In this update3
Full notes
Full Factory Town 2: Paradise update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Balance
- Fixes
- Performance
- UI and audio
Factory Town 2: Paradise changes
Hope everyone is enjoying the game! Here is the first post-launch patch notes.
These changes are right now only on the beta branch. Note: It is EXTREMELY helpful for me to have as many people as possible on the beta branch, to help catch errors before they make it to the main branch! If you would like to help find bugs, and also get bleeding-edge access to fixes & features, here are the instructions on installing the beta branch version. You can switch back any time!
Right-click on Factory Town 2 in your Steam library
Click 'Properties'
Click 'Game Versions & Betas'
Click 'beta - public testing branch'
(If the game doesn't immediately update, go to 'Installed Files' from the same menu and choose 'Verify Integrity of Game Files)
If you notice any new unexpected behavior in this patch (i.e. that I broke something) let me know here, or in the Discord. Just mention it's from the beta branch so I know where to look.
Ok, here is what is actually in this patch:
Improvements
Changing the top-level item filter at Markets, Stockpiles, Barns, Crates, Animal Troughs, Harbors, and Catapults will now instruct workers at those buildings to supply those items.
Added new console command: “reset screen scale” which reverts screen scaling to default value, in case you made it too big or small to use
Selecting a Trough that is in a pasture will let you select the Trough so you can manage it, instead of the Pasture tile
Balance Changes
The Quest that unlocks Processing Productivity Level 2 now requires Processing Tome Lv 2 instead of Processing Tome Lv 1
Reduced the willingness of workers to shop for items they already had in reserve, causing them to do long shopping trips for items they didn’t need
Bug Fixes
Fixed bug: inventory hotbar would not immediately reappear after dismissing the View Mode tutorial panel
Fixed bug: potential crash if placing zip lines on top of workers while they are moving
Fixed bug: various logic issues with zip line pathfinding that might cause performance slowdowns
Fixed broken logic on IF computational block. Now, when it receives a true (nonzero) value, it will trigger its output functions.
Fixed bug: Meteor Blast button was not flashing correctly
Fixed bug: Could use Meteor Blast button even if you had no blast charges ready
Fixed missing label for Market research
Source
Changelog.gg summarizes and formats this update. How we read updates.
