Full notes
Full Factory Town 2: Paradise update
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What changed
- Gameplay
- Fixes
- Maps
- UI and audio
- Balance
- Events
Adjusted size and colliders for several buildings to more closely align. This was done to prevent issues like being able to place pipes and connectors above a building but then not being able to actually select those paths due to collider obstruction. The game will attempt to adjust the collider in the rare case that a block was placed inside the newly obstructed region, but if you run into issues with this let me know and I will try to have the game handle it better.
Fixed bug: indexOutOfRange exception if you tried to drag a belt or chute path to and from the same highlighted building, resulting in unexpected path planner behavior
If you begin dragging a path on a building, the game will not ignore the building colliders (as it does when dragging a path from the terrain)
Fixed bug: Item Stats panel would load showing the “Drinks” filter, but would actually show Coins information
Fixed bug: icon and tooltips were not correctly shown for tool effects in the Item Stats panel
Backpack type items are now shown in the ‘Tools’ section of the Item Stats panel, with a tooltip explaining their effect on inventory capacity
Fixed bug: tool effects would not always be applied correctly based on a worker’s current resource target
Changed logic around detecting if cursor is in a text input field, to resolve an issue where hotkeys would activate while typing in the field
The U hotkey will now attempt to upgrade all selected houses. It will prioritize low-level houses. It will only upgrade the lowest tier of selected houses.
Fixed bug: mini volcano quests were missing a category, so they had a blank icon on their quest detail item. They are now assigned to the Primary category
Fixed bug: Chute (item) was visible in the Mastery panel, even though it is no longer directly crafted
Added alert for connectors that are not linked to any path
Fixed bug: when interacting with underground pipes immediately below ground, cursor would attempt to interact with a structure above ground
Fixed bug: deleting a villager would not immediately update population data or display
Fixed bug: the ‘move’ button on path structures would not trigger a move action
Fixed bug: moving a house with a sleeping worker would not move the ‘ZZZ’ sleep particles
Fixed bug: deleting a house with a sleeping worker would not erase the ‘ZZZ’ sleep particles
When a house is deleted with a sleeping worker inside, that worker will wake up
Fixed launch screen foreground offset being incorrect when UI scaling was modified
Source
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