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Full notes
Full Factory Town 2: Paradise update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Events
- Fixes
Factory Town 2: Paradise changes
Auto-Transfer Improvements
Added item filter to Auto-Transfer so you can specify which items are transferred
Auto-Transfer links can now be established even if the receiving building is elevated relative to the source building
Improved grouping of AutoTransfer-related items on selected building UI
Auto-Transfer now is added to the normal round-robin processing of other building outputs like belts and chutes
New Buildings
Added Battery: stores electrical power
Added Mana Battery: storage for mana power
Balance Changes
Added storage upgrades to reservoir
Changed stat value of Magic Potion and Elixir: instead of providing Intelligence stat, it satisfies thirst
Added new Super Power Perk: Water Springs. At the cost of one Super Power Token, you can now place Water Springs around your map. It costs 2500 coins per water spring.
Misc Improvements
Alerts for ‘No Ocean’ and ‘No Trench’ that appear on Water Pumps now display specific icons instead of generic ‘No Water’ alert
Slightly adjusted lighting to have more contrast
Recipe rows now have a highlightable arrow, which opens a tooltip for the recipe.
Tooltip for recipe shows the production time required
Made selection panel background more opaque for better readability
Bug Fixes
Fixed bug: Pump Salt Water recipe was allowed to proceed even when no ocean tiles were linked to the Water Pump
Fixed bug: When Manual Labor modifier was on, no production was occurring on Icemaker, Steam Boiler, Desalinator, Honeybee Hive, and Mana Power Generator
Fixed bug: depending on camera angle, an extra light was being applied to all objects that was supposed to only affect the water
Fixed bug: Applying an “Item Slots” upgrade to a storage building would wipe out any custom capacity overrides that had been specified
Fixed bug: blurry camera during and after final cutscene
Fixed bug: Workers could get stuck Crafting at a building infinitely without going home to sleep or shop. This happened if they were holding an item, but the building never needed that item (because the recipe that consumes it was not actively running)
Hotfix 131b
Fixed bug in 131 that was causing Water Springs to not spawn on new Campaign maps
Hotfix 131c
Water Springs are retroactively added to the correct spawn locations for Campaign maps if you started a file where the bug was active
Source
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