Tower Factory 0.1.5 - Small Update
Hello everyone!
As I've let you know few days ago in the Tower Factory Early Access announcement, I plan to release 2 or 3 small updates before the end of the year. These will include minor gameplay pacing rebalances, as well as small new features for both gameplay and control functionality, making the game more comfortable to play.
Let's kick things off with the first update: version 0.1.5 of Tower Factory!
Changelog:
- Increased the number of slots in the hotbar from 8 to 10.
- Added tooltips in the hotbar showing the name and cost of buildings.
- Added tooltips on towers in Interaction Mode, displaying their target priorities when hovering the mouse over them.
- You can now view the inputs and outputs of each recipe from the in-game store. These appear as tooltips when hovering over the recipe icon after selecting a production building.
- Pressing ALT key now shows all tooltips for towers and production buildings. This makes it easy to see each tower’s priorities and the resources being produced with no need to select them one by one.
- Copying a tower with MMB will now also copy its target priority settings.
- Copying a production building with MMB will now also copy the selected recipe.
- Added a button in the Upgrades menu to reset all unlocked Upgrades and recover 50% of their cost.
- Added a button in the victory and defeat menus to purchase new Upgrades without returning to the main menu.
- Added a new loading screen tip: "You can make coal in the Furnace."
- Tier 2 Combiners, Splitters, etc., can now be placed directly on top of Tier 1 ones.
- Slightly increased the number of trees in the starting area of the level Wanderer’s Glade.
Bugfixes:
- Fixed a bug with tower priorities when "Most armor" was set as the first priority and "Most shield" as the second.
- Fixed a bug where resources wouldn’t enter the Light Tower, requiring a game restart.
- Fixed a bug where conveyor belts were not sold when placing a larger building over them in certain specific cases.
- Fixed a bug causing the Power Crystal tower to stop working permanently.
These are all the changes in version 0.1.5. In a few weeks, I plan to release another update with adjustments to the game’s pacing and some changes related to crystal exploration that I hope you'll enjoy!
As always, I’m here to listen to your feedback, whether it’s here or in the Steam forums. Don’t forget to join our Discord server (link available on the Tower Factory Steam page or in the game’s main menu, below the game logo).
Gius Caminiti
As I've let you know few days ago in the Tower Factory Early Access announcement, I plan to release 2 or 3 small updates before the end of the year. These will include minor gameplay pacing rebalances, as well as small new features for both gameplay and control functionality, making the game more comfortable to play.
Let's kick things off with the first update: version 0.1.5 of Tower Factory!
Changelog:
- Increased the number of slots in the hotbar from 8 to 10.
- Added tooltips in the hotbar showing the name and cost of buildings.
- Added tooltips on towers in Interaction Mode, displaying their target priorities when hovering the mouse over them.
- You can now view the inputs and outputs of each recipe from the in-game store. These appear as tooltips when hovering over the recipe icon after selecting a production building.
- Pressing ALT key now shows all tooltips for towers and production buildings. This makes it easy to see each tower’s priorities and the resources being produced with no need to select them one by one.
- Copying a tower with MMB will now also copy its target priority settings.
- Copying a production building with MMB will now also copy the selected recipe.
- Added a button in the Upgrades menu to reset all unlocked Upgrades and recover 50% of their cost.
- Added a button in the victory and defeat menus to purchase new Upgrades without returning to the main menu.
- Added a new loading screen tip: "You can make coal in the Furnace."
- Tier 2 Combiners, Splitters, etc., can now be placed directly on top of Tier 1 ones.
- Slightly increased the number of trees in the starting area of the level Wanderer’s Glade.
Bugfixes:
- Fixed a bug with tower priorities when "Most armor" was set as the first priority and "Most shield" as the second.
- Fixed a bug where resources wouldn’t enter the Light Tower, requiring a game restart.
- Fixed a bug where conveyor belts were not sold when placing a larger building over them in certain specific cases.
- Fixed a bug causing the Power Crystal tower to stop working permanently.
These are all the changes in version 0.1.5. In a few weeks, I plan to release another update with adjustments to the game’s pacing and some changes related to crystal exploration that I hope you'll enjoy!
As always, I’m here to listen to your feedback, whether it’s here or in the Steam forums. Don’t forget to join our Discord server (link available on the Tower Factory Steam page or in the game’s main menu, below the game logo).
Gius Caminiti