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Idle Tycoon Manufacturing News

Update #17 – Massive Optimization

[p]Major update focused on optimizing the game code, along with some bug fixes. The version seems stable enough for public release, but feel free to report any bugs you encounter.[/p][p]In short, we have minor optimizations, systems rebuilt by hand to be less CPU-intensive, and major code optimizations, especially for AI and resources.[/p][p]Here’s a non-exhaustive list of improvements :[/p]
  • [p]Cameras have been merged[/p]
  • [p]Menus will lag less when opening/closing[/p]
  • [p]NPCs passing through the streets appear more frequently[/p]
  • [p]Easter eggs are disabled after activation[/p]
  • [p]Employee AIs are improved but slightly slower (almost imperceptible)[/p]
    • [p]Performance mode: 2 AIs are controlled per frame[/p]
    • [p]Visual quality mode: 5 AIs are controlled per frame[/p]
  • [p]Resources are now incredibly better optimized[/p]
    • [p]Performance mode: their direction is updated every 60 frames[/p]
    • [p]Visual quality mode: their direction is updated every 30 frames[/p]
  • [p]Machines, whether controlled by the player or an employee, generate less lag[/p]
[p]Bug fixes :[/p]
  • [p]Protection against decrafting an item by clicking the menu button[/p]
  • [p]If 0 machines are available, the employee instantly pauses[/p]
  • [p]The mouse cursor will no longer be slightly offset when the camera moves[/p]
  • [p]The click sound is no longer sometimes doubled when clicking the "video" button[/p]
[p]I’m looking forward to your feedback, whether on Discord or the community hub ![/p]

Addition of the game's beta version

[p]Hello everyone ![/p][p]As I am working on a major project to optimize the game’s resources, I decided to create a beta version that will allow me to test directly from Steam the versions that may be highly unstable, like the one I am currently developing.[/p][p]If you want to join the beta version, just :[/p]
  • [p]Right-click on the game[/p]
  • [p]Select Properties[/p]
  • [p]Go to the Betas tab[/p]
  • [p]Choose Beta test program[/p]
  • [p]Replace none with beta - development version[/p]
[p]I would be happy to receive your feedback on the Discord server, see the performance difference before/after, and also get bug reports, as I have inevitably created some new ones while changing the game’s functionality so deeply.[/p][p]WARNING: RISK OF LOSING YOUR PROGRESS ![/p][p](You are playing on the same save file)[/p]

Update #16 – T4 released !

[p]I’m really happy to finally bring you T4. We’re getting close to the end of the early access development, having now reached 80% of the content planned for the game’s V1 ![/p][p]Without further delay, here’s what’s new :[/p]
  • [p]You can now click on the intro screen to skip it once the game has finished loading.[/p]
  • [p]Added a loading text between the intro and the game if the game hasn’t finished loading yet.[/p]
  • [p]Added an intro sound to the corresponding screen.[/p]
  • [p]Added 16 new R&D upgrades.[/p]
  • [p]3 new machines have arrived.[/p]
  • [p]3 new decoration items, including 2 with a special behaviour.[/p]
  • [p]Adjusted the upgrade cost growth formulas for machines, so the later they unlock, the higher their growth becomes.[/p]
  • [p]Added T4-related tutorials.[/p]
  • [p]1 new achievement.[/p]
[p]While working on T4, I found and fixed several pre-existing bugs :[/p]
  • [p]The machine name “Crysionite Press” now appears correctly in the upgrade menu.[/p]
  • [p]It is no longer possible to move two items at the same time in crafting ; a priority order is applied if two items are overlapping at the moment of the click.[/p]
  • [p]If 2 strikers are overlapping, a single click no longer removes the state from both, but only from one, thus preventing the event from getting stuck.[/p]
  • [p]Modification of the operation of the fusion furnaces to achieve smoother performance based on the visible ingot rate.[/p]
  • [p]Updated the bonkers behavior to make it smoother based on the visible ingot rate.[/p]
  • [p]When reloading the delivery menu, the first mission was unavailable if a mission had already been completed today ; this is no longer the case.[/p]
  • [p]When deleting a looping machine (Concentrator and Polisher), the sound it plays will now be properly stopped.[/p]
  • [p]Events will no longer have an increased chance to appear when the day changes, they will now correctly follow their cycle.[/p]
  • [p]Delivery missions will no longer have a chance to fail when the day changes, they will now correctly follow their cycle.[/p]
  • [p]Employees that are off camera no longer stop working when you are not watching them anymore ![/p]
  • [p]And others, but I didn’t write them down :p[/p]
[p]There’s also a bit of optimisation, although very minor. I’ll prepare a dedicated topic for the V1 release regarding optimisation of the recruitment menu, but since I’ll need to reset the saves for that, I’ll wait until the official launch.[/p][p]I hope you enjoy this major new update! Feel free to share your thoughts on the Discord server ; your feedback is invaluable and, if you find any bugs, please report them ![/p][p][/p][p][dynamiclink][/dynamiclink]💚[/p]

Update #15

[p]While working on adding T4, I found a few bugs that I’m fixing right now.[/p][p]Various fixes :[/p]
  • [p]Conveyor speed upgrades were not giving the correct bonus amount. They now correctly provide 10% speed (instead of 1%).[/p]
  • [p]The upgrade that creates ingots two at a time now takes the visible ingot parameter into account (the second ingot will not always appear at 100%, but depending on the machine’s counting).[/p]
  • [p]On some slower PCs, ingots created by the presses could give a slightly lower value than intended. This is now fixed.[/p]
  • [p]The empty inventory icon for the fusion furnaces has been fixed and will now be properly centered.[/p]

Update #14

[p]Today, I’m introducing an improvement related to the number of visible ingots that can be adjusted in the settings menu. It’s important to understand how this feature works : it doesn’t actually make ingots “invisible”, but instead reduces how often they appear at the presses while proportionally increasing their value. As a result, there is no % loss of MonsterCoin per minute.[/p][p]This is simply a trick to reduce the number of entities and simplify calculations by working on “a single resource” instead of “multiple ones”.[/p][p]I have now applied this same logic to the Fusion Forge. It will now create ingots only when necessary, based on the visible ingots setting. This also means resources are proportionally boosted in value to ensure the exact same MonsterCoin per minute production as if 100% of the ingots were visible.[/p][p]Changes :[/p]
  • [p]Fusion Forges now track the ingots they produce and won’t create one on every action if the visible ingots setting is below 100%.[/p]
  • [p]When you modify the visible ingots parameter, if the new value is lower than the previous one, the game will automatically merge ingots of the same type at random to immediately reduce lag. This way, the player doesn’t need to wait for a full production cycle to see the improvement.[/p]
  • [p]You can no longer activate the Fusion Furnace by clicking if it doesn’t have all the required resources in its inventory.[/p]