The holidays are upon us, and we're bringing gifts to A Hero's Rest! We're thrilled to announce the release of Patch 1.2, packed with new features, quality-of-life improvements, and bug fixes to enhance your town-building experience.
But that's not all! From December 22nd to January 5th, 2025, players can unlock unique, limited-time seasonal decorations to deck their towns with festive cheer. And to top it off, A Hero's Rest will be available at a 35% discount during this period, making it the perfect time to embark on your own RPG town-building adventure!
Read on for the full patch notes for Version 1.2:
New Features:
Increased Maximum Active Classes:
The total number of active classes has been increased to 10 up from 8 when the Training Grounds are built.
This provides greater creative freedom when designing your unique classes.
Improved Production Farms:
Vendors can now not only restock but also harvest ready Production Farms.
A new "Automatically Harvest & Restock" option has been added to the vendor details panel. Enabling this will make vendors automatically harvest and restock farms.
Vendors will only perform these actions if sufficient gold and resources are available.
Because these actions take time, consider adding more displays or vendor counters to keep customers occupied while vendors are busy.
Holiday Event (December 22nd, 2024 - January 5th, 2025):
Log in during the holiday period to permanently unlock exclusive seasonal decorations for your town!
Changes & Improvements:
The display of lifetime profit in the details menu now supports values in the millions.
Improved the way Template items display the classes that are using them in the inventory.
Optimized pathfinding for heroes within the town.
Improved Loading of Textures for Item Displays.
Bug Fixes:
Fixed an issue where heroes would sometimes get stuck sitting.
Resolved a bug that caused incorrect item prices to be displayed in certain shops.
Fixed a rare crash that could occur when rapidly switching between town menus.
I hope you enjoy these new additions and improvements. Happy holidays, and happy town building!
Little brave bot! I have a request for you. If you have purchased the game Hard Glide, please consider leaving a review on Steam. Your feedback is very important for the game to reach 10 reviews, which will allow it to start displaying a rating. Thank you!
We’re excited to share some new features that make managing your market even easier and more enjoyable! As we move towards the full release, we're sharing these updates with you piece by piece to keep you in the loop.
Streamlined Management with Handcarts
New handcarts will make transporting your goods easier and faster than ever. Effortlessly organize crates of products in your marketplace, saving precious time and making your business operations smoother and more efficient.
Single Item Sales: Spice Up Your Offerings
You will be able to sell individual items like cabbages, watermelons, and more. This feature will let you showcase your products one by one, giving customers a more personalized shopping experience. Diversify your strategies and keep your market fresh and engaging!
We’d love to hear your thoughts and suggestions! Your feedback is invaluable to us and helps shape the future of Bazaar Simulator.
Cargo pod scheduling reworked to send larger and more spaced out deliveries. This should improve the frequency of trickling space science and material drops.
Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
Dragging and dropping text into the game window on X11 will import the text as a blueprint string.
Factoriopedia now shows recycling recipes for each item.
Re-added the sandbox scenario questionnaire.
[space-age] Added "Nauvis Bus" and "Nauvis Power Up" menu simulations.
[space-age] Added camera views to Space platform tooltips.
Balancing
[space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. https://forums.factorio.com/122574
[space-age] Land mines on space platforms now damage the space platform tiles in a radius.
Changes
Attack groups containing stompers or strafers will now contain fewer units.
Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.
Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.
Large egg rafts will try to have at least one stomper or strafer spawned at a time.
Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. https://forums.factorio.com/124377
Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. https://forums.factorio.com/118736
Improved asteroid update performance by up to 20%.
Bugfixes
Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. https://forums.factorio.com/123380
Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output. https://forums.factorio.com/122190
Fixed building rails in some cases could attempt to build them in wrong order causing a build attempt to be performed before a required support was built. https://forums.factorio.com/121758
Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory. https://forums.factorio.com/124016
Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots. https://forums.factorio.com/123638
Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed. https://forums.factorio.com/123751
Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample. https://forums.factorio.com/120351
Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting. https://forums.factorio.com/122753
Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations. https://forums.factorio.com/122338
Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. https://forums.factorio.com/123992
Fixed that LuaSurface::force_generate_chunk_requests() would not force all chunks correctly if generate_with_lab_tiles was true. https://forums.factorio.com/123535
Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. https://forums.factorio.com/124188
Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
Fixed that reading collision mask from LuaEntityPrototype could give incorrect collision mask when there were no layers. https://forums.factorio.com/123332
[space-age] Fixed that victory condition didn't trigger when the platform was paused or didn't stop at solar system edge. https://forums.factorio.com/122446
Burner inserter initial energy amount was changed to be defined on the burner energy source prototype.
Changed UseEntityInEnergyProductionAchievementPrototype::consumed_condition into ItemIDFilter.
ItemProductPrototype and FluidProductPrototype ignored_by_productivity defaults to value of ignored_by_stats.
TipsAndTricksItem requires at least one dependency if it has a `dependencies-met` trigger.
UTF-8 encoding is now checked for all mod text files to ensure proper rendering. Mods with ANSI encoded text files will not load anymore. (Prompted by https://forums.factorio.com/120452)
Underground fluid box connections with incompatible underground_collision_mask are allowed to connect as long as tiles between do not collide with any of them.
Scripting
Added LuaBootstrap::get_event_id.
Added LuaBurnerPrototype::initial_fuel and initial_fuel_percent read.
Added LuaCustomEventPrototype::event_id read.
Added LuaCustomInputPrototype::event_id read.
Added LuaEntity::is_freezable read and frozen read.
Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read.
Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated.
Hi everybody, we've prepared a small patch with some bugfixes and additions.
Fixed ragdolls spawning player model at all times.
Fixed AI pathfinding, which got stuck in doorways.
Added disclaimer when trying to launch missions solo.
Minor bugfixes.
Please keep in mind that this game is in early access! Meaning lots of stuff is not done and there are many bugs. If you encounter anything which seems weird, make sure to contact us via Discord!