Water pressure balancing changes for the irrigation system: - Pump: used to deliver 12 pressure, now delivers 25 pressure - Sprinkler: used to cost 3 pressure, now costs 5 pressure - Pipe: still costs 1 pressure With doubling Pump-pressure without doing that for Pipe-pressure, pipes effectively became 50% cheaper in terms of pressure.
Heat waves are now a bit more aggressive when it comes to automatically watered crops, to make the 'Heat resistant' research more attractive.
Paused zones now only need maintenance half as often as active zones.
Bug fixes:
Pressing the Rotate key when building pipes, for example when building an L-shape, no longer breaks build mode.
Look & feel:
The size of pigs and cows is now determined by their growth stage, giving you a quick indicator of which animals are ready for slaughter.
Patch v1.4.0
Hey everyone!
The next much awaited patch is here! After feedback from the community we have implemented a new mechanic to automatically water your plants, so you don't have to work up a sweat when a heatwave hits your island! Also enjoy the quality-of-life improvements such as easily copy-pasting stockpile settings, and did I already mention... new achievements? Make sure to join the conversation on our Discord server if you haven't joined yet, your feedback and screenshots are much appreciated!
Thank you all for playing, and enjoy the new patch! - Tom
Gameplay changes:
To prevent your crops from withering we have introduced the ‘Irrigation zone’, that allows you to pump water through pipes and sprinklers to automatically water your crops. Unlocking this requires a Tier III research.
Governors no longer have a negative effect, only the positive effect remains. Note: not all translations have been updated yet to reflect this change.
The “Minor Sawmill” zone has been added as a Tier I zone. It’s an alternative to the regular sawmill that can be built without spending any building materials. This allows players that have spent all their wood to always produce new wood. The new zone is very inefficient in processing logs so it’s not an attractive alternative to the regular sawmill.
Added Deep Mining 1 and 2 research that boost the output of Large mines.
Quality of life:
Stockpile settings (allowed inventory type, plus the detailed checkboxes) can now be copy-pasted onto other stockpiles. Use CTRL+Right click to copy and CTRL+Left click to paste.
Clearing the type for a stockpile can now be done by right clicking the inventory slot.
When hovering goods on the floor reservations are shown right away.
Manually transferring goods from a harbor onto a ship now trumps any reservations on those goods, allowing the player to always complete the manual transfer.
Clarified message when loading trade route goods into a certain slot, but unloading them from another slot, which doesn’t do anything.
Hovering an animal now directly shows how many days are remaining before the animal can be sheared or slaughtered.
Bug fixes:
Workers will now also try to extinguish fires started by the Queen (when failing to pay your taxes) if you're playing on a difficulty with disasters disabled."
Solved a rare issue causing the game to crash. Inventory reservations that were being lifted could result in an infinite loop, due to an imprecise floating number comparison.
Look & feel:
The currently selected game speed now has slightly more emphasis, making it easier to spot the current game speed.
Screenshot mode can now be enabled from the main menu and hides the entire user interface. By pressing Escape the menu will appear again.
Achievements:
Achievements added per governor for starting a game.
Achievement added for completing the new Deep Mining 2 research.
Achievement added for completing the new Irrigation research.
Patch v1.3.2
Hey everyone! I want to quickly start off today's patch notes by thanking the community! The community around One More Island has grown so much since launch and it's been awesome to see. If you haven't joined our community but want to, just join our Discord! There you can talk to fellow island governors as well as myself (the dev), and report any pesky bugs you may have found, or make suggestions of things you would like for your island. Thank you all for everything so far! Now onto the patch notes:
Gameplay changes:
Workers carrying an inventory stack (3 wheat) while needing a larger stack (7 wheat) will now check whether there are additional stacks nearby to pick up. This results in less back-and-forth jobs in total.
Multiple workers can now work for a single ‘stockpile’ or ‘input crate’. Workers take pending deliveries into account when calculating how much to carry. The number of workers for a single object is limited to 1 at the start of the game. Through research this number can be increased to 2 and 3.
Workers are now smarter when selecting inventory stacks to pick up. Previously workers would always choose the nearest inventory if the stack size was large enough, now they actually check whether that is the case by taking reservations into account.
Quality of life:
Deconstructing an enclosing object (wall, fence, …) now expands the adjacent zone if that zone requires enclosure. This is great for when trying to expand for example a Sheep farm, without invalidating the zone and having to rezone it again quickly.
Ships can now be sunk.
Clicking on a 'character starving' notification now starts following the character, instead of moving to their static (possibly outdated) location.
Bug fixes:
Workers that are checking their current tile for inventory to pick up now correctly take reservations on the inventory into account. This prevents a worker picking up goods reserved for taxes for example.
Trade routes that have a slot where quantity is set but don’t have a type of goods, no longer block saving the game.
Moved an ore node in one of the islands because building a mine wasn’t possible due to the position of the ore node.
Fire will no longer spread to cliff tiles, so you will no longer get fire on tiles that aren't reachable.
Pigs and cows no longer exclusively go to the first-built slaughterhouse. The slaughterhouse that's closest (roughly calculated) with an available pig/cow pen will now be preferred.
Loading the same type of goods in different harbors in one trade route slot no longer incorrectly shows the message “Different types loaded in cargo hold, surpluses are thrown overboard”.
While trying to declare independence you can no longer give the Queen so many goods you end up with a negative amount of goods yourself. She wants a lot, but not that much!
Achievements
Researching Tier II, III or IV will now correctly unlock their corresponding achievements.
Beating the game on Hard difficulty will now correctly unlock the achievement ‘Amazing, you own the world!’
When your island is set ablaze you’ll now correctly earn an achievement. Worth it? Totally.
Buying an animal of every type now correctly unlocks the ‘Three’s a crowd’ achievement.
Having 1/3/6 trade routes now correctly unlocks the corresponding achievement.
Having 50 dedicated carriers or builders now correctly unlocks the corresponding achievement.
Textual changes:
Clarified text when trying to add a worker when Idle count shows there are idle workers, but those workers are dedicated carriers and can’t be assigned.
Changed 'stone foundation/wall' to 'brick foundation/wall' since they're built with bricks and not with stones.
Look & feel:
Removed animation for rotated bread ovens.
On the roadmap:
Irrigation system to automate watering crops. This will allow you to prevent many crops withering when for example a Heat Wave happens.
Patch v1.2.0
Hey everyone! We've got another patch for you all today bringing you all some more fixes and QoL updates to improve your One More Island experience! We want to give a shout out to our Discord members that helped out with these reports or suggestions, so if you helped out with something, your name will be next to that bullet point 🙂If you need to report any bugs, or if you want to make suggestions, join our Discord and maybe your name will get featured in a future update!
Bug fixes:
Stockpiles that are removed will no longer (re)collect the goods they just dropped, which resulted in the goods getting stuck.
Apple trees, Silk trees and Cocoa trees now correctly have a cooldown before you can harvest them, similar to crops. ⚠ This might affect the balance of your Cider/Silk/Chocolate production in existing games!
Ships visiting a harbor now visit the correct tile for which placement is validated while building the pier. This prevents ships not moving while on a trade route because the pier was inaccessible to the ship. (Metyourmakers on Discord)
Zone workers will no longer haul goods from a stockpile within their zone to the output crate of their zone. (Mirrorfix on Discord)
Moved an ore node in one of the islands because building a mine wasn’t possible due to the position of the ore node.
When playing the game without Taxes enabled, the Taxes-tutorial is no longer shown when Tier III is researched.
Custom difficulty no longer starts with 'decreased consumption' preset.
Custom difficulty no longer sets 'taxes enabled' to an incorrect value.
Tier IV research no longer mentions Vineyard as a zone that will be unlocked.
Gameplay changes:
Upgrading the harbor to a higher tier now affects the (un)load speed for ships on a trade route. (Smooblymoobs on Discord)
Trees will no longer be planted partially outside the zone.
Iron ore production has slightly decreased.
Quality of life:
Trade ships that throw cargo overboard because a cargo slot is used for different types of goods now show a notification when they do so. (Blueorange on Discord)
Hovering the ‘zone maintenance bar’ now explains how maintenance works and what the projected costs are with the current maintenance level.
Harbors now show 'harbor: custom name' instead of just 'custom name' to make them more recognizable.
On the roadmap:
Irrigation system to automate watering crops. This will allow you to prevent many crops withering when for example a Heat Wave happens.
Improving the worker AI when it comes to haul-jobs. We’re investigating whether a worker can pick up goods from multiple stacks (2+2+2 hops in one job, instead of three back-and-forth jobs).
IndieLiveExpo Showcase!
Hi everyone!
To keep the awesome launch week excitement going strong, we're excited to announce that One More Island will be showcased at Indie Live Expo this weekend! Check out Indie Live Expo’s stream showing off the game at the following link: https://indie.live-expo.games/en/
As a reminder, if you haven't already, please consider leaving a review. We love hearing your feedback and making updates as needed, plus it really helps us out! If you want to join the community, follow us on Twitter, and join our Discord!
Patch v1.1.0
Hey everyone!
As promised, here's our first big patch. We've made quite a few changes that should hopefully enhance your experience running your islands. Please don't forget to leave us a review giving us your feedback. We love getting to hear from the community, plus it really helps us out! 🙂
If you find more bugs that would be most unpleasing to the Queen, please join our Discord, go to #take-a-ticket and report your bug there.
Performance:
VSync can now be enabled/disabled from the Graphics menu, which reduces tearing and caps the FPS. The setting is enabled by default.
Building animation for Plants has been removed to increase the FPS when zooming out.
Gameplay changes:
Stockpiles can no longer be moved, which also solves a bug where inventory would become inaccessible.
Building a Mining Crate for a Stone mine zone no longer requires stone to be built.
Extra output for tier II Mill and Bakery zones increased from 10% to 15%.
Extra output for tier III Bakery zone increased from 20% to 30%.
Extra output for tier III Well zone increased from 10% to 15%, while the job time is now shortened with 25% instead of 20%.
Extra output for tier IV Well zone increased from 25% to 30%.
Increased range to onboard or offboard workers on or from a ship.
Declaring Independence now requires tier IV research points to be completed.
Bug fixes:
Borderless windowed mode no longer minimizes the game when focusing on another window.
Internal conversions from upper to lowercase no longer cause issues in Turkish, where capital ‘I’ was converted into ‘ı’ instead of ‘i’, preventing the game from loading.
Savegames that contain an edge case where a single Job is written to their savegame twice, are no longer prevented from loading the game.
Large ships can now correctly hold 10 workers.
Trees that are being planted will no longer change their random sprite to another random sprite when the job completes.
Trees on mediterranean islands now always look mediterranean while they’re being planted.
Characters that got stuck while building a path, while an automatic path had spawned in the meantime, no longer get stuck.
The ‘Open savegame folder’ button now opens the Saves folder, instead of the folder above it.
Loading a savegame after declaring independence no longer shows a black screen.
Loading/saving the game from the menu now also shows the loading/saving game overlay.
The harbor panel now correctly remembers the selected ‘(un)load batch size’ and no longer displays multiple buttons highlighted in certain edge cases.
The armada panel and harbor panel no longer display at the same time.
Quality of life:
Moved ‘(un)load batch size’ buttons outside scrollview when unloading ship to harbor so the buttons are always visible.
Guidance at tier IV now shows some additional information when the player completes the Declare Independence research, regardless of which tier IV production chains have been set up.
Clicking the Queen’s armada while trying to declare independence now opens the armada panel.
The Queen’s armada is now displayed on the (mini)map while trying to declare independence, so it’s easier for players to know where they have to go.
Translation issues:
Fixed incorrect Dutch translation of Trained Carrier research.
Notification text for Heat wave disaster has been changed in English and Dutch so it’s clearer that while some crops may have already withered, others might still wither in the coming days. Other languages will follow in a future patch.
Labels in the Market zone are now correctly localized when playing the game in Japanese/Korean/Chinese.
Look & feel:
Icon for x2 and x3 gamespeed has been changed, as well as the high-priority job icon, so it’s distinguishable from x0.5 gamespeed.
Locked image for Research and Trade at the start of the game now properly fits the container.
Brick paths now have an additional sprite variation for horizontal and vertical paths.
Horizontal walls now have additional sprite variations.
Patch v1.0.1
Hey everyone!
Thank you all for such an amazing launch so far 🎉It has been awesome seeing such an amazing response from the community. We do have a larger patch in progress that we plan to have out soon, but wanted to go ahead and put out a hotfix for a problem happening with save games.
Please keep the feedback coming! If you do find any bugs that would be most unpleasing to the Queen, please join our Discord, go to #take-a-ticket and report your bug there. Also please consider leaving us a review if you haven't already; it really helps us out.
Fixes
Savegames that contain an edge case where a single Job is written to their savegame twice, are no longer prevented from loading the game.
One More Island is here!
By order of the Queen, One More Island is here 🎉 You can get it now for 20% off through May 23rd!
Thank you all for your support throughout development! As you get to playing, don’t forget to leave us a review. We love getting to hear all of yalls feedback, plus it really helps us out. If you run into any bugs that may be displeasing to the Queen, please go to our Discord and go to the Take-A-Ticket channel to take a ticket and report your bug to our team. Also be sure to follow us on Twitter to see our latest updates as they go live!
The Queen Grows Impatient...
The Queen grows ever impatient to have her new governors helping run her islands of new subjects. In order to appease her, we are now launching on May 16th!
Thank you all for your support throughout development! We couldn’t have made it here without you all. While you’re here make sure to wishlist the game so you can be notified when we launch. Also follow us on Twitter, Facebook and Instagram and join our Discord!
Release Date Announcement!
Hey everyone!
Just like we teased earlier this month, we have some very exciting news for you all!
🎉One More Island will be launching on PC next month, May 19th, 2022 🎉
https://youtu.be/zAQ4DODtpRo
Thank you all for your support throughout development! We couldn’t have made it this far without you all. We can’t wait for you all to get to rule your own islands under the Queen!
While you wait for launch, feel free to join our community on Discord, or follow us on Twitter, Facebook and Instagram.