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Full Steam announcements and update articles for this title.
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
Added Battery: stores electrical power
Added Mana Battery: storage for mana power
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.
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
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)
Fixed bug in 131 that was causing Water Springs to not spawn on new Campaign maps
Water Springs are retroactively added to the correct spawn locations for Campaign maps if you started a file where the bug was active
A lot of players were having trouble getting enough water to meet their needs. So there is now a new building: Desalinator! It converts Salt Water to regular Water that can be used in all recipes.
The Desalinator has two recipes:
Salt Water -> Water
Salt Water + Electricity -> Water
The second recipe is much faster, but does require electricity. And it must be unlocked with a Crafting Token.
The Desalinator can be unlocked on the Research / Utility tab, after unlocking Water Trenches.
The Desalinator requires Salt Water. The way you get Salt Water is by pumping it out of the ocean using a Water Pump. You can use the same Water Pump you've always been using, but instead of being on a Water Trench, it can instead be placed at sea level overlapping an ocean tile.
The Water Pump should automatically select the correct recipe (pump Water, or pump Salt Water) based on where it is positioned, but you can change it manually.
Salt Water isn't really good for anything besides feeding to the Desalinator. But in the future, I might let you extract the Salt and use it for recipes!
Salt water can be transported using Fluid Pipes.
Doubled speed of Windmill energy production
Islands will now always spawn with at least 1 river / water spring (only on newly created maps, not legacy maps)
Doubled output of Wind and Water shrines
Creating a water spring will create a water trench in the same block (required for water to flow)
Reservoir capacity increased from 100 to 250. This is applied retroactively to all existing reservoirs
Water Pumps will have a ‘drought’ indicator if they are connected to a water trench, which has no water, and there is actively a drought
Water pumps connected to the ocean will indicate “Ocean Tile” in its “Linked To” selection tab
Admin / Creative mode now allows “Create River” tool
Fixed game crash and map fail to load if a conveyor belt got a facing direction of ‘none’
Fixed bug: a map with only trains would not allow them to pathfind correctly
Fixed bug: In games with Manual Labor modifier, buildings might initialize with zero production speed even if they have a worker.
Potentially fixed issue where inside at a building would show ‘idle’ instead of crafting
Fixed game crash when using some terrain tools over part of the map with no terrain
Fixed bug: some tooltip text labels were appearing yellow or red, because they weren’t resetting formatting after being modified as part of a worker unit’s stats display
Fixed bug: mastery was not gained when Fishing Hut workers harvested Fish
Fixed bug: placing water springs was rejecting locations that had a water trench, even though that is a valid structure to build on top of
Added link to “Getting Started Guide” on home page (English only)
When opening the ‘Save As’ dialogue, the text cursor immediately jumps to the file name input field. And when you hit Enter, it saves the game without requiring you to hit the ‘save’ button
Sometimes hitting Enter in a text field would prevent the cursor from automatically entering the text box on the Build menu
Fixed bug: circle and square biomes were not spawning with resources
Some biomes that are mostly low-lying are now able to spawn resources at lower elevations
Fixed bug: rivers would not spawn on extremely flat terrain
Patch 128 is now on the main branch:
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.
In this screenshot, "Wheat" has been selected as the item filter for a Trough.
In this screenshot, the worker Requests for the Trough now indicate that they will pick up Wheat from nearby sources. Before, this only worked if you configured the item filter on the storage slot itself, but that isn't as obvious or convenient for players.
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
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
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
Fixed bug: workers would sometimes purchase negative numbers of items, resulting in currency loss
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:
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
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
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
Hello everyone! I'm extremely excited to announce that Factory Town 2 is now available for purchase! It's been a long process but I'm really proud of how it turned out. Of course, being Early Access, the game will change and improve and I will definitely be looking for all your feedback to help shape it going forward.
Some important notes:
There is a 10% launch discount
There is a Steam Bundle that includes Factory Town 1, Factory Town Idle, and Factory Town 2. You can complete the bundle at any time, for instance, if you already own the other games. Using the bundle gets you an additional 15% off. (and the other games are also on very steep discount right now as well, if you don't have them)
I wrote a Guide for people who played Factory Town 1, explaining the important differences. You can absolutely go in without reading it, but this is just to remove as much friction as possible based on the most frequent questions.
If you played the demo, your save files will transfer seamlessly. In fact, there's no transfer at all - both games use the same file format & storage directory. (I believe the 'continue' button doesn't work, but you can load your file and then it should be fine)
Cheers!
Erik
Added pop-up to explain view mode toggle, which appears right after the quest to build a Market
Can select Italian language option, even though it is in progress
Fixed bug: Wood Stove, Coal Furnace, and fuel recipes within production buildings were not producing anything when Manual Labor modifier was turned on
Auto-Transfer upgrade is enabled on Pasture Barn
Fixed bug: Farm and Forester would not connect via AutoTransfer to adjacent buildings
Modified texture tint for Pasture Barn since it currently uses the same model as Stockpile
Changed version label from "Alpha" to "Early Access" ːdd_botː
Added “Neverending Quest” which appears after you shoot down the meteor - it allows you to continually power up mini volcanoes in exchange for more Meteor Blasts
Shooting down a Meteor now earns you Stardust. Each time you shoot down a meteor you get more stardust. However, requirements for powering up mini volcanoes also increase.
Added Stardust Boost upgrade for buildings: adds 1000% production speed and turns building a glowing yellow color
Expanded final victory cutscene
Added bonus track that plays after final victory cutscene
Items sent to mini volcanoes no longer contribute to overall favor level
Fixed bug: workers in a building could get stuck in an “Idle” state instead of helping with Crafting tasks
Progress bar on workers who are Crafting now updates over time, and moves faster based on workers’ crafting speed
Fixed bug: workers trying to drop off an item at a full building will instead consider working inside a building. This also solves a softlock state with Manual Labor modifier, where a building was full, not producing anything, and all workers were stuck trying to drop off items
Added icons for Grow Grass, Cut Grass, and Paint Terrain
Trains now account Blockers and Filter blocks on rail tracks. The path validity is calculated when they start moving, it doesn’t yet take into account changes that happen while the train is moving.
Fixed bug: Water Pumps were not operating unless they had rotational power supplied (this is supposed to be true if "Manual Labor" modifier is on, but it was being applied to games without this modifier as well)
Create Custom Game now has ability to add Game Modifiers when creating game
Added game modifier: Difficult Recipes. Increases complexity and cost of many recipes
Added game modifier: Manual Labor. All production buildings require workers. Worker production bonus increased. Water Pump (which can now only run via rotational power) produces water twice as fast
Added game modifier: Marathon. Increases coin cost and XP thresholds in many places
Added game modifier: High Standards. Raises happiness thresholds required for increasing population
Added game modifier: Head Start. Maps start with some basic research completed
Added game modifier: Floating Cities. Removes requirement for foundation blocks on buildings
Added Game Status overlay when in main game menu, showing game type and active modifiers
Removed worker distribution flags from Steam Turbine, Steam Boiler, Mana Transmitter, Fountain, Coal Furnace, Wood Stove, Solar Panel, Electric Motor, and Bonfire
Added worker distribution flags for Farm and Forester
Item transfer panel now supports multiple rows of items, for example, when workshop is assigned many complex recipes
Added names for biomes
Fixed bug: “The End??” achievement not triggering
Fixed bug: rotational power boost would still apply its effect for the remainder of the game session even if rotational power had been depleted
Fixed bug: when loading map, avatar would sometimes respawn near volcano instead of keeping its last saved position
Fixed bug: transaction alerts were not correctly fading in / out
Added more tomes to mini volcano random quests
Agent Trigger and Inventory Sensor can now be rotated
Added icon that appears over the avatar’s head when you’re in free look mode. Clicking this icon will return to avatar mode.
New Interface option: “Find Avatar Icon”, which lets you turn off the icon that appears over the avatar when in Free Look mode
Steel Rails have a different texture than Iron Rails
Improved display for message board and sign post
Villagers primary selection tab is now ‘Status’ instead of ‘Tasks’ (and the previous empty 'status' tab has been removed)
Added new biomes: square, circle, and mesas. (Square and Circle do not appear in the default list of biomes)
Fixed bug: player could get softlocked if they used the ‘X’ button on the audio controls panel while in the launch menus
Fixed bug: Fish were never visible by default in the global inventory
Removed the ‘Add Task’ cursor target behavior when you have highlighted a rail car (only Steam Train Engines can assign tasks for trains)
Fixed bug: when in underground view, rail carts and animals were highlighable, and highlighting an above-ground animal or rail cart would cause the camera to switch back to above-ground view
Fixed bug: header on Rewards panel was not localized
Fixed bug: “Not linked to any resource” tooltip was not localized
Fixed bug: “None” label on mastery panel was not localized
Dialogue panel will expand its height if the text requires it
Fixed bug: Avatar unable to transfer items to / from Farms and Foresters
Rail cars that aren’t steam train engines no longer attempt to load legacy saved tasks, which was causing pathing errors
Fixed bug: Crops that were cultivated and not next to native crops would never gain affinity
Removed obsolete “Crush Result” item from list of liquids
Fixed bug: toggling the “Tutorial Highlights” preference would not change the displayed preference value
Added Flight ability. Toggle with the F key. Unlocked by the “Flight” research, which requires one super power token.
If the player has never used flight, and is in a campaign map, and it’s unlocked, a prompt to try the flight key will be shown.
Features
Create Custom Game menu now allows you to choose a list of available biomes used in map generation
Balance / Gameplay
Underground view is always enabled in Custom Games
Farms and Foresters can now be upgraded to allow auto-transfer
Fishery can now be upgrade to allow auto-transfer, or increase max workers
Added some randomness to cultivation logic, so that workers at farms / foresters will randomly cultivate even when there are lots of fully grown resources to harvest from. But if the collection building has less than 10 units of an item, it will still be heavily prioritized
Bug Fixes
Fixed bug: Farm and Forester workers were not restricting their harvest selections to just linked resources
Fixed bug: Farm and Forester workers were not getting the same harvesting speed bonus that Harvester Hut workers do
Fixed bug: workers at non-recipe buildings would show ‘Crafting’ when there was no other task to do. Now, they are correctly marked as Idle
Fixed bug: Fishing Hut workers would continue to fish, even when fishing hut was totally full
Fixed bug: pressing the ‘randomize’ button on the Create Game Random Seed property would not update all of the displayed seed labels
Fixed bug: manually modifying the random seed in the create game panel would not apply its value
Fixed bug: tooltips were wrong in the Item Stats panel for the different stats & needs that an item provides
Fixed bug: non-localizable terms “ResearchTypeTire” and “AnimalProducts”
Crop Planting Rework
Regular farming actions are now unlocked with quests: achieve mastery in the crop by harvesting it, and you’ll unlock the ability to plant it
Created new quest tab & category “Cultivation”, which holds all the new cultivation quests
If cultivation quests’ requirements are met on legacy maps, those quests are marked as automatically completed & claimed so you don’t need to click through a bunch
Removed restriction that crops must be planted near crops of the same type
Crops can now be ‘native’ (spawned with map) or ‘non-native’ (manually planted). Non-native crops have a fraction of the crop yield of native crops.
Non-native crops can convert to Native crops, but slowly. They get 1% Affinity each time they regrow, 1% each time they are cultivated by Farm or Forester worker, and a bonus 1% for each native crop of the same type they are adjacent to when they finish growing. At 100% Affinity they become fully native crops
Removed “Import” farming options - no longer needed since you can plant crops anywhere
Farm / Forester changes
Workers and Farms and Foresters are now able to harvest items as well as cultivate
Farms and Foresters now have checkboxes to allow harvest and or cultivation behaviors for their workers. (Legacy maps only have ‘cultivate’ checked to maintain behavior consistency, but new buildings placed will have them both checked by default)
Misc Features
Added new Super Power Perk: Cloud Blocks. These new blocks cost 250 gold each and can be built at any height, and can support buildings and all other structure types without requiring supports themselves.
UI
Cultivated crops now show a “Cultivated: Yield x2” item on their selection status panel
Balance
Max workers for Farm and Harvester Hut increased from 3 / 5 / 8 to 5 / 7 / 10
If a worker’s inventory is full of incompatible items when they attempt to run a pick up / harvest behavior, they discard those items
Steel Rail tiles now let trains move at twice the speed of Iron Rail tiles
Bug Fixes
Fixed bug: was unable to use the move tool to reposition trains
Fixed bug: ‘wake the volcano’ achievement would trigger when loading a custom map. It should only trigger when starting up a new campaign map
Fixed bug: multiple workers would target the same resource for cultivation
Fixed bug: clicking the “Move” button from a building’s selection panel while already moving the building would cause it to reposition to world origin (inside the volcano)
Removed check for ‘cancel’ button during text entry, as that could sometimes be triggered by normal typing
Fixed bug: build previews were not appearing when moving logistic blocks
The avatar interact key (default: E) that opens an Item Transfer panel when used on a building, can now be used to toggle that panel off
Fixed bug: was not possible to place a building that required shorelines (Harbor, Fishing Hut)
Fixed bug: Fishing Hut workers were not applying the harvesting speed bonus from Fishing Rods
Added more stats and achievements
Fixed bug: the "U" (upgrade) hotkey could be used to bypass requirements on House upgrades
Added some stats and achievements (not available in the demo version)
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
Pipes can be built inside many non-solid scaffold blocks, and are no longer blocked by the ‘temporary foundation’ solid green blocks that are automatically placed beneath buildings on slopes. This will make building underground pipe connections to buildings on slopes much easier
Fixed bug: could not early delete connectors or other non-support structures if they were underneath blocks that required supports
Fixed bug: quest to connect buildings with chutes or belts would not calculate its completion state if tutorial highlights were off
Version Notes button now links to steam page’s announcements
“Toggle Underground View” hotkey control is now show on the context controls panel when building pipes
Fixed missing ‘¿’ character
Fixed bug: moving a building would not move the villagers inside it
Fixed bug: when moving a building, the ‘move’ tool would allow highlighting / interaction with the villagers inside the building, leading to incorrect move tool positions
Disabled all controller inputs - the incomplete controller implementation was leading to many player problems.
Note: It will be back, I promise! I plan on doing full Steam Deck support as well. Just have a few other priority issues to focus on for now.
Made collider on catapult smaller
Fixed vertical pipes not correctly showing their direction of flow in all cases
Changed exclamation point icon for initial sign post quest
Made Pause button bigger
Until you level up your town, a large "Show Tutorial Highlights" toggle is shown on the main quests lists to make it more obvious you can hide these arrows
112:
Updated model for Magic Chest
Updated localization
112a:
Fixed bug: some text on the avatar highlight panel would be missing in certain languages
112b:
Fixed bug: player could use arrow keys to enter block select mode while still on the intro island, which also prevented the ability to switch back to avatar control
112c:
Fixed bug: launch screen backgrounds were poorly formatted on extremely wide monitors
Could hit ESC to bring up the in-game menu while still in the launch menus
Added Flywheel. Stores 200 rotational energy, and rotates faster based on how much is stored
Fixed bug: could store non-physical items like rotational energy or steam inside Markets and Stockpiles
Fixed bug: could change the filter on a storage building to ‘None’, which would allow overriding of the physical item filter limitation
Fixed bug: workers would retrieve a random nearby item if you assigned them to a Market or storage building that had no active item filters
Changed icon for “Worker Requested” and “Population Growth”
Fixed bug: all workers would freeze in a situation where a building was placed in a totally inaccessible location
Added option for top-level filter on storage buildings
Buildings inadvertently placed at world origin will be automatically removed on game load
Grass saturation is lowered when it’s not daytime
Pasture Barns acts more like Harvester Huts: They will flexibly configure their inventory slots based on what animal types are linked to nearby pastures, and that match the specified building filter(s)
Fixed bug: side quests to open various panels would get stuck in an odd state if you completed the quest before accepting it
Fixed bug: changing the interface language would not update the build menu
Fixed bug: modifying the top-level filter for a building will include the fixed filter (“physical items”) and will NOT include the ‘None’ option. Conversely, modifying the filter for an item slot in that building will NOT include the fixed filter, and will include ‘None’.
When selecting an item filter for a vehicle, the filter that represents no item restriction will now say “Any Item” instead of “None”
Fixed bug: item types were missing from the Data Overlay 'production' option
Fixed bug: the flag that calculated if you connect buildings with chutes or belts would not be reset when game state cleared, so a new campaign file would consider that requirement completed
Changed default launch image
Adjusted grass texture
When placing a connector, if the connector is potentially linked to a building, rotating the cursor will toggle its access direction once. The next time the cursor is rotated, the placement direction is modified as normal.
Added requirement to have population (invite) level 5 before you can summon an island
Tooltips for research that unlocks a specific building or vehicle will include a description of the unlocked object (if available)
Logic connections are no longer automatically assigned if you select one logic structure and then select another logic structure. Instead you must use the ‘Add’ option under ‘Outbound Connections’
Logic Connections (inbound and outbound) are now shown on the primary ‘configuration’ tab for the computational blocks
Fixed bug: unable to delete an outbound logic link with a blank target
Changed some labels in Logic Link configuration
When you add a new logic link or task, the newly created item flashes briefly and the UI will scroll to it
On first launch, the volcano on the welcome panel will be ‘asleep’. If you have woken up the volcano in any save file, the volcano is now awake
Added warning message if the player has paused the game during the initial quest to build a house and gain a villager
Volcano uses emissive texture instead of point light
Fixed bug: “Return to Avatar” button was not being localized
Pear, Pearl, and Pearl Earrings removed from Mastery list since they are not implemented at this time
Fixed missing characters in Traditional Chinese, Simplified Chinese, and Japanese
Modified font materials to be slightly more readable
Many primary quests (those that trigger dialogue) now need to be 'accepted' before they trigger the dialogue or guided UI highlights. This allows players to control their own pace through the tutorial
Fixed bug: quests were not using the correct expand / collapse state defaults
Fixed bug: if a completed quests’s rewards caused the volcano to level up, the quest rewards were not shown in the quest complete notification
More color grading adjustments
Quest to produce Refined Planks no longer instructs player to change recipe on an existing Lumber Mill if it’s the only Lumber Mill
Quests that are ready to claim no longer shift to top of Quests panel
When you send invites to raise population level, the changes to new max villager needs are shown in the level up notification
Notification panel resizes so you don’t have to scroll as often when there are multiple sub-notification entries
Quests that are ready to claim will always show rewards, even if collapsed
Droughts can not occur if you have not raised your second island
Added option to move a building from its selection panel
The population label in top-right will change to an invite icon when invites are ready to be sent
When quests become available, or are accepted, their briefly flash
Newly unlocked quests will appear at the top of the quest list
Clicking the “Earn Perk Point” requirement opens the Side Quests tab of the Quests panel
Modified quests around building Kitchen / Academy / Refreshment Stand / Tailor: the first quest is just to build the building, and the follow-up sidequest is to deliver their primary recipe output to the volcano
Many volcano delivery quests now have an added requirement to unlock the recipe first
Population level required for first house upgrade reduced from 5 to 4
Population level required for second house upgrade reduced from 10 to 8
Fixed bug: some research in the Demo was available that should not be
Added tooltip to Avatar Transfer panel icons, indicating that clicking the player’s icons will open the global inventory menu
Quests appear in the order they are assigned / claimed
Fixed bug: build menu affordability would not always update when player inventory changed
Added hover tooltip to worker needs, to show which equipment is affecting their needs fulfillment
Goods Supply panel now has one button filter, instead of a huge row of icons
Changed color grading to have less saturation
Needs fulfillment panel resizes based on number of icons being shown
Fixed missing tooltips on the new detail panel that shows needs fulfillment for a villager
Added entry on Tips panel explaining villager needs
Fixed bug: quests were not using the correct expand / collapse state defaults
Fixed bug: if a completed quests’s rewards caused the volcano to level up, the quest rewards were not shown in the quest complete notification
(107b) fixed some localization formatting issues
Added Polish localization
Fixed bug: workers could get caught in a zip line loop if they were harvesting from moving animals
Completed many missing German localization entries
Fixed bug: various issues would be caused by deleting a structure that had been painted invisible with the visibility tool
Fixed bug: Catapults would fire items into Markets if the market slot had an item slots that contained an item, but was missing a filter
Fixed bug: Items fired by Catapults would replace items in an existing slot, if that slot did not have an assigned filter
When a catapult fires an item into a Market (or other building with unique inventory slots), it will automatically assign a filter to the selected item slot
Factory Town 2 launches into Early Access in just a few short weeks. Get excited!!
In the meantime, I wanted to provide the chance for everyone to take an early look, so I made a free demo which is available to download right now! Just go to the main store page for the game and look for the big green 'download demo' button.
Demo files are cross-compatible with the main version, so think of this as getting a 'head start' on the game if you decide to purchase it.
The game is still a work in progress so please let me know if you have any feedback.
Enjoy!
Excited to announce that Factory Town 2 is launching into Early Access this July 14!
It will also be in the Steam Next Fest with a free demo for everyone to try. That begins June 15, but don't be surprised if the demo is available a little in advance : )
Big thanks to all the playtesters who have been providing feedback, finding bugs & making suggestions, so the game can be in a great shape when it publicly launches. I can't wait to share all this hard work with everyone...
...Oh and make sure you Wishlist the game if you haven't already!!
Cheers,
Erik
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Factory Town 2: Paradise, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Factory Town 2: Paradise statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.