Fixed: Animations for peasants assigned to depot, lumberjack and trapper
Fixed: The story (dialog event about refugees) meant for Kroburg will no longer show up (with no effect) on the Refugee Camp map
Fixed: Sound distortion on construction of walls
Fixed: Destroyed buildings should no longer show the hand icon
Fixed: Tent no longer shows an ugly red bubble when damaged or destroyed
Fixed: Peasants bar now updated correctly upon peasant deaths
Updated peasant bar visuals
Reworked the way monsters interact with walls and buildings, which changes the dynamics of especially low-tier walls (high-end monsters will break through them more easily, but lose some energy doing so).
Added fishing spots and fishing animation for the fishery.
Improved the "close action cam" panel (delayed show and closing on daytime)
Increased the range of the zoom speed slider, so you can set it to higher values (i.e. faster zoom)
Changed the "drought" icon for fields, hope the new one is more clear
Improved building bar tooltips
Some more smaller UI improvements
Upgraded Unity Engine version
Village Defense Mode coming soon !
One of the most common requests is the ability to fight the monsters.
So I've used my break to start working on that, and I'm here to announce that it will come to the game soon. I have the first version working and here's an exclusive teaser screenshot:
Yes ! - as you can see, I have decided that instead of giving you NPC warriors, I am adding an FPS mode. At night, you yourself don your armour, take out your sword (or other weapon, depending on your smithy level, more on that later) and go defend the village !
Excitment, action, more defense - but also a right of injury and death which (on normal or hard) will end the game in defeat (if you are injured, the next day your camera view will be a bit blurry).
UPDATE: Happy April Fools :-)
Quick Fixes
A number of important quick fixes I just uploaded:
Fixed: Save game bug that prevented fortified walls and stone gates from being saved and loaded
Fixed: Griffins no longer suffer from identity crisis thinking they are harpies when they eat people (leading to a wrong death cause in the log)
Fixed: Text on monster flags (when mouse hovering over them) now correctly scaled
Fixed: Close button on peasant log is no longer partially hidden by scroll bar
Fixed: Peasants can now get correctly wounded during monster attacks, not just eaten
Balance: Yield of cabbage fields reduced
Balance: Watchtowers now have reduced spotting distances on higher difficulty settings. In other words: You can't just plop down one watchtower in the center of the map and it'll detect monsters all around, you have to put several watchtowers somewhat close to the forest edges.
Tents are now removed from the map when destroyed or vacant
small update
Fixed: Scrollviews (log and peasant list) should now scroll properly till the end
Houses now have an arrow indicating the entrance in ghost mode, so you can place them correctly
New Level and Bugfixes
Welcome our first level with castle-like defenses. And a unique challenge - keep the fragile market place working.
New Level: Kroborg - hard difficulty
Fixed: Confused Smelter thought it's a smithy, poor thing.
Fixed: Stone gate now opens the right direction
Fixed: Jerky dragon movement
Small UI improvements
Performance improvements that should help the frame rate at night a bit.
Trying to fix an elusive bug in the heating-homes-at-night code
Updated Unity engine, might solve some graphics bugs
New Map and more Updates
New Map: Refugee Camp - this is a unique challenge map, and another test of the new vegetation system
Fixed: The smithy should now correctly produce tools
Fixed: Action Cam close button should now actually work
Fixed some smaller error on the monster flags of a few maps
Fixed a bug where peasants would randomly pop to their working place on nightfall only to run home again, even though they were already home. If that doesn't make sense to you, you're right, it doesn't. So I fixed it.
Fixed: Monsters should no longer attack their own flag
Balance: Raised the threat level on Kroburg a bit
Set quality defaults back to high
Some performance optimizations to improve the FPS at night
Critical Save Bug Fix
Fixed a critical save game bug that led to all kinds of strange issues
Fixed: another save/load bug that sometimes loaded into false night (i.e. you couldn't play for the first day after loading) or triggered monsters in the morning after loading
Fixed: all scroll bars now work in the same direction
Sandbox game duration reduced to 99 days - I think that's long enough, and going above that could lead to all kinds of problems (in statistics and in-game value storage such as the gamelog - it's not a hard limit, 80 or 120 days would be fine as well, but 99 is a nice number)
Fixed several bugs in how prices on the market are calculated (they won't change so quickly now, and will never go to zero)
Fixed several small display and visual bugs
Bugfixes and better walls (beta)
New Building: Fortified Walls, the ultimate defense option (mighty expensive, too)
Fixed: Unmanned status display (again, this time properly fixed. I hope)
Fixed: Drought display on fields should now be better
Fixed: Watchtowers could report more forest activity than there actually is
Improved camera on Kroburg map
Several small visual improvements
Monster flags now have a mouse-over text telling you what kind of monster (if identified), just in case you can't spot the icon on the flag yourself
Large Update for Everyone
After testing it on beta and not seing any major issues, here's the large update for the default branch.
Reminder of changes:
New EXPERIMENTAL level: Kroburg (easy)
New Building: Stone Gate - fit for a city or a castle
New Building: Fishery
Fixed: Damage indicators should now show up more reliably
Fixed: Game no longer complains about unheated homes when an entire family is vanquished (technically, a grave isn't heated, but we don't want to be pedantic)
Balance: Stone buildings made slightly less invulnerable
Balance: Undead move a bit faster
Balance: Kobold ranged attacks made slightly more damaging
Visuals: Changed how the UI scales by screen size, which should solve the issue of some players with widescreen displays
Visuals: vsync is now on, so the game doesn't run at 200 FPS on some systems
Fields now have a status indicator to show drought (i.e. they need water, urgently)
Reworked the manual visuals and added location-specific information and history
Fixed a few small text bugs
Options again exposes sliders for mouse speeds, plus the default zoom speed value raised because many people noted it's too low (and never noticed that you can also zoom in with PageUp and PageDown)
Added an on-screen button to cancel the monster cam view (you could already do that by hitting the ESCape button, but some people didn't realize that)
Repair action now shows if it can't be done due to lack of resources
The in-game key config menu was wrong, put the right one
Fishery, Grass, Stone Gate and many, many improvements
This is a big one, which is why I'm pushing it out to testing first. The main thing is that you can have a first glance at the completely new vegetation system in the new level Kroburg. Which is also a new level in many regards - the longest yet with 40 days, and much more focussed, with a different take and a fully fortified settlement.
You can also find two new buildings in this build: The fishery (only available on levels with water) and the Stone Gate to complement the stone walls.
Full list of changes:
New EXPERIMENTAL level: Kroburg (easy)
New Building: Stone Gate - fit for a city or a castle
New Building: Fishery
Fixed: Damage indicators should now show up more reliably
Fixed: Game no longer complains about unheated homes when an entire family is vanquished (technically, a grave isn't heated, but we don't want to be pedantic)
Balance: Stone buildings made slightly less invulnerable
Balance: Undead move a bit faster
Balance: Kobold ranged attacks made slightly more damaging
Visuals: Changed how the UI scales by screen size, which should solve the issue of some players with widescreen displays
Visuals: vsync is now on, so the game doesn't run at 200 FPS on some systems
Fields now have a status indicator to show drought (i.e. they need water, urgently)
Reworked the manual visuals and added location-specific information and history
Fixed a few small text bugs
Options again exposes sliders for mouse speeds, plus the default zoom speed value raised because many people noted it's too low (and never noticed that you can also zoom in with PageUp and PageDown)
Added an on-screen button to cancel the monster cam view (you could already do that by hitting the ESCape button, but some people didn't realize that)
Repair action now shows if it can't be done due to lack of resources
The in-game key config menu was wrong, put the right one