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:
- Break rooms no longer has a cap of 10 Break Points per room.
- 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. - 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.
- 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.
- 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
- Added roots / tentacles the Carny Plant so it’s easier to identify which tiles it blocks
- The penalty for having a bad ‘mood’-rating in a room has been lowered
- Time between Nemesis taunts greatly increased
- Made sure there is always at least one contract available at the start of each market cycle during the bronze milestone
- It's no longer possible to produce 9999 items in a single project - you'll have to limit yourself to 999. ;)
- Added help indicator to zone context menu when more storage space is needed
- Added missing description for Catmech product
- Added a scaling to events so they should appear less frequently the longer you play
- Added "Load Game" button on bankruptcy screen
Fixes
- Fixed a few typos and language nit-picks
- Fixed the workers standing in the wrong direction when they configure/setup the forge
- Fixed issues relating to construction and placement along the table edge
- Fixed an issue showing incorrect message when hovering over the link button after you relinked an operation to another machine
- Fixed client achievements not triggering
- Fixed abilities resetting their cooldown after each load
- Fixed issue where market values were not calculated correctly after loading a save
- Fixed issue where billboard could stop working after a failed disassembly/move
- Fixed issue causing market to freak out after getting the Longer Deadlines tech
- Fixed issue where rats went into super-stealth mode and hid under stuff, making it nearly impossible to find and get rid of them
- Fixed error that created ‘ghost products’
- Fixed an issue where project profits could be horrendous during the mid/late game
- Small shelves (and similar products) will no longer create holes in the walls
- Removed a case of workers getting stuck on file load
- Fixed a couple of issues with floor construction and deconstruction