3 optional laws have been added to the policy section. Each law has a positive and negative effects.
Law 1: Food rationing. Stops food binging. Less food will be consumed. Usually, food binging would increase happiness.
Law 2: Consanguineous Marriage. Marriage between family members is allowed. Provides more options for marriages but children will have reduced intelligence.
Law 3: Early adolescence. Children turn into adults at ten rather than thirteen, and children receive less education affecting their intelligence.
Stockpiles can enable and disable resources allowed to be stored.
Added shoes and warm shoes to the resource graph.
People will no longer marry their uncles/aunties, nieces/nephews or cousins unless consanguineous marriage law is activated.
Grid squares and invalid squares are now visible at night.
Added mine placement controls and explanation so that new players know where a mine can be valid.
Improved night and free time movement.
Improved worker movement on some tasks.
Enemy home spawning improvements.
Adjusted watercolour.
NPC hud family list scroll now doesn't affect game zoom amount.
No update on the 28th due to being away.
Next update (5th of November):
Improve job speed multiplier.
Improve stockpile and warehouse notifications.
Work on wall snapping and stretching for defensive walls.
Fix paused animations for movement being incorrect.
Weekly update #82
This weeks update:
Grid system now works with paths and orchards.
Grid system now shows occupied squares for most buildings, not 100% accurate yet.
When unable to reach a building that needs construction, labourers will ignore it and attempt to build other structures or do other tasks.
Paths collision made thinner to fit inside two squares on the grid system.
Added shoes and warm shoes to the market.
Initial spawn locations for buildings are now fixed and use the grid system.
Improved farm construction performance.
Improved market merchant movement.
Improved worker movement on a few tasks.
Fixed collision issues with icons above the building, which could block path construction.
Fixed animal animation issue that caused them to use their idle animation rather than pause the current walk animation.
Fixed campfire, outhouse, and bench destroy font and translation.
Fixed bakery plot position.
Fixed cheesemonger plot size.
Fixed cobbler plot size.
Fixed outhouse building instructions not disappearing.
Fixed cobblers not being on people hud.
Next week:
Add more policies/laws.
Stockpiles can enable or disable resources.
Fix watercolour
Spawn in enemy homes better.
Add shoes to the graph.
Weekly update #81
This weeks update:
New animal system performance has dramatically increased CPU performance for all wild animals not being captured or hunted.
All animal-related tasks have been changed to work with the new animal system.
Notifications now won't disappear while the game is paused.
Improved system for buying clothing, shoes and tools.
Improved animal wait times and task cancellations.
Animals initiate quicker.
Fixed issue with animal hud.
Fixed hunter jittering (trying to do multiple tasks at the same time).
Fixed hunting chickens giving one wool rather than one meat.
Fixed multiple issues with animal hunting.
Fixed an issue with animal tracking.
Fixed issue with shoes.
Next week:
Grid will show occupied squares.
Grid system will work with paths, fields, farms and pastures.
Add shoes to the market.
Improve market merchant.
Improve animal animation speed and pausing.
Weekly update #80
This weeks update:
Added cobbler and cheesemonger to flat platform buildings.
Been planning for next week how to reduce animal CPU usage dramatically.
Improved villager, enemy and building attack timings, now not frame-based.
Added fighting delta time.
Improved bow spawning and destruction for the hunter.
Reworked hunter timings.
Fixed an issue with buying shoes.
Fixed an issue with counting shoes.
Fixed shoe pricing issue.
Fixed back button translation on game settings.
Fixed max animals font.
Fixed font issue with display settings.
Fixed translation issue with graphics settings.
Fixed graphics notion fonts.
Fixed difficulty and enemies not being set when starting a new game.
Fixed mine and decorations rotation when grid mode is on.
Fixed building controls disappearing.
Next week:
New system for managing pasture and wild animals on the screen will be attempting to limit the number of animal actors.
Make notifications time-based not to disappear when the game is paused.
Mine construction instructions.
Fix hunter jittering.
Weekly update #79
This weeks update:
Added an optional grid placement system.
Gave lumber mill and stonemason platform and stairs.
Construction of flat buildings are now slightly raised.
Stockpile hud now displays how many plots are used up.
Improvements made to children house placement. They should no longer take up homes on their own.
Made improvements to family removal from homes.
Split the building system into its own file to improve workflow.
Changed bakery position. This may make current bakeries look strange.
Removed decal from the enemy homes.
Centered temperature and gave better anchoring.
Improved text positioning and behaviour on encyclopedia hud.
Improved house removal of dead or invalid people.
Improved cheesemonger bounds.
Improved height placement for buildings snapping onto each other.
Changed cobbler door position.
Changed watchtower entrance visual.
Fixed watchtower bounds being way too small during placement.
Fixed issue with lumber mill area.
Fixed forester door position.
Fixed houses saying more people were living there than was living there.
Fixed a previous issue by on load capping enemy homes to a max of 5.
Fixed an issue with homeless people.
Fixed tanner issue.
Fixed animal or bandit attack notification restricting movement.
Fixed house hud not absorbing scroll wheel.
Fixed NPC list not absorbing the scroll wheel.
Fixed well plot having no name.
Fixed a few issues with the cheesemonger.
Fixed a few issues with the cobbler.
Fixed a few issues with the stonemason.
Fixed a few issues with the lumbermill.
Next week:
Will be redoing the fighting system.
Task improvement.
Menu translation fixes.
look for potential performance increases.
Fix sun visual issue.
Weekly update #78
This weeks update:
Added flat construction with platforms for a few houses and warehouses. These buildings will not rotate to the ground.
Temporarily removed fence from wooden house.
Added more male names from 75 > 200
Added more female names from 80 > 200
Added more family names from 100 > 200
Foresters are more likely to plant trees.
Made foresters say they are currently collecting logs.
Improved forester movement.
Improved lumbermill worker movement.
Improved forester to not try picking up random logs if there is no space available.
Fixed tree wind movement. Saplings still move a little too much.
Fire takes longer to destroy buildings.
Fixed foresters mainly failing when planting trees due to failed references to 60% of tree types.
Fixed enemy controller not starting up correctly, meaning no enemies or extra homes were spawned.
Fixed map size, difficulty and enemy selection menu translation, the defaults were incorrect, making people open small maps rather than medium by default.
Fixed forester navigation issue.
Next week:
Start on an optional grid-based build system.
Add fences back to wooden house.
Give more buildings platforms.
Fix animal notification, locking people to follow until they click on something else.
Fix translation issue with the menu.
Raise construction to improve new platform based buildings.
Weekly update #77
This weeks update:
Updated to UE4.27, this causes the update size to be larger than normal. This update should have fixed a crash issue with the UE4.26. This is the last version of Unreal Engine 4. I will start switching to UE5 when it becomes available at the start of 2022.
Due to a change with a plugin, most of the week was spent recreating the menu systems. There may be issues with the menus, but they will be quickly fixed and allow for more settings and many improvements in the future.
Fixed long-distance movement issues that would cause people to be unable to move.
Added firewood, copper and iron to resource graph.
Changed ocean distance was previously obvious where it stopped.
Changed sky sphere size. Previously the map cut off too near to the island.
Changed ocean translucency.
Converted and updated multiple plugins comes with general improvements.
Changed stone carrying speed for labourers.
Added more audio sound clicks on menus.
Fixed issues with the mill.
Fixed multiple referencing issues.
Fixed translation issue with game settings.
Fixed a few hud button issues.
Next week:
More names and surnames.
Fix translation issue with graphics menu.
Add flat platforms (wooden or stone) with stairs underneath buildings and remove slanting rotation. This is leading up to allow optional grid-based construction.
Changed stockpile notification.
Fix menu issues, add more translations.
Weekly update #76
This weeks update:
Added a graph showing resource amounts over the last year.
New main menu background as the old image was out of date.
Changed from a software-based cursor to hardware-based this was to bypass an issue but will have improvements to cursor smoothness.
Better labourer ordering, so that failed tasks do not keep repeating themselves.
Multiple improvements to labourer movement.
Multiple improvements to cart movement.
Adjusted notification area to try and remove overlap from the build menu and notifications.
Adjusted mud decal range and falloff.
Adjusted stone decal falloff as some parts had a straight cut off.
Adjusted stone decal detail, improved depth.
Adjusted notification spacer.
Adjusted fisherman translation.
Improved farm hud anchoring.
Fixed an issue with the blacksmith.
Fixed an issue with destroying warehouses.
Fixed an invalid reference issue.
Fixed fisherman link location clicking on the eye icon will take you to the correct location.
Fixed family duplication issue.
Fixed cursor size not resizing. The new hardware-based cursor has different sizing than before.
Fixed popup text translation for population, mine, chop, kill, capture and happiness.
Next week:
Fix an issue stopping from people being able to walk far distances.
UE4.27 may be tested once a lengthy conversion forced by a plugin changing is done for menus.