Added an overlapping system showing overlapping buildings when constructing. Doesnt work on a few jobs such as orchard and graveyard.
Improved performance of pasture and field construction.
Fixed pasture and field construction accuracy issues where the collision would come out much further in certain places. Added a new trace system to confirm the accuracy of collisions.
Fixed pasture and field construction cancellation when not having started placement yet.
Fixed collision with blacksmith and forge.
Fixed save and load issues with fields which resulted in harvestable crops not being harvested and new crops growing extremely fast.
Fixed clay and tiles naming being mixed up and clay pit saying lumber rather than clay.
Fixed an issue with pasture construction where it wouldn't let you click.
Fixed pasture worker checking to see if the correct animal is within the pasture.
Added soft resource references to most jobs that needed improving performance.
Improved mine delivery system when delivering multiple items.
Fur clothing was added to the total tally for clothing used by jobs with max clothing production.
Fixed stockpile issue where it was not filtering for if the resource could be stored at that location, in some cases causing a continuous loop on the mine.
Fixed counting issue on resources delivered to plots, the calculation was adding resources rather than removing them when over the required amount.
Fixed sheep being unable to move around their pasture and rarely floating.
Fixed tile numbers shown for upgrades.
Fixed tile amount not showing up in construction list.
New construction system for fields and pastures. This will now allow for more custom shapes and sizes. Pasture works the same but with more point options whereas fields now procedurally place crops rather than the set block based spawning. There are a few bugs that will be fixed in the future. All your previous saved pasture and fields wont be able to be loaded. Field fertility to be fixed.
Updated to unreal engine 5.4.
Added more micro foliage.
Happiness item benefits is now sometimes displayed with + to give understanding of what contributes more, will be added to everything in the future.
Improved fur clothing integration.
Added forest spawner currently minimal use for now.
Now only returns clothing and tools to warehouses set to be able to store those items when someone dies.
Moved processes out of main bp to improve performance.
Different path snow build up.
Field optimizations.
Removed an unneeded calculation from villager, animal and cart movement reducing CPU usage.
Removed incorrect carry visual for tiles.
Texture optimizations.
Improved job total overview.
Fixed watchtower minus not going red when there was no one to un-recruit.
Fixed an issue with plot refund.
Fixed carry issue with clay.
Fixed controls widget translation issues.
Fixed issue with plot tiles nightly reset.
Fixed clothing visual on relatives with durable clothing.
Fixed audio linking issues.
Fixed main menu not updating trees to the current settings.
Fixed tutorial links and set them to be the more basic buildings such as forge and sewing hut rather than blacksmith and tailor.
5 New buildings Forge, Sewing hut, Furrier, Clay pit and Tile maker.
3 New resources Clay, Tiles and Fur clothing.
Forge and sewing hut now act as early game blacksmith and tailor with blacksmith and tailor only able to now create warm clothing and durable tools.
Furrier creates fur clothing using Leather, Wool and cloth.
Clay pits have output zones just like farms, orchards and wells.
Tile maker creates Tiles from clay. Tiles are used for buildings such as Church, Tavern, Furrier, Blacksmith and all stone houses.
Added DLSS settings.
Procedural tree spawner will attempt to group trees up into forests a little better.
Can now hover Food, clothing and tool icons to see a breakdown of each type.
Improved path creation and now used a button at the bottom for completion rather than right clicking when hovered this will give a clearer example of what you are constructing.
Improved smoke.
Name popups fade in and out
Field affected slightly by rain.
Improved Plot hud.
Improved blacksmith task.
Started to a more universal percentage tracking for buildings.
Removed some heavy references and use another system to access the info giving CPU performance improvements to Villagers, animals and buildings.
Stockpile memory usage lowered.
Added little extra info to job selection tool.
Fixed job selection tool from resetting on load or during the night.
Fixed translation for wells output.
Fixed plaster house 2 construction.
Fixed cart being unclickable.
Fixed pasture worker job removal getting them stuck when moving to the gate.
Fixed some people getting stuck at night.
Fixed issue with break time.
Version: 0.7.18
Procedural map generation has been pretty much completed but there was a few game breaking issues that stopped it from being in this update. It should arrive in the next large update which will also come with unreal 5.4 update a few more jobs and foliage update.
Farm and orchard fertility, Well water zones and bug fixes.
Farm and orchard fertility, Well water zones and bug fixes.
The land now has fertility so where you place your farms and orchards will affect their productivity.
Water zones - When placing wells you will see where large amounts of water are available.
Added slider for weather visuals, this will affect visual effects such as rainfall snowfall and fog.
Improved well system to try and go to wells that have larger amounts of water if available.
The refund system put in the last update was refunding but not removing the overflow.
Removed decals from applying to birds.
Fixed decoration shift multi-placement.
Fixed bakery cancellation issue.
The fertility changes and well changes mean you could have farms, orchards and wells that now have a low output and may need to be destroyed and built elsewhere.