Factory Town Idle

Factory Town Idle

Not enough ratings
Game update "Factory Town Idle"
By Kent City
This tutorial was created to show an update to the game
   
Award
Favorite
Favorited
Unfavorite
Information
All versions of the game
1.1.0,1.1.0a,1.1.0b
1.0.1,1.0.1a
1.0.0
1.99,1.99a,1.99b
1.98,1.98a,1.98b,1.98c
1.97,1.97a,1.97b,1.97c,1.97d,1.97e,1.97f,1.97g,1.97h,1.97i,1.97j,1.97k,1.97l,1.97m,1.97n
1.96
1.95,1.95a,1.95b,1.95c,1.95d,1.95e,1.95f,1.95h
1.94,1.94a,1.94b,1.94c,1.94d
1.93
1.92,1.92a
1.91,1.91a,1.91b,1.91c,1.91d,1.91e,1.91f,1.91g,1.91h,1.91h,1.91i,1.91j,1.91k,1.91l,1.91m,1.91n
1.90,1.90a,1.90b
1.89,1.89a,1.89b,1.89c,1.89d,1.89e,1.89f,1.89g,1.89h,1.89i,1.89j,1.89k,1.89l
1.88,1.88a,1.88b,1.88c
1.87,1.87a,1.87b,1.87c,1.87d,1.87e,1.87f
1.86,1.86a,1.86b,1.86c
1.85a,1.85b,1.85c
1.84,1.84a,1.84b,1.84c,1.84d,1.84e,1.84f,1.84g,1.84h,1.84i
1.83
1.82,1.82a,1.82b,1.82c,1.82d,1.82e,1.82f,1.82g,1.82h,1.82i,1.82j,1.82k,1.82l,1.82m
1.81,1.81a,1.81b,1.81c,1.81d
1.80,1.80a,1.80b,1.80c,1.80d,1.80e,1.80f
1.79,1.79a,1.79b,1.79c,1.79d,1.79e,1.79f,1.79g,1.79h,1.79i,1.79j,1.79k,1.79l,1.79m,1.79n,1.79o
1.78,1.78b
1.77,1.77a,1.77b,1.77c,1.77d,1.77e,1.77f,1.77g
1.76,1.76a,1.76b,1.76c,1.76d,1.76e,1.76f,1.76g,
1.75,1.75a,1.75b,1.75c,1.75d,1.75e,1.75f
1.74
1.73,1.73b,1.73c,1.73d,1.73e,1.73f
1.72,a,1.72b,1.72c
1.71,1.71a,1.71b,1.71c,1.71d,1.71e,1.71f,1.71g
1.70,1.70a,1.70b,1.70c,1.70d,1.70g
1.69
1.68
1.66,1.66a
1.65,a
1.64,1.64a,1.64b,1.64c,1.64d,1.64e,1.64g
1.63,1.63a,1.63b,1.63c,1.63d,
1.61
1.62,1.62a,1.62b
1.59
1.58,1.58a,1.58b,1.58c,1.58d
1.57b,1.57c,1.57d,1.57e
1.56, 1.56a
1.55,1.55a,1.55b,1.55c
1.54,1.54a
1.53,1.53a,1.53b,
1.52,1.52a,1.52b,1.52c
1.51

1.1.0,1.1.0a,1.1.0b
🎉1.1.0 on beta: 17.01.2024 4:40
Improvements:
Inventory panel will display a header displaying which filter is active, if any. This is for both recipe filters and the increasing/decreasing state filters
When Inventory is filtered to show increasing or decreasing items, it will automatically refresh every second to keep up to date with production changes
When a Perk has no levels, its description will simply state the effect of the next level of the perk. It will no longer show the current effect, i.e., 0% boost
World Panel buttons now include Land, Workers, Research, Upgrades, and Construction buttons
Notifications panel tracks notifications per-town, switching towns will display that town’s notifications. Previously unviewed notifications will have a slight tint animation
Balance Changes:
All Cultivation and Prospecting recipes are now available immediately as soon as the parent building & natural resource are unlocked. The related research (that was previously responsible for unlocking the recipe) still exists but now applies a 5x prospecting speed multiplier. The baseline speed has been reduced by 5x. This way there is less confusion about why a certain recipe is missing, and avoids the situation where a prospecting building might be empty of recipes, but maintains the importance of the related research.
Bug Fixes:
Mana Power was not tradeable
Fixed bug failing to load large numeric values in save files which would cause the main launch menu ‘Play’ to become unresponsive.
Claiming a research recipes that was also selected would preserve the selected recipe filter on the inventory panel with no clear way to remove it
Notification Log would always show completed research as ‘level 1’
Fixed transparent background on Inventory popup panel

🎉 1.1.0a on beta: 19.01.2024 0:13
New Town Perk: Storage Boost. Each level adds a multiplier onto all item storage (including natural resources) within the town
Got rid of all Omni Storage boosts. Was too easy to unintentionally increase storage in an irreversible way using Claim All for upgrades. Functionality is replaced with the Storage Boost town perk
New Global Perk: Construction Efficiency. Each level reduces the amount of physical items required for construction, all the way down to zero. Currency requirements are unaffected.
New Global Perk: Research Speed. Each level reduces research speed in all towns by a set amount. Meant to help deal with exponentially growing durations of infinite research, and also help speed up development of new towns
Increased baseline cost for all Omni-upgrades by 100x. (Upgrade Efficiency upgrade was causing early levels of these upgrades to be extremely cheap)
Fixed bug: Construction Details panel would sometimes show non-localized text in header
— Сегодня, в 1:16

🎉1.1.0b on beta: 20.01.2024 1:16
Added admin command “WIPE STATS” that resets stats and achievements (beta branch only)
When Auto-Trade switches mode between Import and Export, and Auto-Assign is active on the recipe, the recipe will have all production capacity removed. This is to prevent wild swings in trade volumes
Research buttons on World panel will flash when the town has a research to claim
Right-clicking on Research or Upgrades buttons on World panel will automatically claim all research or upgrades that are available to claim
Claiming All upgrades will now show a list of which upgrades were claimed
New Global Perk: Global Trading Capacity. Each level increases the globally-shared limit for trading post inventory
All buildings have at least some coin cost, so there is still a cost when Construction Efficiency is at max level and all physical costs removed
Fixed beta bug: Global perk Research Speed was listed as a Town Perk in the research speed tooltip
1.0.1, 1.0.1a
🎉 1.0.1 on beta branch: 13.01.2024 1:15
Improvements:
Added Italian language localization

Balance Changes:
Resources are no longer added when their capacity expands, as it was possible to exploit by adding/removing associated perks
Removed slightly confusing quest requirements for higher levels of “Research Speed” upgrade. They were intended to prevent displaying these levels before the type of coin used to purchases these levels was available. But they were not formatted well and didn’t serve much purpose. Now all levels of this upgrade cost Yellow Coins and have no additional requirements besides completing certain amounts of research globally.

Bug Fixes:
Was possible to minimize the main Markets or Trading header, causing all rows to disappear without an obvious way to make them visible again
Game will respond to launch arg “-windowed” to launch in window mode instead of exclusive fullscreen (to fix issues where game would not display properly in exclusive fullscreen, causing in-game windowed mode option to be inaccessible)
Also added “-fullscreen” launch arg that sets to exclusive fullscreen
Added logic to help prevent ‘One Week’ and ‘One Month’ achievements from triggering early
Was able to click on locked Biome modifier icons to see the locked info
Water Wheel research was required on all recipes that use power, even though power can now be traded between towns. This was causing an odd situation where the Machine Shop could be unlocked but no recipes were visible for it.
Changing towns (with ctrl+left or right arrow keys) while the Town Perks menu was open would not update that menu’s displayed town
Was able to exceed building limits (e.g. for biome-specific buildings that are capped based on town level) using the build-multiple commands

🎉 1.0.1a on beta: 4:55
Changed ‘Scroll Up’ and ‘Scroll Down’ hotkeys from Q and E to A and Z, to prevent overlaps with existing menu hotkeys. In addition, the keys can be held down to scroll repeatedly. (Page Up and Page Down are also mapped to this function.)
🎉1.0.0
🎉Patch Notes 1.0.0 08.01.2024 19:38
Misc Improvements
  • More details provided in Market Fulfillment tooltip, specifically including descriptive rows for things that modify oversupply rates
  • Low market supply does not use sad face icons, to avoid implying a penalty
Balance Changes
  • Markets can be oversupplied even from the start of the game (by 100%)
  • Lowerered Stone Mason research time
  • Lowered baseline demand for Wood, Stone, Stone Brick, and Plank
  • Further decreased effect of Land on resource regeneration rates (was too high and making Cultivation and Prospecting useless in early game)
Bug Fixes
  • Goods Consumption Boost upgrades were being applied to the baseline demand for an item, instead of just affecting oversupply
  • Player could specify a production limit for Market recipes that exceeded the max demand for that item
  • Cultivation production auto-assign could enter a cycle where it would be added and removed repeatedly
  • Water Spring was showing up twice in tooltip for Well
  • Hotfix 1.0.0a: Fixed low land amounts having negative impact on resource regeneration rates
1.99,1.99a,1.99b
🎉 1.99 on beta: 07.01.2024 20:01
Fixed bug: Goods Consumption Boost upgrades were being applied to the baseline demand for an item, instead of just affecting oversupply. After the change, baseline demand is much lower but oversupply thresholds have remained the same

🎉 1.99a on beta: 08.01.2024 5:51
More details provided in Market Fulfillment tooltip, specifically including descriptive rows for things that modify oversupply rates
Fixed bug: Player could specify a production limit for Market recipes that exceeded the max demand for that item
Fixed bug: Section headers for trading categories had the old formatting for pause and production limit
Fixed bug: flickering in cultivation production auto-assign

🎉 1.99b on beta: 08.01.2024 17:53
Fixed beta bug: Setting production limit to ‘demand’ would cause zero output for all recipes that aren’t market recipes
Markets can be oversupplied even from the start of the game (by 100%)
Lowerered Stone Mason research time
Lowered baseline demand for Wood, Stone, Stone Brick, and Plank
Improved tooltip on Market Fulfillment calculations
1.98,1.98a,1.98b,1.98c
🎉 1.98 on beta: 05.01.2024 21:21
Fixed bug where auto-assign production capacity on Cultivation and Prospecting recipes would ignore natural resource regen, resulting in excess amounts of production capacity assigned

🎉 1.98a on beta: 07.01.2024 00:05
Changed many icons & background images
Advanced levels of Research Speed upgrade, that require red, blue, and purple coins, now require that coin’s respective unlock quest to be completed first

Some background on this: The game had been using icons that I generated with help from Dall-E. I recently learned that there's an open question as to whether output from Dall-E and similar AI generators can be used in a published Steam game. The terms of service of Dall-E says that the output is owned by the person entering the prompts, but it would seem it could still potentially output content that is unknowingly protected by copyright if it was trained on copyrighted materials (which I believe it was). I was only making basic icons and not entering prompts to mimic any specific artist, so I feel the chance of any of the icons actually infringing copyright was very low. However, out of an abundance of caution I decided to replace all of the icons that used AI as part of their generation.

Due to the short time frame, I replaced them with licensed stock images and did my best to modify them to match the existing style. I think the results are mixed - some are better, some are worse. But I felt this step had to be done. After launch I'll make further adjustments as necessary to fix any quality issues.

🎉 1.98b on beta: 07.01.2024 6:55
Fixed beta bug: pixelation on pointer finger icon
Stone Mason is now available in initial research set, and Quarry research is dependent on Stone Mason, instead of vice versa
Well and Hearth research require Quarry, not Stone Mason
If tutorial was instructing player to build a General Store, but no Workers were available, the tutorial pointer finger will point to the House instead of the General Store
Tutorial pointer finger will point to the Town Perks and/or the Global Perks buttons if the player has available perks to purchase and has not yet opened the panels
Fixed some localization issues
Fixed bug: Desert Well penalty was not being applied
More detailed tooltips will be shown when hovering over production contribution details
Reduced the multiplier that Land has on resource regeneration from .5x per land to .1x per land
Labels in production tooltip details will more specifically show the producing or consuming building, not just the panel (e.g. “Forester” instead of “Cultivation”)
Fixed bug: descriptions were missing for Steam Pipe, Power Line, Mana Pipe, Magma Pipe, and Omni Pipe speed upgrades

🎉 1.98c on beta: 07.01.2024 16:42
Increased baseline resource regen rate to account for previous beta patch’s large nerf to per-land regen bonus
Increased baseline harvest speed of Harvester Hut Wood from .25/sec to .4 / sec
1.97e,1.97f,1.97g,1.97h,1.97i,1.97j,1.97k,1.97l,1.97m,1.97n
🎉 1.97e on beta: 21.12.2023 4:15
Increased strength and number of levels in Knowledge Speed perk

🎉 1.97f on beta: 22.12.2023 5:48
Quest Coins are now grouped with the rest of the Global management buttons
Town Happiness is now shown as a full progress bar with percent
Removed background images from some parts of the UI so it doesn’t feel like all the background space is occupied
Active biome type is shown a a label in the town stats panel, not an icon
Fixed beta bug: Alert icons were appearing in incorrect positions for Research, Upgrades, and Construction navigation buttons
Changed sprite for Mana Crystal natural resource
Reformatted the ‘World Panel’ where active biome is selected. Biomes are shown in a grid, and the town’s Perk Points and current Happiness can be viewed.

🎉 1.97g on beta: 22.12.2023 16:56
Fixed beta bug: unable to open quest coins panel
Fixed beta bug: opening the town perks panel a second time from a different town would show blank rows

🎉 1.97h on beta: 02.01.2024 1:03
Added back Skills display
Merged Pause and Production Limit displays, now they are accessed by clicking on the production rate progress bar. If a setting is active its icon will appear on the progress bar.
Fixed bug: ESC key would not always remove the top-most dismissable window
Fixed beta bug: Quest Coin and Rewards button displays were not updating
Improved formatting on long time spans
Fixed bug: “???” was appearing in tooltip for Power production, due to Solar Power recipe being available but non-productive in biomes other than Desert
Added slight tint to Research, Upgrades, and Construction buttons to differentiate from navigation buttons

🎉 1.97i on beta: 03.01.2024 6:12
Fixed beta bug: production limit / pause region in building headers not updating icon when removed via right click
Fixed beta bug: icon for production limit / pause region in building headers was showing the wrong color when no settings applied or active
Fixed bug: tutorial pointer finger would appear above overlay menu panels like Construction
If tutorial pointer finger is highlighting a building ‘add’ button, and that building is hidden by an active production filter, the pointer finger will instead highlight the production filter button
If tutorial finger is highlighting a button on a recipe production row, and that row is hidden due to its building header being minimized, the pointer finger will instead highlight the building header expand/collapse button
Increased skill gained from manual recipe clicks by 8x
Biomes must be unlocked in order Plains > River > Forest > Mountains > Jungle > Desert > Snow > Magic. However, if a player already has a town started in one of these biomes it will remain unlocked.
Demand for different goods will have more variance in how they scale with Town Level. Basic Goods will scale much slower then advanced goods. However, scale effect based on number of houses has increased. In general this means there is more demand for all items.
To limit the effect of this increased demand on high-end towns, the power of the Goods Consumption perk has decreased by 50%.
Also to support this increased goods demand, the number of Production Capacity ugprades for each market type has been increased from 4 to 10

🎉 1.97j on beta: 04.01.2024 2:00
Further adjustments to market demand values
Increased size of confirm button on reward panel
Available worker count is shown on the House header in main recipe list
Slightly increased xp requirements for skill level gain
Fixed bug: Skill tooltip not updating every simulation tick
Fixed bug: All numbers in the thousands were being displayed as rounded to the nearest 10
Fixed beta bug: Construction button not visible at the start of game, and Upgrades button made visible too early
Inventory Panel can occupy more space on the left side of the screen when fewer coin rows are visible
Quests panel has larger default size
Doubled baseline sell speed on basic items
Upgrades panel unlocked after 5 research, instead of 10
Fixed beta bug: production limit icon was permanently displayed on progress bar for construction details
Improved tooltip on rate progress for research and construction
Can earn Red Coins from level up rewards
Fixed bug: Automatic Assignment is unlocked at town level 10, but it was shown in the level 11 rewards
Prospecting Speed perk unlocks with Quarry, not Mine
Fixed bug: Perk labels would not reload when language option changed
Added better indicator of locked state on each Perk
When an building cost item is locked, it will show a more detailed tooltip when hovered to give player a way to find out how to obtain it
Fixed bug: Quest to make Wool Cloth to unlock Hat was visible before Wool Cloth was unlocked
Knowledge Speed perk requires a Study to be built before it can be used
Increased max workers on Forge research to 10
Can right-click on building headers to expand/collapse all similar headers (just like Control+left click currently does)

🎉 1.97k on beta: 04.01.2024 22:36
Upgrade ‘Workers per House’ is now accessible from the House building’s upgrade panel
Upgrade ‘Research Speed’ is now accessible from the School building’s upgrade panel
When mass-expanding header sections, the list will scroll to the last header you clicked on to prevent it from going off-screen due to section expansion
Increased General Knowledge Tome costs in many research recipes
Navigation button for Trading filter appears as soon as Trading Post is available to build, otherwise it can be hard to know how to build a trading post
Tooltip guide can alternate which side of the screen it can appear on
Clicking a locked item icon will now pin the tooltip guide
Tooltip guide for recipes will show the recipe requirement
When the upgrades panel is closed, any text search filter will be removed
Research Speed upgrade is now unlocked based on global research completed, so it is more easily available in new towns that need help speeding through early research

🎉 1.97l on beta:
Fixed bug: Unlocked Markets with zero items to sell did not have correct display on their headers
Increased resource regeneration rate of Rock, as it was too easily becoming a negative value in early towns
Added early-game quest to ‘Build 10 Houses’ as a bridge between the 1 House and 15 House quests

(Pinging @Beta Testers because I forgot to do so on the previous patch)


🎉 1.97m on beta:
Fixed beta bug: House was showing Priority, Auto-Assign, and Production limit buttons when they were not applicable
Fixed beta bug: Tooltip for population display on House header was showing ‘Production Capacity’
Fixed bug: cost displayed on Construction Details panel would not immediately update after Construction Cost perk modified

🎉 1.97n on beta:
Fixed bug: clicking quickly to fast-forward the town level up reward animations would sometimes result in particle effects that were too large
1.97,1.97a,1.97b,1.97c,1.97d

🎉1.97 on beta: 18.12.2023 17:37
Added more levels to the Construction Speed town perk
Fixed Overflow error when calculating very long time durations

🎉 1.97a on beta: 19.12.2023 4:18
Mana Pipe building is now Mana Pipeline. Instead of being a support building, it is a trading building that can move Mana Crystals and Mana Power between towns.
Players will be granted additional Mana Pipelines if they had previous active trades for Mana Crystals and not enough Mana Pipelines to maintain that trade amount
New Building: Steam Pipeline. Allows importing and exporting of Steam. Unlocks globally after building a set amount of Steam Pipes.
New Building: Omni Pipeline. Allows importing and exporting of Omnistones. (Players will be granted Omni Pipelines if they had previous active trades for Omnistones)
New Item: Omni Pipe. Used to build Omni Pipelines. Produced at the Machine Shop from Omnistones and Mana Pipes. Sellable at the Hardware store for Purple coins.
New Building: Magma Pipeline. Allows importing and exporting of Fire.
New Item: Magma Pipe. Used for building Magma Pipelines. Produced at the machine shop from Steel and Power. Sellable at the Hardware Store for Red Coins.
Removed ‘Power Line’ research. Now, Power lines are unlocked globally with a quest to produce a set amount of Copper Wire. This quest is automatically marked as complete if the player has built any Power Lines in any of their towns.
Added new speed upgrades for Power Line, Steam Pipeline, Mana Pipeline, and Omni Pipeline
Town Trading Speed and Global Trading Speed perks now apply to all trading recipes, not just Trading Post recipes

🎉 1.97b on beta: 19.12.2023 23:07
Building construction progress bars animate more smoothly

🎉 1.97f on beta: 22.12.2023 5:48
Quest Coins are now grouped with the rest of the Global management buttons
Town Happiness is now shown as a full progress bar with percent
Removed background images from some parts of the UI so it doesn’t feel like all the background space is occupied
Active biome type is shown a a label in the town stats panel, not an icon
Fixed beta bug: Alert icons were appearing in incorrect positions for Research, Upgrades, and Construction navigation buttons
Changed sprite for Mana Crystal natural resource
Reformatted the ‘World Panel’ where active biome is selected. Biomes are shown in a grid, and the town’s Perk Points and current Happiness can be viewed.

🎉 1.97g on beta: 22.12.2023 16:56
Fixed beta bug: unable to open quest coins panel
Fixed beta bug: opening the town perks panel a second time from a different town would show blank rows

🎉 1.97h on beta: 02.01.2024 1:03
Added back Skills display
Merged Pause and Production Limit displays, now they are accessed by clicking on the production rate progress bar. If a setting is active its icon will appear on the progress bar.
Fixed bug: ESC key would not always remove the top-most dismissable window
Fixed beta bug: Quest Coin and Rewards button displays were not updating
Improved formatting on long time spans
Fixed bug: “???” was appearing in tooltip for Power production, due to Solar Power recipe being available but non-productive in biomes other than Desert
Added slight tint to Research, Upgrades, and Construction buttons to differentiate from navigation buttons

🎉 1.97i on beta: 03.01.2024 6:12
Fixed beta bug: production limit / pause region in building headers not updating icon when removed via right click
Fixed beta bug: icon for production limit / pause region in building headers was showing the wrong color when no settings applied or active
Fixed bug: tutorial pointer finger would appear above overlay menu panels like Construction
If tutorial pointer finger is highlighting a building ‘add’ button, and that building is hidden by an active production filter, the pointer finger will instead highlight the production filter button
If tutorial finger is highlighting a button on a recipe production row, and that row is hidden due to its building header being minimized, the pointer finger will instead highlight the building header expand/collapse button
Increased skill gained from manual recipe clicks by 8x
Biomes must be unlocked in order Plains > River > Forest > Mountains > Jungle > Desert > Snow > Magic. However, if a player already has a town started in one of these biomes it will remain unlocked.
Demand for different goods will have more variance in how they scale with Town Level. Basic Goods will scale much slower then advanced goods. However, scale effect based on number of houses has increased. In general this means there is more demand for all items.
To limit the effect of this increased demand on high-end towns, the power of the Goods Consumption perk has decreased by 50%.
Also to support this increased goods demand, the number of Production Capacity ugprades for each market type has been increased from 4 to 10

🎉 1.97j on beta: 04.01.2024 2:00
Further adjustments to market demand values
Increased size of confirm button on reward panel
Available worker count is shown on the House header in main recipe list
Slightly incr
Research for Fire/Earth/Water/Air temples now require Mana Temple to be researched first
Clicking a required research within the tooltip panel will navigate to that research, as well as update the tooltip panel to show that research’s information
Small text size animation applied when manually changing assigned production capacity
Fixed bug: Add Production Capacity button was not greyed out when research was already at max capacity
Fixed bug: When attempting to assign more production capacity to a research than was allowed, the research header was flashing as if there wasn’t enough schools. Instead the current/max label will flash
Increased duration & cost for more end-game recipes and research

🎉 1.97c on beta: 20.12.2023 5:55
Changed icons for some town perks to better match the associated panel
Town perks “Cultivation Productivity” and “Prospecting Productivity” are now “Cultivation Speed” and “Prospecting Speed”. Instead of increasing the number of items produced, they simply increase the recipe speed. 5 more levels have been added to each.
Previous production tab called “Research” is now called Knowledge, to help differentiate it from the Research tab
OmniTemple has been moved to the Research tab
Added 5 more levels to Global Market Speed perk
Improved description of Crafting speed perk so it is more clear that it applies only to recipes in the ‘Crafting’ category
Added new Town Perk “Knowledge Speed”. Increases speed of all Knowledge-related recipes, that is, recipes produced by Study, Tech Lab, Mage Tower, and Omnitemple. Note that these recipes no longer benefit from “Crafting Speed” perk as they are not classified as Crafting recipes.
Changed icons for some infinite research to better match their affected production category
Increased duration & cost for more end-game research
🎉 1.97d on beta: 21.12.2023 1:55
Fixed beta bug: Changing the Knowledge perk would not immediately update the related Knowledge recipe speeds
Changed sprite fdor General Knowledge Tome
Search input field is now hidden by default, can be toggle on by hitting new ‘Search’ button on the main panel header (or using hotkey Ctrl-F)
Fixed bug: recipes that produce Knowledge Orbs (i.e. Omnitemple recipes) were not producing any XP
Combined “Housing” and “Support” buildings into “Buildings” category
Rail Depot is now in the “Storage” Category
Previous “Buildings” panel is now called “Construction” and its hotkey is C instead of B
Moved Research / Upgrades / Construction to top nav panel instead of being underneath town stats.Town Happiness is now shown as a full progress bar with persen
1.96
🎉 1.96 on beta: 17.12.2023 22:11
Added new icons for many storage buildings
Removed background tint that would be applied based on active biome
Increased duration of silence between background songs
Time Management button will flash when game speed is paused, to help prevent confusion if players accidentally turned on Pause mode
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
Language settings would not correctly update if Recipe Config panel had not yet been opened
1.95h
🎉 1.95h on beta: 15.12.2023 22:55
Fixed bug: inconsistent display of decimal numbers
More adjustments to endgame research & upgrade costs
Fixed beta bug: Incorrect display formatting within Temple tooltips
1.95,1.95a,1.95b,1.95c,1.95d,1.95e,1.95f

🎉 1.95 on beta branch: 05.12.2023 0:49
Increased framerate from 40 fps to 60 fps
Added new ‘Biome Unlocked’ animated reward panel when you create a new biome for the first time

🎉 1.95a on beta: 07.12.2023 5:48
Added 7 original background music tracks 🎶
Added ‘Music Volume’ to settings Panel
Added new hotkeys: Left and Right bracket for Previous / Next Song
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)
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
Added sound effect when Biome Unlock reward panel is displayed
When zero production capacity is available for a building, that number is highlighted in yellow
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
Clicking on Pause button will show a small pop-up window with options (Default/Inherit, Pause, and Play) instead of cycling through
Clicking on a recipe row will open a new panel with detailed access to pause / priority / production limit configuration options
Fixed bug: building rows were not displaying recent upgrade icon, or displaying highlight if upgrades was available
Changed default icon when recipe not in paused state
Added tooltip when hovering pause button

🎉 1.95b on beta: 08.12.2023 1:54
Lowered default music volume
Increased duration of silence between background song plays
Added ‘Music’ section to credits panel
Default trading mode for non-unique items is now ‘Autobalance’ instead of ‘Export’
Changed formatting of production capacity available / max / assigned regions
Menu panels World, Town & Global Perks, Buildings, Upgrades, and Research will block cursor from interacting with background while active
Fixed bug: Tooltip for trading post global storage was clipped off screen
Priority config is hidden on new Recipe Config panel until it is unlocked
Fixed beta bug: max production capacity was not updating frequently enough
Widened market coin icon to better align production with other rows
Fixed beta bug: unnecessary icon for Production Limit displayed on Buildings and Research
Can right-click on priority, production limit, pause, and auto-assign buttons to clear the setting
Fixed beta bug: Research auto-claim was overlapping with research auto-assign
Modified cost and duration of several research recipes
Added back old functionality of clicking on a recipe row to apply a filter to inventory. Right-click will now open the detailed recipe config panel
Reduced effectiveness of Research Speed Town Perk

🎉 1.95c on beta: 08.12.2023 23:23
Fixed bug: pinned construction details panel would remain visible when town changed, resulting in mismatch between displayed building and active town
Fixed beta bug: click-to-dismiss on research rewards would not work if cursor was over research panel
Added max production capacity for non-infinite research. The more complex the research (longer duration), the more production capacity allowed.
Fixed bug: Research that required specific natural resources to be unlocked would always load with zero production capacity assigned

🎉 1.95d on beta: 11.12.2023 22:09
Fixed bug: inconsistent scroll wheel behavior on pinned item tooltip panel
Fixed bug: clicking on background of Level Up rewards panel would not advance the animation to the next phase
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
Lowered max assignable capacity for research recipes
Fish Oil is unlocked with a Recipe Quest (requires Basic Medicine as well as access to Fish) instead of being its own research
Further decreases to effect of Research Speed Town Perk
Decreased effectiveness of Research Speed upgrade
Fixed bug: Chute and Harvesting Speed perk were being applied twice to harvesting recipes
Fixed bug: 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
Fixed bug: 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
Hovering over the ‘info’ button on a building header will show the tooltip details, instead of requiring a click
Fixed bug: 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

🎉 1.95e on beta: 12.12.2023 23:28
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
Improved overall formatting on Tooltip panel

🎉 1.95f on beta: 14.12.2023 0:53
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.
Added new global perk: Global Trading Speed (works in addition to Town Perk Trading Speed)
Quests to level up River and Forest to unlock Mountains and Jungle have had the required town level increased from 15 to 20
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
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)
Fixed bug: Trading Post category headers for Unique Resources were not correctly showing label indicating whether they were unique Imports or Exports
Fixed bug: 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
Fixed bug: Some requirements that involved numbers over 10 Billion were being displayed as a rounded down value (e.g. 99B instead of 100B)
Cash Register per-level requirements changed from “Spend X [coin type]” to “Produce X [coin type]” and requirement values greatly increased
1.94,1.94a,1.94b,1.94c,1.94d

🎉 1.94 on beta: 28.11.2023 0:34
Left-side Inventory and Quests panels are now collapsible. When Inventory panel is collapsed, it will just show currencies.
Clicking on header label on Inventory panel will open a new pop-up inventory panel
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
Notifications moved to the top header, to give more space to inventory & quests on the left hand side
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
Fixed bug: Tooltip for unlocking Magic biome was only showing the Snow biome level requirement, not the Desert biome level requirement
Fixed bug: 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)

🎉 1.94a on beta: 29.11.2023 0:40
Added permanent display for Coins, removed it from the Inventory panel
Changed icons for Upgrade and Production Limit
Added extra tint and texture to production category headers, to help distinguish from building headers
Added ‘Claim All’ button back to main menu’s quests panel
Town XP rate is now shown near the Town Level progress bar, instead of taking up space in the inventory bar
Clicking an inventory item icon while that filter is active on the main panel will toggle off the panel
Fixed bug: production adjustment delta would sometimes revert to low values when current capacity was high and adjustment factor > 1
Launch menu buttons animate size when hovered
Fixed bug: confirmation panel when deleting town slots was showing the wrong slot number
Added 2 more save slots
Changed appearance of save slot buttons

🎉 1.94b on beta: 30.11.2023 1:35
Rearranged UI layout of town status panel in top-left
Changed resolution of UI background sprites to reduce blurriness
Fixed bug: Switching trade mode to ‘off’ would cause some item icons to be resized incorrectly in that row and elsewhere in the UI
Fixed bug: town navigation buttons could exceed width of parent panel if screen width was too narrow
Updated localization
Fixed lag when switching between very large adjustment factors
Renamed ‘Production’ panel to ‘Crafting’
Added ‘Controls’ panel that lists useful hotkeys (in progress)

🎉 1.94c on beta: 30.11.2023 23:12
Changed many icons
Added new entries and fixed formatting on Controls panel
Reversed Biome+ and Biome- labels

🎉 1.94d on beta: 01.12.2023 21:20
Changed sprite for Markets panel
Fixed bug: Upgrades button would stay selected after the Upgrades panel was closed
Hovering over Town Experience progress bar will show xp and time until next level
Fixed beta bug: incorrect hotkey tooltips on production panel navigation 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
Closing the Level Up rewards panel before animations are complete will no longer play the reward gain sound effects after the panel closes
1.93
🎉 1.93 on beta: 22.11.2023 19:43
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
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
1.92,1.92a
🎉 1.92 on beta: 21.11.2023 23:46
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
Fixed bug: cycling towns while a filter was active would not show any items in the new town
Upgrades panel displays its current building filter (if any), and allows player to clear the filter by clicking on it

🎉 1.92a on beta: 22.11.2023 4:33
Enlarged top navigation buttons
Added animated pointer finger on level up rewards button if player has never claimed them
Inventory panel filter (which is applied when a recipe is selected) is cleared when the primarily list filter changes (otherwise the selection and filter gets ‘stuck’)
1.91h,1.91i,1.91j,1.91k,1.91l,1.91m,1.91n

🎉 1.91h on beta: 10.11.2023 1:11
Changed canvas scaling factor so that ultra-wide resolutions would not excessively compact vertical space
Added back hotkeys 1-6 to change main panel preset filter (Harvesting, Production, Cultivation, Prospecting, Markets, and Trading)
Hitting ESC while a search or panel filter is active will clear that filter
Fixed bug: tooltip and popup window offsets were calculated incorrectly when canvas scaled due to resolution that was not 16:9
Fixed tooltip for town happiness / fulfillment not appearing if cursor was directly over smiley face icon
Fixed bug: dragging modal panel borders when resolution is not 16:9 was also causing menu to change its position on screen

🎉 1.91i on beta: 12.11.2023 23:31
Fixed beta bug: Highlight images on menu rows would appear at skewed angles after using Clickables button
Fixed some text overlap in land / worker stat regions
Fixed beta bug: Construction details panel would not refresh the ‘Pause’ and ‘Priority’ button display states correctly
Inventory sub-panel is now two columns
Made icons on top header larger
Increased width of left column
Fixed beta bug: trading post headers would appear hidden underneath trading building headers when scrolling
Fixed beta bug: misalignment on left margin of trading post headers
Fixed aspect ratio of biome background images

🎉 1.91j on beta: 13.11.2023 20:28
Fixed bug: Was greatly undercounting the stat for “Sell X items at Y market” requirements
Completed quests now appear at the top of the Quests list
Added Research, Storage, Utility, and Housing navigation buttons to the top menu, resized all town navigation buttons so the new ones fit, and updated hotkey assignments
Added toolbar that displays all active search filters, and allows players to individually clear a filter
Fixed beta bug: applying a filter based on a Recipe would return everything, due to sharing Experience Points as an output item
Fixed beta bug: misalignment of land/workers button region and upgrade/research button region
Fixed beta bug: F would open Notifications panel but would not toggle it closed
Modified some building category icons

🎉 1.91k on beta: 17.11.2023 0:47
Can use Control + Left and Right arrow keys to cycle between active towns
Added better sounds & animations to level up rewards panel and end-game Victory panel
Greatly increased strength of Click Power Perk
Further increased XP requirements for reaching new levels
Fixed beta bug: temporary pop-up notification (at bottom-center of screen) remaining active for too long

🎉 1.91l on beta: 18.11.2023 0:57
Increased height of production recipe rows
Increased strength of Natural Resource Regeneration perk
Reduced coin rewards for new town levels
Increased cost and duration of most research
Reduced strength of early levels of harvesting speed perks (since Town Perk Points are available much sooner)
Fixed bug: coin types would not appear in inventory as soon as market recipe was unlocked
Fixed beta bug: Buildings panel was resetting scroll position when buildings modified
Fixed beta bug: Bad text wrapping on level-up reward items
Added town cycling functionality to mouse buttons
Can claim multiple level up rewards at once
Fixed beta bug: scrolling would not work on left-side inventory panel if mouse was over a blank area
Fixed beta bug: Skill was not be accounted for when manually crafting recipes
Quest Coins are rewarded for each 5 town levels, instead of each level. But the amount of quest coins for higher levels has increased
Town perk point rewards have been rounded
Fixed beta bug: currencies not displaying in inventory panel immediately when unlocked
Fixed beta bug: clicking multiple times on level up reward icons would play the ‘open’ sound effect, even if already opened
Town Perks, Research, Upgrades, and Quest Coin buttons will flash if player has never interacted with them and an action is available
Fixed beta bug: research icons would sometimes appear greyed out with no label

🎉 1.91m on beta: 20.11.2023 21:16
Fixed forewards/back nav buttons on mouse both cycling towns in the same direction
Lowered rate of skill gain from manual clicks
Cultivation and Prospecting recipes are shown above Harvesting recipes
Lowered strength of Sell Value perk
Lowered XP value for high-end crafting and market recipes
Increased strength of Goods Consumption Boost perk, so that players aren’t as constrained by market demand as long as they’re able to produce a lot of items
Fixed beta bug: quest item would flash if it was highlighted while a building completed, due to excessive redrawing of the quests panel
Lowered strength of Time Tokens perk for early levels, while keeping strength for higher levels. (The first few levels have a much smaller max Time Tokens before ramping up to full strength).
Increased cost of many early levels of town perks, since they are now available from the first town level (if this would result in negative perk balance, extra perk points are granted until balance is zero)
Automatic production capacity assignment unlocked at Plains level 10 instead of 11
World panel unlocks at Plains level 15 instead of Plains level 12
Several upgrades for Production Capacity now require Blue Coins instead of Red Coins, so there is something to use Blue Coins for as soon as they’re available
Increased cost and effect of Market Consumption upgrades
Fixed beta bug: Construction cost in pop-up panel not updating when new building queued
Added new Global Perk: Market Sell speed (so that construction of new markets is no longer the bottleneck)

🎉 1.91n on beta: 20.11.2023 23:52
Fixed beta bug: Top navigation buttons would not appear immediately when unlocked
Fixed beta bug: All items were showing up in trading panel even if not unlocked in any biome
Increased cost of more research
Fixed beta bug: inverted town cycle direction when using mouse forwards / backwards buttons
Chute is now available much earlier, without needing Basic Logic
Fixed beta bug: Incorrect description of Market Sell Speed perk
Fixed beta bug: In early game, trying to use a building filter would instead display all buildings
1.91,1.91a,1.91b,1.91c,1.91d,1.91e,1.91f,1.91g,1.91h

🎉 1.91 on beta: 13.10.2023 22:01
Combined Harvesting, Crafting, Cultivation, and Prospecting panels into one single Production panel
Headers will pin themselves to the top of the scroll views if their section contents are partially displayed
Increased width of input / output icons in production recipes
New Building: Caravan. Permanently unlocked after building certain amount of Trading Posts. Is an early stage building that boosts trading speed and should be useful for getting new towns started with imports.
Fixed Bug: Was able to remove buildings resulting in negative production capacity, if rapidly switching increment delta while clicking
Quests that check for building counts will check counts across all towns, not just the active one
Magic Biome is now unlocked by a single Quest to level up Desert and Snow biomes, instead of requiring two different quests.
Mountains biome has 2x productivity for all Machine Shop recipes
Upgrade button on building section headers will flash if an upgrade is currently available and affordable for that building
Can click and hold on building header add / remove buttons to trigger multiple add / remove actions without many clicks

🎉 1.91a on beta branch: 13.10.2023 23:42
Fixed broken scrolling on Town Perks and World Perks menus

🎉 1.91b on beta branch: 04.11.2023 0:16
Changed layout:
All crafting, harvesting, cultivation, farming, markets, and trading are on a single consolidated panel
Town data moved to left-hand panel
Added text search to combined panel
Quests, Inventory and new Notification panel moved to bottom left-hand side
Clicking on a building or recipe will filter combined panel for all related items
Changed several icons
Added hotkey navigation for panels
ESC hides topmost modal panel
Fixed some icon blurriness
Town Perk Points are now earned as rewards from from leveling up towns, not on a continual basis from earning XP. Existing counts of Town Perk Points are unaffected.
Leveling up towns also earns quest coins

This is a very big UI overhaul, please let me know what you think! I know it will take some getting used to but hopefully it's overall a better experience. Lots of small details still for me to fix but wanted to get something out there for testing.

🎉 1.91c on beta branch: 04.11.2023 4:54
Fixed beta bug: research rewards pop-up notification allowing click through instead of dismissing the rewards
Fixed beta bug: resizing windows caused overlap on town details menu
Fixed beta bug: Trading categories would not have their settings properly loaded (priority, pause, auto-assign and production limits)

🎉 1.91d on beta: 04.11.2023 15:43
Some menus would have greyed out panel in front and be unclickable

🎉 1.91e on beta: 07.11.2023 5:33
Rearranged left-hand side panels to make Inventory visible all the time
Fixed beta bug: Clickable arrow was not being highlighted on a new game
Fixed beta bug: Tooltip panel no longer hidden behind rewards
Fixed beta bug: Add/Remove building buttons not updating immediately when their affordability changed
Fixed beta bug: ‘Add Building’ buttons not highlighting when tutorial quests required them to be clicked
Fixed beta bug: Production Menu shown as reward for completing an early quest but it is obsolete
Fixed beta bug: sell and trade recipes were not clickable for manual production
Market now unlocks before Lumber Mill, so the player can get used to selling items almost immediately instead of making more complex items
XP can be earned from harvesting, crafting, and cultivating items. This change was mode so that early towns can level up easier, that towns don’t suffer a penalty for exporting, and that overall there’s not much of an emphasis on selling items. All XP level requirements have doubled to account for this new source of XP
Creating buildings no longer earns XP
Fixed beta bug: town level number was not updating immediately when town leveled up
Fixed beta bug: clicking on reward icons for quests that were ready to claim would not claim the quest
Fixed beta bug: clicking on quest requirements wouldn’t navigate to the correct panel or recipe
Fixed beta bug: clickable recipes were not taking input availability or output capacity into account
Clickables shows 'full' text if can't click due to limited output capacity, and ‘Limited Input’ if not enough ingredients
Alignment of settings icons (pause, priority, cost) improved between market items and regular recipe items
Added animation and sound when clicking manual craft arrow

🎉 1.91f on beta: 08.11.2023 2:38
Recipe icons that are currencies use a more compact icon
Notification sound and text appears when quest ready to claim
Notifications stay on screen for longer
Fixed beta bug: bottom-left notification text was not wrapping correctly
Fixed beta bug: idle rewards countdown timer was overflowing button bounds
Buttons for Research, Building, and Upgrade panels will show as selected when the panel is open
XP shows up in town inventory panel
Added slight flash to search clear button when search is active, to help guide players that might have inadvertently applied a filter
Added coin sound effect when manually crafting market recipes
Further increased XP requirements for reaching next level
Fixed beta bug: recipe crafting button icon was low-res
Fixed beta bug: Top-level production headers were not immediately appearing once enough recipes available on main screen
Can click on embedded Quests panel header to open full Quests panel
Clicking fulfillment (happiness) button will apply a Market filter to the main list panel
Added better tooltip for fulfillment button
Fixed beta bug: Hitting ‘remove’ building would not always cancel queued buildings
Fixed beta bug: Clicking a natural resource icon would not apply a panel filter for that resource, as it does for regular items
Fixed bug: scrolling to research items would not immediately display their time duration
Text search will include buildings based on matching their category, e.g. “Production”
Fixed bug: tooltips for hovering Auto-assign, Trade Mode, and Production Limit buttons would be missing in some cases

🎉 1.91g on beta: 09.11.2023 1:52
Highlight image around buttons is re-used for better performance (fewer image objects need to be created)
Slight animation applied to highlight image when fading out
Increased intensity of button highlight
Added info button to building title buttons that will open Tooltip
Fixed beta bug: some trade export options clipping off right side of screen
Fixed beta bug: tooltips for Production Limit icons were not correctly showing whether the setting was inherited or not
Increased icon size for top navigation buttons and added small size animation on hover
Ctrl-F jumps cursor into search field
Fixed beta bug: Hitting ESC while in search field would not reset focus and the game would ignore hotkeys
Fixed beta bug: Building rows appearing in main list when building type can not exist in town, if switching from a town where they did exist

🎉 1.91h on beta: 10.11.2023 1:11
Changed canvas scaling factor so that ultra-wide resolutions would not excessively compact vertical space
Added back hotkeys 1-6 to change main panel preset filter (Harvesting, Production, Cultivation, Prospecting, Markets, and Trading)
Hitting ESC while a search or panel filter is active will clear that filter
Fixed bug: tooltip and popup window offsets were calculated incorrectly when canvas scaled due to resolution that was not 16:9
Fixed tooltip for town happiness / fulfillment not appearing if cursor was directly over smiley face icon
Fixed bug: dragging modal panel borders when resolution is not 16:9 was also causing menu to change its position on screen
1.90,1.90a,1.90b
🎉 1.90 up on beta: 07.10.2023 0:04
Wonders (University, Observatory, etc) now have a maximum capacity, that increases with town level. Starts at 5 once they are unlocked at town level 35, and gradually increases into the hundreds and eventually becomes unlimited once the town reaches level 50. This is to prevent them becoming incredibly powerful as soon as they are unlocked.
Added button on top of menu that changes the baseline delta when you click on an add or remove button. The modifier keys (Shift and Control) will multiply their effect on top of this baseline.
New Building: Rail Depot. Increases global trading storage capacity. Has an upgrade to increase its effect
8 New Biome-specific perks that boost the sell speed of whichever market type has boosted demand in that biome (e.g. Plains has perk to boost sell speed of Gourmet Foods store)
Steam Train and Packager moved into “Trading” building categories, as that more closely aligns with their function
Increased baseline time to construct a Wonder from 1 hour to 10 hours (though in practice this is reduced greatly by perks)
Tooltip for Trading Post allows expanding the ‘Inventory’ section to show which buildings contribute to its max capacity
Increased starting cost of all Wonders
Fixed bug: Cost icons with zero inventory, zero production, and zero demand were appearing in plain white text instead of red text, which was confusing when auto-assign did not assign any production to them
Fixed bug: selecting a currency to display its tooltip, and then closing the tooltip, would not de-select the currency. This caused a subsequent failure to pin the tooltip the next time that currency was selected
Lowered the land bonus per Observatory from 5% to 2%

🎉 1.90a on beta: 10.10.2023 17:09
Admin commands now enabled on beta branch builds
Added admin command: “setomnilevel [x]” that sets all omni upgrades to whatever value is in place of [x]
Repositioned the adjustment factor button
Fixed beta bug: building costs not always displaying the increased baseline adjustment factor
F3 Speedup mode starts at 2x, then 5x, before reaching 10x

Note: admin command 'a [item name] [x]' is not working in all cases, going to look into that

🎉 1.90b on beta: 11.10.2023 1:08
Fixed beta bug: add / remove item commands not working for all items
Updated localization
Fixed bug: Clickables were not updating their skill meters
Added tooltip for Rail Depot
Fixed bug: Auto-claimed research would trigger an exclamation point alert on the research tab
Fixed bug: Trading Post categories with specified settings to not be paused (displayed as a play icon) were getting incorrectly restored as paused when loading file
Average fulfillment is displayed on each market section header
Improved happiness / fulfillment icons
1.89,1.89a,1.89b,1.89c,1.89d,1.89e,1.89f,1.89g,1.89h,1.89i,1.89j,1.89k,1.89l
🎉 1.89 on beta: 22.09.2023 3:43
Added new feature: “Auto-Claim”. Allows research to be claimed automatically as soon as it’s done, in any town. (Most useful for Infinite Research.) Rewards for the research do not show up as pop-ups, just as a temporary notification at the top of the menu.
Auto-Claim is unlocked based on a new Quest that appears once you can build the Omnitemple. Building an Omnitemple completes the quest and opens up Auto-Claim button for all research in all towns.

🎉 1.89a up on beta: 23.09.2023 0:10
New Town Perk that gradually removes all negative effects of the town’s biome
New Town Perk that lets you create more Quest Coins
New Building: University. Exclusive to Plains. Each University will globally reduce upgrade cost by 10%. Unlocked with a Quest to reach level 35 in the Plains Biome.

There's no images or localization for the items above, kind of just a proof of concept. Sorry I didn't have time to get more done, might have some time this weekend to do the other Wonders

🎉 1.89b on beta: 23.09.2023 3:29
Fixed Universities not having global effect

🎉 1.89c up on beta (though the displayed version number is 1.89b) 29.09.2023 0:11
Added effects, icons, tooltips, and labels for all remaining Wonders
Fixed beta bug: Mountains biome was not having its land penalty reduced when Remove Biome Penalty perk was active
Fixed beta bug: Auto-Claim icons on research would appear on incorrect rows when scrolling
Fixed bug: detailed tooltips were appearing too far to the right
Fixed bug: some reward items were using a tooltip for Time Tokens
Time Tokens panel will stop flashing if you click on it, even if you don’t spend any tokens
Can click on a biome modifier icon in the World panel to get a descriptive tooltip of that modifier
Fixed beta bug: ‘Extra Quest Coins’ perk was not adding the right amount of coins (was way too low)

🎉 1.89d up on beta: 29.09.2023 20:08
Greatly reduced Jungle Temple’s effectiveness
Greatly increased initial cost & cost growth of all Wonders
Fixed beta bug:NaN appearing in upgrade costs (probably fixed the Research cost NaN as well, but I didn't test this)
Fixed beta bug:Perks not updating costs when changed
Fixed beta bug: Could purchase additional levels of upgrade even if it had locked requirements or was already at max level
Fixed beta bug: Some town perks not immediately triggering effects
Fixed bug: Tooltips missing from most Market Construction Cost upgrades

🎉 1.89e on beta: 30.09.2023 0:04
Fixed beta bug: Research with Auto-Claim explicitly enabled would not display correctly on initial map load
Fixed beta bug: Incorrect available production values when using auto-assign
Fixed beta bug: Biome effects like market demand were being stacked, often when switching towns
Fixed beta bug: Available Land not updating when buildings removed or cancelled

🎉 1.89f on beta branch: 30.09.2023 18:24
Increased effect of River Harbor from +10% per building to +25% per building
Fixed beta bug: Trading posts would show negative production capacity
Fixed beta bug: Schools would not correctly update available production capacity when using auto-claim

🎉 1.89g on beta: 01.10.2023 23:11
Reduced effectiveness of University and Jungle Pyramid (multiplier has diminishing returns)
Changed exponential bonus of Omnistone Storage upgrades from 50% per level to 20% per level

🎉 1.89h on beta: 03.10.2023 3:20
TAB key opens the World panel for easier Town / Biome switching
When Town or Global perks appear in the unlock rewards list, they will display a descriptive tooltip when hovering the reward list item
Fixed beta bug: When upgrades panel is first unlocked some unlocked upgrades may still be categorized as ‘locked’
Quest to build a Gourmet Foods store now displays after the player unlocks Refined Sugar
Fixed beta bug: Biome unlocking would not occur until game reload
Fixed bug: Fish Clickable was linked with Fishing Net, not the regular fishing recipe, so it would not unlock at the right time or update its skill correctly
Fixed bug: Biomes were not showing as rewards up in Quests’ reward sections
Increased cost of several mid-game researches

🎉 1.89i up on beta. Doing more or less a full playthrough and found a bunch of small bugs & made balance changes 04.10.2023 1:04
Fixed beta bug: Changing Research Speed town perk would not immediately update active research durations
Silver Ingot and Gold Ingot moved to Hardware Store instead of Jewelry Store, as they could be unlocked before Jewelry Research (and thus had nowhere to be sold). Players will be granted additional Hardware Stores if this would cause their available sell capacity to be negative.
Increased crafting count targets for many recipe unlock quests
Fixed beta bug: Completing a research would show subsequent levels as unlocked when they should have been locked
Fixed bug: Clicking on global inventory bars in Trading panel would not pin the panel
Lowered exponential growth of Trading Post Storage Capacity upgrade
Fixed bug: Auto-assign had too long of a cooldown before correcting over- or under-assignments of production capacity
Increased upgrade count requirements for each level of Upgrade Efficiency and Construction Efficiency
Clicking a research requirement or research reward in the detailed tooltip panel will navigate to and highlight that research (If research panel open)
Fixed bug: Some upgrades not appearing in unlock rewards of completed research

🎉 1.89j on beta: 05.10.2023 0:03
Removed shovel and pickaxe inputs from Prospecting recipes
Swapped requirements for Market Consumption Boost and Market Capacity upgrades - now, Consumption Boost upgrades require a set number of items sold and Capacity upgrades require a certain number of buildings built. This avoids the odd setup where demand is low, so no more buildings are built, which prevents unlocking of upgrades that boost demand
Fixed beta bug: Upgrades that unlocked additional levels would not flag the next level as ‘unlocked’, causing it to re-trigger an alert notification on the Upgrades panel the next time it was loaded
Removed Gear cost from Machine Shop
Research that have item prerequisites are unlocked if the item is available in any town (since the items could be imported)
Added 5 more levels to Forge Proficiency upgrade
Fixed beta bug: availability of building add/remove button on section headers would not always update when building removed

🎉 1.89k on beta: 05.10.2023 20:07
Moved Cheese from the Animal Products trading category to Gourmet, to align better with its production building (Gourmet Kitchen) and similar items
Upgrade for Trading Post Production Capacity increased from 4 to 10 levels, but only adds 2 additional capacity per level
All other Production Capacity upgrades changed requirements from having Skill levels to having certain multiples of 10 buildings, and added a 5th level
Fixed beta bug: Changing the Town Perk “Town XP Boost” would not immediately take effect

🎉 1.89l on beta: 05.10.2023 21:24
Flattened exponent on Monastery bonus so research wouldn't be insanely cheap
1.88,1.88a,1.88b,1.88c
🎉 1.88 on beta: 18.09.2023 23:21
Increased speed of Max Turbo Mode. (This is the mode that spends Time Tokens accrued while idle, and is activated by clicking the icon with triple speed arrows on the Time Management panel, or pressing Hotkey F4.) Previously the game would attempt to run at 500x a second but would also slow down if it detected framerate instability - often resulting in much smaller speeds. Since this was too slow at consuming tokens, the simulation will always run at 500x AND will take larger ‘steps’ for each simulation tick. So the speedup for Turbo Mode Max now starts at 1000x normal speed. This may result in slightly less accuracy in some simulation calculations, but shouldn’t be too noticeable most of the time.
Additionally, activating Turbo Mode Max multiple times (via button or hotkey) will increase the step size of the simulation. So hitting F4 again while in Turbo Mode Max will set the speed to 2000x, again will raise to 3000x, etc. This way, players get to choose the tradeoff between speed multiplier and simulation accuracy.
When changing time modes or time multipliers, a message will appear at the bottom of the screen indicating the change

🎉 1.88a on beta: 19.09.2023 3:35
Fixed beta bug: Upgrade list items were not updating their progress bar displays
Fixed beta bug: “Baseline speed: 0” would flash repeatedly if the player was low on Time Tokens
Scroll position would intermittently reset when viewing production detail tooltips

🎉 1.88b on beta: 19.09.2023 21:41
Can now press Turbo Mode (F3) or Turbo Max (F4) multiple times to increase the fast-foward speed up to 50,000x. The speed scales are larger in Turbo Max.
Fixed bug: Could temporarily activate Turbo Mode via Time Management panel buttons even with zero Time Tokens
A message is shown to player if they run out of Time Tokens while in Turbo Mode, or try to activate Turbo Mode without any Time Tokens available

🎉 1.88c on beta branch: 20.09.2023 18:41
Fixed beta bug: some crafting recipes disappeared / locked / removed production capacity on game load due to Biome Level stats not being calculated in the correct sequence
1.87,1.87a,1.87b,1.87c,1.87d,1.87e,1.87f
🎉 1.87 on beta: 13.09.2023 0:42
Reworked Idle Time:
Instead of automatically applying idle gain when the game launches, the player is rewarded with Time Tokens based on their idle time (1 second of idle time = 1 Time Token).
Time tokens can be spent in the new Time Management panel by activating Turbo Mode, which speeds up the rate at which the simulation runs.
When in Turbo Mode, the simulation runs at 10x normal speed. Time Tokens are consumed at the rate of 1 Time Token = 1 second of simulation. So this means idle time can be collected and exchanged 1:1 for simulation progress at a time of the player’s choosing. - This is a large boost over the old system, where idle time was only worth 25% of in-game time.
There is also Turbo Mode Max, which attempts to run the simulation at 100x speed. However, the game will adjust this downward if the frame rate begins to suffer.
The player can also pause the game using this panel. When the game is paused, Time Tokens will accrue at the rate of 1 second per second.
The hotkeys for changing Time modes are as follows: F1 = Pause, F2 = Normal, F3 = Turbo Mode (10x normal speed), F4 = Turbo Mode Max.
The Idle Gain perk has been adjusted to account for this. At level zero, the player will still accrue Time Tokens but the maximum amount is
Fixed bug: Land and Worker tooltips were not centered
Fixed bug: Production limit of ‘Demand’ was not working for Omnitemple recipes / Knowledge Orbs
Fixed bug: research for Mana Shard Prospecting was hidden and not completable

🎉 1.87a on beta: 13.09.2023 23:20
Time Tokens are now worth 60 seconds apiece
Better tooltip added for Time Token displays
Idle Gain Perk now provides 360 additional Time Token capacity (6 hours)
Removed Knowledge Tome costs from all Infinite research (since limited storage capacity causes issues for increasing costs)
Added new Omnitemple recipes (including ones that use the Knoweldge Tomes removed from Infinite research costs)
Increased cost of the Omnitemple recipe that uses potions
Numbers that are between 100 and 9999 will show as integer values without any ‘K’ suffix / abbreviation for greater precision
Idle Gain Perk given two additional perk levels, so the maximum Time Token storage is 5400, or 90 hours worth.

🎉 1.87b on beta: 14.09.2023 23:53
Added several new upgrades that lower the cost of Markets by 50% per level cumulatively. They are unlocked by raising specific biome towns to specific levels and cost Purple Coins.
Fixed progress bars for Town Level Quests sometimes displaying progress based on displayed town, instead of the maximum in the world.
Added new icon for Hardware Store

🎉 1.87c on beta: 15.09.2023 5:01
Fixed bug: “Build 2 Towns” quest was not having its completion state recalculated on game load, so a player with 2 towns that saved and loaded would not be able to claim the Trading Post reward
Market Cost upgrades now reduce a Market's cost by 80% per upgrade, for a maximum cost multiplier of .00032 when 5 levels are purchased (previous max was ~.03)

🎉 1.87e on beta: 15.09.2023 19:01
Can right-click on the “-” buttons to remove all production capacity from that recipe. Can right-click on the “+” buttons to add max available production capacity to a recipe.
Fixed flickering of Time Tokens display when in normal play mode
Updated localization
Fixed bug: Some tooltips with long text would not correctly extend the height of their row to fit all the next

🎉 1.87f on beta: 15.09.2023 22:05
Various performance improvements
1.86,1.86a,1.86b,1.86c
🎉 1.86 on beta: 01.09.2023 2:38
Tooltip panel is now more like an interactive guide - you can click on tooltip details to open up a tooltip panel for that item, recipe, building, research, upgrade, or quest, click on those details, etc. More useful information is provided on the tooltips as well like requirements, and whether an item is unique to a particular biome
Added detailed tooltip when hovering the Workers count on the main menu header
Cost of Jeweler building changed from Blue Coin to Red Coin
Refined Plank, Refined Stone Brick, Animal Feed, Wood Axe, Nails, Refined Sugar, Pickaxe, Ruby Ring, Sapphire Ring, Amethyst Necklace, and Topaz Crown are unlocked globally and permanently via quests (to produce specific amounts of predecessor items), instead of needing individual research at every town. The recipes still need unlocks of the building that produces it and in some cases a research that unlocks the category of item (e.g. ‘Gem Jewelry’). Players who have produced one of those items in any of their towns will automatically have the prerequisite quest marked as ‘completed’.
Cactus Jam also now has a quest prerequisite (did not previously require research like the above recipes)
Quest to produce 500 of all 4 jam types increased requirement to 2500, and in order to display the 4 jam recipes must all be unlocked
Fixed bug: very large negative numbers would not show with magnitude suffixes (K, M, B, etc)
Silver Ore Harvesting & Prospecting now has its own research - “Silver Ore Deposit”. Previously it was unlocked immediately with the Gem Mine but that made it difficult to identify. Any towns that previously harvested Silver Ore will automatically have that research set as Completed.

🎉 1.86a on beta: 07.09.2023 3:25
Made the unlock process for natural resources & farming / prospecting more consistent. Now, each natural resource is unlocked based on completing a quest. For globally available resources (Grain, Rock, Water, Iron Ore, Coal, Copper, Silver, and Gold) those quests involve reaching a target level in any town. For biome specific resources those quests involve reaching a specific town level in that biome. Unlocking a natural resource will immediately unlock its harvesting recipes. All Farming and Prospecting recipes are unlocked by separate research. Legacy maps that have already produced those crops / ores will have their prerequisite quests and farming / prospecting research automatically marked as completed.
As part of the standardization process above, the Water Bucket research (previously required to unlock Water) was removed and replaced with a quest to reach a certain town level
Various additional improvements to tooltip guide display & navigation
Many Research recipes that previously required prerequisite research now simply require the input ingredients to be available
Fixed bug: Some omnistone speed boosts were not listing their effect in their tooltip
Can access guide tooltip for highlighted recipes by hovering over labels of Harvesting, Crafting, Cultivation, and Prospecting panels
If player attempts to navigate to any object that is locked due to a research requirement, that research requirement will be highlighted directly (even if that research is locked). Previously the game would navigate recursively to whichever root research requirement was unlocked, but that made it difficult to trace back exactly what research needed to be completed
Blurred background images in order to be less visually distracting

🎉 1.86b on beta: 08.09.2023 4:58
Fixed bug: Individual upgrades appearing in quest reward notifications before upgrades panel is available
Quests to reach certain town levels now show the progress bar in terms of total cumulative XP earned vs. total xp required to reach level target, to give a more accurate display of progress towards the goal
Fixed bug: Some quests would display a less important reward in the quests panel than the primary reward
More research is linked to requirement of unlocking a natural resource, which is calculated globally
Tooltip for natural resources will show which research they unlock
Changed unlock order of Iron Ore, Cotton, Apples, and Coal (based on town level quests)
Fixed bug: Completing some quests would show rewards that weren’t actually unlocked yet
Removed particles on reward panel (was not overlapping correctly with new tooltip guide)

🎉 1.86c on beta: 08.09.2023 20:58
Fixed beta bug: utility reward items like ‘Automatic Assignment’ were not appearing in quest details
More adjustments to the order of natural resource unlock quests
Prioritization no longer overlaps as a quest unlock with another resource
Tooltip Guide now includes details for Automatic Assignment and Prioritization
Removed quests that permanently & globally completed some research, instead, many basic research recipes are completed automatically in secondary towns
Clicking the recipe icon of an item that is locked due to a biome town level requirement will navigate to the World panel, or the prerequesite quest needed to unlock the World panel
1.85a,1.85b,1.85c,1.85d
🎉 1.85a on beta: 25.08.2023 0:29
Greatly reduced growth in physical building costs (coin costs still grow at same rate)
When house count is between 50 and 59, construction now requires Reinforced Plank and Glass Panel instead of Reinforced Plank and Iron Ingot
When house count is greater than 60, construction now requires Steel and Glass Panel instead of Steel and Reinforced Plank
Town XP perk now looks for local town level > 40, not global town level > 40
Removed impossible requirement “Have [x] skill levels at Trading Post” for Trading Post Production Capacity upgrade. Instead it requires a certain number of Trading Posts to be constructed per upgrade level
To lower work capacity Auto-Assign volatility, the allowed delta will gradually ramp up speed. If production capacity is < 20, maximum change is 1 at a time. If production capacity is < 50, maximum change is 2 at a time.

Note: MASSIVE balance change here with the construction cost growth. Let me know what you think, especially if you have hundreds of buildings and are at town levels 30+

🎉 1.85b on beta: 25.08.2023 23:03
Reduced Glass Panel amount in house construction costs
Added new Town Perk: Omnistone Demand. Each level increases the amount of Omnistone that is requested as the Arcane Emporium
Town perks that boost market buildings now correctly boost ‘demand’ (the amount requested for full satisfaction score) in addition to maximum supply rate
Added infinite research for Omnistone Sell Value
Changed costs of various Infinite Research to more evenly balance across coin type & knowledge tome type
Reduced cost growth of Solar Panels
Greatly increased the power of Solar Panel Effectiveness upgrade
Added new OmniCoin upgrade for Solar Panel Effectiveness
All ‘Magic Clothing’ and ‘Magic Jewelry’ recipes now explicitly require “Magic Clothing” or “Magic Jewelry” research. Previously, those research recipes unlocked a series of global recipe quests for the items, but then once those quests were complete, those items could be built in any town. This resulted in an incomplete tooltip when hovering over the research, so it was hard to tell what the research unlocked. If players have a town where the research was not completed but they had produced those items, the related research is automatically granted to not disrupt production.
New Quest requirement added to unlock ‘Magic Ring’ recipe. Players who have already created Magic Rings will have the quest automatically completed.

🎉 1.85c on beta: 27.08.2023 20:15
Fixed beta bug: Omni upgrade for Solar Panel Effectiveness was available in all biomes
Omni upgrade for Solar Panel Effectiveness is now multiplicative, not exponential
Fixed bug: Infinite research for Omni Temple Productivity, Infinite research for Mana Reactor Productivity, and various Temple boosts were not being displayed in the production rate tooltip for recipes

Planning on setting this on the main branch later today, so lemme know if any major issues I should think about

🎉 1.85d on beta: 27.08.2023 21:04
Jewelry Stores cost Red Coins, not Blue Coins
List items on the Market panel are displayed as soon as the sellable item is unlocked in any town. This is because Market buildings are unlocked globally, and once an item is unlocked globally it is immediately tradeable and therefore sellable at Markets
1.84,1.84a,1.84b,1.84c,1.84d,1.84e,1.84f,1.84g,1.84h,1.84i
🎉 1.84 up on beta branch: 18.08.2023 22:02
Upgrade unlocks no longer require the separate process of claiming quests. The requirements have been moved directly into the upgrade, and are displayed in-line along the upgrade details. Many upgrade requirements have been simplified to fit better with this new display system.
All quests that previously fit in the ‘Upgrade’ category have been removed and instead converted to display requirements for their respective upgrades. This results in a much more streamlined Quest panel.
Exploration upgrade now requires hitting target population / worker counts
Upgrade Efficiency upgrade now requires completion of target counts of upgrades
Shrine Speed upgrade split into separate upgrades for each Shrine type, and each level requires a certain amount of that type of Shrine to be built. Players with levels of the legacy Shrine Speed upgrade are granted the same number of levels into each of these new upgrades that they had in the old single upgrade.
Upgrade ‘Temple Effectiveness’ has been split into 5 different upgrades, one for each Temple type. Players that previously had the legacy combined upgrade will be assigned matching levels in all of the new upgrades.
Upgrades for Mana Powered Sawblade Truck / Crop Harvester / Harvester Drill / Tractors have been replaced with leveled research that has the same effect. This research, similar to those like ‘Wood Processing Speed’, take effect as soon as the research is completed and doesn’t require purchasing an upgrade. Players with levels of the legacy upgrades will be granted equivalent levels of the new research.
Added coin filter toggle buttons to Upgrade panel
Added new Town Perk to boost XP value for selling items

🎉 1.84a on beta: 20.08.2023 4:22
Auto-assign can now increment up to 5 production capacity units at a time
Fixed bug: navigation would sometimes fail if the target item was in a minimized group
Fixed bug: selected inventory row would appear as un-selected if scrolled away and then back to it
Fixed bug: inconsistent behavior when trying to pin inventory production tooltip (selecting an inventory item, and then closing the item production tooltip panel would inadvertently preserve the item’s selection state, so if the item was selected again it would not immediately re-pin the tooltip)
Fixed bug: Selecting a list item in the main panel, and then scrolling that item offscreen, would reset its selection state and any inventory filters that were applied
Fixed bug: Clicking on “Exports” within an item’s production tooltip panel would not navigate to the Trading panel

🎉 1.84b on beta: 20.08.2023 22:04
Fixed bug: Production rate tooltip for Market items was displaying the wrong value (was showing values for coin earnings, instead of items sold per second)
Production rate tooltip displays true baseline rate, and lists productivity multipliers individually (previously these were combined which hid useful info)
Production rate tooltip shows ‘potential’ rate of primary output, prior to any effects of limited input or output availability
Performance Improvements
Production rate tooltip now shows source of modifiers (Perks, Upgrades, Research, Buildings)

🎉 1.84c on beta branch 21.08.2023 0:41
Fixed display issue on market fulfillment / happiness bars

🎉 1.84e on beta: 21.08.2023 22:24
The magnitude of production capacity assigned from a button click (while holding Shift and/or Ctrl) will increase with the amount of production capacity already assigned to the recipe.
Paper, Book, and Quartz recipes are now affected by Factory
Chute now boosts all harvesting recipes. This means Quartz, Water, and Fish are boosted when they previously were not
Fixed duplicate item icons in Chute tooltip
Newly unlocked menu navigation tabs will animate more visibly
More buttons will slightly change scale during mouse hover
Reworked display of production capacity assignment region

🎉 1.84f on beta: 23.08.2023 4:29
Merged recipe rate/ratio display with the production progress bar
Recipe progress bars will display full when at max production, to avoid constant flickering when running at high speeds
Fixed bug: Clicking on quest ‘Assign Tree Harvesters” was not triggering a navigation to the harvesting panel
Fixed beta bug: New production capacity increase / decrease buttons would sometimes get stuck in a state where the button tint is not correct
Very large percent numbers are shown in shortened format (with magnitude suffix)
Default for trading in newly created towns is now ‘Export’ instead of ‘None’ (Items that can not be created in the active town still default to ‘Import’)
Fixed bug causing flickering of production capacity auto-assignment
When adding workers via auto-assign, game can make a more accurate guess of the right number of workers to add, resulting in less overshooting & correction
Top navigation buttons will perform navigation when mouse button clicked down, instead of waiting for click up
Fixed excessive unlock alert icons when creating new town

🎉 1.84g on beta: 23.08.2023 19:28
Fixed bug: When selecting a building, the inventory panel was showing items in the filtered inventory panel that were not yet unlocked
Fixed bug: control-clicking on trading post specialty category headers would also minimize the entire Trading Post group, instead of just minimizing the other specialty categories

🎉 1.84h on beta: 23.08.2023 22:13
Fixed display of progress bars when a building or recipe had paused production

🎉 1.84i on beta: 24.08.2023 4:34
Town XP Perk now requires town level 40, and cost is increased greatly
Can right-click on Town and Global Perk ‘add’ or ‘remove’ buttons to remove all or set to max
1.83
🎉 1.83 on beta (just a simple bugfix patch) 17.08.2023 18:00
Fixed bug: Highest and Lowest priority settings were treated as normal priority in terms of ingredient consumption and auto-assign order
Fixed bug: Reward notification for infinite research Cultivation Speed and Prospecting Speed had the tooltips reversed
Fixed incorrect or redundant text tooltips when viewing details for a building or research
Fixed typo in ‘Highest’ priority
1.82,1.82a,1.82b,1.82c,1.82d,1.82e,1.82f,1.82g,1.82h,1.82i,1.82j,1.82k,1.82l,1.82m
🎉 1.82 up on beta: 31.07.2023 23:38
Added new "Autobalance" option to the Trading recipes. It will automatically switch between Export and Import modes based on whether the local town is producing a surplus of the related item or not.
Trade Mode can be specified at the trading group level ('specialty'), and it will be inherited by any underlying trading recipes that do not have a trading mode specified.
Right-clicking on the Trading Mode icon will erase specified trading mode and set it to default/inherit.

🎉 1.82a on beta: 01.08.2023 21:33
Fixed inherited trading mode settings defaulting to 'Off' when file loaded
Pause and Priority state can be inherited from trading category/specialty

🎉 1.82b on beta: 03.08.2023 20:48
Can now specify AutoAssign and Production Limits on a trading category/specialty and its trading recipes can inherit the setting
Improved layout of the Trade Mode picker window, so less mouse movement and so it doesn't clip offscreen

🎉 1.82c on beta: 03.08.2023 22:10
Fixed beta bug: individual recipe priorities weren’t cycling correctly when clicked
On file load, the game performs a one-time migration of per-trading-recipe Import/Export settings into the trading categories. That is, if the game detects that all available trading recipes for a category match (“Export”), then that trading category is assigned a setting of “Export” and all of its component trading recipes are set to “None/Inherit”. So they will continue to behave as they did before, but if the player wants to switch to AutoBalance mode they won’t have to individually change all trading recipes.

🎉 1.82d up on beta: 03.08.2023 23:05
Added new 'Highest' and 'Lowest' priorities. Right now you have to click to cycle through them all, but will soon add a pop-up window where you can select them

🎉 1.82e on beta: 04.08.2023 20:31
Fixed beta bug: unable to create new towns
Fixed beta bug: When updating to previous beta version, some trading recipes would be mistakenly assigned “Import” or “Export” based on an inherited trading category setting, when they should be set to “None”. This situation was also showing a blank trading recipe but would use up auto-assigned production capacity.
Added pop-up selection panel for Priority
Pop-up selection panels for Priority and Trade Mode appear above the clicked icon, not to the side, to reduce required mouse movement
Added new icon for “Regular” priority, which is different than “Default/Inherit”

🎉 1.82f on beta: 04.08.2023 23:58
When configuring production limits, can now specify to supply % of an items’s demand (default is 100%, can go higher or lower)
Fixed beta bug: School-level settings were not applying to Research recipes

🎉 1.82g on beta: 06.08.2023 20:58
Added new infinite research: Cultivation Speed and Prospecting Speed
Fixed beta bug: Fisheries and other biome-specific entities available in other biomes, and also causing other unexpected behaviors

🎉 1.82h up on beta: 07.08.2023 18:37
Fixed more biome-exclusive quests & upgrades appearing in wrong biomes

🎉 1.82i on beta: 08.08.2023 3:34
Upgrade Efficiency and Construction Efficiency are now coin-based Upgrades (per-town) instead of a Global Perk that costs Quest Coins. Previously, players were incentivized to frequently switch assigned perks based on their current task, and this is tedious. For legacy files that had levels of these perks already purchased, those Quest Coins are refunded and all of their towns will have the new Upgrades assigned a level matching the previous level of the perk.
Removed the part of tooltip for Well that says “Automatically produces…” as this is obsolete functionality

🎉 1.82j on beta: 08.08.2023 22:36
Fixed beta bug: wrong formatting on tooltip for Construction Efficiency upgrade
Fixed bug: newly unlocked items wouldn’t immediately appear in the left-hand side inventory panel
Added 5 more levels of Upgrade Efficiency
AutoAssign previously would assign production capacity to a recipe with zero inputs, as long as a recipe making those inputs was set to a production limit of “Meet Demand”. Now, that input’s recipe must also have production capacity assigned or have auto-assign active for it to be counted as a potential source of an item.
AutoAssign previously would remove production capacity from a recipe if it had no inputs. Now, it will preserve capacity as long as the item is potentially produced by a recipe set to “Meet Demand” production target and has production capacity assigned or is flagged as auto-assign.
AutoAssign is slightly more aggressive at reducing production capacity when recipe is over-produced, previously it would keep more than necessary especially when capacity was in low single digits

🎉 1.82k on beta: 09.08.2023 0:24
Fixed beta bug: rewards panel would sometimes appear when quitting back to the main menu
Fixed beta bug: changing language would not entirely update interface
Fixed bug: Clicking ‘Build’ while holding down a multiplier button (Shift, Ctrl) would not immediately update the displayed building cost to reflect the newly built/queued buildings
Added 5 more levels to Upgrade Efficiency
Removed quest coin rewards for a handful of non-global Upgrade quests, for consistency

🎉 1.82l on beta: (had to do a few more last-minute changes) 09.08.2023 21:02
Alerts for new items are cleared when the parent panel is closed, removing need to click on them individually
Fixed bug: Trading post headers for “Unique Resource (Export)” and “Unique Resource (Import)” would revert to less descriptive “Unique Resource” label after switching towns
Fixed bug: term “Available” in the Land tooltip was not localized
If player clicks on an icon for an item that is not produced in the local town, the game will navigate to the relevant row in the trading panel instead of doing nothing
Fixed bug: Quest “Cotton cloth skill for Shirt recipe” is visible from the beginning of the game, instead of when Clothing store is available

🎉 1.82m up on beta: 11.08.2023 22:54
This is a small patch fixing a bug found in 1.82: trade settings (other than trade mode) were not being preserved on save / reload

(It doesn't have the new changes to upgrades b/c those need more testing)
1.81,1.81a,1.81b,1.81c,1.81d
🎉 1.81 up on beta: 20.07.2023 3:50
Well is now a Cultivation building, so it can be assigned production capacity instead of just passively generating water.
Well Effectiveness Upgrades apply to the new Well cultivation recipe
Wells are by default assigned max capacity based on number of wells
Removed requirement to build X houses for quests that unlock Market Consumption upgrades
Added new item: Fishing Net. Used in a new harvest recipe in the Fishing boat that is more productive than regular fishing. Produced at the Workshop after researching Fishing Net. Only available in the River biome. Not tradeable or sellable.
Added new item: Enchanted Fishing Net. Used in a new harvest recipe in the Fishing boat that is more productive than regular fishing or regular Fishing Nets. Produced at the Enchanter after researching Enchanted Fishing Nets. Only available in the River biome. Not tradeable or sellable.
Fixed natural resource “Gold Ore Deposit” showing with label “Gold Ore” which causes confusion between the natural resource and the harvested ore item
Added new Natural Resource: Sand Dunes. Available only in the Desert Biome.
Added new Item & Harvest Recipe: Sand from Sand Dunes
Added new Research and Item: Copper Wire.
Battery research and buildings now require Copper Wire instead of Copper Ingot.
Added new Research and Item: Glassmaking and Glass.
Added new Research, Item and Building: Solar Panels. Can be crafted anywhere but can only be constructed in the Desert. Generates Power passively.

🎉 1.81a up on beta: 21.07.2023 19:56
Sand Dunes (resource) changed to Sand, and can be regenerated at the Quarry
Sand (item) changed to Quartz
Fixed beta bug: Quartz was not appearing in the Inventory or Trading panel
Fixed beta bug: Solar Panel building, research, and upgrades were not exclusive to Desert
Added new Research: Quartz Refining. Unlocks recipe at Stone Mason that turns raw Stone into Quartz.
Glassmaking is unlocked as soon as Quartz is available to produce
When Solar Panel or Water Wheel is selected in Buildings panel, shows Power in the filtered Inventory Panel
Greatly increased strength of Solar Panel & its upgrades
Trading Post is now in ‘Trading’ section of the Buildings panel (instead of Markets), so it fits alongside new Power Line trading building
Trading Rows show ‘Off’ label and a red circle-with-slash icon when trading is turned off, to lessen confusion when no trading is occurring
New Building: Power Lines. Enables sending Power between towns on the Trading Panel.
Trading Panel now supports multiple building types

🎉 1.81b up on beta: 25.07.2023 4:07
Improved scrolling performance
Fixed beta bug: Clickable items missing if they were unique resources that didn’t exist in the first town that was loaded
Renamed “Silver Ore Deposit” research to “Gem Mine” since that’s the more relevant item that is unlocked from it
Fixed beta bug: Quartz was showing up as a unique resource on the trading menu
Fixed bug: Trading Details window would fail to show up when hovering over a Trading recipe row in some situations

🎉 1.81c on beta: 25.07.2023 17:42
Fixes UI clicking bugs from 1.81b

🎉 1.81d on beta 26.07.2023 18:42
just an update to localization. Going to push it live to the main branch later today in case there's any other big issues you're aware of that need to be fixed
1.80,1.80a,1.80b,1.80c,1.80d,1.80e,1.80f
🎉 1.80 up on beta: 11.07.2023 4:00
Added new Market Demand Perks. Each biome has one new Town Perk that can greatly increase the market demand for one category of item. (Note: These categories may change over time, just trying out the idea for now)
Town Perks and Global Perks can now be adjusted up or down freely without penalty or cooldown. I might still change the cooldown logic later or turn some perks into upgrades.
Removal of perks will be prevented if it would cause negative land, workers, or specialties
Fixed Town Perk and Global Perk cost not displaying in red text if unaffordable
Fixed bug: pause and priority settings were not saved on recipes that had never been produced

🎉 1.80a on beta: 12.07.2023 4:06
Renamed Specialty Goods to Jewelry Store
Moved magic clothing out of building formerly known as Specialty Goods, and into the Clothing Store
Added new Market Building: Arcane Emporium. Sells Omnistones, and also Ethers and Crystals (which were not previously sellable)
Upgrades that were completed on the Specialty Goods store are applied to Arcane Emporium on loading legacy file, and Arcane Emporiums are added to account for currently assigned Omnistone selling amounts
Added new Town Perk: Trading Speed

🎉 1.80b on beta: 13.07.2023 0:01
Skill XP level curve flattened - starts out steeper, but doesn’t get as incredibly steep in the later levels. Rough conversion from before-> after = 10->6, 20->11,30->25, 40->43, 60-> 89
Migration of upgrades from Specialty Goods to Arcane Emporium only occur if Omnistones were being sold, otherwise, there’s no lost selling capacity to account for
Additional Clothing Stores are created to account for deficits caused by moving Magical Clothing items into that store
Arcane Emporium now unlocks with the Magic Forge, not the Jeweler
Sawblade Truck Productivity quests have skill count targets lowered, since there is only 1 harvesting recipe available for it
Harvester Drill Productivity quests have skill count targets increased, since there are multiple harvesting recipes for it
Magic Conveyor Belt, Magic Rail Tile, Magic Boat Component, Airship Component, Mana Pipe, all magic potions now sell for Purple Coins
Non-Magic Jewelry sells for Blue Coins instead of Purple Coins
Magic Forge costs Blue Coins instead of Purple Coins (since all Purple Coins are now locked behind magic-type items)
Removed Basic Medicine requirement for Jewelry
All markets now unlock globally with the completion of market-specific quests. This allows players to sell items even if they haven’t completed the prerequisite research to produce the item. These quests are automatically set as Complete if the market type has already been built.
In order to magnify biome specialization, all Biome Modifiers that used to increase Crafting Speed now increase Crafting Productivity (more outputs per input).
Fixed beta bug: Arcane Emporium goods having very low demand
Added new Building: Mana Temple. Increases productivity of Mana Crystal production.
Updated Omni Temple icon

🎉 1.80c up on beta: 14.07.2023 19:18
Fixed “N/A” text in some text when showing “(Biome)”, e.g. rewards screen
Fixed “Automatic Assignment” not being localized
Changed image for Arcane Emporium
Removed ‘reset’ button from Town and Global perks panel
Quests for Farm Production Capacity have their skill level targets lowered to more reasonable values
Added progress bar to Town and Global quest perks
Tooltip for Harvesting buildings shows icons in a compact grid instead of a huge list that must be scrolled
Can click on a Building name to pin its tooltip

🎉 1.80d up on beta: 14.07.2023 22:03
Fixed display bug where build-multiple key commands would display building costs that did not account for Construction Cost Town Perk

🎉 1.80f on beta: 15.07.2023 2:03
Fixes issue where quests for Arcane Emporium Goods Consumption were not configured correctly
1.79,1.79a,1.79b,1.79c,1.79d,1.79e,1.79f,1.79g,1.79h,1.79i,1.79j,1.79k,1.79l,1.79m,1.79n,1.79o
🎉 1.79 on beta branch, some font fixes for Japanese and Simplified Chinese 23.06.2023 23:45

🎉 1.79a up on beta: 29.06.2023 18:19
Inventory panel shows smarter grouping by recipe “Input” or “Output”, and selecting a building on the Buildings panel will display and group “Input” needed to make the building, “Output” for items produced by the building, and “Storage” for items stored by the building
Production Tooltip Inventory section can be expanded / collapsed to show storage details
Resource max capacity is calculated based on land, not town level. (Thus any land gains directly translate into additional resource capacity). New values will generally be higher than before.
Renamed ‘Prestige Points’ to ‘Town Perk Points’
Added new icon for Exploration upgrade
Tooltip for Land shows calculations for determining land amount
Changed calculations for Land. New calculations work as follows: Default starting land (25) is added to the More Starting Land perk and any bonuses from Exploration upgrade. Then, multipliers are applied from Town Level, Land Capacity town perk, and the parent Biome. This has the effect of making Exploration and Starting Land scale along with town level. Value of Exploration upgrade was decreased downward since it doesn’t need additional scaling.

🎉 1.79b on beta, fixes the omni storage upgrades not being infinite 29.06.2023 20:12

🎉 1.79c up on beta: 30.06.2023 0:33
Fixed beta bug: visual error on inventory list items after displaying a row with a currency
Added ‘claim all’ upgrades button

🎉 1.79d is up on beta: 01.07.2023 16:15
Fixed beta bug: Harvesting panel was showing ‘Lumber Mills’ as the parent building. Now it shows Houses.
Exploration upgrade adds 5 to baseline per level, instead of 10 (was too strong)
Added new Building: Floating Islands. Unique to Magic Biome. Adds 20 bonus land to the town for each building created (does not multiply with other land upgrades or perks).
Tooltips for unique buildings indicate that they are unique to a specific biome
Removed worker requirement for all buildings
Allowed bigger numbers

🎉 1.79e is up: 03.07.2023 4:15
Harvesting now requires Harvester Hut building. Legacy maps automatically given Harvester Huts based on how much harvesting capacity they had.
Houses provide 2 population per house.
Every building (except house) requires at least 1 population to build
Market demand is based on population, not house count or town level (item type still matters)
Fixed beta bug: tooltip for Floating Islands said “+0 land” when it should say “+20”

🎉 1.79f up on beta 03.07.2023 18:14
Fixed fractional harvester huts
Removed worker requirement for many buildings

(Known that many more adjustments needed)

🎉 1.79g up on beta: 04.07.2023 0:34
Lowered cost growth of Harvester Huts
Harvester Huts default production capacity set to 2
Houses provide default of 3 population, up from 2
Market demand is affected by Town Level again, so it can be much higher at advanced town levels

🎉 1.79h on beta: 04.07.2023 22:13
Added text search to Upgrades and Research panel
Added ‘Claim All’ feature on Research pane

🎉 1.79i up on beta: 06.07.2023 0:03
Sawblade Truck is now a 'Harvest' type building (like Harvester Hut) that has its own production capacity, instead of applying a bonus % to existing wood harvesting. (there's an upgrade for it but I didn't really test it out, may be buggy)

🎉 1.79j up on beta: 06.07.2023 22:39
Harvester Drill, Crop Harvester and Fishing Boat are now Harvesting buildings, with recipes to harvest items, various quests & upgrades
Fixed beta bug: was not displaying progress for harvesting skill quests
Fixed missing icons for Harvesting Skill quests
Fishing Boat is now required for harvesting Fish, is available by default in the River Biome (no separate fishing research required) and starts off costing regular planks instead of refined planks
Fixed bug: Input supply ratio and Output capacity ratio would display as zero if the recipe was not actually limited by input or output

🎉 1.79k up on beta: 06.07.2023 23:30
Fixed beta bug: new harvesting buildings would not save assigned workers

🎉 1.79l on beta: 07.07.2023 0:33
Fixed beta bug: Upgrades that had inadvertently been updated to levels above normal limits have been clamped to those levels
Fixed beta bug: Using ‘Claim All’ upgrades would purchase more upgrade levels than actually were available
Upgrades that affect individual harvesting / cultivation / prospecting recipes are shown in the parent buildings’ upgrades popup panel
Added proficiency upgrades (production capacity per-building) to Harvester Drill, Fishing Boat, Sawblade Truck, and Crop Harvester

🎉 1.79m on beta 07.07.2023 3:28
Added omni speed upgrades for Harvester Hut, Fishing Boat, Crop Harvester, Harvester Drill, and Sawblade Truck

🎉 1.79n on beta: 07.07.2023 17:31
Town perks Crop Harvesting Speed and Mineral Harvesting Speed have been merged into a single perk, "Harvesting Speed". This allows the perk to apply to all harvesting recipes which may not be crops or ores, like Fish & Water. For older save files, whichever of the previous two perks was higher is what was assigned to the new perk, and perk points of the unused one were refunded.
Added Omni speed upgrades for: Fire Shrine, Water Shrine, Earth Shrine, Air Shrine, Furnace, Water Pump, Steam Boiler, and Steam Power Generator
Fixed beta bug: Storage upgrades would not immediately enable subsequent upgrade quests (I think. didn't test it, but probably should work)

🎉 1.79o on beta: 07.07.2023 23:24
Fixed beta bug: New Fishing Boat upgrades were visible in all biomes
Fixed beta bug: Unlock quests weren’t applied to new Proficiency upgrades, so the upgrades were available before the related building was available
Fixed beta bug: missing icons & labels for harvest-related quests
More upgrades are shown in the market-specific upgrade popup panels
Lumber Mill and Stone Mason have much slower growth in non-coin construction costs, because otherwise they were self-limiting
Fixed beta bug: Missing label for Harvesting Speed town perk
1.78,1.78b
🎉 1.78 up on beta: 22.06.2023 4:35
Added achievements
Main game menu no longer pauses game, it was the only menu to do that and it was confusing / inconsistent
Fixed non-localized description for Omnistone Research Speed upgrade
Fixed Omnistone Fishery Productivity showing up in non-River biomes
Fixed ‘Capacity’ showing up on Harvesting panel when it was redundant
Added Upgrade shortcut button to each row on the Buildings panel
Can dismiss pop-up Upgrades panel by clicking anywhere on background outside of panel
Added new upgrade: Fishing Boat Effectiveness. Increases the harvesting boost provided by Fishing Boats
Fixed bug: completed upgrades would show their level as 1 higher than the maximum level

🎉 1.78b on beta: 22.06.2023 19:43
Fixed game crashing when using very large numbers
Achievement for “Reach town level X in all biomes” is now tracked by number of towns, out of 8, that are at the target level (previously showed progress based on the minimum town level out of the target town level, which wasn’t as directly relevant)
Fixed Achievement “That’s a Lot of Items” and “Satisfactoriest” that weren’t achievable
Achievements “It’s been…One Week” and “...One Month” now track stat units in (fractional) days, not seconds
Achievement “Idle Player” tracks stat units in (fractional) hours, not seconds
1.77,1.77a,1.77b,1.77c,1.77d,1.77e,1.77f,1.77g

🎉 1.77 up on beta: 09.06.2023 20:00
Omnistones are no longer used directly for upgrades. Instead they can be sold on the Markets panel for OmniCoins. Currently they are sold at the Specialty Goods store but may have a new building created later.
OmniCoins act like a currency and do not have a storage limit. This should remove the need for excessive OmniStone storage in the endgame, while preserving the ability to trade Omnistones between towns
Omni upgrades for Speed are now unlimited
Added unlimited Omni upgrades for productivity, for all production / cultivation / prospecting buildings
Added unlimited Omni upgrades for Research Speed
Added omni speed and productivity upgrades for Study, Laboratory, Mage Tower, and Omni Temple
Added infinite research to boost Omni Temple productivity (items produced per recipe)
Crafting section headers have a shortcut ‘Upgrade’ button that filters to only applicable upgrades for the building
Increased button hitboxes for easier clicking
Fixed tooltip raycasts being interrupted by “<” or “>” icons on inventory bars
Fixed missing Japanese characters
Fixed missing description of infinite Mana Reactor Productivity research

🎉 1.77a up on beta: 12.06.2023 3:44
Added new “Specialty Item” option: Can select 3 items in each town as a town specialty by clicking the star icon on the Market panel. Specialty items sell for double value and have 10x the max demand. An item can only be the specialty of one town at a time.
Added Coin XP upgrades: each coin type (including Omni Coins) have 10 levels of upgrades that increase the XP value of related Market items
Added quests to unlock Coin XP upgrades (involves reaching level 20 in Mountain / Desert / Jungle / Snow / Magic)
Added ‘Magic Biome Level 10’ milestone quest

🎉 1.77b up on beta: 13.06.2023 0:35
Market Specialties are now activated and controlled by Global Perks. There is one parent 'Specialization' perk which unlocks three other perks: Specialization Count, Specialization Demand, and Specialization Value (note: the unlocking doesn't yet work, they're always available right now). Count increases number of specialties per town, Demand increases amount of oversupply allowed on specialties, and Value increases coin value for specialties.
Fixed tooltip text for Market Specialties
Fixed specialties not loading or displaying correctly
Global Perks now have a max level. Right now they're just ballpark, I'll be tuning them later on, as I eventually want to turn this into a 'skill tree' type display

🎉 1.77c up on beta: 13.06.2023 22:46
Building-specific Upgrades panel is now a modal popup so it doesn’t switch you away from the relevant crafting / market / etc tab
Fixed text overflow on perks description
Fixed ‘More Starting Land’ perk only having 1 allowed level
Specialization perks now unlock in correct order
Fixed beta bug: resetting perks wasn’t resetting perk button display state / availability
Fixed infinite upgrades no longer showing requirements in tooltip
Fixed fishery omni upgrades appearing in other towns
Added omni upgrades for market capacity

🎉 1.77d up on beta: 15.06.2023 18:48
Added OmniCoin cash register quest / upgrades (not localized yet)
Fixed beta bug: Omni market capacity upgrades only had 1 level instead of being infinite
Modified Town & Global perk costs & effects. Generally the cost growth for each has been made less steep, and the effects are lessened accordingly and use more round numbers. Many also capped at a certain level.
Fixed beta bug: Perks at max level were showing potential value for next level
Fixed bug: research durations would not update immediately when Research Speed perk changed, if there were no schools assigned to the recipe

🎉 1.77e is up: 15.06.2023 21:58
I added some logic that looks at what had been spent on Town Prestige perks in the old system, and converts the new prestige level to match that as close as possible without going over.

(Apologies to beta testers who already loaded up 1.77 and manually adjusted perks, this will overwrite that, but it will only occur once)

🎉 1.77f on beta: 16.06.2023 3:36
Added quest: Reach (any) town Level 50 for “Victory” (earns 1000 Quest coins, but doesn’t do anything else just yet). Unlocked after Magic town reaches level 10
Added more levels to Global Perk ‘Construction Efficiency’
Files migrating from previous versions now keep Town Prestige Perk levels intact, instead are assigned bonus Prestige Points if the costs of those levels went up
Fixed beta bug: Specialization Count had inconsistent tooltip & behavior
Localized Omni Coin Cash Registers

🎉 1.77g up on beta: 19.06.2023 19:25
To prevent rapid changes in auto-assigned capacity, the maximum amount of capacity reduced per simulation tick is 5. If a recipe is assessed for auto-assignment and no changes are needed, it enters a 5 tick cooldown before it is assessed again. (If auto-assignment does trigger a change, there is no cooldown before it is assessed again)
Fixed beta bug: Enter key was not submitting text
Fixed bug: Shift or Control buttons (that increase Build or Remove building multiple) could be used to remove buildings that were assigned to recipe production capacity, resulting in negative production capacity
Cultivation and Prospecting panels show the harvested items in the filtered inventory panel as well as the natural resources & other inputs
1.76,1.76a,1.76b,1.76c,1.76d,1.76e,1.76f,1.76g
🎉 1.76 up on beta! Has some good stuff: 01.06.2023 21:44
Clicking on the production rate section of any recipe will open a new panel, “Production Config”. This allows you to choose from three options for Production Targets:
Max Production: Will use all of the assigned workers / production capacity, potentially filling storage. Production will naturally slow if there is not enough room in storage. Market recipes will oversupply if possible.
Max Rate: Specify a production rate and the recipe will not produce more than this rate.
Demand: Production will be capped to the amount of items consumed in the previous simulation tick. This means storage will not be filled. For market recipes, this will cap to the maximum ‘fulfillment’ rate but will not oversupply.
The production % ratio displayed will match the target type specified in Production Config. That is, if you have a target rate specified, and you are supplying only ⅕ of that target rate, then the % ratio will be displayed as 20%. Similarly if you are attempting to overproduce beyond that rate, it will display a % overproduction based on that rate.
Automatic Assignment will also aim to assign workers or production capacity to as little over 100% as possible based on the selected production target.
Added auto-assign feature to Trading recipes. (This is a very good place to use the new production config options)
Fixed bug: recipes with zero production or consumption had a blank space in the ‘Contribution %’ column on production tooltip instead of the dash character

🎉 1.76a is up on beta: 01.06.2023 22:39
fixes beta bug with market production

🎉 1.76b up on beta: 03.06.2023 0:22
Adds panel-level configuration for production limits. These will be applied if there is no individual setting on the recipes
Recipes will have their rate region highlighted if they have an override setting for production limit, and will have an icon displayed if they have any active (override or inherited) setting

🎉 1.76c up on beta: 06.06.2023 0:12
Fixed rapid assign / unassign behavior for trading posts when auto-assign was on, production limit set to ‘demand’, but there was no demand for the item
Trading items can now be set to ‘None’ in addition to Import and Export. Legacy trading items preserve their previous setting (always either import or export), but new files or new towns will use ‘none’ as the default (with the exception of unique resources: If they are unique to the local biome, they will default as ‘export’. If they are unique to a different biome, they will default as ‘import’)
Trading items that are unique to a biome, but not the current biome, are sorted near the top of the trading panel in their own category

🎉 1.76d up on beta: 06.06.2023 19:48
Fixed trade mode icons appearing on top of header when scrolling
A recipe with zero production capacity assigned previously never got new capacity with the Auto-Assign feature if there were zero ingredients available. However, if that missing ingredient is produced by a recipe with a “Demand” production limit, then it assumes that the ingredient could potentially be available and will assign production capacity to the recipe
The Production and Consumption tooltip panel will show relevant recipes even if no production capacity assigned (excluding construction or research, as that would cause too many irrelevant rows to be displayed)

🎉 1.76e on beta: 06.06.2023 22:55
Fixed Stone Prospecting auto-assign not working
Added greyscale versions of Trade Mode icons to better differentiate their states

🎉 1.76f on beta: 07.06.2023 0:25

🎉 1.76g up on beta: 07.06.2023 17:29
Fixed beta bug: natural resource regeneration was not showing up in production tooltip
Fixed beta bug: repeat click did not reset when application lost focus
Removed irrelevant refresh rate options from Resolution options
Target frame rate is now 40 fps to lower GPU usage
1.75,1.75a,1.75b,1.75c,1.75d,1.75e,1.75f
🎉 1.75 up on beta: 24.05.2023 18:45
Fixed rapid flickering of inventory counts & displays when production greatly exceeded capacity. To fix this, bonus ‘virtual’ inventory capacity was added based on the demand for an item. This allows production above normal capacity limits as long as that production is consumed in the same simulation tick.
Upgrades panel now displays locked and completed upgrades. They are grouped according to availability, like the Research panel
UI Background changes colors with biome, other small formatting changes to background panels
Updated localization
Tooltip shows ‘surplus’ or ‘deficit’ text to help add context to overall rate change number
Production detail tooltip shows inventory bar in the correct color to indicate surplus / deficit
If an item is a limiting ingredient, it shows its current count at 0 even if some are left over at end of simulation tick. If an item is a limiting output, its currenty count is shown at max even if there is some spare capacity at end of simulation tick. This prevents a confusing display caused by the order of processing of recipes.

🎉 1.75a up on beta 24.05.2023 22:20
Fixed excessive waste in new production algorithm (I think)

🎉 1.75b up on beta 25.05.2023 4:43
Take ? of ? of fixing the flipflop bug. Also fixed the market ratio display

🎉 1.75c up on beta: 25.05.2023 18:44
Fixed beta bug: auto-assign not working on markets panel when oversupplied
Fixed upgrades often appearing locked when they should be available
Auto-assign will only remove production capacity from an input-starved recipe if the production of that input is truly zero. If the input is being produced but consumed by a higher-priority recipe, it should still have production capacity assigned. Otherwise this could result in oscillation of production capacity assignment (inputs are available due to storage, are used up, then recipe deactivates, then storage builds up again and recipe activates)

🎉 1.75d on beta: 26.05.2023 0:58
Fixed bug: building costs were not getting updated when removing buildings
Fixed bug: Tooltips for potential quest rewards were displaying reward upgrade levels as 1 less than the correct level
Fixed bug: Accepted rewards that unlocked upgrades were not showing the associated upgrade level that was unlocked
Fixed beta bug: many upgrades were showing ‘Complete’ when the current level was actually ‘Locked’
Upgrades now can show a tooltip with description and applicable requirements, like how Research looks
Fixed beta bug: upgrades were visible that should be not be available in the current biome (including Fishery Omnistone Bonus)
Fixed beta bug: upgrades not moving to correct locked / completed section after purchase
Fixed bug: quests were not visible that unlocked Skill Effect Strength upgrades for Harvesting, Cultivation, and Prospecting. NOTE: these quests may actually not be possible anyways given biome unique crops. I'm going to change the quests to use total Skill XP within a category instead of "X skills at level Y in category Z"

🎉 1.75e is on beta branch: 26.05.2023 23:40
Skill Effect Strength quests now require total Skill XP in respective categories instead of (often impossible) counts of skills above certain level
Fixed beta bug: scrolling menus had dead spots where scroll wouldn't have effect
Fixed Biome tooltips getting cut off at lower edge of screen
Market fulfillment meters are wider to avoid text overlap
Fixed bug: Quest Rewards would not show in the ‘Claimed’ list if the reward wasn’t yet available in the current biome (e.g. unlocking a recipe for a building that hasn’t been researched yet in current biome)
Fixed beta bug: Game would occasionally fail to progress town or unlock a resource due to removed minigames
Text tooltips for upgrades (e.g. in Quest rewards) display a description for the upgrade
Upgrades that have Quest requirements will also show those Quests' display requirements in their tooltip

🎉 1.75f is on beta branch now 27.05.2023 4:17
Fixes the code that was clamping natural resources to the literal capacity instead of the virtual capacity created by the item's demand

Will just upload this as a hotfix tomorrow sometime rather than treating as a whole new version
1.74
🎉 1.74 on beta: 20.05.2023 1:54
Fixed auto-assign sometimes assigning more workers than was available on Harvest panel (resulting in negative workers)
Adjusted some biome backgrounds & world panel
1.73,1.73b,1.73c,1.73d,1.73e,1.73f
🎉 1.73 up on beta 16.05.2023 0:45
Used a larger data type for numbers in the game, to fix imprecision when numbers get too big

🎉 1.73b on beta: 16.05.2023 22:21
Now using Sprite Atlas to improve performance
Added Russian localization and Cyrillic characters (translation not yet final, just for testing)

🎉 1.73c up on beta: 17.05.2023 23:32
Added ability to add / remove Trading Posts and Schools directly from their respective panels
Holding Shift will apply an increment modifier of 5. (Control still applies modifier of 10). Shift + Control will apply an increment modifier of 50
Increment modifier applies to building construction (so you can build, cancel, or remove 5, 10, or 50 buildings at a time)
Increment modifier is displayed on worker, building, & production assignment buttons
Building costs show total potential cost when building multiple
Reworded idle prog ress gain notification again

🎉 1.73d up on beta: 18.05.2023 23:45
Added new navigation option: Right click on item icons to choose destination panel or recipe
Fixed beta bug: Building items were not displaying the production rate or time remaining
Fixed beta bug: Harvesting panel header was not showing icon or navigation button for workers
Made highlight rectangle less blurry
Updated localization

🎉 1.73e up on beta: 19.05.2023 19:54
Added production details for currencies & xp
This is probably going to be the one I push live later today, so lemme know if anything is very broken

🎉 1.73f is up: 19.05.2023 23:00
Fixed Contribution % displaying inaccurately in currency production tooltip
Added different backgrounds for each biome
1.72,a,1.72b,1.72c
🎉 1.72 up on beta: 10.05.2023 21:21
Automatic Rebalance works on Harvesting and Research panel
Automatic Rebalance partially takes priority into account (higher priority recipes are assessed for needing space production capacity first)
Automatic Rebalance can remove all production capacity if an input is completely empty or output is completely full (and not changing). It will also only add capacity to an inactive recipe if there is at least some input items & output space available.
Actual output rate shown on Harvesting rows
When Automatic Rebalance is specifically set to “Off” (is manually overriding parent building settings), the button shows as selected (blue) to better indicate it has a manual setting. A recipe that is inheriting Automatic Rebalance “On” from the parent building will still show the green rebalance icon, but the button will not show as selected.
Fixed bug: When adding a new building via the Crafting Menu, it could not be cancelled if the building was fully utilized
Improved performance of AutoAssign function
Added infinite research: Natural Resource Capacity

🎉 1.72a up: 12.05.2023 1:04
Auto Rebalance is available on the header on the harvesting panel to set a fallback for all harvest states
Added option to set priority on harvesting recipes
Can now perform panel-level pause on Harvesting, Research, Buildings, and Trading
Can specify a recipe to have an override priority of 'regular' when its inherited priority is not regular
Hid non-functional auto-assign button on Trading header
Made pause functionality more obvious (has dedicated button on each row, instead of relying on click of the rate display region)
Controls on research row are automatically hidden when research ready to claim or completed.
‘Research’ button is now inactive as it was duplicate functionality with the + button. Instead it always shows % complete, unless the research is ready to claim.
Research recipes no longer assign an “AutoAssign: Off” override state when completed, because this breaks leveled or infinite research
Fixed bug: loading a save file, and then quitting and starting a new town, would show a hidden menu behind the starting Clickables menu
Added infinite research for Goods Consumption

🎉 1.72b on beta: 12.05.2023 20:07
Fixed beta bug: headers not always updating icons for pause / priority / autoassign
Automatic Rebalance is now unlocked via quest, not research, so it is global and permanent

🎉 1.72c on beta: 12.05.2023 21:09
Prioritization is now unlocked via quest, not research, so it is global and permanent
Quest to permanently unlock ‘Basic Logistics’ now unlocks Basic Logic, Paper, and Lab, since Prioritization and Automatic Rebalance are no longer research
Fixed bug: broken localization causing Mana Powered Sawblade Truck to appear as N/AManaPowerChainsawTank
1.71,1.71a,1.71b,1.71c,1.71d,1.71e,1.71f,1.71g
🎉 1.71 is up on beta: 03.05.2023 4:11
New building: Sawblade Truck. Boosts wood harvesting speed by 5% per building. Is unlocked with Sawblade Truck research and has Mana Powered Sawblade Truck upgrade available
Renamed Tractor to Crop Harvester, to more closely match its function. (All existing Tractors are converted to Crop Harvesters). Mana Power Tractors upgrades also converted to Mana Power Crop Harvesters upgrades
Tractor is recreated as a new building that boosts cultivation speed for farming crops and fruit trees. Mana Power Tractors created as new upgrade to boost it.
New building: Fishing Boat. Boosts harvest speed of fish by 5% per building. Only available in the River biome. Is unlocked with Fishing research (also available only in River biome)
Infinite research time requirements also increase by 20% each level
Simplified endgame Ether Bonus research & upgrades. Now, the ‘Ether Bonus: Mana Power’ research is unlocked as soon as Mana Ether is available. There are 5 levels of the research, and when completed the bonus is immediately applied (no longer a separate upgrade to apply the production bonus). Same is true for Fire, Water, Earth, and Air ether bonuses.
Fixed some missing Japanese characters
Fixed bug: ‘per second’ label on inventory bars was not updating when language changed
Fixed bug: trying to hit ‘+’ when no schools available was not showing the warning label flash in the header’s building count
Fixed bug: tooltips for all research & upgrades for “Ether Bonus: Mana Power” and similar elemental versions were indicating that it boosted Mana Crystal production, when it in fact boosts Mana Power production
Fixed bug: tooltip showing upgrade requirement would have blank icon
Fixed bug: obsolete ‘Depleted’ crystal items were showing up in tooltip for Crystalarium
Tooltips for harvesting speed boosters indicate the item being harvested, not the natural resource
Removed Crop Harvesting Speed effect on Wood and Fish harvesting

🎉 1.71a up on beta: 04.05.2023 3:25
Fixed bug: large negative numbers were not showing in abbreviated format, resulting in text overflow
Grain, Wood, and Stone processing research now directly apply their effect when the research is complete, instead of reuqiring a separate upgrade purchase.
Fixed some missing Japanese characters
Added research for Metal Processing Speed. Each level adds another 1x multiplier to speed
Fixed bug: Wood Processing Speed was applying twice to Refined Plank
Research that immediately applies an effect will show a popup telling you what that effect is when you complete the research

🎉 1.71b up on beta: 04.05.2023 22:18
-Fixed beta bug: Crop Harvesting speed effect had been removed from Tree harvesting, but it should actually be there, so it was added back
-Fixed beta bug: Some upgrades had broken descriptions
-Improved display order of item icons in tooltips.
-Items that are not yet unlocked will be replaced with “?” icon in tooltips to avoid spoilers
-Fixed bug: users with system locales such as en_CA or fr_CA would not display any % symbols
-Fixed bug: Time spans of 24 hours or more were displaying a value that truncated the days value
-Idle Progress is now displayed in terms of total earned time before the 25% value is applied. This makes it more clear that it matches the value of the Global Perk

🎉 1.71c is up on beta branch: 06.05.2023 3:37
‘Automatic Assignment’ button will now automatically rebalance workers in an attempt to achieve 100% efficiency (Tooltips may still be wrong, doesn’t yet work on Market panel). I am very curious to know if this feature is helpful, or if it takes all the fun out of the game - please let me know what you think!
Can now add or remove buildings directly from the crafting / cultivation / prospecting / market headers
Removed the “?” icon for locked items in tooltips. (Needs more work like a show/hide spoilers option)
Fixed inventory fill bars and per-second rate labels sometimes having different colors, or having colors that didn’t match the current positive / negative change rates
Crafting recipes now show actual output rate along with productivity %

🎉 1.71d on beta: 08.05.2023 5:19
Auto-balance code actually works (I'm a dummy and left in some code that made the new auto-balance code only run in the editor)

🎉 1.71e up on beta: 08.05.2023 22:28
Changed logic for auto assign, runs in this order:
If zero workers assigned: will always add 1 worker if available.
If recipe is overproducing its output storage: removes workers to try and get closest to 100% production without dropping beneath it
If recipe can not fully produce due to missing inputs: removes workers to try and get closest to 100%
Otherwise, if workers are available, are added
Fixed beta bug: player could remove buildings from the Crafting panel to the point where they had negative worker capacity
Fixed more missing Japanese Characters
Fixed bug: pause button was missing from Research panel header, causing some players to get stuck in state where all research was paused and unable to restart
Fixed bug: Air Shrine production speed was 5x slower than intended
Added small flicker animation to indicate when automatic assignment was triggered on a recipe
Manually adjusting workers will deactivate auto-assignment for that recipe
Fixed storage buildings not always being able to be removed
Fixed bug: Button to remove a house was not immediately updated between valid / invalid states when workers changed on the Harvest panel
Removed Automatic Assignment from Trading panel (needs different logic to be built first)

🎉 1.71f on beta: 09.05.2023 19:02
Added building-level setting for ‘Automatic Assign’ feature. Individual recipe rows can have an automatic assign value of On, Off, or None. When None, inherits automatic assign behavior from building.
Can right-click on a recipe’s Automatic Assign button to specify On, Off, or None. Regular left clicks will cycle
Fixed broken text “InvalidReasonAlreadyAtZeroBuildings”

🎉 1.71g on beta: 09.05.2023 20:04
Better logic about changing autoAssign setting when workers changed - now prefers ‘none’ over the override ‘off’ setting if possible, to minimize confusion if building-level auto-assign changed later
Inherited ‘Off’ autoAssign settings shows up slightly transparent to indicate it is inherited
Fixed ‘auto assign’ tooltip referencing ‘priority
1.70,1.70a,1.70b,1.70c,1.70d,1.70g
🎉 1.70 on beta: 21.04.2023 18:06
Added Quests & Upgrades to unlock Steam Power Generator speed boosts

🎉 1.70a is up on beta branch: 25.04.2023 0:27
Recipes no longer require their ingredients to be unlocked locally. This was preventing things like making Shoes in a town simply because it hadn’t leveled up Raw Beef skills enough to make Leather. Instead, all town-based quests that unlocked Recipes are now global (one-off) quests, and once they’re completed, the recipe is potentially available everywhere (it still needs access to the producing building and any other research related specifically to the recipe).
Any legacy files will have the global recipe quest marked as Completed as long as any of their towns had completed the older local recipe quest.
Recipe quests changed from requiring certain Skill levels (which is very dependent on which town is currently active) to requiring global production counts.
Many new quests added so that advanced recipes unlock when their component ingredients have been globally produced enough times (instead of requiring their component ingredients to be unlocked locally). In legacy save files where these items have already been produced, the quest is automatically marked as complete.

🎉1.70b on beta branch:
More quests that used to use crafting skill now use production counts
Increased quest coin rewards for global recipe unlock quests
Fixed bug: ores were not applying their natural resource regeneration
Fixed bug: Biome description tooltip was getting cut off when many biome modifiers
Fixed bug: Text tooltip was getting cut off when it appeared near bottom of screen
Removed unnecessary Fishery modifier from Desert Biome
Fixed bug: was not clearing various perk reset & reward timers when creating new file
Fixed bug: Desert was not successfully applying the Well Effectiveness reduction

🎉 1.70c on beta branch: 26.04.2023 0:58
Changed “Packager” to “Factory” and it affects a different subset of items (now boosts production of: Clothing, Tech, Plant Products, and Construction materials. Notably excludes medical products). All previously built Packagers will turn into Factories.
New Packager building: Increases the amount that is traded with each trading recipe by .1 per building (effectively increasing speed)
Steam Trains apply their trading speed boost effect to all towns
Added new upgrade: “Supermarket”. Doubles speed of selling at the Food Market. Unlocked with a quest to sell 10M items at the food market, which is displayed after the final Food Market Capacity upgrade is completed
When a global quest has a research requirement, that requirement is considered met if the research has been completed in any town
Added fallback priority setting per building type to Crafting, Prospecting, Harvesting, and Markets

🎉 1.70d on beta: 26.04.2023 3:35
Default trading boost per Steam Train reduced from 20% to 5%
Fixed beta bug: Steam Trains were multiplying effect across towns, instead of adding

🎉 30.04.2023 20:23
Fixed beta bug: group prioritization would not update individual rows if no workers were assigned
Added panel-level prioritization to Buildings, Trading, and Research
Fixed bug: The Shift-A hotkey combo to open admin commands panel was activating during normal text entry
Fixed some errors in Japanese localization

🎉 1.70g on beta branch: 01.05.2023 20:12
Fixed some missing or blurry characters in Japanese localization
Fixed many missing translations in Spanish localization
Fixed bug: Pausing an individual trading post recipe and then unpausing would no longer display the units per second display
Fixed bug: Pausing an individual research recipe would show the time remaining underneath the pause icon
Fixed bug: row labels for Trading, Prospecting, and Markets were not updating when language changed in-game
Made Japanese and Simplified Chinese font weights more consistent
1.69
🎉 1.69 on beta branch: 21.04.2023 4:01
Fixed tooltips showing research unlocks or storage capacity for certain crops that are not possible in the current biome
Fixed bug: purchasing a Prospecting Productivity town perk wasn’t immediately updating the displayed output amounts for prospecting recipes
Rearranged Town Perk list
1.68
🎉 Beta branch is now at 1.68: 20.04.2023 22:16
Removed quests that required player to harvest ruby/sapphire/amethyst/topaz before Fire/Water/Earth/Air Crystal research could be unlocked, since those items can’t be harvested outside of their native biome

Previous 1.67, which is already on main branch:

If a player has a town in the non-starter biome, and for any reason the World panel is not yet available (due to gameplay changes) it is automatically unlocked
Hid obsolete exchange tokens if left over from the demo
1.66,1.66a
🎉 1.66 on beta branch: 20.04.2023 5:13
Added hotkeys (keyboard 0-9) to activate town menu panels
When a Market item is oversupplied, the displayed recipe ratio is shown as > 100% instead of < 100%
Research panel is flagged with a “!” if a research completes in the active town, or if you load a town with a research ready to claim
Fixed bug: ‘Gem Mine Productivity’ upgrade was available before the Gem Mine was unlocked
Recipes will say “Full” if they can’t produce due to zero output capacity (item is not being consumed anywhere)
Fixed display of input rates / output rates on Trading panel
Improved performance of Trading panel

🎉 1.66a up on beta: 20.04.2023 18:10
Fixed cursor deadzone near bottom half of “Options” button on the welcome screen
Prospecting Productivity and Gem Mine Proficiency quests require Precious Metals, not Gem Mining (since precious metal mining unlocks Gem Mine and uses pickaxes)
Gem Mining research removed since it didn’t apply to all biomes.. Gem Jewelry can be researched immediately after regular Jewelry
Removed obsolete research Mana Mining
Greatly increased ingredient cost of mid and late game research
Idle Gain panel can be dismissed by clicking outside it, as long as idle progress fast-forward has been completed
Fixed beta bug: Market recipes that were limited by Inputs were mistakenly showing 100%+ production capacity
Legacy game files that had Fisheries built in non-River biomes have the Fisheries removed and the land refunded
‘Patch Notes’ and ‘Report Feedback’ are localized in Japanese and Simplified Chinese
1.65,1.65a
🎉 1.65 up on beta branch: 19.04.2023 6:19
Idle Progress is now displayed on a new panel with a progress bar. No longer shows coin / xp gain (because gets busy with multiple towns), but does show town level ups and research completed.
Idle Progress no longer accelerates the simulation by quite as much, which makes the processing take slightly longer results in more accurate calculations
Fixed missing label and description for Shrine Speed and Temple Effectiveness upgrades
Pickaxe Productivity renamed to Gem Mine Productivity, and has description now
Fuel Efficiency upgrade has description now
Fixed incorrect description formatting for Furnace Speed upgrade
Fixed incorrect description formatting for production speed upgrades
Permanent Research was able to be earned from Quest before the town had completed all component research
Fixed incorrect label on Basic Logic Permanent Research
Tooltip for permanent research now indicates “Unlocks” as a heading before listing the research affected
Fixed Land showing “(Trading Post)” in its tooltip
Removed upgrade Ether Bonus Warehouse Storage, will be replaced with infinite research
Hid red square that was showing the text tooltip UI anchor
Clicking on a resource icon before harvesting panel is unlocked instead navigates to the Clickables panel
Fixed ‘Raise your town level by selling Market items’ tooltip showing on all quests

🎉 1.65a is on beta branch: 19.04.2023 21:18
Greatly increased rate at which Natural Resource Capacity increases with Town Level
Fixed bug that would cause additional XP to be gained when loading a town
Level requirements for biomes to discover precious gems raised from 6 to 10
Fixed beta bug: wrong number of idle bonus seconds gain was being displayed
Fixed beta bug: idle time was not being applied at the correct rate (it was artificially very low)
Updated localization
1.64,1.64a,1.64b,1.64c,1.64d,1.64e,1.64g
🎉 1.64 is on the beta branch: 14.04.2023 0:18
Refined Plank moved from the Workshop to the Lumber Mill (may result in negative recipes available at Lumber mill and an excess of Workshops, players will need to reshuffle their buildings, sorry!)
Fixed per second displays displaying an overflowed integer value when rate was very high
Fixed tooltip for Average Fulfillment header on Market panel
Added more detail to tooltip for hovering Fulfillment meters for each Market item
Tooltip for Town XP shows effect of Goods Fulfillment and Prestige Point multipliers
Baseline storage increased for many buildings
Baseline storage for Library items increased from 200 to 1000
Added quests and upgrades to improve Furnace storage capacity for Fire and Steam Boiler capacity for Steam, Barrel capacity for liquids

🎉 1.64a is on beta. 15.04.2023 4:28
This is VERY EXPERIMENTAL, made some very large changes and haven't had time to really play them through. Town balance for legacy files may get completely broken, but please let me know how it affects you. Hopefully though the long-term impact of these changes is that it makes secondary towns and extra biomes much more useful and interesting.

Trading no longer uses abstract supply / demand system. Instead a shared global inventory exists that all towns can deposit to (export) or withdraw from (import)
Exchange Tokens removed
Prestige reset now sets all towns to level zero. It no longer resets just an individual town to zero.
Prestige Points are calculated by the sum of all towns’ cumulative XP earnings.
Prestige Points& Perks are now global (configure them while any town is active, but Prestige Points are shared across all towns and all Prestige Perks apply to all towns)
Instead of all towns performing their prioritization independently, the simulation processes all recipes at all towns in order of prioritization. This allows for more accurate allocation of global trading resources
Unique resources are now truly unique - they can not be harvested or cultivated in other biomes
Precious Gems assigned as unique resources to biomes: Ruby (Desert), Sapphire (Snow), Topaz (Mountains) and Amethyst (Jungle)

🎉 1.64b on beta: 15.04.2023 19:00
Fixed global trading inventory not resetting when performing a town reset
Fixed biome-specific cultivation research always being hidden
Fishery is now locked to River biome
Quests that required X number of skills at level Y at a specific building now just required X times Y total skill levels. This is to avoid problems when not many skills were available at a building
Added back Trading Posts and quests / upgrade for trading post capacity
Trading recipes require trading posts, not workers

🎉 1.64c up on beta: 16.04.2023 6:24
Fixed beta bug: Cultivation of various resources was required to unlock many recipes and research; however, cultivation was recently changed to be available only in certain biomes. This led to the unintended result that many recipes and research were unavailable in most biomes. Now, these crop-specific recipes and research just require the crop to be globally unlocked, which occurs permanently when the relevant biome reaches a target level.
Fixed beta bug: label at top of Trading panel was not showing correct number of trading posts
Got rid of quest “Exchange Tokens for locomotive”, since exchange tokens were removed. Instead, Locomotive just requires metal railway, steam power generator, and the quest to build a trading post.
Fixed beta bug: building trading post or purchasing Trading Post Storage Capacity upgrade would not immediately update trading item capacity
Fixed beta bug: all research was being ignored when determining if natural resources should be available
Tooltips for trading items will indicate which biome it is unique to, if applicable
Hid Fishing research in non-river biomes

🎉 1.64d on beta: 17.04.2023 6:53
Removed ability to reset World or Town
Prestige Points are now earned individually for each town as it gains XP. No town reset is needed to be able to use them. The prestige point panel unlocks when Forest and River are both level 10
Trading Post Proficiency effect increased from 1 to 3 (each upgrade level allows 3 additional active trading recipes per trading post)
Removed quests and research for Building Construction Speed
Mana Crystal is now exclusive to magic.
Mana Crystal is immediately available to harvest in Magic biome, and quest to harvest mana unlocks Magic Forge research in all biomes (although it also requires Furnace research and purple coins)
Forest now has a 4x crafting speed bonus for Medicine Hut
Jungle now has a 4x crafting speed bonus for Jewelry (instead of Medicine Hut)
Increased crafting time for all Medicine Hut recipes
Decreased demand for all Medicine Hut recipes
Trading post header flashes if not enough trading posts to assign recipe
Quest to unlock Stockpile only requires stone, not stone & wood since lots of wood has already been harvested
Decreased rate at which Houses require more advanced resources in early game
Increased school coin cost
Lowered sound effect volume of harvest water splash
Gem Jewelry (Ruby & Sapphire Ring, Amethyst Necklace & Topaz Crown) now has individual research, instead of a Harvesting Skills quest for relevant gems which wouldn’t be possible in biomes where the gems don’t occur
Default capacity for each General Goods store raised from 1 to 2
Fixed beta bug: Trading Post proficiency quest visible before Trading Post

🎉 1.64e on beta: 18.04.2023 0:26
Town Perks panel unlocked once any town reaches level 10
World panel unlock pushed back to town level 12, other permanent research quests also pushed back 2 levels
New permanent research unlock: Basic Logistics, when a town reaches level 18. Permanently unlocks Basic Logic, Prioritization, and Automatic Assignment
If players previously produced any gem jewelry before new research requirement added, the research is now automatically completed
Players who reset their town earn back the XP lost to the reset, adjusting their town level and prestige points upwards
Prestige points no longer provide a passive boost to XP gain, since that was one of the main incentives for the obsolete Town Reset function
Plains has an additional production speed bonus to Bakery and Gourmet Kitchen recipes
Bakery and Gourmet recipes slowed down slightly
River has additional bonus to Pasture crafting speed
Forest has additional bonus to Lumber Mill
Removed some admin commands, unless is in playtest mode
World creation time is added to save file (retroactive only as far back as launch of this version)
Daily rewards (for full game only) now provide 2 or 3 quest coins on a random basis
Quests display order improved
Many unique natural resources unlock instantly when a town first created in a biome
Secondary towns start out with 3 Houses, a Lumber Mill, a General Store, and a Food Market
Beta branch: Improved display of trading list items

🎉 1.64g on beta: 18.04.2023 18:50
All ores have a small regen factor. This also allows them to gain benefit from the Resource Regen perk
Fixed Study / Tech Lab / Mage Tower proficiency upgrades appearing before the building was unlocked
Fixed bug: Average Market Fulfillment was displayed lower than it should be, because market items were included in this average calculation as soon as their producing building was available, even if the associated market building was still locked / hidden, and thus were not yet sellable
Fixed bug: active inventory filters weren’t cleared when creating new towns, possibly resulting in a blank inventory panel when new town loaded
1.63,1.63a,1.63b,1.63c,1.63d,
🎉 1.63 up on beta branch. Please Note!!: 11.04.2023 5:06
I really haven't playtested these changes at all, just wanted to get them in your hands ASAP to get some first round feedback.

Reworked Market Happiness system. Previously, a Town XP Multiplier bonus was awarded based on the average fulfillment of all items available in a market. However this had the effect of penalizing the player for unlocking new items, as it dropped their average fulfillment. Now, each item sold at a market has a fulfillment score between 0 and 5. All items’ scores are added to get a total fulfillment score for the town. This score is then converted into the town XP multiplier. To avoid confusion, only the market XP multiplier is shown on the Market panel, not any other XP multiplier (like the one you get from Prestige Points).
Added quest to reach town level 12 in exchange for permanent unlock of Basic Processing research across all towns & resets. (More of these coming soon)
Stockpile only requires Yellow Coins to build so it is not self-limiting
Fixed bugs: Buildings that required zero land could not be built if land was negative. Buildings that required zero workers could not be built if worker count was negative.
Removed growth in construction time as you create more buildings
Building costs are required upfront, and spent immediately
Storage Upgrades now have exponential effect (value doubles each time) instead of multiplying by baseline value
Animal Feed and Fish Food moved from Food Market to General Store. Fertilizer moved from Hardware store to General Store, and rewards Yellow Coins instead of Red Coins
Reduced market demand for Cooked Fish, Bread, Plank, Refined Plank, Fish Oil, Ruby, Polished Stone Ring
Added proficiency upgrades, and related quests, for Study, Tech Lab, and Mage Tower
Food Market allows 1 additional worker per building
Lumber Mill doesn’t require Planks after 4 of them have been built to prevent negative feedback loop caused by low plank production

🎉 1.63a up on beta: 11.04.2023 20:58
Buildings no longer spend cost up-front (which avoids double-spend bug)
Lowered demand for Leather, Polished Stone, Wool Cloth, Cotton Cloth, and Enchanted Book
Fixed beta bug: permanent research unlocks would mark the research as completed but not actually make the dependent items available
Fixed bug: Game files would fail to load in situations where a trading state was active on an item that was no longer unlocked in any towns (due to resets)
Jams and Dragon Punch now categorized in Trading menu as ‘Gourmet’ instead of ‘Plank Products’ to be more consistent with Market categorization
If research has infinite production time due to being starved for inputs, it will show “-” instead of the default display, which is the normal research duration
If no workers are assigned to a recipe, then its progress bar will display as empty (recipes are created continuously, so the progress bar is only used as an indication of crafting speed). Recipes stalled due to missing input availability or output capacity will show the (unmoving) progress bar.
Fixed coin ingredients showing the wrong text color as if they were unaffordable

🎉 163b is up on beta: 12.04.2023 0:40
Right-clicking on the “+” assignment button for buildings will flag that recipe as a Repeat Assignment. Any new capacity for that building (either by creating new buildings, or upgrades) will be assigned automatically to that recipe. Right-clicking again on the “+” button will toggle it off, and only one recipe per building can be flagged as a Repeat Assignment

🎉 1.63c is on beta branches: 12.04.2023 19:05
Market demand starts out higher (to increase coin earnings potential in early game) but town level has much less effect on demand, so that happiness doesn’t jump up so quickly. House Count has more effect on demand, but overall effect is that market demand is lower than before
If Yellow Coin costs are displayed before Market panel is available, and the player clicks on the coin icon to learn more, the game will now highlight the necessary quests instead of jumping to a blank Market panel
Idle Gain and Natural Resource Capacity global perks have initial cost lowered to 2. This also reduces cost of higher levels of these perks
Added quest that unlocks basic Cultivation research permanently (Water Bucket, Farming, Forestry)
Prestige Points are earned faster (lowered the growth in xp thresholds for each subsequent Prestige Point)

🎉 1.63d is on beta branches: 12.04.2023 20:31
Automatic Assignment is now a dedicated button on each crafting row, as right-click was not visible enough
Automatic Assignment is now unlocked via a Research. This research is automatically completed if your town already has recipes that are flagged as Automatic Assignment.
Fixed localization issues on Economics tooltip
1.61
🎉 1.61 now up on beta branches (main, playtest, & demo) 07.04.2023 22:04
Many early quests and resources now have higher completion requirements, to improve pacing for new players
Reformatted Trading list items to make Buy / Sell functions more obvious
Towns level up automatically without having to click ‘Level Up’
Fixed bug: changing towns would sometimes result in a Clickable item displaying the wrong inventory or skill count until it was clicked
If player clicks on an ingredient that is locked by Research, but Research Panel is not yet available, the necessary Quest will be highlighted instead
When Research panel is first unlocked, ‘Completed’ and ‘Locked’ sections are minimized by default
Tooltip panel has more items that can be clicked on for navigation, like research requirements
Fixed bug: Alert “!” was showing for World Perks panel before it was unlocked
1.62,1.62a,1.62b
🎉 1.62a up on beta: 08.04.2023 21:36
Fixed bug: Steam Demo was not using Steam Cloud (all locally saved games are uploaded automatically upon launch)
Places where time is displayed (Research & building duration, Daily reward cooldown, Global & Town Perk reset cooldown) now displays seconds
Research displays research duration even if not active. Also is able to display 200% / 300% production speed ratio if you have more than one school assigned to it
Fixed localization bug: “Buildings” was not localized in quests
Added quests to guide player towards earning Red Coins, Blue Coins, and Purple Coins
Food Market no longer requires coins in its first few levels
Jewelry research now requires Basic Medicine before it is unlocked to ensure that Blue Coins were available for the Jeweler and Specialty Goods buildings
Added global quest to unlock Prestige Resets (requires Forest and River towns at level 10 or higher to complete). This is intended to prevent players from performing a prestige reset too soon and losing most of the benefit. Legacy maps with a town that already performed a Prestige Reset will automatically have this quest marked as completed.
Added button to Prestige Perks list on the Town Reset panel
Added 50 character limit to town names, and truncated really long names so they don’t expand past the width of the frame they are in

🎉 1.62b on beta, in addition to notes above: 08.04.2023 23:29
Fixed bug: quest requirements that needed certain building counts would not navigate to the correct prerequisite research if the building was locked
Crafting progress bars now animate when craft speed is very high, instead of displaying as a solid bar. However the maximum animation speed is capped to avoid rapid flashing
1.59
🎉 1.59 up on beta: 05.04.2023 18:16
Town Notification bar shows ‘Welcome Back’ when loading a file, and displays idle progress earned if any. When first starting a game it will display Quest prompts
Town Resets & Prestige Points stat items are hidden until the town is reset at least once
Initial Click resource gain set to 1, and initial Gather Wood quest target raised from 4 to 10. Growth in click gain power and skill slowed
Fixed rounding issues with Click XP gain display
Quest ‘Claim All’ button is hidden until there are multiple quests shown
Updated localization
Fixed bug: items that became unlocked due to Research would not directly trigger a refresh of the items available in the Inventory, Market, or Trading panels. This would also result in Market satisfaction displaying a lower fulfillment % than what it should seem to be based on displayed Market items (because newly available, but hidden, Market items would have no fulfillment)
1.58,1.58a,1.58b,1.58c,1.58d
🎉 1.58 up on beta: 01.04.2023 4:25
Fixed bug: menu items would sometimes disappear after changing towns
Daily Rewards button hidden until 10 Quest Coins earned (or else earning Quest Coins from daily rewards wouldn’t make sense)
Added tooltip to Prestige Point reset button

🎉 1.58a up on beta: 03.04.2023 4:00
Daily Reward button changes to seconds countdown if time remaining is less than 2 minutes, and also changes state to flashing / enabled if countdown expires during game session
Fixed bug: ‘Claim All’ quests button would remaining flashing when changing towns, even if newly loaded town didn’t have any quests to load
Fixed bug: Daily Rewards screen would sometimes show recently unlocked research as well
Fixed bug: Notifications were playing even after quitting out of game back to main menu
Added research to unlock Fish Oil, as it was previously unlocked with Basic Medicine even if Fishing was not unlocked
Fish Food added to inventory filter for Cultivation panel

🎉 1.58b on beta: 04.04.2023 4:12
Changed unlock structure for Natural Resource crops to make them more unique across Biomes. Starter biome (plains) contains Grain, Cotton, Apples, which are unlocked based on town level progression. But other crops are only found initially in other biomes: River has Sugar, Tomato, and Fish. Forest has Berries, Herbs, and Pears. Mountain has Carrots, Snow has Potatoes (Desert still has Cactus Fruit and Jungle still has Dragonfruit.) Each crop must be harvested some number of times to comple a global quest, which unlocks a Cultivation research for each crop in each town. That research in turn requires some number of those crops to be consumed, thus the player is required to trade those crops across towns. Once the cultivation research is completed within a town, then it can grow those crops normally.
Got rid of separate Cotton and Herb research. Those now follow the crop unlocking structure above.
Fixed bug: Stone Prospecting was shown as unlocked as soon as Stone was available as a resource, even if Quarry was not yet available
Increased default size of World Perks panel
Decreased Yellow Coin cost of Food Mill and Masonry from 1000 to 500
Refined Stone Brick research now consumes Stone Brick, not Stone
Click Power Perk value changed from 100% per level to 50% per level
Changed display order for global Perks
Fixed minigame quests still showing as completed even when minigames were disabled
Topaz boost moved from Magic biome to Mountains
Cloth Conveyor Belt research now requires Tailor, not Cotton research
(cont'd)

🎉 1.58c on beta: 04.04.2023 21:24
Town notifications moved to top of the screen
Improved sort order on Upgrades panel
Town XP and Town Reset stats are shown on top panel
Resized top row currency counters to fit better
Food Market and Stockpile are unlocked permanently via global quests in early game, so they are always available when building new towns

🎉 1.58d on beta: 05.04.2023 0:59
Changed some early upgrades to use Red coins instead of Blue coins, as Blue coins may not be available yet
Fixed beta bug: Town Notification overlapping top-right World buttons
Fixed prioritization not saving on Buildings if the buildings were not under construction
Fixed missing localization on Building Effectiveness biome modifier
Lowered production speed for precious metals, gems, and mana crystals
Added & modified several biome effects
Unique Resources in a Biome also gain a cultivation bonus
New cultivation research is auto-completed on legacy towns if they already had cultivation skill for that item
1.57b,1.57c,1.57d,1.57e
🎉 1.57b is up on beta branch: 30.03.2023 21:01
Prestige Points are earned based on cumulative town XP earned. You still need to reset your Town to claim them, but they are no longer tied to specific town levels. This generally results in lower Prestige Coins totals, especially at higher town levels (20+).
Legacy games will preserve prestige points, however if you would like to adjust your prestige points down (or up) you can use the SETPRESTIGEPOINTS [X] admin command and the game will estimate cumulative XP earned based on the new prestige point value.
Added global perk and town perk reset buttons, on 20 hour cooldown
Added Daily Rewards (currently: 1 Quest Coin) button on 20 hour cooldown
Infinite research starts at 1000 Star Coins instead of 100
Added Forest Biome. Lots of trees (pending further biome specialization)
Fixed many quests having missing icons or non-localized labels when displayed in requirements
Forester / Farm skills quests have reduced skill count requirements so they are completable in any biome
Creating towns in advanced Biomes now have prerequisite quests to level up towns in other Biomes (e.g. Snow biome requires having a Mountain town at a certain level). Games that already have Towns in these biomes will not be locked
Doubled baseline effectiveness of Aqueducts
Fixed missing research icons
Removed Medicine Storage and Wardrobe buildings / research / upgrades. Instead these items use Warehouse
Most items used for construction of Buildings moved to the Stockpile storage instead of Warehouse storage
Added tooltip to Prestige Point counter on Town Status panel
Fixed incorrect tooltip on Land icons on buildings panel
Added Credits panel
Added button to show Full Version Details
Fixed bad formatting in tooltips for Magic Rail and Conveyor Belt
Prestige Points menu is now available even if player has not yet earned Prestige Points
Omnistone Upgrades effect lowered from +50% per level to +25% per level

🎉 1.57c is up: 30.03.2023 22:01
Fixed town XP not being added to cumulative XP during reset, causing next prestige point to take much longer to earn
Added admin command 'addcumulativexp [X]' that will increment your cumulative xp by [X], to replace any cumulative xp lost in the previous bug

🎉 1.57d is up: 30.03.2023 23:55
Fixed Market fulfillment showing stale value when loading new save file
Fixed beta bug: navigation tabs were visible when they weren’t unlocked yet
Fixed game producing error messages when research or construction progress was slowed due to extremely scarce inputs

🎉 1.57e is up on beta: 31.03.2023 17:41
Clickables now are boosted by harvesting skill, and increment harvesting skill when clicked. They no longer gain Town XP.
Clickables display indicates associated skill and inventory progress bars
Clickables now produce resources every click, instead of once every 4. Click Power increases the amount of resources and skill earned.
Fixed beta bug: text alignment issues on Town Status panel if town level or pending Prestige Points were 3+ digits
Fixed beta bug: Building Skill quests were showing in requirements twice
Added Skill icon to skill display regions
Fixed beta bug: the XP spent to level up a town was not being counted in calculations that determined Prestige Points. This caused Prestige Point progress to go backwards when leveling up a town, and also underestimated Prestige Point progress when loading a town that already had gained levels. Legacy files will add cumulative XP based on town levels already achieved to account for this.
Fixed beta bug: Prestige Point progress would not update display if Town was ready to level up
1.56, 1.56a
🎉 1.56 up on beta: 26.03.2023 4:21
Slowed down Omnitemple recipes by 2x and increased input requirements from 4 of each ingredient to 5
Added infinite research: Market Sell Speed, each level increases all market sell speed by 25%
Added infinite research: Skill Gain Speed, each level increases skill gain by 50%
Skill Gain Speed Town Perk value increased from 20% bonus to 25% bonus
Added 4 global quests to earn Star Coins in exchange for Quest Coins
Increased Steam storage benefit of each Steam Power Generator from 25 to 200
Increased Steam storage benefit of each Steam Boiler from 50 to 250
Each Shrine increases the storage for its output item by 500 (Fire, Water, Steam, and Power)
Added Omnistone upgrades for Farm, Forester, Fishery, Mine, Gem Mine, and Quarry
Minigame XP Gain perk is now hidden, any points allocated to it are refunded
Fixed Fire/Water/Earth/Air Crystal research being visible immediately on town reset if the linked ‘Harvest X Gems’ quest was completed
Fixed bug: Worker and Land costs for buildings were not being accurately displayed

🎉 1.56a on beta branch: 27.03.2023 20:07
Rebalanced many recipe coin & trading values to align more with their intrinsic cost
Ethers are no longer tradeable
Added new Omnitemple recipe that consumes 4 elemental ethers
Raw Sugarcane is now sellable at the Food Market
Increased Omnistone Storage capacity by 5x and strongly lowered its cost growth rate
Lowered all storage building cost growth rates
Trading recipes that cost / earn more Exchange Tokens have a slower baseline trading speed
Fixed many trading items having an Exchange value of 1
Fixed incorrect cost of Infinite Mana Reactor Productivity research
Fixed bug: Town Prestige XP Multiplier was not applying correctly. New XP gain rates should be much faster
1.55,1.55a,1.55b,1.55c
🎉1.55 on the beta branch:
Research panel and Buildings shows time remaining in research / construction
Added new Research & Building: Minecart. Minecarts do not require Land, they do require a Worker, and provide a passive 5% bonus to all Prospecting
Added new Research & Building: Steam Train Engine. Trains require Land and a Worker, and provide a passive 10% bonus to all Trading. It requires both Rail Tile and Steam Engine research, and requires completion of a Quest to earn Exchange Coins (which itself is unlocked once Trading is unlocked)
Fixed some building-specific upgrades being available too early on town resets (prerequesite quest remains completed on town reset, but the building research is not)
Removed Quests that unlocked Prospecting for ores / minerals. Prospecting is now available immediately as soon as the natural resource & the correct Mine building is unlocked
Several support buildings no longer require land, some of them require multiple plots of land, and some require a Worker (e.g. Tractor does not take up Land but requires a Worker, Farm now requires 2 Land)
Decreased XP growth for buildings, but increased baseline XP value
Decreased construction time growth for buildings, but increased baseline construction time
Fixed ingredient icons sometimes showing a regular status when they were in fact limiting the recipe

🎉 1.55a up on beta: 23.03.2023 4:14
Added Omnitemple recipes, which produce Star Coins
Star Coins are used for Infinite Research, which appear when Omnitemple is created
Added Crafting Speed Infinite Research which can be completed any number of times for cumulative bonuses at an increasingly large cost
Hid Minigames, for now
Idle Gain is now a Global Perk. Each level of the perk adds 6 hours of potential idle progress while game is closed. All idle progress is still worth 25% of normal in-game progress
Fixed missing Icon and localization for Gem Jewelry research
Research tooltip shows requirements
Locked and Completed research is shown on the Research panel
Fixed wrong icon & label on Air Ether Upgrades and Omnistone Upgrades research
Improved default research display order
Fixed incorrect tooltip wording on Mana Power Drills, Mana Power Packager, and Mana Power Tractor upgrades
Removed ‘Mana Power Packager’ upgrade, replaced with Magic Conveyor Belt building which boosts Packager effects
Added Magic Rail Tile buildings, which boost the effect of Minecarts and Steam Trains
Wood, Stone, and Grain processing speed upgrade levels are worth (2x / 3x / 4x) multipliers instead of (2x / 4x / 8x)

🎉 1.55b up on beta: 24.03.2023 0:35
Fixed beta bug: Trading modifiers (Steam Trains and Magic Rails) not consistently being applied to recipes
Fixed beta bug: Minecart tooltip was not showing its actual boost rate
Fixed beta bug: Research unlocked based on non-research prerequisites would not automatically move to the Available section of the research panel
Changed many research costs & dependencies
Added Steam Pipe research, which requires Machinery and unlocks Steam Generator
Advanced Magic Tome requires Mana Ether instead of Magic Shirt
Added research for Nails, Reinforced Planks, Wood Axes and Pickaxes, instead of Quests
Cotton research requires Workshop, not Town Level 5
Erik — 24.03.2023 18:00

🎉 1.55c and d up on beta branch: 24.03.2023 18:00
Added infinite research: Omnitemple Speed, Natural Resource Regeneration, and Mana Reactor Productivity
Improved scrolling speed on Research panel
1.54,1.54a

🎉 1.54 on beta: 17.03.2023 4:29
Fixed Shrine Speed and Temple Effectiveness upgrades being too strong by a factor of 10
Fixed bug: Upgrade description would not update if upgrade purchased and row replaced by new level of same upgrade
Exploration Upgrade bonus now increases quadratically instead of always providing a benefit of 5 land

🎉 1.54a up on beta: 17.03.2023 22:28
Further increased land gain per level
Fixed multiple progress notifications appearing when returning to game
Fixed extremely short research durations for late game research
Town XP earned while idle is displayed on ‘Welcome Back’ rewards
Welcome panel reports which platform / AppId the game is running on
Shrank file size for Windows
Added game icon
Steam Cloud now works (wasn’t working for Playtest version). Steam cloud is shared between demo, platest, and full version. Game will attempt to transfer legacy save files into cloud system if it detects there are no cloud files but the legacy save files exit.
1.53,1.53a,1.53b,
🎉 1.53 is live on the beta branch: 15.03.2023 23:13
Added Clickables menu. This is a list of basic items you can click to earn for free. It is now the menu shown when starting up a new save file. Harvesting is only available once workers are. Manual click production is totally separate from regular worker production, and does not consume ingredients.
Can no longer click to advance harvesting, crafting, or any other production row. All manual click progress is done on the Clickables menu.
Added new Global Perk: Click Power, which doubles click effectiveness on Clickables for each level
Player receives Town XP from completing buildings and research
Added notification popup when building construction or research completes
Town Quests now reward Quest Coins
Added some sound effects
Temple Effectivess and Shrine Speed are now town upgrades, not global perks
Updated icon for Fancy Foods store
Global Perk ‘Goods Consumption Boost’ now provides a direct bonus to market oversupply capacity, instead of just modifying the market-specific oversupply upgrades
Fixed bug: many labels not immediately updating when language preference changed
Fixed formatting issue on Town Level display
Fixed Wood Chopping minigame not scaling reward with minigame level
Top navigation buttons given a maximum stretch width
Fixed label colors on input/output icons sometimes being inconsistent
Updated several natural resource icons
Production Tooltip menu auto-closes when navigation item clicked
Changed Town Level display
Fixed bug: clicking on a Production tooltip leading to an ongoing building construction would not correctly navigate
Fixed bug causing all research times to default to a baseline of 1 minute
Increased level xp requirements by a linear amount to make early levels slower
Refined Plank and Refined Stone Brick are unlocked with individual research, not quests
🎉 1.53a up on beta branch: 15.03.2023 23:51
greatly lowered growth curve for building completion XP gain
🎉 1.53b 16.03.2023 5:05
1.53b is up on beta, the building XP has been scaled way down again, this time using this
1.52,1.52a,1.52b,1.52c

🎉 1.52 is up on beta: 08.03.2023 4:25
Well is now a Support building instead of a Cultivation building. This means it no longer needs to be assigned to the water “recipe” to be effective. Each well instead automatically increments the natural resource water amount by 2 per second
Added Well Effectiveness upgrade. Each level of the upgrade is unlocked by a quest to build a certain number of wells, and increases well resource generation speed by 50% of baseline each level
Tooltip for Water Wheel now describes how much power per second each Water Wheel generates
Added Water Wheel Effectiveness Quest & Upgrades
Cultivation Productivity and Prospecting Productivity are now Town Prestige Perks instead of Global Perks
Fixed internal error caused by killing Mining Excavation objects before its moveTween completed
Removed Energy items (Steam, Energy, and Fire) from Trading panel
Fixed cultivation and prospecting recipes only showing Ouput ratio, and not reflecting lowered production ratio when inputs were limited
Enchanted book + spellbooks moved to Bookstore
Greatly reduced Bookstore demand
Recipes that require a non-available resource (e.g. Cactus Jam, in non-desert biomes) can still be unlocked
If the player clicks an ingredient icon for a resource that is not available to be harvested, navigates to the Trading menu item instead, if available
Town quests are no longer reset when town resets
Gold Mining no longer requires Silver Harvesting skill
Natural Resource Capacity perk increased from 20% per level to 50% per level
Added new global perk: Resource Regen (each level increases natural resource regeneration by 20%)
Removed Upgrade ‘Construction Efficiency’, and all associated quests. Instead there is a Town Perk ‘Construction Cost’ that provides a flat decrease to all building costs. The Global Perk ‘Construction Efficiency’ now has the effect of the old upgrade, which is to decrease the cost growth that occurs as you build multiple buildings of the same type

🎉 1.52a is up on beta branch, in addition to the changes above: 08.03.2023 20:37
Market Panel is always available after the global ‘build market’ quest is complete, instead of waiting for a market to be constructed first
Workshop uses Stone, not Stone Slab, so it is not dependent on Quarry + Stone Mason
Removed Construction Management research. All buildings can now be built gradually all the time instead of requiring the materials up-front
Cultivation Panel unlocks with either Farm, Forester, or Fishery, instead of hiding it until Forester quest is completed
Fixed bug: sometimes being unable to create additional towns
Fixed slow scroll speed on Tooltip panel
Changed display order of buildings to more closely match their position in the tech tree

🎉 1.52b up on beta branch: 09.03.2023 18:41
Fixed town quests not appearing, causing inability to progress

🎉 1.52c up on beta branch: 10.03.2023 0:42
Fish Food is now made with 2 Grain instead of 1 Animal Feed, so it does not require the Pasture to make
Added new research: Animal Feed. Unlocked after Food Mill is researched, allows access to Pasture research
Pasture no longer requires Farming research. Instead it is unlocked from Animal Feed research
Fixed bug: Well showing up as a consumer of Natural Resource water (occurred when no wells were built)
Inventory delta rates will show not simply the actual rate of change, but the overproduction or deficit of that item
1.51
1.51 is up on the beta branch:
Added Bookstore, which sells Paper, Books, and all other Knowledge Tomes (Paper & Books removed from General Store)
Adjusted trading prices for all Bookstore items as well
Added ‘forward’ and ‘back’ navigation (ALT+ left arrow and ALT+ right arrow)
Added icon for Tractor and Barrel
Fixed many Research labels not showing the correct associated Level of research (e.g. Grain Processing Speed Lv 2)
Greatly increased starting natural resource capacity for Rock
Fixed trading tooltip not showing details during trading deficit
Changed default launch mode to fullscreen exclusive
Labels for “Level X” and “Lv X” can now be localized
Fixed Quest ‘Claim’ buttons not always appearing in localized form
Fixed natural resource regeneration not being accounted for correctly in item production detail tooltip
Natural Resource regen no longer scales with resource capacity, instead it scales based on town level. Each resource has its own resource regen multiplier. Generally this means resource regeneration will be lower than previous versions, however, water regeneration was boosted and rock has been given a small regeneration to prevent blockages in the early game
Disabled boatbuilding
Fixed ‘Coal’ research appearing as ‘Coal Cultivation’
Fixed click-to-navigate failing on a harvestable resource if the resource was newly unlocked and not yet displayed
Fixed prospecting unlocks displaying “Cultivation” instead of “Prospecting” in the tooltips
2 Comments
Noel 24 Feb, 2024 @ 7:39pm 
why
Pumpkin 8 Jan, 2024 @ 11:18am 
0_о