Removed ability to reset World or Town. Ultimately this feature was not adding much fun for all the extra player effort it required. This may reduce replayability but will result in a much more balanced & interesting playthough. My goal is to eventually add an endgame condition that opens up a New Game + option with modifiers, which is probably a better way to extend gameplay than repeatedly resetting the same towns
Prestige Points are now earned individually for each town as it gains XP. No town reset is needed to be able to use them. The prestige point panel unlocks when the main town reaches level 10.
Any players who reset their towns earn back the XP lost in the reset, so their town levels are adjusted upwards to the point they should be if they never reset.
Prestige points no longer provide a passive boost to XP gain, since that was one of the main incentives for the obsolete Town Reset function
Trading no longer uses abstract supply / demand system. Instead a shared global inventory exists that all towns can deposit to (export) or withdraw from (import)
Trading no longer requires workers, instead player must build Trading Posts. Each Trading post allows multiple active trading recipes, and adds to storage capacity of global inventory. Trading posts also have quests and upgrades to increase storage capacity and trading recipe slots provided per building.
Note that legacy files may have trading panel temporarily locked until they complete the “Build 1 trading post” quest. They will also have an excess of workers since they are all freed up from trading, and probably will need to build multiple trading posts to account for all the previous trading recipes assigned.
Exchange Tokens removed
Instead of all towns performing their prioritization independently, the simulation processes all recipes at all towns in order of prioritization. This allows for more accurate allocation of global trading resources
Unique resources are now truly unique - they can not be harvested or cultivated in other biomes
More resources are unique to biomes: Ruby (Desert), Sapphire (Snow), Topaz (Mountains),m Amethyst (Jungle), and Mana Crystal (Magic).
Some unique resources (Fish, Herb, Carrot, Potato, Cactus Fruit, Dragonfruit) are unlocked as soon as a town is created in that biome
Refined Plank moved from the Workshop to the Lumber Mill (may result in negative recipes available at Lumber mill and an excess of Workshops, players will need to reshuffle their buildings, sorry!)
Fixed per second displays displaying an overflowed integer value when rate was very high
Fixed tooltip for Average Fulfillment header on Market panel
Added more detail to tooltip for hovering Fulfillment meters for each Market item
Tooltip for Town XP shows effect of Goods Fulfillment and Prestige Point multipliers
Baseline storage increased for many buildings
Baseline storage for Library items increased from 200 to 1000
Added quests and upgrades to improve: Furnace storage capacity for Fire, Steam Boiler capacity for Steam, and Barrel capacity for liquids
Quests that required X number of skills at level Y at a specific building now just required X times Y total skill levels. This is to avoid problems when not many skills were available at a building
Removed quests and research for Building Construction Speed, as buildings are already much faster by default and that time no longer grows with each building
Forest now has a 4x crafting speed bonus for Medicine Hut
Jungle now has a 4x crafting speed bonus for Jewelry (instead of Medicine Hut)
Increased crafting time for all Medicine Hut recipes
Decreased demand for all Medicine Hut recipes
Quest to unlock Stockpile only requires stone, not stone & wood since lots of wood has already been harvested
Decreased rate at which Houses require more advanced resources in early game
Increased school coin cost
Lowered sound effect volume of harvest water splash
Gem Jewelry (Ruby & Sapphire Ring, Amethyst Necklace & Topaz Crown) now has individual research, instead of a Harvesting Skills quest for relevant gems which wouldn’t be possible in biomes where the gems don’t occur. If players previously produced any gem jewelry before new research requirement added, the research is now automatically completed
World panel unlock pushed back to town level 12, other permanent research quests also pushed back 2 levels
New permanent research unlock: Basic Logistics, when a town reaches level 18. Permanently unlocks Basic Logic, Prioritization, and Automatic Assignment
Plains has an additional production speed bonus to Bakery and Gourmet Kitchen recipes
Bakery and Gourmet recipes slowed down slightly
River has additional bonus to Pasture crafting speed
Forest has additional bonus to Lumber Mill
Removed some admin commands, unless is in playtest mode
World creation time is added to save file (retroactive only as far back as launch of this version)
Daily rewards (for full game only) now provide 2 or 3 quest coins on a random basis
Display order improved for Quests
Secondary towns start out with 3 Houses, a Lumber Mill, a General Store, and a Food Market
Resources unique to displayed town’s biome are shown at top of trading panel
Raised level requirements for River Town level to unlock Mountains from 10 to 15
Raised level requirements for Forest Town level to unlock Jungle from 10 to 15
Raised level requirements for Mountain Town level to unlock Snow from 15 to 20
Raised level requirements for Jungle Town level to unlock Desert from 15 to 20
Got rid of obsolete Fishing research, since Fish can be harvested in the River without any new tech
Fishery research now requires Fish Food and Yellow Coin, instead of Fish, General Knowledge Tome, and Red Coin. It is also exclusive to the River biome since the Fish resource is exclusive to that biome
When an item is unlocked in any Biome it is immediately unlocked in all other biomes. This means it would potentially show up in inventory, trading, and market panels if other display requirements met.
Nails, Iron Ingot, Copper Ingot and Steel storage moved from the Warehouse to the Stockpile
Added milestone quests to reach level 10 in Mountain, Desert, Snow, and Jungle
All ores have a small regen factor. This also allows them to gain benefit from the Resource Regen perk
Fixed Study / Tech Lab / Mage Tower proficiency upgrades appearing before the building was unlocked
Fixed bug: Average Market Fulfillment was displayed lower than it should be, because market items were included in this average calculation as soon as their producing building was available, even if the associated market building was still locked / hidden, and thus were not yet sellable
Fixed bug: active inventory filters weren’t cleared when creating new towns, possibly resulting in a blank inventory panel when new town loaded