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Idle Tycoon Manufacturing News

Update #5 – Settings Menu

[p]This update focuses on the settings menu, which had become unbearable since the last patch. Now we’ve got a clean and shiny new menu ![/p][p]Changes :[/p]
  • [p]Two sections have been created to organize the adjustable options:[/p]
    • [p]Audio : everything related to sound[/p]
    • [p]Video : everything related to visuals[/p]
[p]Bug fixes :[/p]
  • [p]You can no longer press Escape while in a submenu of the settings menu (to prevent display issues).[/p]
[p]That’s all for now, have fun playing ! 🎮[/p]

Update #4

[p]With this update, all bugs reported so far have been fixed. Feel free to let me know if you encounter any.[/p][p]Bug fixes:[/p]
  • [p]A press might not create an ingot. This is now fixed: it will always create one (also accounts for invisible ingots adjustable in the settings).[/p]
[p]Additions:[/p]
  • [p]Slider to adjust the size of context menus (Machine & Employee).[/p]
  • [p]The ability to assign a task to an employee is unlocked via the R&D menu.[/p]
    • [p]A tutorial is included.[/p]
[p]The settings menu is starting to become very crowded, so I will modify it in the coming days with better-organized submenus.[/p]

Update #3

[p]Today, we focused a lot on quality of life improvements in the game. The contextual panels for machines have been reduced. It was quite complicated to do, because I wanted players to be able to adjust the menu size according to their preference.[/p][p]Now it works, all the formulas are done. What’s missing is just the ability to change it in the settings. Until that’s added, I’ve set the default size to 50%, which makes them twice as small ![/p][p]Changes :[/p]
  • [p]Context menus are now twice as small (machine and employee menus).[/p]
  • [p]The desktop icon has been updated, I had just forgotten to include the new one.[/p]
[p]Bug fixes :[/p]
  • [p]Pressing Escape during crafting now correctly hides the buttons at the bottom left of the screen.[/p]
  • [p]Employees could stop working after unlocking “Inspiration” in R&D, this has now been fixed. The issue came from the upgrade, which has been adjusted :[/p]
    • [p]No longer increases employee movement speed based on the distance to the cursor;[/p]
    • [p]Now increases employee work speed based on the distance to the cursor;[/p]
    • [p]Also increases employee recovery rate based on the distance to the cursor.[/p]
  • [p]Events will now start correctly after playing the tutorial event, no need to restart the game to gain access to the events.[/p]
[p]I hope you’ll enjoy these changes! Let me know if everything works properly, this update might have introduced a new bug.[/p]

Update #2 – Employee Tasks

[p]After several feedbacks, where employees were not working on certain machines, I added a button to assign an employee to a machine. Simply click on an employee to open their dropdown menu, then click "Task" and place the employee next to the machine you want them to work on.[/p][p]This feature is available by default for now. Eventually, it will need to be unlocked through R&D.
A tutorial will also be added later to explain the mechanic.[/p][p]Added :[/p]
  • [p]Task system, allowing an employee to be assigned to a machine permanently and exclusively (detection range: 5 tiles around)[/p]
  • [p]Employees placed outside or stuck in a wall will not be assigned to a machine, even if they are within 5 tiles, and will be teleported to the entrance.[/p]
  • [p]A visible link is present between the employee and the machine if they are linked or can be linked.[/p]
[p]Changes :[/p]
  • [p]Employees can work if they have at least 80% of their energy[/p]
  • [p]Pathfinding has been simplified :[/p]
    • [p]Decorative elements not marked as impassable are now more permissive and can be crossed[/p]
    • [p]Machines are no longer considered impassable (only convoyers are)[/p]
  • [p]Employee collisions will only work on impassable elements[/p]
[p]Balancing :[/p]
  • [p]The per-level multiplier of the concentrator increases from +0.1 to +0.25.[/p]
  • [p]The per-level multiplier of the fusion furnace increases from +0.1 to +0.5.[/p]
[p]Fix :[/p]
  • [p]The formulas of the machines intended to multiply the value of the ingots have been corrected.[/p]
[p]Feel free to tell me if the system is fun to use and if there are any bugs. I did this a bit in a hurry, so I might not have thought of all possible scenarios.[/p]

Update #1

[p]Following the public launch of the game, it seems that the game is stable, as I haven't received any bug reports. However, I have received feedback regarding gameplay comfort, which I will work on improving in the coming days. Feel free to also share your thoughts on the game's balancing, as it is quite important.[/p][p]Additions :[/p]
  • [p]A quick press of the Tab key will display the menu until you press Tab again (press shorter than 0.1 seconds).[/p]
  • [p]Holding the Tab key will display the menu until you release it (press longer than 0.1 seconds).[/p]
[p]Several people have reported that the machine and employee menus are too large. I've been trying to find a solution since the closed beta, to be honest, but without success. I will probably reduce their base size by half. I can't make them responsive, and it seems that most players play the game zoomed in, which I understand since the entire immersion was designed that way.[/p]