Added merchant that will occasionly visit you, they will have random items for sale with a chance of having warmer clothing for sale.
Added notification for when merchant arrives.
Added warm clothing only avaliable from merchant at the moment, will provide more warmth and lower happiness loss.
Changed icon for clothing to look more basic, old icon is now used for warm clothing.
Added multi tree selection to be chopped down.
Added multi rock selection to be mined.
Removed some unused items reducing game size slightly.
Added a few bug fixes.
Translation improvements.
Improved animals save and load fixing some issues.
Changed animal system.
Tied build menu sound to master volume.
Next week:
Will improve and add some more items to the merchant that cannot be made or found.
Improve weather system.
Change firewood system.
More visual outfits and looks for people, possibly for jobs as well.
Fix firewood physics.
Show building enterance.
Weekly update #13
This weeks update:
Added cemetery, providing a place for your dead to rest. The cemetery costs stone to build and cost is worked out by how many walls need to be placed.
Happiness is now reduced when people die, the amount of happiness loss is reduced if there is a cemetery plot avaliable.
Added decorations tab.
Added campfire.
Added cursor size selection in game settings.
Added a chance to retrieve clothing, tools from the deceased. If they are a soldier there is also a chance to retrieve sword and armor.
Hunger, illness, thirst and cold cause higher happiness loss.
People freezing increases the chances of getting ill.
Increased happiness gain from alcohol.
Improved game setting saving, loading and display.
Improved spanish and german translations.
Improved some buttons.
Fixed food not fully depleting.
Increased rate of starvation.
Changed initial happiness from 100 to 80.
Lowered rate of happiness depletion.
Fixed a few issues.
Fixed issues with clicking growing trees.
Next week:
Multi resource selection.
Performance increases.
Merchant possibly having resources that cant be found.
Weekly update #12
This weeks update:
This week i have been mainly researching and learning how to redo animal and people systems, to hopefully allow for hundreds of animals, large populations and large enemy villages. For this to start being put in it may take a few weeks and may take a month or 2 to fully finish.
Added system on pastures allowing you to transfer a certain amount of animals to another pasture.
Added sounds when clicking on well, church and when people remove water from a well.
Added 30 male and female names.
Added simple load screen.
Added Celsius or Fahrenhiet option in game settings.
Added new eating system where if you have a large amount of food your people will eat a little extra to gain happiness.
Changed tree system, fixing most issues.
Changed illness system so that better housing reduces the chance of getting ill.
Reduced the cost of wood hut and thatched hut.
Reduced well capacity.
Reduced well fill rate when raining.
Reduced game size by 300 mb.
Changed rain to be more random, less likely to rain in the summer.
Changed how medicine is grabbed in the background.
Fixed max firewood amount resetting when re opening firewood hud.
Fixed laborers being assigned to jobs at world center on load by accident.
Fixed a pasture hud translation issue.
Improved a few french translations.
Improved save and load.
Restructured some components.
Better resource counting shows exactly what is in warehouses rather than estimations.
New randomization system of names to try and avoid people getting the same name when spawned at the same time.
Next week:
Graveyard will be added.
Body looting to gather clothing, tools, armor and swords will be added unless the enemy steals them. Maybe looting enemies as well.
Campfires and torches will be added in.
More illness improvments.
More bug improvments.
Weekly Update #11
This weeks update:
Most of the week was taken up looking into the farm issue, there was a lot of graphical usage but not by anything that could be visually seen, each plot on the farm was visuallizing every crop in the background, this has now been changed so that it only visualized what is being used, if no crop is planted there is no background usage. This greatly increases the performance of the farms, in the future this could be greatly improved again if some issues are figured out.
The improvment to the farm also came with a critical error that appeared when crops died to the cold, this has now been fixed.
Well has been added, water will be needed for general survival, pasture animals and for the brewery. Ale and wine will also quench peoples thirst.
Added a new system that changes peoples homes daily to place them as close to their jobs as possible.
Added thirsty icon and changed herbs to medicine in the top bar.
Improved the looks of some background icons.
Improved workers, gatherers and pasture workers.
Improved what pasture each animal goes too.
Refixed load not destroying enemies if 0 enemies was set.
Fixed kills not tracking.
Remove some possible infinate loops.
Fixed dead animals looping and causing performance issues.
Fixed crops not fully visually dying from the cold.
Fixed building menu not allowing movement with the keyboard.
Fixed chickens not going to the pasture.
Increased healer production.
Changed animal old age death time, more random.
Changed how close to the river you can build.
Changed what temp it can snow at.
Next week:
Finishing off the new eating system.
Changing how trees are spawned and handled should have performance improvments, fix how trees look far away on loaded games and stop little issues that occur with foresters and workers.
Finish off the new visual system for buildings.
Fix more issues with jobs.
The ability to set centigrade or fahrenheit.
The ability to send pasture animals from one to another.
Fatal error fixed.
A fix is now out for the fatal error that has been occuring since last night, this was down to a performance increase to the farms which also came with an unseen issue. The error would only occur when crops died of the cold.
Weekly Update
This weeks update:
Added food storage for houses, at night 1 person from each house will try to collect food from warehouses, the amount they grab depends on how big of a surplus there is related to max population.
Food stored in houses are not counted in resources list or top left.
Fixed people standing around from 10-12PM.
Fixed 2 issues with removing pumpkins and background numbers.
Fixed games loading enemy amount too late, this meant there was enemies when they were meant to be disabled.
Fixed some issues with arrow key movement.
Fixed world rotation breaking after trying to build walls.
Fixed edge scrolling not always going the right directions.
Fixed issue with full stockpiles where miners would think there was space.
Added slider bar for smooth camera movement.
Added radius apearing when clicking on forester or hunters hut.
Added missing mine hud translation.
Removed tree from river.
Slight fix for pasture.
Easy difficulty provides 1 extra log from trees.
Tied tree being chopped sound to master volume, was only sfx before.
Reduced complexity of some materials.
Reduced enemy damage.
Improved french translation thanks to CdriX
Improved sleep system.
Improved log spawning and dropping.
Improved laborers cutting down trees.
Improved forester tree planting.
Updating to the newest version had some issues, after uploading a build on the latest version multiple people reported crashes, this update will be retried in a few weeks when issues have been fixed.
The new way of buildings being visualized was tested, it was found that it is not the current issue, it was found that fields are visually expensive and this will need to be fixed, if a solution is found for this it wouldnt be too difficult to add paths as well.
Next week:
With large populations it seems to get to the point where they live way too far away from their jobs, so they dont get much done. A new system will be added to re asign jobs now and then, this will asign people to jobs near to them.
A Well will be added, this will add a new survival need for water, this will also extend to pasture animals and possible future crops such as cotton.
Pasture has a few issues that need to be fixed.
Will look into ways of improving performance.
New eating system so that people can survive on a certian amount of food but if there is a large surplus they will eat more and gain happiness.
Fix for crashes coming soon
The current version of the game has been causing crashes and issues this is due to updating to the newest version of unreal, soon a fix should be out for this by reverting to using the last version of unreal.
Weekly Update
This weeks update:
The start menu has changed with options to disable enemies and select multiple difficulties.
There are 4 difficulties easy, medium, hard and brutal. Each difficulty changes starting resources, rate of happiness reduction, food consumption, enemy strength and durability of clothing and tools. This will be tweaked over the next few weeks.
Changed building huds to show this years and last years production, will not be acurate till 2 years have passed.
Added mine, field and brewery production selection.
Added cabbages and pumpkins to farms.
Added the amount of clothing being worn, shown when hovered over clothing at the top of the screen.
Added storage for firewood in warehouses, this will reset firewood to 0 on all saves.
Changed clothing durability, it lasts slightly longer but is more random.
Changed some hud locations and sizes.
Changed how top bar icons and names are placed together.
Reduced the output of the fisherman.
Fixed foresters not picking up logs before chopping down new trees.
Fixed foresters and workers unable to grab logs spawned poorly.
Fixed rock load on small map.
Improved farm system, dead crops should no longer be farmed as if it was fully grown.
Impoved forester, mill, tailor and houses visual performance.
Improved jobs ending tasks.
Fixed enemies walking through walls if blocked.
Fixed tool durabilty not lowering.
Fixed carrying animation speed to scale to game speed.
Fixed fisherman animation not looping.
Fixed animal respawn rate being too low.
Fixed an issue with dead tailors not returning there materials.
Fixed some wrong numbers with building refunds.
Fixed an issue with construction.
Fixed rotation issue.
Tied attack sound to SFX slider.
Next week:
Screen smoothing slider.
Building radius visuals.
Stop trees from spawning at invalid locations.
House inventory.
People will eat a variety of food.
Change to how buildings are visually shown, should improve performance greatly for large villages.
Will update to latest version ue4.25, should provide multiple improvments.
Fix people standing still through their free time.
Weekly Update
This weeks update:
Pathfinding was changed to better work out where the nearest warehouse is, this also fixed the tailor, bakery, hunter and brewery which only went to the last warehouse placed.
Every job is now more responsive to job changes, work time, free time, sleep time and being attacked. This would previously sometimes have people working into the night, or working while being attacked and killed.
All jobs are now less destructive to sudden changes.
3 Textures have been blended on the landscape, 2 types of grass and 1 mud. the patterned reflection was also removed.
Building construction huds are now avaliable and can be used to destroy and refund the building.
Workers building construction has been improved.
Camera smoothing has been added.
Huds background cost has been reduced.
Fixed a blacksmith issue that depleted all of the players wood if they only had 1 bronze when trying to make armor.
A basic fisherman animation has been added.
You can now destroy every building apart from warehouse, stockpile, mines and bridges. These will be given destruction options some time in the future. On destruction 50% is refunded.
Small trees on load are added to the tree growth system, before they didnt grow making it hard to remove them.
Gatherer plants and bushes no longer spawn at invalid locations.
This week there has been a lot of pasture changes:
Fixed capture button on animal hud disapearing, this could only happened when clicking on a goat or deer before clicking on another animal.
Pasture animals now stay in their pasture and should not get stuck on the fences.
Changed pasture collision and navigation values. Pasture system has been improved.
Animals no longer go super fast when traveling to pasture.
Animals react quicker to being captured.
Sheep produce wool quicker.
Cows produce less meat but produce more leather.
Pigs produce more meat.
Other changes:
Warehouse and resources list font translation change.
Job names for healers and bakers added in npc hud.
Church poly count halved.
Tavern poly count down by 1/3.
Removed an issue with wild sheep that would take up performance slowly over time.
Firewood is now only used on cold nights.
Hud improvments.
Next week:
Will be allowing players to disable enemies at the start.
Will be finishing off storage for firewood.
Building radiuses improvments.
Will be looking into more bugs and providing more balancing.
Jobs will track stats yearly showing this years production and lasts.
Farms will have the option to produce wheat, pumkins and cabbages.
Mines and brewery will be given selection of producing/mining all or selecting the targeted output.
Will fix foresters not grabbing some of the logs.
Will be looking into the occasional camera stutter along with a setting to change the camera smoothing amount.
Will make it so trees can no longer be spawned at invalid locations.
Weekly Update
This weeks update:
More map sizes are here with small and large being added, currently there is 1 map on each with plans to add lots of variants in the future. Large map has multiple start points, one is randomly selected at the start, if there are no issues with this system this will be added to medium maps as well.
Small map provides a nice performance increase for anyone who has been struggling on medium map.
Fisherman's hut has been added in, this building is quite cheap (3 wood) and provides good food production, currently there are no fishing animations they will be added in the next few days.
Changes have been made to fighting so that workers are able to attack enemies in hard to reach places, rather than standing there and dying.
Jobs now all finish at the end of the day and when under attack in the past some jobs ignored attackers, sometimes working into the night as well.
Also stopped jobs from triggering when trying to fight which would cause rapid random movement.
Villagers dropping logs will now work as intended rather than the logs disapearing and creating invild pickup locations for logs.
Fixed tavern removing ale rather than wine resulting in a minus.
Fixed people from being able to constantly pray at the church causing constant 100% happiness.
Jobs have changed how they add and remove resources to fix some miscounts.
Resources are recounted on load to fix any issues with saves.
Pasture animals no longer breed when they have not been fed.
Fixed an issue with the preplaced bridge.
New steam trailer.
Landscape is changing to mix more terrain types, right now some areas can look a bit rough, over the next week more terrain types will be added to make it look nicer with a better blend.
Food consumption no longer prioritises berries over other food sources, leaving wheat and berries as last resorts due to them being used for flour, ale and wine.
Gate has not been done due to potential issues with pathfinding and will be pushed back untill that is all sorted.
Over the next week I will look into: Removing as many bugs as possible, most jobs need to be re-done especially the blacksmith. Buildings visual performance increases, some have way too high vertex count. Firewood changes (Storage and what temps it should be used depending on house tier). Changing how jobs calculate what is closest. Every building but stockpile and warehouse will recieve destruction options. Building radius shown on all relevent. Buildings being constructed will be given a hud to show progress and an option to cancel. Fix pasture and farm bounds. Balancing.