- Standard productivity upgrade now only applies to Lumber Mill, Food Mill, and Stone Mason. All other main production buildings have building-specific productivity upgrades with their own costs and unlock requirements.
- Most productivity upgrades are unlocked by producing lots of of several new tomes available at the School. These tomes are often aligned with a specific building’s outputs. Old tomes like “Industry Tome” have been reworked to align with buildings instead. (This will probably cause disruption to existing Tome production chains, I apologize!)
- Productivity upgrades for advanced buildings (Kitchen, Refreshment Stand, Forge, School, Tailor, Restaurant, Dessert Shop, Apothecary, and Jeweler) now provide a % chance to double outputs, rather than always adding 1 to the recipe outputs
- Added Mage Tower building. The Mage Tower produces a smaller set of very elaborate Tomes that require magical ingredients.
- Greatly increased the scaling of needs requirements of villagers, so that lots of end-game items are now required to fulfill happiness
- All villager needs are capped at 100
- Recipe rows within a building now have background colors that indicate status (input starved, output full, producing, etc)
- Added 60% and 70% UI scaling options
- Improved formatting on building recipe rows when recipe contained a lot of ingredients
- Tooltip for upgrades shows which buildings can install the upgrade
- Fixed tooltips for upgrade descriptions
- Fixed some incorrect widths for tooltip grid layouts
- Magic Chest is now unlocked with a quest: “Own 1000 coins”. This is unlocked when you send invites for the second time.
- Added dialogue to explain the Magic Chest once it’s available
- Removed Magic Chest from Super Power Perks. In its place is a placeholder ‘Flight’ power.
- Magic Chests start at only being able to build 1. But a new Perk was added that lets you increase this up to 21 (existing chests are not affected if you already built them)
- Converted the ‘cutout layer’ grass to actual 3D grass blades
- Grass performs a dither fade when building, so it doesn’t obstruct the highlight grid
- Grass performs dither fade when off in distance to save performance
- Grass is calculated procedurally on new maps, and legacy maps
- Grass can come in multiple heights / density and grows more towards water trenches and certain resources
- Grass is removed automatically when you place a building or certain structures on top of it
- Added ‘info’ button to selected object panel header, which will display a tooltip when hovered
- Fixed bug: Natural resource tooltips said “Harvested From:” the Farm or Forester (now they say “Cultivated By:”
- Enabled tools “Grow Grass” and “Cut Grass”
- Fixed broken label “BehaviorTypeMoveToPosition” when indicating the avatar Move input
- All building tome recipes are enabled with their own specific unlock, instead of generic “Research 2”, “Research 3” groupings
- Fixed 3D grass blades overlapping with paths
- Fixed bug: game would freeze when moving a foot path or road using Move tool
- Fixed bug: some tutorial highlights were being preserved between game sessions
- Many resources (like sugarcane) now block grass from appearing on same block
- Grass is cleared when planting a natural resource that is not compatible with grass
- Grass fades out when performing a Farming action
- News and updates
- Factory Town 2: Paradise Playtest
- Patch Notes 96
Source: Steam Community (opens in a new tab)
