levels too easy to achieve. So the skill XP level curve has been flattened - starts out steeper, but doesn’t get as incredibly steep in the later levels. Rough conversion from before-> after = 10->6, 20->11,30->25, 40->43, 60-> 89. Level 60 targets require 2.6M XP instead of 66M.
- Sawblade Truck Productivity quests have skill count targets lowered, since there is only 1 harvesting recipe available for it
- Harvester Drill Productivity quests have skill count targets increased, since there are multiple harvesting recipes for it
- Magic Conveyor Belt, Magic Rail Tile, Magic Boat Component, Airship Component, Mana Pipe, all magic potions now sell for Purple Coins
- Non-Magic Jewelry sells for Blue Coins instead of Purple Coins
- Magic Forge costs Blue Coins instead of Purple Coins (since all Purple Coins are now locked behind magic-type items)
- Removed 'Basic Medicine' requirement for Jewelry
- All markets now unlock globally with the completion of market-specific quests. This allows players to sell items even if they haven’t completed the prerequisite research to produce the item. These quests are automatically set as 'Complete' if the market type has already been built in any town.
- In order to increase biome specialization, all Biome Modifiers that used to boost Crafting Speed now increase Crafting Productivity (more outputs per input).
- Quests for Farm Production Capacity have their skill level targets lowered to more reasonable values
[h2]Misc Fixes[/h2]
- Fixed bug: pause and priority settings were not saved on recipes that had never been produced
- Fixed “N/A” text in some text when showing “(Biome)”, e.g. rewards screen
- Tooltip for Harvesting buildings shows icons in a compact grid instead of a huge list that must be scrolled
- Can click on a Building name to pin its tooltip