New building: Sheep Pen holds Sheep. Requires grassland.
New building: Shearer provides Wool from nearby Sheep.
New resource: Wool can be made into Hats.
New building: Hatmaker makes and sells hats.
New resource: Hats provide happiness.
New building: Fertilizer upgrades nearby Efficient Farms to Fertilized Farms.
New building: Harbormaster provides increased happiness from Fish for each nearby Dock.
New housing upgrade: Town House provides increased happiness. Requires 2+ nearby markets, including at least one Bakery.
Major changes:
Markets now sell luxury consumables (fish, bread, hats) directly, providing gold. Citizens no longer consume these resources unless buying them from Markets. Markets no longer provide bonus happiness for each nearby house.
Bridge and Harbormaster now cost gold, cost increasing for each built. Future updates will introduce more buildings that cost gold.
Coal Mine can now only be built on coal. Can now be built near another coal mine.
Removed Fishery and Coal Pile.
Minor changes:
Homelessness penalty increased.
Farms produce two wheat at a time.
Citizens consume luxury consumables (fish, bread, hats) less often, approximately every 3 days.
Improved visuals for various buildings.
Alpha 0.52 Patch Notes
Reworked Hunger: Hunger and eating internals have now been reworked. Instead of all citizens attempting to eat at the beginning of each day, they now get hungry independently, and will keep re-attempting to eat while hungry. Now, at no point should you have excess food and hungry citizens.
Small UI tweaks
Alpha 0.51 Patch Notes
Removed building: Shrine
I decided that the Shrine system just didn't feel right in Orrstead. The system and Shrine itself just felt too detached from the town, and I felt detracted from the feeling of the game. So, I decided to remove it.
I will be shifting my focus to 0.6 - The Animal Update, which will be more core Orrstead content, and will revisit experimenting with progression systems in Update 0.7.
Alpha 0.5 - Progression Systems
Build a Shrine and complete tasks! Playable now.
This update lays the groundwork for additional systems to be integrated in Orrstead. I'd be happy to hear your feedback on the Shrine and Task system, as this points toward how future systems like Trade and Fishing Expeditions could be integrated.
New features:
New Feature: Unique Buildings have powerful effects, but only one can be built.
New Unique Building: Shrine allows you to complete tasks.
New Feature: Tasks can be completed (i.e. Catch 100 Fish) to gain a large amount of wisdom. Tasks are experimental and subject to change.
New Unique Building: Lighthouse can only be built with water on 3-4 sides and doubles global fish happiness.
Minor changes:
Better support for big numbers (i.e. -1.413M instead of -1413257 as happiness values get extreme)
Increased bridge exclusion radius
Docks and bridges can no longer be built near each other
(Modding) Replaced complex lenses with a universal blueprint lens, making it more streamlined to add custom buildings
Alpha 0.41 Patch Notes
Coal mine radius reduced from 3 to 2
Taverns, Fish Markets, Bakeries, and Farm Houses no longer tolerate pollution
Decreased Mining Block housing capacity from 3 to 1
Drag-placed buildings are now placed in order
Swapped housing and farming menu buttons
Updated stockpile and coal pile thumbnails
Fixed lumberjack duplication bug
Alpha 0.4 - Fresh Bread
It's time for bread. Playable now on the free demo.
New features:
New building: Coal Mine produces coal
New building: Coal Pile stores coal
New mechanic: Pollution produced by coal mine, not tolerated by buildings such as farms, village houses, and fishing shacks
New building: Bakery consumes coal and wheat to produce bread; increased happiness for each nearby house, similar to Fish Markets
New resource: Bread provides bonus happiness when consumed
Minor changes:
Added 1 day grace period where citizens won't get hungry
Trees no longer regrow while placing buildings
Added mining info view
Info views now remain toggled, allowing building within an info view
Added tooltips to resource bar
Added additional UI elements for mod support (UIDropdown and UIToggle)
Added setting to toggle progress bars on/off
Added setting to toggle VFX on/off
Added setting to toggle VSync on/off
Added setting to toggle Autosave on/off
Added option to change between fullscreen/borderless/windowed
Alpha 0.33 Patch Notes
Added info views, to easily view housing, or resources / resource producers
Adjusted spawn/depart rate to scale according to population
Made pan scroll area narrower
The "fishing" job priority is now not shown until fishing is unlocked
Clarified path requirements in tooltips/tutorial
Slowed fast forward from 5x to 4x
Storage info panel now shows currently stored count
Fixed happiness tooltip spacing
Fixed bug where blueprint indicator was showing in corner of the map
Alpha 0.32 Patch Notes
Lumberjack radius increased, rate decreased
Added confirmation when demolishing 10+ buildings
Added UI splash when unlocking buildings
Upcoming unlocks now teased in build menu
Added alpha popup after all buildings are unlocked
Tuned spawn/depart rate, made sounds less harsh
Active status of asset mods now saved
Mouse no longer pans while orbiting
Time controls no longer triggered while holding CTRL
Fixed uneven spacing in happiness tooltip
Fixed bug with incorrect prefab addresses for loose resource bundles
Fixed bug where play overlay could get stuck when rapidly switching between play/fast-forward
Alpha 0.31 Patch Notes
Split build menu into categories. Use B to open the most recent submenu, CTRL 1-6 for specific submenus
Tweaked population spawn/depart rate
Death unhappiness now decays slowly, instead of resetting the next day
Fish now fulfills hunger; citizens can now survive on a fish-only diet!
Fixed bugs caused by drag demolishing
Alpha 0.3 - The Fishing Update
Alpha 0.3 - The Fishing Update is now playable on the free demo!
New building: Docks allow fishing.
New resource: Fish provides happiness when consumed.
New building: Fishing shack provides fish. Automatic upgrade for housing that is near Docks and against water.
New building: Fishery stores fish.
New building: Fish Market provides +3% fish happiness for each nearby house (multiplicative).