When clicking on a villager, you will now be able to see their pathing. This sometimes does not work so well on hills or mountains.
Added bandit and animal attack notifications.
Added winter and economy to the encyclopedia.
Notifications now have an x button to hide them. They can still be seen when opening up all past notifications.
Added keyboard images to encyclopedia controls entry.
Slight adjustment made to path visual.
Improved go to church task.
Removed a few unused variables and blueprints.
Fixed widowers not bringing their children into their new marriages, causing the children to become homeless or live in orphanages.
Fixed notifications menu not being translated if the market notification was disabled on load.
Fixed incorrect bool used for free time and teacher that would cause them to not react to being attacked.
Potentially fixed a fisherman issue.
Next week:
I am still waiting on a few plugins to update for ue4.27, then I will test the new version.
New main menu background.
Bandit and enemy profiles, mainly just giving names.
Start to add graphs for production percentage and output might not be able to do every job.
Weekly update #74
This weeks update:
Added a small basic encyclopedia of the game, currently only in English and only a few topics.
Added dirt around most wood buildings.
Added stone around a few of the stone buildings.
Changed stockpile to be muddier, will still need a few tweaks in the future.
Adjusted fade distance for mud building decals.
Fixed dock icon being hidden on normal maps and available on maps that cant use it.
Next week:
Test UE4.27, and if no issues are found, update to UE4.27 to fix the current crash issue with certain pcs.
When clicking on villagers, show pathing using lines.
Bandit and animal attack notifications.
Right-click away notifications.
Add more encyclopedia entries.
Fix children not being brought into new families after 1 parent dies.
Weekly update #73
This weeks update:
Added dirt patched around houses. After a few tweaks, this will be added to all buildings.
Building rotation will now start at small increments allowing for little adjustments that will speed up the longer rotation is held.
There will now be an attempt to replace workers when someone leaves due to happiness in the same way there is an attempt when someone dies.
Shine has been removed from paths, fields, stockpiles and orchards.
Blocked pasture gates from being placed in locations that would block the worker from entering.
Game now starts on speed 1 rather than paused.
Using fisherman hud, you can now move to a work location.
Added haver name for clothing, tools and shoes on NPC hud.
Hidden dock icon on procedural valley map.
Disabled decals on pasture gate.
Changed wall plot collisions to fix a few issues.
Improved navigation for pasture.
Animal hud clicking hunt will now disable capture if it is active and the same for clicking capture if a hunt is active.
Adjusted animal hud for non-pasture animals.
Adjusted hunting audio scaling and distance falloff.
Fixed hunting animation not resetting.
Fixed labourers getting stuck when mining rocks in pastures, farms, orchards and graveyards.
Fixed pasture not updating capacity amount on load for cows and chickens.
Fixed multiple pasture issues. You may need to rebuild your pasture to fix some issues if workers are struggling to enter.
Fixed issue with labourer hunting.
Fixed multiple issues with stonemason.
Fixed a few issues with recommended list.
Fixed an issue with dropping logs.
Next week:
I will start creating an encyclopedia explaining most aspects of the game and adding as many topics as possible with images and videos to help explain things.
Add dirt around all buildings, possibly gravel or stone around other buildings.
Changed stockpile to look muddy.
More job fixes.
Weekly update #71
This weeks update:
Family list now shows spouse, aunties, uncles, nephews, nieces and cousins.
Improved family save and load. On load, this will reset spouses and families, so it will take a little while for new families to form.
Family list redesigned to provide more space.
Illness has been slightly reduced and weighted more towards causes such as bad diet or living in highly populated areas.
Changed firewood storage weight from 5 > 1.
Added more save and load info for animals. Animals were previously being reset on load to have no wool, milk, or eggs to be obtained in pastures for a while.
Adjusted herbalist, tanner, mine, mill, gatherer and healer productivity percentage.
Slightly reduced herbalist production.
Slightly increased income for non-percentage based jobs.
Improved winter system.
Improved top hud placement for starving, ill, freezing and thirsty icons.
Improved cancellations for farming animations.
Fixed pasture bounds going out further than the fences. This will only fix new pastures.
Fixed villagers tool not being ticked when they had one on NPC hud, also fixed footwear.
Fixed camera collision with the ghost mill.
Fixed an issue with the pasture.
Fixed family info not showing any of the new job names.
Fixed invisible tailor and cobbler issue.
Fixed font/translation issue with family info.
Fixed animation issue when farming.
Improved animal variables.
Next week:
Increase cpu performance.
Changed how resources are shown on the top bar.
Change resource list.
Attempt to finish off wall snapping.
If walls are finished, add a placeable gate rather than required to upgrade.
Weekly update #70
This weeks update:
Added job productivity. This will allow players to see if improvements can be made or if winter affects production in some food jobs. Building productivity is based on the previous day's numbers.
Jobs now sell their items to the warehouse or stockpile.
Jobs that can earn silver will now provide villagers income based on that day's sales. Jobs that can't make any money will provide steady incomes to villagers.
Added step by step building for cheesemonger.
Changed default max firewood to 1000.
Fixed villagers or animals unable to be clicked while standing over a farm or in front of a building.
Fixed clicking freezing, starving and ill icons at the top to cycle through peasants.
Fixed an issue with peasant hud.
Fixed issue with the forester
Fixed mill and brewery upgrade hiding the wrong text, making it seem like the update did not happen.
Fixed mill hud translation for upgrade complete.
Changed ale translation.
Next week:
Larger family list.
Improve wall placement.
Wall snapping.
More save and load info for animals.
Winter improvements.
Improve top hud spacing and anchoring.
Weekly update #69
This weeks update:
Cobbler has been added, allowing shoes to be made from 1 leather or warm shoes made from 1 leather and 2 wool. Shoes provide a small warmth boost compared to clothing but increase walk speed by 10%.
Better food such as cheese, bread, fish and meat will improve villagers immune systems while all other foods will lower villagers immune systems.
Added a new tab to villager hud. You can now see what house they have and where it is, along with icons to show if the villager is hungry, ill, thirsty, freezing or if they have shoes or not.
Clicking the starving, ill, thirsty, freezing icons at the top of the screen should now move you through the list of people affected by that issue.
Improved tailor.
Fixed issue with cheese.
Fixed fisherman filling warehouses over their maximum storage.
Fixed cheese not taking up any storage space.
Fixed warm clothing not ticking clothing box in villager hud.
Fixed cheese resource count. Cheese would not reset after counting, so the number would keep rising.
Next update (23rd of july due to a short holiday) :
Each building will display its productivity up to 100%. This will be calculated by how many products each job can sell to the warehouse or stockpile each day.
At the end of the day, each worker will receive their pay based on their workplace productivity. If there are jobs mainly idle, this could cause people to starve due to them or their families not earning enough money.
Larger family list displaying cousins, aunties and uncles.
Adjust food purchasing system.
In a few days, a patch will come out, adding step by step building for Cheesemonger and Cobbler. There may also be a placement fix for the pasture.
Weekly update #68
This weeks update:
The building menu has been changed to be more traditional for city builder games. The old system ran out of space for new buildings and was a hassle to open and close.
The new build menu now shows what each building consumes and produces.
Added cheesemonger. This will allow you to turn milk into cheese. Cheese provides more happiness than bread and requires 2 milk to produce 1 piece of cheese.
Using the NPC hud, you can now see where they are currently heading too.
When unable to get to a build location, workers will stand around stuck rather than throw their resources everywhere. Stuck workers will now show that they are stuck on the currently doing section on the NPC hud.
Slightly reduced herbalist production.
Fixed visual issues with tavern and brewery.
Fixed mine hud displaying stone with the cut stone icon.
Fixed multiple issues with the bakery.
Fixed issue with some thatched roofs.
Fixed issue with displaying an invalid herbalist.
Deleted unused or duplicate textures.
Tweaked snow visuals.
Slightly reduced rain amount.
Next week:
Add digestion health system. A varied diet and superior food such as bread, cheese and meat will improve resistance to illness.
Who is ill will be shown on NPC HUD and NPC list HUD. Clicking the ill button, starving button and other indication buttons will cycle through people affected by that issue.
Add cobbler to make different types of footwear. The better the footwear, the quicker and warmer people, will be.
Fix pasture bounds issue.
Weekly update #67
This weeks update:
Summer sale has begun with Bastide now 25% off until July the 8th.
Added random fires that labourers can extinguish, which can require large amounts of water. After a while, all that will be left is rubble.
Added a new button bottom right that shows and hides all the buttons previously there.
Rains less often and a little more likely to end sooner.
Camera instant movement to people now makes them visible instantly, so no invisible person for 1 sec.
Reduced max animals for new pastures.
Improved morning ambient lighting.
Improved mine collisions.
Improved blacksmith collisions.
Improvements made to house assignment.
Improved door locations.
Kids should no longer occupy homes on their own.
Reduced spacing in killed death notification.
Fixed fences being affected by decals.
Fixed being unable to click on some plots.
Fixed snow visual not being visible.
Fixed 1 lighting issue.
Next week:
Time to rework the build menu to be more traditional rather than the current system, running out of room with too many categories.
On the build menu, there will be extra info such as resource input and output along with a larger image of the building, possibly a larger description.
Add cheesemonger, produces cheese from milk.
Add descriptions to pop up names.
Fix pasture bounds issue.
Weekly update #66
This weeks update:
Added a new movement system for animals and currently performs around 15% better (Higher performance increase in the future).
Over the next few weeks, the new movement system will be improved and slowly be replacing people, bandit and merchants movement system.
Cart resources have been added to its hud.
Warehouse food prices are now dynamic depending on how much is stocked.
Fixed sleeping animation.
Fixed pasture issue.
Fixed enemy bodies not despawning.
Fixed market cabbages and pumpkin numbers being mixed up.
Fixed issues with animals moving to actors.
Fixed animals collision blocking the camera.
Improved animal delays.
A few grammar issues on the store page and in the game have been improved.
Next week:
Add building variants. This will be done with different colours and markings.
Drunk fights.
Building fires (Random, targeted arson will be added in the future).
Fix hunter issues.
Weekly update #65
This weeks update:
Added stone path upgrade.
Added new animations for gathering around campfires.
Some people will now drink outside of the tavern.
People will now use outhouses.
Added size and value to hover over text.
Added drunk idle, walk and run.
Added a new song.
Increased the time it takes for graves to disappear.
Improved ambient lighting later in the day.
Improved initial medicine check.
Improved grass removal size for paths.
Reduced farm texture size.
Fixed wall camera collision issue.
Fixed name hover glitch that would show the last displayed name before quickly changing to the correct name.
Fixed clothes and tools being sold for free from the warehouse or market.
Fixed money issue when purchasing food from the warehouse.
Fixed mead size not affecting warehouse storage.
Fixed decal issue with foliage.
Next week:
Virtualize the movement of animals, this will provide performance increases and may also be used for people in the future.
Fix homeless sleeping animation.
Finish off criminals (Stealing food).
Show cart inventory on hud.
Dynamic warehouse pricing of food (Similar to the market but still more expensive).