Patch Notes 1.0.0.08 - Improvements to Worker NPCs!
Tonight's patch brings some changes to the way workers function in Harvested along with a handful of bug fixes. Some of these changes are improvements to worker AI, some changes were made to better balance the game, a large optimization was put in place, and some changes to worker behavior were made to better reflect what the game has grown into.
As always, check it out and let us know what you think!
Workers will no longer have a maximum search radius. They will find the nearest resource regardless of how far it is from their home resource hub. (Maybe this should be a setting?)
Workers now seek the resource closest to them, rather than the resource closest to their resource hub.
Workers now gather at a slower rate.
Worker target selection has been greatly optimized.
Food is awarded from resources at a slower rate.
Farms grow twice as fast.
When workers walk away from a resource it is freed up for other workers to target.
Lumberjack sounds no longer play when they are far from the player.
Fixed issue where construction workers chose a very strange order to construct buildings.
Fixed bug where the game could remain paused when trying to exit the pause menu.
Fixed issue where artwork and text for upgraded structures did not load correctly when loading the game.
Fixed issue where the player would have to load a level twice if they were coming from a different map than they were loading.
A Preview Of Chapter 2!
Hey there!
We're currently in the process of testing and balancing the four new missions that will be added in Chapter 2 of the campaign. Here, we will give you a preview of two of them - missions 1 and 4.
Exodus:
"Exodus" is the first mission in Chapter 2 of Harvested. Escort refugees along 3 lanes while protecting them from groups of both Multis and Demons. Each lane has its own strategies and dangers. Ignore one of them and your entire base will quickly become overrun!
Aurawatch Monastery:
Aurawatch Monastery is the epic conclusion to Chapter 2. You have 3 days to prepare their defenses for a massive Multis attack. In this mission, you must decide the right point to switch from investing your resources into economy and into defense. This attack lasts multiple days, and has multiple phases, so if your economy isn't strong enough to replenish your destroyed defenses attrition will be your death sentence.
Also, see that Multis unit with the green bubble around them? This is the Multis Destroyer, one of our solutions to the common issue in city defense games where your can place enough towers and let them protect you forever. The Multis Destroyer can out range ANYTHING you build, requiring you to either send a group of soldiers out into the field to destroy it, or sally forth and destroy it yourself.
Release Date
We don't have a firm release date for this content yet - bug fixes ALWAYS take priority - but we are working quickly to get this to you as quickly as we can! As we tweak these missions we are incorporating all the feedback we've received, and continue to receive, from the content we've released so far.
Let us know what you are most excited about in the comments!
Patch Notes 1.0.0.04
Workers no longer become stuck in shelters
Placing towers on walls now gives proper feedback (“You do not have the resources,” “You cannot place that there”)
Turrets are now more expensive to upgrade
Portal anchors destroy thick trees when they land on thick trees
Resource hubs have a larger radius of targetable resources
Lumberjacks will now target thick trees
Fixed bug where miners would not automatically re-target rocks upon leaving the shelter
Fixed several bugs and crashes
Early Access Roadmap
Hello, everyone!
First of all, we’d like to give a HUGE thank you to everyone who bought the game, left reviews, reported bugs, etc. We really appreciate all the support.
We are ready to start talking about the road ahead for Harvested.
We expect to deliver major updates roughly once-a-month. Depending on the size of the update, it may take a little less time or a little more time. We also plan to divide our updates into feature updates and content updates. This is the same protocol we followed for the first year of Trenches of War and found it to be very successful.
So, what content updates can you expect? What features?
Our first major update will be a content update that brings four new story missions. While Chapter 1 is largely a four-part tutorial, Chapter 2 of the campaign really gets into the meat of the game and we are very excited to release these levels. Included in this chapter is a three-line tower-defense/escort hybrid that pits the player against waves of both the Multis and demons, two assault missions, and a massive defensive siege. The first mission takes place in the same grassy jungle biome as Chapter 1. Missions 2-4 take place in Divine Peaks, the snowy mountains to the east of Roanoke.
In future months, we will be rolling out chapters 3, 4, and 5 of the main story - each containing 3 or four missions. Additionally, we will be releasing new skirmish maps. If you have any ideas for what you would like to see in a skirmish map let us know!
Feature updates are a bit more under wraps. While we are ready to announce that a near-future update will bring some additional defensive structures and building upgrades, we are waiting to hear the community’s thoughts on the existing features before we decide which of our (very long list of) ideas we choose to bring into the game.
We hope you’ve been enjoying what we have released so far. We are closely monitoring reviews, discussions, emails, messages, and all other forms of contact - if you have any thoughts, concerns, or suggestions about the game, don’t hesitate to reach out!
Vashta Entertainment
8/4/2019
Patch Notes 1.0.0.03
Graphical bug fix.
- Fixed texture bleeding on some resolutions
Patch Notes 1.0.0.02
Some more minor fixes... Thank you everyone for the bug reports!
- Resolved issue related to brightness settings on lower resolutions
- Fixed a crash that could occur when returning to the main menu
Patch Notes 1.0.0.01!
Hey all! Our first patch is coming out now - fixes three reported crashes and fixes an incorrect image being used in a tutorial panel in the fourth mission. Thank you, everyone who reported these issues.
Find any more issues? Report it in the discussion channel.
PATCH NOTES:
V 1.0.0.01
- Fixed 3 reported crashes
- Fixed an incorrect sprite appearing in the tutorial box of the fourth mission
Early Access Begins... NOW!
After 6 years of development, early access has begun! We are so excited to hear what everyone thinks of the game. Harvested is entering early access later in the development cycle than most titles - major systems are complete, we our remaining work is primarily in content creation - and we hope to bring the full version to you before long!
Stay tuned for a proper roadmap. Once the initial set of bug fixes/QoL changes are in place we'll begin to roll out the remaining content.
Thoughts, questions, concerns... compliments? Reach out! We'd love to chat :)