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Full Fantasy Town Regional Manager update
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What changed
- Compatibility
- Gameplay
- Performance
- UI and audio
- Fixes
Fantasy Town Regional Manager changes
Aaaand... we're back! What have we been up to lately? Aside from a lot of boring internal upgrades and bug fixes, we bring controller support, a new in-game stats page, and Steam trading cards! We've added a few other things along with a whole bunch of bug fixes, optimisation and QoL improvements so let's get into it:
Features
Full controller support: check the settings page of the menu for a list of control bindings
Stats and secrets page tracker: find them in the reports page of the logbook for an in-game view of your progress and achievements
Steam trading cards and community items: check out all the cool badges, emotes, and profile backgrounds we've cooked for them
- Additional tutorialswe've added two brand new sections to better explain quests and building unlocks/upgrades for new and returning players
- New achievementswe've added two new achievements for our favourite easter eggs in the game
Improvements & Bugfixes
Massive engine upgrade to Unity 2021.3 alongside a switch to its Universal Render Pipeline Performance should increase across the board, but will be specifically noticeable on low-end devices
Updated the design of fishing spots to give them a cartoony look that's more visible through the seasons
Quests are now focused on the turn they initially spawn after closing the day's newspaper
Added SSAO options to the settings menu
Added keyboard controls to settings menu
Upgraded adventurer rendering settings
Fixed hard-lock issue on tutorial completion for some devices
Fixed structure outline flickering on certain devices
SUPER AWESOME BUBBLES
Controller support has been on our radar for some time (and was even partially implemented in our last release), but it ended up taking a lot more energy and planning than once thought. We originally designed the game to be playable with mouse only, and while it was simple - the mouse gives you a lot of flexibility and assurances that a controller just didn't have.
It's taken a good few months to truly kick v2.1 out the door, but I can't stress this enough here: the engine/render pipeline upgrade was a huge effort and we are very proud of getting through that one with minimal disruption (although as you can tell we're already on patch #3 with all the little issues we've been fixing since initial release candidate). Thank you to everyone who's given the game a play-test this past month - we'd have nothing but a buggy mess right now without them.
As always, with deep sincerity, we want to thank everyone so much for their patience. If there's ever a question you have or a bug you run into we'd be hugely appreciative if you could send it our way so we can have it fixed up ASAP. Feel free to join us on Discord where you can chat with us directly; we're keen to hear any of your feedback!
Cheers, The Caps Collective Team
Source
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