Fixed: Leaderboard for story "Rebuilding" should now work
Fixed: No more duplicate paths for existing buildings
Cleaned up dialogs and removed old lines from the removed storyline
Continued translating the dialogs to German (currently: 243 of 769 entries translated = 31.6 %)
Updated a few tools and packages used
Updated a couple visual assets to fix possible shader and render issues
Bugfixes, Polish and Localisation
Fixed: Swinvale / Mountain Village was broken. It should work again now.
Fixed: Neudorf would load without homes and peasants, works now.
Fixed: Peasants should no longer stand ON TOP of watchtowers.
Fixed: Correct mixer assignment for a specific monster
Fixed: Slightly reduced spawn delays in “Rebuild” story, to prevent problem of monsters getting into the gate
Added a small random delay to the gate opening in the mornings.
Added: Attack sound effects to some monsters (experimental)
Added: Automatic path generations from houses to levels: Farmstead and Neudorf
Added: You can now click on the status icons to access a building (started adding this some updates ago, but it’s now complete for all but the walls)
Added some polish here and there
Completed the translation of the manual to German.
Started translation of quests to German.
Started translation of dialogues to German, but it will take time (currently: 34 of 791 entries translated)
Note: The German translation is the foundation for other languages, because while translating I also set up all the code and other details that are needed for translations in general, so once it’s done any future translations are much easier.
Patch Notes
New:
Reworked the stories. The incomplete "Betrayl" removed and replaced with "Rebuild" - a winter story focussed on resource management and supplying your village with very few attacks.
Added the final sandbox level: Ziegwald
New: Some levels have experimental setup for automatic paths. When you build houses, a path to the nearest road or other path will be added and peasants will generally follow these paths when going somewhere, except when cutting across grass is much shorter. The levels that have this set up now are Kroburg, Refugee Camp and Swinvale.
Added a page about weapons to the manual.
Bugfixes:
Fixed: The elusive bug that caused some monsters on some maps to spawn in the sky
Fixed: Several bugs in "Children's Tales" where dialogs would repeat when loading a save game.
Fixed: A bug where in the demo levels appeared to be available, but would never actually load.
Fixed: A few tiny visual errors you probably didn't even notice
Fixed: A bug that caused buildings not being available in some stories after finishing specific quests
Fixed: A bug in the flow of "Children's Tales"
Fixed: Old messages and events in "Founding Kroburg" should no longer repeat after loading a save game
Fixed: Wording error when sending individual peasants (now correctly "a peasant is ..." instead of "a peasant are ..."
Fixed: Rotation of fishing spots on the Antoburg map
Fixed: Some manual pages were outdated, updated them.
Other Changes:
Considerably expanded the german translation
Improved guards animations and logic
Increase peasant character sizes and raised movements speeds accordingly - to make them fit the other models better and make them more visible when zoomed out.
Shaved 700 MB off the install size of the game by optimizing. This should also reduce the RAM requirements and make the game run more smoothly on some low-end machines.
Removed voice-overs and the voices audio setting. Voice-overs were incomplete and had no serious chance to be completed at a quality level that I would be happy with. If the game sells enough copies to hire proper voice actors, I'll be happy to do that and add them back in.
Removed the ballista from the game. It was never finished and in testing just didn't add enough fun for all the complexity it brought with totally new game mechanics.
Updated Unity and a bunch of assets to latest versions. Hoping for performance improvements and fewer small bugs.
Updated the steamworks and Facepunch (the library I use to manage Steam things like leaderboards)
Untitled
New:
Reworked the stories. The incomplete "Betrayl" removed and replaced with "Rebuild" - a winter story focussed on resource management and supplying your village with very few attacks.
Added the final sandbox level: Ziegwald
New: Some levels have experimental setup for automatic paths. When you build houses, a path to the nearest road or other path will be added and peasants will generally follow these paths when going somewhere, except when cutting across grass is much shorter. The levels that have this set up now are Kroburg, Refugee Camp and Swinvale.
Added a page about weapons to the manual.
Bugfixes:
Fixed: The elusive bug that caused some monsters on some maps to spawn in the sky
Fixed: Several bugs in "Children's Tales" where dialogs would repeat when loading a save game.
Fixed: A bug where in the demo levels appeared to be available, but would never actually load.
Fixed: A few tiny visual errors you probably didn't even notice
Fixed: A bug that caused buildings not being available in some stories after finishing specific quests
Fixed: A bug in the flow of "Children's Tales"
Fixed: Old messages and events in "Founding Kroburg" should no longer repeat after loading a save game
Fixed: Wording error when sending individual peasants (now correctly "a peasant is ..." instead of "a peasant are ..."
Fixed: Rotation of fishing spots on the Antoburg map
Fixed: Some manual pages were outdated, updated them.
Other Changes:
Considerably expanded the german translation
Improved guards animations and logic
Increase peasant character sizes and raised movements speeds accordingly - to make them fit the other models better and make them more visible when zoomed out.
Shaved 700 MB off the install size of the game by optimizing. This should also reduce the RAM requirements and make the game run more smoothly on some low-end machines.
Removed voice-overs and the voices audio setting. Voice-overs were incomplete and had no serious chance to be completed at a quality level that I would be happy with. If the game sells enough copies to hire proper voice actors, I'll be happy to do that and add them back in.
Removed the ballista from the game. It was never finished and in testing just didn't add enough fun for all the complexity it brought with totally new game mechanics.
Updated Unity and a bunch of assets to latest versions. Hoping for performance improvements and fewer small bugs.
Updated the steamworks and Facepunch (the library I use to manage Steam things like leaderboards)
Patch Notes: Bug fixes and Balancing
Fixed: Finally, the game will no longer zoom when you scroll wheel through the peasant list, diary, etc.
Fixed: Harvest/Gather tasks on fields/pens being demolished.
Fixed: A few buildings were missing repair and demolish sounds, now they’ve got them.
Fixed: Detection error for guards that might have caused them to not see monsters
Fixed: A number of small code fixes that you probably didn’t even notice existed. :-)
Fixed: A number of bugs in the “Darkest Nights” story.
Fixed: The elusive bug that caused some monsters on some maps to spawn in the sky
Fixed: Several bugs in “Children’s Tales” where dialogues would repeat when loading a save game.
Fixed: A bug where in the demo levels appeared to be available, but would never actually load.
Balance: Increased field-of-view for guards from 180 to 270 degrees.
Expanded the “Darkest Nights” story slightly.
Changed the way sounds are managed on construction, repair, and demolish - they are now per peasant, not per building. That means more peasants assigned to a task will make more noise, and the entire soundscape should have more depth.
Added more randomness to construction, repair and demolish sounds and slightly higher 3D sound spread.
Added a few more German translations
Updated Unity engine to 2021.3.25
Small Bundle of Bugfixes
Fixed a bug that prevented the armoury from being built.
Fixed a dialog line in the tutorial.
Fixed: Building a stone mason in the tutorial before receiving the quest should now count it correctly as already built
Fixed: Game no longer zooms in/out when you use the mouse-wheel over scrolling lists like the peasants list or logs.
Fixed an animation error in the main menu
Fixed: Leaderboard entries will no longer show up multiple times if you rapidly press the "show leaderboard" button.
Fixed: Can no longer assign peasants to harvest or collect eggs/milk when the field/pen is being demolished
Fixed a small text bug in the manual.
Change: The tutorial will now disappear from the main menu only after you have successfully completed it, not as soon as you started it once. (it will also be visible again for everyone now)
Release 1.9 - Patch Notes
Version 1.9
A big update containing a ton of bugfixes as well as gameplay improvements and features.
New
Monsters will now attack peasants that they encounter, so beware of peasants returning from the forest late.
2 new tables for the Cosmetics DLC furniture set
Peasant Details window for every peasant - still a work in progress, post your feedback and comments to the Steam forum.
The new peasant show button shows you the graveyard if the peasant is dead
On the detail view, you can send peasants to rest for the day (so they heal and don't do dangerous work)
On the detail view, you can assign adult men to stand guard during the night (and rest the next morning)
New Building: Armoury - stores weapons that are produced in the smithy.
New Building: Guard Post - where guardians or armed peasants will stand guard at night
New Mercenary: Guardians are now available for hire
New Monster: Giant spider (only on some maps and appearing fairly rarely)
New font (minimal visible changes) to allow for Cyrillic characters.
Language support/translations are coming. I've added the code now, but only a few words in a few languages are translated at this time.
Fixed
Peasants are now assigned the correctly gendered visual model after loading a game.
Manor house (in the Friedmarkt story "Darkest Nights") now loads correctly from save games.
Buildings can no longer be both repaired and demolished at the same time.
Correct gameObject names on peasants after loading a save game - was never visible to players, but will make my debugging easier
Hellhafen initial dialog should have proper UI scaling now
Hellhafen houses should be initialized properly now
Correct icon on the "look into the manual" tip on the loading screen
Reworked smithy and smelter: Smelter now allows metal gathering, smithy produces tools and weapons
Forging tools and weapons now uses up metal.
Updates and Balance
Added some more variety and beauty to the peasant models
Updated tutorial dialogs and in-game help texts to reflect the new smelter/smithy roles
Smithy now requires 10 metal to be constructed.
You can now buy and sell weapons on the market
Added smelter building to Friedmarkt and Ziegwald levels
Moved the trapper from workshops to defenses
Construction speed bonus of tools doubled to 20%
Hellhafen fields updated (replaced 2 wheat fields with carrots and cabbages)
Score now considers monster attacks, so if the dice roll against you and you get unusually many monsters, you also get a higher score.
Some monsters do slightly more damage now
Improved steward texts (was in a previous update, I forgot to put it into the changelog)
Added some tooltips to various UI elements to make the game easier to discover for new players.
You can now click on the status icons (damaged, destroyed, unmanned, etc.) and it will select the proper building
Reworked the main menu a bit
Updated Unity engine to 2021.3.22
Some performance improvements
Lots of behind-the-scenes improvements to make the game easier to maintain in the future
Remember to join the Discord server to stay up-to-date on development and provide me with your valuable feedback!
Swap to premium game & upcoming update
Hello everyone!
I have a couple of different updates for you this week.
Now that I have a publisher, I plan to swap to being a premium (paid) game. Current owners of the game will keep the game! This swap will occur later today
Having a publisher has opened up new opportunities to do more with the game and I’d like to take that opportunity and run with it!
Aside from the usual bug fixing and polishing, the next upcoming main update is the addition of buildings, actions and code to enable night guards in the village. Peasants can be armed and ordered to stand guard (they will sleep the next morning) or mercenaries can be hired in the tavern. The code is still simple and will need player feedback and improvement, but it’s there now and will be continuously improved in the next updates. Also, I have added more peasant details, which can be opened by clicking on a peasant in the 3D view or on their name in the peasant list. This also allows players to send peasants to rest (if you want them to heal faster).
Some upcoming minor changes:
Fixed: Manor house (in the Friedmarkt story “Darkest Nights”) now loads correctly from save games.
New: Peasant Details window for every peasant - still a work in progress, post your feedback and comments to the Steam forum.
New: Peasant show button shows you the graveyard if the peasant is dead
New: On the detail view, you can send peasants to rest for the day (so they heal and don’t do dangerous work)
New: On the detail view, you can assign adult men to stand guard during the night (and rest the next morning)
New Building: Armoury - stores weapons that are produced in the smithy.
New Building: Guard Post - where guardians or armed peasants will stand guard at night
New Monster: Giant spider (only on some maps and appearing fairly rarely)
Reworked smithy and smelter: Smelter now allows metal gathering, smithy produces tools and weapons
Updated tutorial dialogs and in-game help texts to reflect the new smelter/smithy roles
Smithy now requires 10 metal to be constructed.
Forging tools and weapons now uses up metal.
Balance: Construction speed bonus of tools doubled to 20%
Added smelter building to Friedmarkt and Ziegwald levels
Move the trapper from workshops to defenses
Improved steward texts (was in a previous update, I forgot to put it into the changelog)
Balance: Score now considers monster attacks, so if the dice roll against you and you get unusually many monsters, you also get a higher score.
Balance: Some monsters do slightly more damage now
We’ve got more coming, so stay tuned! Don’t forget to join our Discord for sneak peeks and more.
Publisher Announcement!
Hello everyone!
I am pleased to announce that Black Forest is now being published by Freedom Games (https://freedom.gg). For those of you who may not know, a game publisher can take care of a lot of the business and marketing side of releasing a game. That includes managing our store pages, marketing and advertising the game, helping showcase the game at digital and live events, PR, and much more. Having Freedom Games as a publisher is pretty motivating as it will allow me to reach more players and make Black Forest the best it can be!
The best thing about Freedom Games is that they are fully behind my creative vision of the game and I’ll have all the freedom (heh) going forward to build the game in the way I think is best. In other words: I have complete creative and development freedom and that’s exactly what Freedom Games and I want from this partnership.
You may also be concerned about the stories of publishers ruining the vision of a game or forcing arbitrary restrictions on the dev team. For Freedom, that can’t be further from the reality I have experienced with them. Freedom has been a great partner to me, only enhancing and supporting my vision. I was conscientious when considering whether to go with a publisher or not, and selected Freedom because they are committed to my vision of the game, and only want to see it reach its full potential as I see it. I maintain complete creative and development freedom, and Freedom (heh) wouldn’t have it any other way!
We’ve got more updates coming, so stay tuned! Don’t forget to join our Discord for sneak peeks and more.
(mostly) Story Bugfixes
Updated geographical locations of villages, which slightly changes the sunrise and sunset times depending on the map.
Fixed: "Children's Tale" can now be won by hiring mercenaries (3-4 rangers should do it)
Fixed: Village names should now display correctly after loading a save game
Fixed: Kroburg story no longer forces you to click on responses when there's only one response available (like in the intro)
Fixed: "Darkest Nights" story should no longer make you go through duplicate dialogs
Fixed a few minor dialog issues in the "Founding Kroburg" story, and added a filler quest to ensure continuity.
Fixed ranger logic slightly, improving their chance to find monster lairs