resetting the input configuration to possibly clean out more issues that people might be having
fixed loading/setting of zoom/move/rotate speed
added visible version display to main menu
moved camera speed settings to the input configuration options
fixed an error in setting the camera speeds
added code to reset camera speeds to default values if they are out of bounds (e.g. due to old settings which were on a different scale)
4th input bug hotfix
My next attempt to fix the input issue that some of you are facing. My apologies for so many updates and tries, but as I posted on the forum: I tried many times to reproduce this bug and can't. Everything works for me. That makes it really tricky to figure out what's going wrong.
If you still experience issues with input (nothing works, main menu not working, in-game something not working) please include your operating system (windows, mac, linux) in the bug report.
3rd hotfix
Another attempt to fixing the input problem. Please post to the forum if this makes the main menu (and other parts of the game) work again or not.
2nd Hotfix
My apologies, but because I can't reproduce the problems some of you are reporting, it's a bit trial & error to fix them.
Bugfix Update & Configurable Input
This update fixes lots of bugs that made it into the recent large update. There are likely to be a few left, please report them on the forum.
Also, you can now configure your hotkeys and change your mouse move/rotate/zoom speeds (instead of just zoom).
Fixed several save/load issues - ATTENTION, this will break your previous savegames and silently delete the incompatible ones
Reworked the input handling, so it can be configurable
Made keyboard shortcuts and controls configurable
Changed the "ghost" (building placement) shaders to avoid issues with them going black sometimes (the new shader is also more performant, but performance isn't an issue here)
Houses are now vacated if all family members die
Increased range of lamps
Changed the way the camera works to rotate-in-place instead of rotate-around. This should make the camera work much better, especially around the map edges
Made mouse zoom, move and rotate speeds independently configurable
Cleaning out a number of unused assets
Fixed a lot of problems with monster spawns that had crept into the last update
New Bugfixes and New Content
Due to the vast number of changes in the major update, I half expected to introduce new bugs. But there's also new content here:
New building: Smelter - a cheaper alternative to the smithy to get metal (but produces no tools and is more dangerous to operate)
New monster: Hydra - a terrifying late-game enemy that can tear right through a village if not stopped by massive defenses
Smithy now also grants a small bonus to metal gathering, depending on the number of smiths assigned
Fixed: Werewolves should no longer glitch through walls when attacking
Balance: Food production of cabbage fields slightly reduced
Added a "task is active" indicator to the context menu
Fixed: No longer possible to assign more than the maximum number of workers to certain workshop buildings
Some more code cleanup work
Fixed: Gamelog was broken on some maps, should be fixed now
Well now notifies explicitly if all fields are watered
Tooltips added to options buttons
Hide UI function added so you can take more beautiful screenshots
score display on saved games is now correct again
Fixed a crashbug related to pausing
Large New Year Update
Happy New Year everyone !
This is a huge update, though most of the changes are behind-the-scenes and invisible to you when you play the game. However, with a large rework of the code, bugs should disappear and new bugs can be found more easily. A lot of beautification was also added, and streamlining of gameplay.
This is a big update and it may break a few things. It almost certainly will break your savegames. Sorry for that, but there was no way around it.
Here is the full changelog, and as always, please post feedback and report any bugs you find to the Steam forum.
Fixed: Lunchtime was more of a full-out harvest festival using 5x the food it should. That's back to normal now.
Balance: Slightly increased the range at which fire spooks monsters
Refactoring the internal event system code to bring more stability (i.e. unrelated things shouldn't fail if something somewhere fails)
Refactored monster spawning elements, for more stability and fewer bugs
Refactored monster info display and monster controls, again for easier bugfixing and fewer bugs
Refactored internal handling of various small components (status icons status, etc.)
Added monster flags to the maps that were still missing them
Fixed lights on a couple of the houses that didn't work properly
Fixed Burning Pile and construction interplay in the rare case that construction isn't finished at nightfall
Fixed a few peasant log entry texts
Fixed another save/load game issue that caused the village population to double
Added a few visual effects (construction of walls, etc.)
Spiced up the main menu UI
Spiced up the level start
Peasants now reset at midnight, just in case (hanging issues, etc.)
Wetness of fields is now properly averaged over the past 24 hours instead of my previous more naive calculation. The new one is also smarter and faster.
Reworked the way different types of fields react to wetness
Reworked wood use for heating in cold weather and properly calculate the temperature dependency of that
Fixed manual link for animal pens
Fixed unmanned display icon for market
Lots of small visual improvements
Fixed the construction sounds on various buildings
Improved notifications for gather (and other) tasks
You can now much more easily assign all (maximum) workers to a task
Watchtowers and well now have "unmanned" icons
Threat level and reachable scores increased on all maps
Repair work now correctly updates the storage display
Balance: The well does not require metal anymore to be built
Scroll view on game log finally fixed
Slightly improved texts for log and notifications
Big improvement to the night and dawn/dusk issue - should be a lot better now
Fixed: Prices on the market should no longer go into negative values.
Fixed peasant info display for dead peasants (not that they care anymore...)
Next Update to contain Breaking Changes
If you're following the discussion forum, you know I'm working on a large update and it will go live in a few days (I'm mostly done and testing / bugfixing now).
There is a good chance that this update will break savegames. We are still in Early Access, remember. So if you have open games, finish them before downloading the update (or tell your Steam Client to download the update later).
I'm trying hard to not break things, but this time I have changed so many things in the code that I cannot guarantee that savegames from before the update will properly load in the game after the update.
Sorry for that, but the cool things that I've added and the improvements to the code I've made are well worth it.
Quick Bugfixes
Fixed: Achievements probably work again now
Fixed: Carrot fields can now be placed
Fixed: A really stupid bug that caused a dozen different code pieces to fail
New Buildings, Heating, Changes to Scoring and bugfixes
New building: Windmill
New field: Carrots
In cold weather, the villagers now burn wood to heat their homes and you can see smoke coming out the chimneys. If they have no wood to burn, they freeze, just like in tents (tents cannot be heated).
Scoring change: In addition to living peasants, buildings in the village now also give a few points. Different buildings contribute different amounts and damage is taken into account.