Patch v. 1.0.11442
v. 1.0.11442
Today we're releasing a small patch / update for our game, see details below. Thanks to everyone who's been in touch with feedback and thoughts on the game - we really appreciate this and look forward to making the game even better in the future! :)
Break Room Update We have improved and tweaked how the Break Rooms work:
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Break rooms no longer has a cap of 10 Break Points per room.
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Your factory’s current Break Point capacity is always shown in the bottom UI. Clicking this display will show information about each individual break room.
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We updated the UI shown when you inspect each break room. There’s now more information available so players can more easily see what’s going on and how the system works.
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If a worker is about to take a break and, for instance, grab a Cup of coffee, this is now visualised as an orange dot on the affected machine.
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Note that your workers will still value and appreciate variation in the break rooms, so spamming the same kind of break room items will have a diminishing effect.
Tweaks
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Added roots / tentacles the Carny Plant so it’s easier to identify which tiles it blocks
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The penalty for having a bad ‘mood’-rating in a room has been lowered
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Time between Nemesis taunts greatly increased
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Made sure there is always at least one contract available at the start of each market cycle during the bronze milestone
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It's no longer possible to produce 9999 items in a single project - you'll have to limit yourself to 999. ;)
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Added help indicator to zone context menu when more storage space is needed
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Added missing description for Catmech product
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Added a scaling to events so they should appear less frequently the longer you play
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Added "Load Game" button on bankruptcy screen
Fixes
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Fixed a few typos and language nit-picks
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Fixed the workers standing in the wrong direction when they configure/setup the forge
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Fixed issues relating to construction and placement along the table edge
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Fixed an issue showing incorrect message when hovering over the link button after you relinked an operation to another machine
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Fixed client achievements not triggering
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Fixed abilities resetting their cooldown after each load
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Fixed issue where market values were not calculated correctly after loading a save
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Fixed issue where billboard could stop working after a failed disassembly/move
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Fixed issue causing market to freak out after getting the Longer Deadlines tech
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Fixed issue where rats went into super-stealth mode and hid under stuff, making it nearly impossible to find and get rid of them
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Fixed error that created ‘ghost products’
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Fixed an issue where project profits could be horrendous during the mid/late game
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Small shelves (and similar products) will no longer create holes in the walls
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Removed a case of workers getting stuck on file load
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Fixed a couple of issues with floor construction and deconstruction
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