Illness is now affected more by housing, clothing and population density.
Added relationship between partners that affects birth rate. The relationship is mainly affected by happiness.
Pasture workers now open and close pasture gate.
Tweaked lighting fade and timings.
Improved rock LOD's
Improved movement for pasture worker collecting water.
Adjusted lighting properties for trees and rocks.
Fixed issue with tree bark lighting issue.
Fixed issue with tree lighting.
Fixed multiple camera collision issues.
Fixed wall placement height issue.
Fixed other wall placement issues.
Fixed issue with pasture spawning.
Fixed pasture max view distance.
Fixed other pasture issues.
Fixed people in orphanages not updating their body temperature.
Fixed pasture build button on recommended list being linked to the old pasture system.
Next week:
Stone path upgrade or placement + fix path lighting.
Different animations for standing, sitting or lying down around campfires.
Drunk walk.
Seats outside of tavern.
People will visually use outhouses.
Add criminals, currently will only steal food from homes.
Adjust financial system slightly.
Display size amount and value onto highlighted text.
Fix sun glow issue.
Weekly update #63
This weeks update:
Pasture placement system has been reworked.
When loading, old pastures will no longer be there.
Currently the new pasture placement only allows 4 placement points, this should be increased in the future.
Pasture visuals have changed.
Once placement is done you can select where you want your gate.
Pasture gate added although it currently does not open or close, that will be done next update.
Pasture max size can go just past 50 for chickens, 13 for cows, 25 for sheep and cows.
Improved moon lighting transition.
Resized rain to make it thinner.
Rain occurs less often.
Made pigs slightly smaller.
Fixed 4 issues with fetching animals.
Fixed grave issue where people dying in battle would be marked as dying by starvation.
Fixed issues with loading animals.
Next week:
Gate open and close.
Finish off relationships among peasants.
Tweak more lighting.
Improve pasture building system.
Have people drink outside the tavern.
Weekly update #62
This weeks update:
Added more dynamic weather.
Rain will now build up slowly and will also have to ramp down before ending.
Rain amounts will change the sizing and colour of clouds.
Cloud size will affect lighting.
Added stars, atmosphere lighting, sunrise and sunset.
Added random wind speeds that affect currently only original trees.
Changed panning angles to be able to look into the sky.
Improvements to ambient lighting.
Improved transitions for night and day.
New games start at 8am rather than 7am.
Rain visual and sound paused when game is paused.
Smoothed middle mouse button camera panning.
Stopped camera clipping through floor.
Reduced reflection of ocean.
Larger oceans.
Improved weather updating.
Fixed rare issue where players were unable to save or load.
Fixed moon lighting issue.
Fixed camera navigation issue.
Fixed weather issue.
Fixed rain sizing issue.
Fixed rare camera issues.
Next week:
Fix a few lighting issues.
Improved moon fading and sun rising.
Relationships among people this will be for future fights, murders and pregnancy chances or possibly affairs.
Add another npc info tab for relationship info.
Pasture gate.
Improve pasture troughs.
Weekly update #61
This weeks update:
Benches added.
You can now destroy cemeteries at the expense of happiness (Amount depends on graves destroyed).
Reduced cost of campfire.
Improved market worker cancelation.
Fixed issue with people not being assigned to their jobs on load.
Fixed multiple errors with plot hud.
Fixed issue with apiary worker removal.
Fixed reference error when loading.
Fixed order of notifications.
Fixed error with apiary task.
Fixed slight farm issue.
Fixed refund issue with decorations.
Fixed text on tannery hud.
Fixed notification scroll direction.
Fixed an issue with enemy buildings spawning inside of each other.
Fixed issue with herbalist workers.
Fixed being unable to click pasture on slopes.
Fixed animals making noise while the game is paused.
Next week:
Improved dynamic weather affecting lighting.
Clouds, fog, mist.
Weather will get paused.
Wind will change depending on weather.
Storm.
And possible other weather features.
Weekly update #60
This weeks update:
Herbalist has been added, will grow and harvest herbs.
Rebalanced gatherer to focus more on food and cloth.
Changed maps initial spawn of gatherer items.
Improvements made to hunter.
Improved object selection under mouse.
Added multiple more checks to job and housing reassignment.
Changed shift speed multiplier due to a fixed issue with standard speed.
Improved bakery deletion.
Fixed an issue with fight on easy difficulty.
Fixed an issue with a certain tree type not growing.
Fixed middle mouse button rotation stuttering.
Fixed an issue with shift camera movement.
Fixed attack amounts save and load.
Balanced max attackers.
Next week:
Fix attacks instantly ending.
Fix more bugs.
Option to destroy cemetery.
Benches / decorative seating.
Weekly update #59
This weeks update:
Market now builds step by step.
Added the ability to disable event notifications.
The last 50 events can now be seen after clicking a new button at bottom right.
Added a few extra checks to construction to try and avoid extra resources being delivered.
Added info tabs to field and plot hud, this is just a small bit of related information. (Information tabs will be added to other buildings over time)
Changed how destroy path, multi rock and tree buttons are positioned.
Also changed how destroy path, multi rock and tree buttons highlights display their names.
Fixed stockpiles thinking they weren't full when they were causing some bad issues.
Fixed market max view distance.
Fixed wheat carry animation speed.
Fixed sawyer move speed.
Improved market performance.
Improved performance on wood and stone collection.
Fixed an issue with labourer log detection and deletion.
Fixed apiary max view distance.
Fixed an issue with full stockpiles still trying to allow resources.
Fixed orchard not removing grass.
Fixed offset on destroy path icon.
Fixed sleep animation glitch.
Fixed plot hud translation and sizing issues.
Increased stockpile plot size to remove gaps.
Font improvements to market hud.
Potentially fixed an issue with pasture creation.
Next week:
Adding herbalists (Due to gatherers not providing enough herbs as they provide multiple resources).
Bug fixing.
Balances.
Fix middle mouse button panning issues.
Weekly update #58
This weeks update:
Corn has been replaced by onions.
Cotton has been replaced by flax and linen.
Markets display some of the items they have in stock.
Merchants carry a sack when returning with items.
5 new pig sounds.
4 new cow sounds.
4 new sheep sounds.
4 new chicken sounds.
Adults are moved out of orphanages.
Fixed a few issues with purchasing food from markets.
Fixed incorrect displayed cost for market.
Fixed rock hud not being able to unset rocks for harvest.
Fixed animation speed for carrying goods.
Fixed tailor issue.
Fixed kids not going to orphanages.
Fixed market worker issue.
Fixed save issue with market.
Smaller update this week due to having been away for a few days.
Next week:
Ability to disable notifications.
Bug fixes.
Balancing.
Finish off tasks missed from previous weeks.
Weekly update #57
This weeks update:
Market has been added (Currently no step by step building).
Families now have a basic income which is needed to purchase food.
Item prices at warehouses are set while market prices are cheaper and fluctuate depending on stock.
Updated unreal engine, direct x11 crash has potentially been fixed although I am not certain.
Homeless people will sleep near by campfires or in random areas.
Added family system and change housing system. They should now all stick together until they move out due to marriage (Will not kick in immediately on load).
Added more info to procedural map name in all languages.
Fisherman and apiary now have slightly less output.
improved partner save and load.
Fixed issue with free time and night time.
Fixed stockpile visual issue.
Fixed potential issue of swapping spouses.
Fixed resource number issue.
Fixed potential save and load issue in-between 12 and 1 am.
Fixed loading screen not randomizing image.
Fixed carry water animation not being affected by game speed.
Fixed multiple housing issues.
Next week:
Replace corn with onions for historical accuracy.
Replace cotton with flax for historical accuracy.
Check for issues with herbs.
Check for issues with rocks.
Market building step by step.
Improved market visuals.
Weekly update #56
This weeks update:
New trailer and images have been added to steam and humble store.
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Improved mill blades smoothness and to spin in relation to game speed.
Added new loading screen images.
Increased gatherer items spawn amount on procedural maps.
Added the ability to hide user interfaces.
Made changes to housing assignment.
Adjusted field visuals.
Adjusted grass texture tiling.
Adjusted navigation for walls to block people from walking through the spikes.
During snow build up grass slowly hides itself.
Fixed paths blocking building and grass placement not even near to the path.
Fixed cart not being put down.
Fixed decals from affecting enemies.
Fixed issue with warehouse upgrade.
Fixed a watchtower issue where people could get stuck.
Fixed font issue on display settings.
Fixed building collision issue.
Fixed wall hud font and translation issues.
Fixed issue with soldiers.
Fixed path destruction issue.
Next week:
Start on people/family wealth.
Market.
Job info tab.
Weekly update #55
This weeks update:
Procedural maps have had a big overhaul and now perform slightly better than standard maps.
New procedural map type valley is now available.
Grass now covers most of the landscape. (currently only on standard maps).
A new landscape grass texture has been added.
Fixed procedural seed issues.
Fixed procedural mountain and hill sizing issue.
Procedural maps now spawn 5 times more trees in a larger radius.
Procedural maps now spawn 2 times more rocks.
Changed map type select images.
Removed bridge (Will return when its issues have been sorted).
As mentioned last week this procedural update may invalidate past procedural saves.
Fixed procedural spawn height check.
Fixed seems showing on procedural maps.
Fixed blacksmith upgrade stopping basic tools from being crafted.
Fixed visual issue with grass on medium and large landscape.
Adjusted zoom in and out distances.
Adjusted pan angles.
Blacksmith after upgrading shows resources to craft durable tool.