Large CPU performance update, Visual and lots of other changes.
Large CPU performance update, Visual and lots of other changes.
Epic trees have been replaced with more visually appealing trees.
More dynamic weather visuals.
Added a new difficulty casual this will be similar to how the current easy difficulty is. Easy has been made easier.
Updated to Unreal Engine 5.3.2
All buildings are now instanced meaning that large villages do not take as much GPU cost as they previously would have.
People's jobs have been completely separated with workers only loading the information and storing information relating to their current job, increasing performance and lowering memory usage.
Gatherer when being placed or clicked on will highlight the surrounding bushes, herbs, cloth and mushrooms. Will also now provide more herbs and cloth with fewer mushrooms.
Gatherers will now thrive much more when placed in open areas or forests, the more built up the area is the fewer items will be found.
Added warning for when a job does not have access to a needed resource/ or is unable to work due to hitting a max number set.
Many jobs will attempt to finish what they are doing before ending their day.
Removed math calculations when not needed to increase CPU performance,
Soldiers and archers will now also cost silver.
People control has also been removed so that defensive buildings and barracks are more needed.
Tree and rock spawner used to increase randomness on a new game.
Nanite enabled on the landscape.
Improved orchard visual performance.
Virtual texture streaming enabled for most heavy textures, allowing landscape and trees to use higher resolution textures.
Simplified assign and un assignment from jobs, increases performance and lowers memory usage.
On Death uses a new simplified version for trying to recruit someone in their place.
Improved windmill and tavern job.
Removed constant distance and many other math checks to improve CPU performance.
Improved zoom-in and out smoothness and acceleration and deceleration.
Removed villager pathing info visual once they have reached their location.
Improved worker wait timings.
Improved tree selection collisions.
Greatly improved house CPU cost.
Improved performance of orchard and graveyard placement.
Removed many heavy references and handled the tasks differently.
Improved performance for villager walk speed updates.
Separated many constructions to remove them from reference info.
Added a new system for identification to lower cast costs.
Optimized rock and tree interactions.
Improved body removal systems.
Improved animal invisibility settings.
Torch and fire lighting changes.
Improved worker array system.
Lowered fighting grunt sounds.
Improved performance of animal spawner.
Quicker animal and gatherer plants spawning.
Removed an unneeded tick-based loop cast.
Improved load.
Improved firewood worker roam.
Healer widget improvement.
Better hunger, freezing, illness and thirst tracking.
Changed load menu visuals.
Improved grass performance.
Updated sky system.
Improved loading.
Better main widget spacing and camera edge screen use case.
Improved mine spawning and speed.
Added plot destruction noise.
More jobs will casually walk around rather than sprinting everywhere.
Fisherman select location hover name.
Disabled clicking on some items or people when building.
When opening a new plot widget reset the destruction pop-up.
Improved gatherer spawning system to only accessible locations.
Randomized rotation for all orchard and farm crops and improved their load systems.
Improved farm performance.
Improved tailor, blacksmith, healer and farmer random movement.
Villager currently doing info will now say when storage is full and they can't do anything.
Villagers shouldn't stand on campfires anymore.
Now shows spouse's full name.
Fast speed does not stop at 5 am as people are only running to church.
Better spawning and removal of health bars.
Added bow and shoes highlight text.
Extended field and orchard navigation bounds.
Only one tailor will go to deliver goods leaving the other tailor to work on a new item of clothing or collect more goods.
Bushes are now removed when built over and will not return.
The wall upgrade number will be red when there are not enough resources.
Now saves and loads herbs, cloth and mushrooms.
Improved herbs, cloth and mushroom performance.
Improved fire destruction system and worker reaction to fire.
Can no longer upgrade a wall or house when it is on fire.
On-load gates will instantly be at their saved position.
Improved tree removal from building plots.
Added music fade in.
The start of nighttime is now a little later.
Improved new family spawning.
Added carrying water idle.
When going from a house that can be upgraded to one that can't the widget will now update to remove the upgrade tab and show the default tab.
Disabled grid visual after placing path.
Lowered menu noise.
The cart moves a little slower.
Fixed potential fatal error with farmers.
Fixed an issue with moving resources to the warehouse.
Fixed issue with orchard task.
Fixed issues with hunters.
Fixed babies having adult visuals being classified as a worker and could be seen miles away which would also be a performance issue.
Fixed issue with 2 villager meshes being spawned at the same time.
Fixed some issues with house alignment.
Fixed villager spawning issues.
Fixed torch alignment.
Fixed nighttime issues.
Fixed texture settings on save and load.
Fixed issue with child task looping at night.
Fixed break time movement.
Fixed children getting stuck when too much movement was being requested.
Fixed abandon issue.
Fixed multiple villagers going to mine the same rock.
Fixed torch spawning issue.
Fixed stockpile collision and navigation.
Fixed invisible wolf and bear.
Fixed house info issue.
Fixed forester entrance location.
Fixed issue with fighting perception.
Fixed issue with graveyard cause of death.
Fixed orchard and farm grid usage.
Fixed issue with marriage.
Fixed game settings issues.
Fixed graphics settings issues.
Fixed hunger and thirst system.
Fixed villager widget next and previous selection noise was not tied to volume.
Fixed foresters moving inside buildings.
Fixed freezing damage math.
Fixed homeless not taking starving damage.
Fixed 6 am torch flicker.
Fixed issue with homeless at night.
Fixed farmer being stuck when trying to deliver with all warehouses full, will now roam.
Fixed a math issue where people were alive with shown 0 health as the health amount was being floored for the widget.
Fixed masonry door location.
Fixed house save and load.
Fixed forester planting issue.
Fixed issue where it said the worker was roaming when they were collecting logs.
Version: 0.7.0
The next focus will be the procedural generation. I had hoped to have completed that by now but the software being used was not quite ready.
Improved the culling system for villagers, which should provide a little performance boost.
Improved indirect lighting amounts.
Simplified villager visual system.
Fixed bow alignment.
Fixed worker not removing bow.
Fixed issue with max firewood.
Fixed multiple movement issues with firewood, one of the issues caused the worker to run on the spot by their chopping stump when they had reached the max firewood amount.
Modular clothing, trading post, UE5.2 and much more
New building trading post - this will allow a place to trade with merchants, you can buy items using your silver or sell items if the merchant can afford them. Currently, only 1 trading post is allowed and merchants only sell basic items and no resources or animals.
A new modular clothing and body system has been added that allows for hundreds of combinations and thousands in the future when more parts are added. This system has no performance difference from the previous one.
Updated to Unreal engine 5.2 should provide better lighting and nanite performance to trees plus other improvements.
Improved job UI to sponge clicks rather than clicking a building, person or animal underneath the UI.
Jobs that limit resources such as firewood and the mine, now have the number input rather than using a scroll bar to set the number.
Editable text such as villager's names are now highlighted grey.
Improved performance of farm, graveyard and pasture preview.
Improved graphics setting for textures. This now affects a lot more elements such as the landscape visuals.
Improved grass performance.
Changed lighting slightly.
Worker replacement is now handled individually by the person who has died or is leaving this improves performance slightly and should overall be a better system. Will also be much easier to edit and improve upon.
Added audio sound when clicking on the view villager eye icon.
Added instant visual update for people in the area when clicking on the eye icon to view villagers.
Added back old building highlight system now that nanite can handle highlighting in UE5.2 this removes duplicated meshes that were needed previously for highlighting.
Lowered footstep audio distance.
Fixed issue with save names that would not let save files be renamed and could cause other issues. Also improved the save file read system.
Fixed issue with grass where when moving would cause the grass to move around rapidly.
Fixed grass blurriness.
Fixed a few issues with the health bar.
Fixed issue with villagers carrying food and a night-time interaction.
Fixed firewood not correctly using the max firewood amount set so would keep producing.
Fixed homeless going on an adventure during the night time.
Fixed a few UI issues.
There are a few tweaks needed with invisible children and item holding that will come in patches soon.
Currently, soldiers no longer have visuals temporarily until their armour is converted into a modular piece. People's visual clothing will represent their clothing items.
Random colours will be added to clothing.
Fix also on the way for people leaving their jobs sometimes at 6 am.
Procedural generation is still in progress.
Version: 0.6.26
Patch notes 0.6.25
Patch notes 0.6.25
Low texture graphics now includes a change to the river visuals and other little changes that improve performance, about +10 fps when looking at the river.
Fixed issue with bakers and tailors getting stuck when all warehouses were full.
Fixed notification text to say that the warehouse is full, not just say it is almost full.
Clamped warehouse storage amount so it doesn't exceed the max storage amount.
Fixed healer running about when roaming rather than walking.
Fixed remove orchard worker on loaded games.
Fixed bakery progressing bread production when the baker was away.
Added a developer debug menu to test many performance aspects.
Tree performance, new tree visual and forester improvements
High trees have been replaced with a new visual. This was due to their performance being not good enough. These new trees perform much better (Wind movement to be added).
The ultra version that uses nanite to be very visually detailed remains. But without a compatible nanite device, it is not recommended.
Old:
New:
Foresters will no longer chop the nearest tree. Instead, they will be chopping randomly within their area to avoid having a large empty ring around the forester and rather have a forest surrounding it.
Fixed firewood loading issue.
Fixed health regen not being affected by game speed.
Fixed forester area being smaller than the visual area.
Fixed stockpile performance issues when placing. Version 0.6.22