The EA V0.54 update brings autumn colors, a new road drawing mode, underground water flows that affect the range of water wells, and minor changes to color tones.
Autumn color tones
Some trees are now changing color in the autumn months. The grass on the ground also turns slightly yellow.
New road drawing mode
Organic path drawing in the game was an idea I embraced from the very beginning of the game. We used to be able to shift+click to add curves to the roads, but most people didn't discover or prefer it. Inspired by the recently released demo of Manor Lords, I changed the curve addition mechanic to left mouse click and also changed the road preview drawing.
Underground water flows
Added underground water flows that affect the range of water wells. Above these lines, the bonus range is 100%, while in empty areas with no blue tint, the bonus range is 0%.
Changes to color tones
Increased the amount of "ambient occlusion" to make the tree branches look more realistic by shadowing themselves.
The sea color tone has been darkened.
The coast color tone has been darkened.
Terrain hue saturation has been slightly increased.
Increased the amount of sunlight by 8%.
See you in future updates. Mustafa Caner Tonbul
EA v0.53 Update notes
Hello to all of you. The EA v0.53 update is now available on the beta branch. If all goes well, it will be updated for everyone on the main branch on Saturday, September 17th. With this new update, grid lines have been added to the game to build symmetrical and parallel road layout, and the procedural world builder has been modified to create larger lands that are not islands.
What's New
Grid lines:
With the grid lines added to the game, you will now be able to draw parallel roads and make sure that the zone areas fit between the roads. Buildings and roads are not clamped on the grid so that free and organic city building can continue in the game. So you don't have to fit the grids exactly.
New map creation algorithm:
Maps will now have the amount of land based on the sea level you choose. At low sea level there will be a single coastal sea, while at high sea level there will be an island surrounded by sea on 4 sides. At medium level, it will be surrounded by sea on 2 or 3 sides.
New foliage generator:
I've integrated the smarter procedural vegetation generator I developed for my game Kasaba into this game. Foliages can now be created in clumps like in real life. In addition, all maps now have at least 3 ores of each type.
Bug fixes
Fixed the bug where the middle of the road being able to go under water when drawing long roads.
Fixed the bug where it says gold smith when you hover over the bakery.
Fixes have been made to the mini map.
Added opening animation to the bar showing the construction of buildings.
This new update is not compatible with older versions because it uses new algorithms. Therefore, you will not be able to continue your previous saved games in this version. So I will keep the old version active in one of the side branches for a while, so that people who want to continue their old saved games can continue in that branch without updating the game.
Best regards to everyone Mustafa Caner Tonbul
About future updates
Hello everyone. After a break of about 2.5 months, I'm making a comeback. During this period, I started a side project called "Kasaba". I launched its steam page. Now I'm focused on bringing updates to the New Home: Medieval Village game again.
I would like to briefly talk about a few upcoming updates:
Grid tracks will be coming to make more symmetrical constructions. However, buildings will not stick to the grid like in other games. I want to keep organic building in the game. Grid tracks will allow you to see only the area covered by buildings and plots and plan accordingly by adjusting the gaps between roads. It will also allow you to draw paths exactly parallel to each other.
Non-island maps can also be created, providing more land area.
Iron, gold and coal mines were rarely found on maps with low mountain levels. This possibility will be increased.
Existing building parts will be renewed and new ones will be added.
These will be the focus of the next few updates. I hope it will increase your enjoyment of the game.
Best regards. Mustafa Caner Tonbul
EA V0.52.3 hotfix
EA V0.52.3 hotfix changes the zoom in key for French players. Now zoom in key is C instead of Z.
EA V0.52.2 hotfix notes
EA V0.52.2 hotfix update is an update with performance optimization.
Fixes
World LOD system: Disabled LOD system while increasing world creation speed by doubling voxel size. Thus, the world LOD refresh load caused by camera movement was relieved. No more FPS drops that can occur with camera movement.
This update will not be compatible with your previous save games as worlds created with seeds in previous versions will not be the same due to the change in voxel size. I will leave the EA V0.52 update open in one of the beta branches. Those who want to continue their previous saved game can enter the game by selecting that branch.
EA v0.52 Update Notes
The EA v0.52 update brought great innovations to the game. Ship and villager navigation systems have been completely changed. New mechanics are more closed to bugs. In addition, the LOD system for villagers has been introduced and major optimizations have been made for their movement and animations. In addition, Unreal Engine Nanite technology was used in building rendering. As this improves render distance and performance, we can now zoom out much further without sacrificing performance.
What's new
Nanite technology: Editable buildings, one of the main mechanics of the game, had a great impact on performance in the later stages of the game. With the new technology, the number of building parts is no longer a problem, as all these parts are rendered in a single rendering stage. No longer will there be an FPS drop due to the number of building parts as the village expands. Still, the performance burden of building the world LOD system and dynamic navigation network remains. Nanite technology also allows many new building parts to be added.
Zoom distance: The maximum zoom distance has been increased from 150 meters to 350 meters as we can now see building parts even at the far end of the map.
New ship movement system: The system has been reworked due to the ship bugging frequently in the previous system. Ships will no longer teleport to different points on the map and cause bugs.
Completely new villager system: Completely changed navigation and movement mechanics for villagers and optimized animation performance. In addition, the LOD system was introduced. In the past, when 100-150 villagers took action, the CPU power required for navigation, pathfinding and skeleton system for each villager caused FPS drops. With the new system, we can now fill the streets up to 500-750 villagers without any performance problems. In addition, a task was added to go there by choosing a random building at a certain distance so that the streets can be seen fuller. Now the streets are crowded.
New construction visual: A progress bar is now displayed when construction. In addition, parts from bottom to top become visible throughout the progression.
Bug fixes
The number of workers working in the field: The error that the number of workers working in the new field system is always 3 has been fixed.
Ship and villager movement bugs: With the new navigation and pathfinding system, the village and ship teleportation problems have been fixed.
EA v0.51 Update notes
EA v0.51 update adds dirt road to the game. Also, the mechanics of building fields have been changed. Now you can get corners with different angles instead of rectangles.
New content
Dirt road: A road that is 40% more affordable than the stone road.
New field building mechanic: Now you can get corners with different angles instead of rectangles.
Loading screen: Game loading times have been extended due to the late world creation process. That's why we now run this process in the background with a loading screen.
Optimization:
Shadow optimization: Performance improvement has been made by turning off the shadows of some objects while making shadows more precise.
Changes
Field crops: Field crops have been adjusted to suit the new field building system. Added wind effect to grape leaves.
Bug fixes
Ship movement: Added codes to prevent the ship from suddenly flying to another part of the map and entering a bug there. However, bugs can occur due to the interactive change of the earth's surface and the recalculation of the navigation system. Errors encountered will be corrected over time. Currently, most of the bugs in v0.50 are prevented.
Happy games to all of you!
EA v0.50.1 hotfix notes
The EAv0.50.1 hotfix fixes a few issues in the game.
Shadow performance: Shadow performance has been optimized.
Tutorial map: Tutorial map not opening bug has been fixed.
Ship bugs: Codes were made to prevent the ship movement from bugging.
EA v0.50 Procedural map generation update
The EA v0.50 update brought a major innovation to the game, procedural map generation. Now, instead of selecting a map directly, we create maps by selecting a seed.
With this new feature, some mechanics in the game had to change. For this reason, your saved games from EA v0.49 and earlier will not be playable because they are not compatible with new versions. For those who do not want to update the game and continue with the old version, I will keep a beta branch open where they can access the EA v0.49 version of the game.
New content:
Procedural map generation: You can create random worlds by entering the desired seed and selecting sea and mountain levels.
Plant types: Three different plant types have been added for environmental beautification.
Changes:
Interactive ocean material: The formerly static seawater now creates a rippling visual effect with surfaces it comes into contact with.
Ship movements: Due to the new mapping system, the movement mechanics of the ships have been changed.
Mine ores: Mine ores are also created procedurally on maps. Depending on the mountain level and amount, the mine ore variety and amount may vary, or it may not be at all.
With this update, new bugs may come to the game. These errors will be fixed in time. If you come across one of these bugs, don't forget to let us know.
Fun games for everyone!
EA v0.49 Update notes
Cemetery and a new tree type were added to the game with the EA v0.49 update. A few bug fixes have been made and the game engine version has been upgraded. Engine version upgraded from Unreal Engine 4.27.1 to Unreal Engine 5.01. Village leveling speed has also been adjusted for gameplay balancing.
New content
Cemetery: A place where dead villagers are buried. Having enough cemeteries in the village attracts the villagers.
A new tree: A second tree type has been added to the game and tree density on maps has been increased. In manual tree planting, you can change the tree type to be planted with the "T" key.
Balancements
Leveling speed: Since the content in the game has increased, the leveling speed has been slowed by half so that it takes longer for all content to be available for use. Also, spending money and adding a service building will no longer give you experience points.
Bug fixes
The sell selected button on the resource sell screen and the total income indicator have been fixed.
The bug where the name of the large hostel is not translated has been fixed.
Fixed an issue where all buildings were not displayed in the next level unlock list.
Fixed the number of resources in the informative text in the introduction to the tutorial.