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Factory Town Idle News

Patch Notes 1.96

[h2]Misc Improvements:[/h2]
  • Added buttons on top of Inventory panel that let you choose between the old 1-column or more compact 2-column layout
  • Added new icons for many storage buildings
  • Removed background tint that would be applied based on active biome
  • Time Management button will flash when game speed is paused, to help prevent confusion if players accidentally turned on Pause mode
  • Increased duration of silence between background songs
  • Decreased contrast of building section header backgrounds for better readability



[h2]Bug Fixes:[/h2]
  • Manual recipe production was applying skill gain bonuses twice
  • Manual recipe production skill gain was calculated based on potential production instead of actual production (i.e. ignoring production decreases due to limited input availability or output availability)
  • Changing towns while quests panel was minimized, and then maximizing the quests panel, would only display a partial list of available quests
  • Error causing failure when applying Language settings

Patch Notes 1.95

Hello! I've been writing some background music for this game for the past few months and it's finally ready to share, so I added it to the game in this patch. If it's not your thing, you can turn it down in the Options panel : )

I've also made a lot of significant rebalancing in this patch. Based on player feedback plus my own playthroughs, it seemed like a lot of the game was trivial to progress through. It could be completed in a (dedicated) weekend when it's meant to take weeks or even months. Upgrades and research could be purchased and completed without really any thought as to how much they cost. As a result, progression wasn't really rewarding.

So I've made a lot of changes to try and fix this. Mostly, upgrade and research costs have been increased to better match the available resources at various points in the game. You will likely have to choose which upgrades you want to spend you money on. Research duration has increased, and perks that sped up research have been nerfed a bit. Quest Coin rewards have also been reduced. In sum, the pacing of the game has been slowed down in a way that I believe makes the game more strategic & interesting. There should still be plenty to do while the game is open, but it won't feel as rushed.

You are definitely encouraged to make use of Turbo Mode (fast-forwarding the simulation based on Time Tokens you've accrued while idle, via F3 and F4 keys) to complete any construction or research that is bottlenecking you.

As always, the game is a work in progress so if you think I've gone too far please let me know and I'll keep working to get the balance right.

Ok here's the full patch notes:

[h2]Features / Additions[/h2]
  • Added 7 original background music tracks
  • Added ‘Music Volume’ to settings Panel
  • Added new hotkeys: Left and Right bracket for Previous / Next Song
  • Added new ‘Biome Unlocked’ animation
  • Increased framerate from 40 fps to 60 fps
  • Added new global perk: Trading Speed (works in addition to Town Perk Trading Speed)
  • Added new Research: “Enhanced Market Construction”. It is unlocked after Magic Construction Research is completed. It is now responsible for unlocking Market Construction Cost upgrades. (This was done to prevent those upgrades (which cost Purple Coins) from being made available before Purple Coins could be earned)


[h2]UI Improvements[/h2]
  • Can right-click on priority, production limit, pause, and auto-assign buttons to clear the setting
  • Trading Post category headers (Unique Import, Metals, etc) have an additional slight indentation so they are easier to distinguish from the Trading Post building headers
  • Menu panels World, Town & Global Perks, Buildings, Upgrades, and Research will block cursor from interacting with background while active
  • Hovering over the ‘info’ button on a building header will show the tooltip details, instead of requiring a click
  • Added tooltip when hovering pause button
  • Tooltip panels for items now show full details of producing & consuming recipes
  • Tooltips for Research that unlock Buildings now directly show the details of the unlocked Building
  • When zero production capacity is available for a building, that number is highlighted in yellow
  • Repositioned many items in the main production list panel so they can be more aligned with their headers
  • Production Limit configuration is now a distinct button, instead of requiring a click on the production progress bar (which wasn’t visibly intuitive)
  • Skill display region has been removed from the recipe display rows, as it was taking up lots of space for something that was minimally useful. You can view skill level & skill XP by hovering over the recipe’s production progress bar along with all its other speed modifiers & stats
  • Right-Clicking on a recipe row will open a new panel with detailed access to pause / priority / production limit configuration options
  • Clicking on Pause button will show a small pop-up window with options (Default/Inherit, Pause, and Play) instead of cycling through
  • Upgrade costs >= 1000 coins are rounded to the nearest 2 significant digits
  • Improved overall formatting on Tooltip panel
  • Changed default icon when recipe not in paused state
  • Clicking on Level Up Rewards after reward boxes begin shaking will cause them to immediately open (revealing their contents) instead of dismissing the reward window. Clicking after the contents have been revealed will dismiss the reward window


[h2]Balance Changes[/h2]
  • Aqueduct is now a Harvesting building, instead of a Support building that passively harvests water. Players will automatically be assigned maximum production capacity for any Aqueducts they have already built.
  • Aqueduct Effectiveness upgrade now applies a boost to the Aqueduct Harvesting recipe
  • New Omni upgrade for Aqueduct Speed
  • Water Wheel and Solar Panel are now Production buildings, each with a recipe that generates power for free, instead of buildings that passively generate power in the background. Effectiveness upgrades now apply to these power recipes. Players will automatically be assigned maximum production capacity for any of these buildings they have already built.
  • Reduced Quest Coin rewards from reaching new town levels
  • Reduced the amount of automatically completed research when starting in new biomes, to reduce visual confusion from having lots of unlocked but not yet usable buildings
  • Default trading mode for non-unique items is now ‘Autobalance’ instead of ‘Export’
  • Increased cost of several Town Perks (if this increased cost would result in negative Town Perk Points, players are allocated enough new Town Perk Points so their balance is no longer negative)
  • Added max production capacity for non-infinite research. The more complex the research (longer duration), the more production capacity allowed.
  • Added small linear increase to building construction time based on number of buildings created, so that the Construction Time perk has more usefulness
  • Increased threshold of required upgrade purchases for unlocking new levels of ‘Upgrade Efficiency’ upgrade
  • Modified cost and duration of several research recipes and upgrades
  • Reduced effectiveness of Research Speed Town Perk and Research Speed upgrade
  • Quests to level up River and Forest to unlock Mountains and Jungle have had the required town level increased from 15 to 20
  • Fish Oil is unlocked with a Recipe Quest (requires Basic Medicine as well as access to Fish) instead of being its own research
  • Cash Register per-level requirements changed from “Spend X [coin type]” to “Produce X [coin type]” and requirement values greatly increased


[h2]Bug Fixes[/h2]
  • Building rows were not displaying recent upgrade icon, or displaying highlight if upgrades was available
  • Tooltip for trading post global storage was clipped off screen
  • Pinned construction details panel would remain visible when town changed, resulting in mismatch between displayed building and active town
  • Research that required specific natural resources to be unlocked would always load with zero production capacity assigned
  • Inconsistent scroll wheel behavior on pinned item tooltip panel
  • Clicking on background of Level Up rewards panel would not advance the animation to the next phase
  • Chute and Harvesting Speed perk were being applied twice to harvesting recipes
  • level-up reward values would sometimes initialize at higher values before it ran the reveal animation, so it would appear to be counting down instead of up
  • Claiming level-up rewards from the World Panel would earn coins for the town displayed on the main interface, not the town that rewards were claimed for
  • Using ESC to dismiss a pinned modal menu would leave it in pinned state, so it would be unintentionally default to pinned state the next time it was shown
  • Trading Post category headers for Unique Resources were not correctly showing label indicating whether they were unique Imports or Exports
  • Changing a recipe or research’s priority when no production capacity is assigned would prevent auto-assignment of production capacity on that recipe or research
  • Some requirements that involved numbers over 10 Billion were being displayed as a rounded down value (e.g. 99B instead of 100B)
  • Cultivation / Prospecting tabs weren’t unlocking immediately when Farming / Quarry research completed
  • Calculation error was causing first 10 skill levels to advance too quickly
  • Inconsistent display of decimal numbers

Patch Notes 1.94

[h2]Balance Changes[/h2]
  • Added new quests to reach various town levels in specific biomes. These quests provide a new item ‘Reward Booster’. Each Reward Booster will increase the min and max random ranges for Quest Coins received from the Daily Reward chest


[h2]Misc Improvements[/h2]
  • Added permanent display for Coins, removed them from the Inventory panel
  • Left-side Inventory and Quests panels are now collapsible
  • Clicking on header label on Inventory section will open a new pop-up inventory panel
  • Notifications moved to the top header, to give more space to inventory & quests on the left hand side
  • Hovering over Town Experience progress bar will show XP and time until next level
  • Global utility buttons moved to new topmost header (along with notifications), so that the town navigation buttons can be wider and have labels
  • Can click the item icon on a inventory list item to apply it as a filter to the main panel without also activating / pinning the item’s production tooltip
  • Moved ‘Cotton Cloth’ recipe above ‘Shirt’ recipe
  • Added icon to ‘Adjustment Factor’ button
  • Changed several icons
  • Added extra tint and texture to production category headers, to help distinguish from building headers
  • When an item filter for ‘Power’ is applied to the main production panel, Water Wheel and Solar Panel will be potentially visible due to their passive production of Power
  • Added ‘Claim All’ button back to main menu’s quests panel
  • Launch menu buttons animate size when hovered
  • Added 2 more save slots
  • Rearranged UI layout of town status panel in top-left
  • Changed resolution of UI background sprites to reduce blurriness
  • Changed appearance of save slot buttons
  • Added ‘Controls’ panel that lists useful hotkeys
  • Renamed ‘Production’ panel to ‘Crafting’
  • Town XP rate is now shown near the Town Level progress bar, instead of taking up space in the inventory bar
  • Closing the Level Up rewards panel before animations are complete will no longer play the reward gain sound effects after the panel closes


[h2]Bug Fixes[/h2]
  • Tooltip for unlocking Magic biome was only showing the Snow biome level requirement, not the Desert biome level requirement
  • Automatic Assignment for Research was getting unlocked at town level 11, instead of town level 10 (the rest of the panels unlocked Automatic Assignment at level 10)
  • Production adjustment delta would sometimes revert to low values when current capacity was high and adjustment factor > 1
  • Confirmation panel when deleting town slots was showing the wrong slot number
  • Switching trade mode to ‘off’ would cause some item icons to be resized incorrectly in that row and elsewhere in the UI
  • Upgrades button would stay selected after the Upgrades panel was closed

Patch Notes 1.93

  • Removed obsolete Clickables option from cost icon right-click menus (which would result in the old clickables menu appearing and being unable to hide it)
  • Selecting a recipe filter no longer shows all other recipes that share inputs and outputs with the selected recipe - instead it just shows the recipe you selected
  • Selecting an inventory item will also apply a filter on the main panel based on the selected item
  • Fixed bug: Market and Trading filters would appear as "Item" filters on the main panel instead of "Markets" or "Trading"
  • Fixed bug: Locked items were appearing in pop-up navigation menu when right-clicking an item icon

Patch Notes 1.92

[h2]Improvements[/h2]
  • Header expand / collapse status is preserved based on active panel filter and active town. This status is also now saved with the game file
  • Added animated pointer finger icon to help guide player through early game stages
  • Added limit of 100 status log entries per town
  • Enlarged top navigation buttons
  • Upgrades panel displays its current building filter (if any), and allows player to clear the filter by clicking on it


[h2]Bug Fixes[/h2]
  • Inventory panel filter (which is applied when a recipe is selected) was not cleared when the primarily list filter changed
  • Cycling towns while a filter was active would not show any items in the new town