Hey Farm Wizards! We have many, many exciting changes that are now released into Early Access branch!
The aim of this patch is to go through our roadmap as usual and share progress with all of our players for 2 main reasons; First one is that we want to show that we listen to you and the second one is that we want to improve the game together with you and experiment on new things with all of our players.
One of the biggest feedback we've received was that the UI was a bit too crammed and the screen was covered way too much with it. So we took that into our hearts and trimmed down some unnecessary parts, along with adding some very useful screens with little access points. Check the image and see the descriptions of those points below.
So the first and foremost thing was the removal of the top resource bar. It was too confusing, didn't convey any useful information really and was not user friendly. According to this specific feedback, we've decided to remove it. This opened up some very large space so we've moved the main resource bar to the upper right part of the UI.
The removed resource bar was collected into a better, improved version that we call the Storage panel. It's an information panel where you can see your resources in a categorized manner along with some useful information like consumption/production rates, peaks etc.
The unit finder buttons got some updates. They now show a mini tooltip next to them guiding the player better in terms of what the unit is. And now they allow you to auto follow your units as well.
We now have the unit production bar where you can see the little seconds passing when you're queueing units in a building. This helps to better understand when you plan to conjure up multiple Salamanders or Terrafairies at any given time.
Another feedback we got was the size and proportions of the Water and Terrapower tanks. We also agree that they don't justify their size with the information they convey.
And a second point was about the overall look and feel of the nights in the game. So we went to improve that as well. See in the below image that you can almost make it look like day with the added decoratives and lights along with the adjusted post processing settings.
We've also hit 2 of our Roadmap points and one is already in progress. We'll share more about the one progress with another update but as we've already started with it; The first update is the info panel we now have. Here's a screenshot of that below:
And the second hit was more decoratives. We've added a lot more and now we have a hefty amount of 25 decorative buildings in total! Check them out below;
We have also added experimental ultra wide screen support to the game with extreme resolutions. It's a bit rough but the game should be very well playable in those screens.
Go, build your best farms and share them with us in our Discord! :)
Patch Notes for EA.RC.0.9.232
There are some minor but important changes in this update.
Fixed a blocking bug in the quest system where it did not allow a certain quest to be completed.
Fixed another blocking bug in the quest system where it blocked the game from saving and causing to lose progress.
Fixed an issue in Free Mode where it caused saves to be corrupted.
Fixed some discrepenciens along text lines.
Fixed the loading screen showing half progress in some cases.
Added experimental support for very large screens and ultra-wide screens.
Changed movement indicator with a better one.
Patch notes for EA.RC.0.9.230
Major optimization fixes:
Biggest update: Added a new Lazy Load system to load the map
Addressables generated for almost all prefabs and added to the Lazy Load.
Most objects had a poly count pass along with material passes
Terrain chunks were updated with more optimized versions
Details and trees on the terrain were added to GPU-batchable list
Loading is made mostly asynchronous with just a hiccup at the end.
Minor bugfixes:
Fixed some air-walking NPCs
Fixed a bug where opening the Quests window would cause the game-time to freeze and fail to un-freeze
Fixed a bug in the main menu that would randomly crash the game
Further fixes for datetime issues depending on different countries
Fixed a bug in the resource counting system, now when further into the game, the counters in the top menu don't randomly show 0.
Patch notes for EA.RC.0.9.228
Numerous minor immediate bugfixes:
Fixed a bug where sometimes building would disappear out of nowhere.
Fixed the Plant quest bug where it would not complete even if every farm was built.
Fixed a bug with the saving system
Improved load times a little. Still needs a bit more optimization.
Fixed a bug that prevented multi-select via mouse from working.
Patch Notes for EA.RC.0.9.227
Fixed some invisible carts in some animations.
Fixed the big white circle behind dialogue portraits.
Fixed a few font visibility issues.
Early Access Release!
We're finally live on Steam with a hefty 20% release discount! Catch it while you can :)
Since this is an early access game, we're going to be constantly updating it for a good while so expect quick updates, hotfixes and major content on the way!
Huge, huuuuuuge thanks to all those who have supported us through development either by direct hands on support or just playing the game and giving feedback. Kudos to you all!
There only a few minor issues for the current version known but an update in the coming 1-2 days will fix almost all of them. Go play!
Early Access release coming soon!
We're days away from Early Access release!
Lots of content updates, quality of life changes and many different improvements on different parts of the game. See the condensed list below as we think full notes would be too much at this point.
Added main questline and side quests. Fixed numerous errors regarding the quest system.
Added unit finder buttons for easy traversal.
Added Terrabane base work.
Fishing pools, rare collectibles and rare craftible potions are added. Mainly used for quests.
Resource balancing updated heavily
New border system
Villages can now give quests
Added Terrafairies that do different jobs including getting quests back to Magiterra
Trading is now more robust
Added juicy Easter Eggs. See what you can find :)
Free Mode for just building and nurturing your farm
Honestly, we're finally really excited to share the experience with fellow gamers. We're also gamers like you and are so very happy to get you involved in the process and further development of Magiterra! This feels like it's been a very long road for us but we hope you'll find a cozy home here in the game that you love to return to.
Build your farm, explore the world, discover rare items, send your Terrafairies to do fishing, receive quests or trade! There's lots to do and discover. Progress with the main quest line or just build your farming empire :)
Content Update: Wells, Poultry and Roaming NPCs
Hey Magiterrans!
We have a few important updates and we thought to share as we're getting closer to Early Access release day by day. Wells So first thing is the new Well building and the Water System it brings for your crop fields to use. You can now build the Well inside your borders and provide a water source for your crop fields. As you build more fields, you'll occupy more in the water tank. So plan out and see how you can balance your production perfectly!
Poultry: Coop Now you have a building named Coop and it can create Chicken, Chick, Duck, Rabbit and Turkey for your farm. They'll start to generate their respective resources like Eggs for you or they can be sent to Butcher as well.
Roaming NPCs Our map system now allows us to spread over 150 NPCs to make the world a bit more alive. They walk, stop to encounter each other, go across your farm and do all sorts of things! Currently non-interactable but let's see what future holds :)
QOL improvements We've added a button to find Magiterra easily at all times. Resource panels have been reworked over internal feedback, border visuals have been improved and building animation has been replaced completely with something a lot cooler! There's more but you can see all in the video below:
QoL Update: Borders & Crafting
Now we have a border system and the crafting window had an overhaul to keep it more interesting and informational.
Check the crafting window in action below. This window will allow Magiterra to craft very rare potions to help him out in his quest. Some increase your crop farming speeds, some cure sicknesses while others may help you in darkness or protect your crops from hars weather conditions.
And see how the border system looks in here. Basically, every building has a border with a radius and it's visible when you're building something new to guide you as you cannot construct new buildings outside your border area.
Currently, most buildings also add to the border but that may change depending on how the game will be balanced. A classic feature if you remember old time RTS classics! :)
Decorative buildings update!
Here's our update about the new decorative buildings system we've added to the game! It looks pretty nifty when you can cover your crop fields with fences, wooden or stone walls and add some light with the lanterns we currently have!
These buildings are purchasbale via gold which is the main currency of the game to do all sorts of trading and also when you sell these, you get your gold refunded as well. So just play whatever you like, try it out and just sell to rebuild again to your taste.
Of course, we hope to add more and more as we update the game but even now, the choices are pretty good to build something that is nice to look at.
Check out the video teaser below to see how they look and work in general!