Fixed building-related achievements unlocking when loading a save file with construction sites for these buildings
Fixed dialog endless loop if speech bubble button is pressed in transition
Fixed bug where scavenging missions loaded from previous save files could break the game (brown Onbu back)
Patchnotes v0.10.8
Bugfixes
Fixed Onbu's back turning brown when trying to place a Sawmill or Quarry in save files where trunks or boulders were very close to the edge of the plateau
Fixed string wrapping in Welcome Panel Button, leading to wrapped text in Russian and other languages
Fixed a rare case where save files created in a previous update would fail to load
Fixed an issue where tutorial was using performance even though it was not active.
Balancing
Reduced health damage from Blood Extractor and Bile Extractor by 75%. Increase production amount of Blood Extractor 1 -> 5. Reduce production amount of Bile Extractor 6 -> 2. Adjust Water Evaporator to counter-balance.
Patchnotes v0.10.7
Bugfixes
Fixed an issue where workers harvesting trees, rocks or clay could get permanently stuck and starve to death
Fixed an issue where loading an old save file could lead to some trees becoming "unharvestable"
Fixed issue when loading an old save file where scavengers were on a mission for a reward that doesn't exist anymore in the current version (village was turned to brown Onbu back)
Fixed Onbu-command related achievements not unlocking properly
Fixed some scavenging events missing their artworks
Fixed research going above 100% and never finishing in some cases
Fixed save files becoming incompatible when overwriting a very old file
Ruins Update
Dear Onbu Riders
The Ruins update has arrived! Explore the new Ruins biome in search of debris, a valuable late-game resource that can be salvaged to retrieve a host of useful materials. Build purifiers to fight fungal spores before they even get a chance to land. Your scavengers can now explore remote locations, as long as you can provide them with a steady supply of rations. And for those in search of a challenge, we have added 15 new achievements and 5 new hostility modifiers!
Read the patch notes below for a detailed breakdown: https://store.steampowered.com/news/app/1121640/view/521959859806012872
To celebrate the occasion, The Wandering Village is currently 30% off as part of the Steam Spring Sale (lowest historical discount):
We’re also running a Stray Fawn Spring Sale featuring games that are made or published by our team. If you already own The Wandering Village you get an extra discount on many of the bundles:
The 1.0 release of the game is getting closer and closer and we’re hoping to announce the launch date soon! In the meantime, we’re hard at work on the new story mode. You can already test out a first version via our Discord.
We hope you enjoy this new update and we’re looking forward to your feedback 🙂
Thanks for your continued support, Stray Fawn Studio
Patchnotes Ruins Update
Patchnotes v0.10.6
The Ruins update has arrived! Explore the new Ruins biome in search of debris, a valuable late-game resource that can be salvaged to retrieve a host of useful materials. Build purifiers to fight fungal spores before they even get a chance to land. Your scavengers can now explore remote locations, as long as you can provide them with a steady supply of rations. For those in search of a challenge, we have added 15 new achievements and 5 new hostility modifiers! All of this is just scratching the surface - read the patchnotes below for a detailed breakdown. We hope you enjoy the new update!
What’s New
Explore the brand-new Ruins Biome! This late-game environment holds Debris, a versatile new resource that can be salvaged at the Salvage Yard to get iron, glass, bricks and perhaps even other rare, useful materials. But beware - the rampant fungal infestation lets your Air Wells collect Tainted Water that needs to be purified first.
Collect enough of the rare Weave to build the Purifier, a new building that collects fungal spores before they can even land and infest your crops!
Scavenging is a lot faster. Scavengers can now explore remote locations, but they will need Scavenging Rations to do so. The new Smoking Hut can smoke and cure food to produce these.
Infested Locations hold valuable treasures, but require Survival Gear in order for your scavengers to explore them.
We’ve added 5 new hostility modifiers, bringing the total maximum up to 30 points! We also adjusted the progression, requiring one less run to reach the maximum amount of points.
We’ve also added 15 new achievements and reworked 3 of the existing ones that weren’t particularly fun, or didn’t play together with some of our recent changes (The Wandering Metropolis, Berry Good, Agricultural Revolution).
Trees, big rocks and clay pits can now be collected by multiple workers at once!
Find rare Experimental potions and injections for Onbu - these are very powerful, but do not come without cost…
The new Onbu Storage building can store potions, food and other things for Onbu.
We’ve reworked the flow for starting new games. Hostility Modifiers are now available from the very beginning, and can be found in the new Challenge Mode. All sandbox settings have moved to the Sandbox Mode.
The glossary has been reworked from the ground up! Information is now grouped into different tabs, making it easier to digest.
Monuments are now part of the research tree. You will not get them automatically and the associated event will not appear anymore. This means you can now build all monuments in a single playthrough - if you are able to produce the required materials!
Improvements
We’ve optimized game startup. The splash screen animation should be a lot smoother now
Products of all recipes of a building are now also shown in the “Global Resources” section in the detail display
Better information about hostility modifiers in-game. The hostility panel that can be opened from the top-bar now shows whether the current run will unlock a higher limit and shows other useful information
Memory handling improvements - reduced memory spikes when loading a game
Trees, rocks etc. that are being harvested by employees of camps can’t be manually cancelled. To cancel work on them, disable or remove workers from the camp instead
Bug report window does no longer automatically send the message when hitting Enter in the input form
New icons for some Onbu interactions that didn’t have their own icons before
All buildings, plants, resource stacks and parasites now have invisible selection areas, allowing you to select them by clicking anywhere on the tile(s) they’re standing on
pin/unpin Tutorials from Game View (currently only supported with keyboard and mouse)
shortened Tutorial Descriptions in Game View to use less screen space
Re-integrated building upgrade tutorial
Bugfixes
Fixed resource grids not always updating correctly when a recipe changes
Fixed a bug where workers could be starving even though there was enough food available
The “has entered a new biome” notification only appears when actually entering a different biome
Fixed multiple wrong research durations across research tree
Fixed some broken scavenging notification texts
Fixed Needs sometimes being displayed with more than 2 decimal places
Fixed humidity/temperature display on Farms, Mycologists etc not always updating correctly when climate changes
Fixed feeding spots and abandoned camps sometimes appearing in the ocean (feeding spots will be schools of fish instead, and camps got their own island now)
Fixed poisoned plants and trees giving more spores when burnt
Fixed wrong collection animation for poisoned trees
Fixed resource-obtained popup effect showing in cases where 0 of that resource was obtained (for random amounts, such as spores)
Fixed Berry Gatherer planting on poisoned fields
Fixed some cases in which hostility details did not show the correct string for your situation
Fixed roads affected by poison plants not turning back into roads when plants naturally decay
Fixed not being able to start multiple animal missions from the same mission giver type at once, even if multiple of that building were present
Fixed decaying plants being affected by plant-growth multipliers
Fixed decaying, poisoned or burnt crops being affected by yield modifiers (such as when using compost)
Fixed mismatch between resources dropped of burnt plants depending on whether they are collected or decay naturally
Fixed poisoned berry bushes not giving seeds when burnt to a crisp
Fixed "Awaiting Decision" sometimes visible for some frames on scavenging locations that don't have an event
Fixed danger zone marker around path event not being hidden when switching selection to a moving event
Balancing
General balancing pass over the research tree - reduced the cost of many unlocks in the mid- and late-game parts and reduced or removed some key costs in early-game research, with the goal of making research flow better.
Building upgrades need to be unlocked through a single research, available after the scavenger hut
Villager poisoning is now easier to get a feel for and more stable, making it easier to get a grip on the number of doctors and herbs needed to keep your village healthy at any given point in time
All poisoned plants (trees, crops etc) now slowly decay. Decay is accelerated in arid climate. Arid climate prevents ground poison from spreading
Early-game jungle will not have any ground poison, reducing the risk of getting sick villagers during the first 15 days of the game
Kitchen: increased worker count 2 → 3. There’s enough reason to build multiple kitchens due to food diversity, so letting them scale a bit stronger feels right
Gourmet Kitchen: increased worker count 3 → 4
Food Liquefier and Feeding Pump moved down into brick tier, to make them more feasible at a point in the game where they could already be very useful
Researching the Pest Control no longer requires Biogas
The Scout Tower now only stacks up to 3, but has a stronger effect per tower. Each tower now increases maximum view distance, cost-free scavenging distance, and scavenging speed!
Scout Tower now requires 3 workers
Reduced amount of spores dropped from infested plants to make them less dominant compared to harvesting fungi directly
Poisonous fungi on Onbu will now decay in extremely dry climates
Added new unlockable recipe to Spore Distillery to retrieve spores from tainted water
Added new recipe to Evaporator to purify tainted water using clay
Added new building upgrade for Evaporator to purify tainted water for free
Added new event “Tainted Rain” that slowly turns your stored water into tainted water. Conversion happens per water tank, so having few larger tanks is a good way to counter this
Added new event “Landfill” that accelerates growth and spread of poisonous fungi on Onbu’s back
Added new event “Infested Skyscraper” that causes many spores to land on Onbu’s back - some even turning into mature fungi right away!
Hostility modifier “Hedgehog” is more difficult now, spawns a lot more spikes
New hostility modifier “Age of Progress” (research gets more expensive the further along the tree it is)
New hostility modifier “Heart of Darkness” (more dangerous biomes appear much earlier)
New hostility modifier “Cloud of Despair” (villagers will become very unhappy a short while after Onbu empties its bowels)
New hostility modifier “Anxious Onbu” (Onbu will panick and run away when encountering parasites)
New hostility modifier “Bleak Outlook” (start with only 3 New Hope, and progress bar for new nomads goes down while villagers are not happy enough)
Reduce Farm construction cost: Stone 30 → 15
Increased chance of special events during scavenging expeditions
Tweaked Seawater Collector and Evaporator recipes to harmonize better (timing & amounts) and make saltwater economy a bit more powerful
Increased costs of birthday festival
Increased chance of finding herbs in Jungle scavenging locations
Onbu Doctor can use Spore Essence to remove one random internal parasite from Onbu - at the cost of increasing Onbu’s poison by 10%
Guarantee 1 island per path-segment in Ocean biome on Hard
Slightly reduced event density of Desert biome
Onbu Antitoxin and Experimental Antitoxin apply a short-term status effect that makes Onbu immune to poison, giving players a chance to break out of death-marches
Onbu will sleep on poison islands (and other poisonous path events) if exhaustion is too high
Reduce amount of feeding spots on Hard
Crop growth speed modifier from rockgrubs can never fall below 20%, regardless of how many rockgrubs are alive
Slightly sped up production times of Compost Heap (4.8h → 4.5h) to buff them slightly and make them more visually pleasing
Iron Furnace Unlock: replaced cost (75 brick → 75 plank)
Blacksmith Unlock: increased brick cost (50 → 75)
Healshroom Unlock: reduced herb cost (25 → 5)
Water Evaporator Unlock: replaced cost (salt → clay), to allow researching it independently of Ocean biome
Increased the distance at which some moving events spawn (Plague Gnat, Sandworm), so that players have more time to detect them and react
Removed possibility of getting villagers from Infested Shipwreck scavenging location (didn’t feel right thematically). Slightly increased some of the other rewards
Slightly reduced the amount of internal parasites spawned per event
Doubled collection duration of Onbu Horn, but increased worker slots from 1 → 4, effectively doubling the potential mining speed if enough workers are available
reduce unlock cost for Food Liquefier: AnimalFood 10 -> 5
reduce construction cost of OnbuFoodLiquefier (Slab 50 -> 20, Brick 20 -> 10)
remove Ancient Knowledge cost from unlocking Food Liquefier
slight increase to one scavenging reward in Forest location
reduce time needed for burnt plants to decay, to make it more viable to let them decay naturally
make Liquid Insecticide and Insecticide more affordable
Blacksmith - reduce production time for tools 300 -> 200
Gourmet Kitchen - reduce secondary ingredient count 2 -> 1 to make recipes more viable
Trader can stock SporeEssence
add recipe to create liquid onbu food from nutritious shroomball
Patchnotes v0.9.11
What’s New
We’ve listened to your feedback and reworked the research tree, streamlining and cleaning it up. You can find all the details under Balancing below.
We’ve improved on many other things mentioned on Discord and Steam, such as the order of food-related items and recipes being inconsistent.
Improvements
Order of food-related items is now consistent throughout the game. Order of Berry, beets, corn etc. and all their related products is the same everywhere (UI, Kitchen, Farm, etc.)
Food Stand workers will no longer stand around outside while waiting
Water puddles now also get marked in grey when placing or selecting a Clay Gathering Camp
Made research lines a bit thicker and more visible
Bugfixes
Fixed some research items showing pollution value, even though they didn’t cause any pollution
Fixed bug where removing employees from a building with an ongoing mission (e.g. Trebuchet) could lead to unexpected side effects, such as Onbu never getting hungry again
Fixed research recommendation order (Brick Furnace got recommended too early)
Implemented a first batch of improvements that should hopefully prevent the map bug from happening (Onbu taking unusual paths through the landscape). Please send us a bug report if it still happens!
If the game’s config file contains a corrupted screen resolution setting of 0x0, it will now default to 640x480 to prevent the “black screen” bug from happening
Fixed issue where changing texture quality and then starting a new game could get you stuck in the loading screen
Balancing
Increased scavenging radius and view radius
Improved in-range detection for scavenging, so that locations that significantly touch the circle are now already considered in range
The research tree has been reworked:
Made the structure a bit more parallel overall. Many research items that were locked behind other, thematically unrelated ones are now accessible on a more direct path
Building upgrades are now unlocked from the start, but part of the former resource cost is now needed to build them. This makes the tree a lot leaner, especially in the first half
All quality housings (Hut etc.) are now on the same height, as are all mass housings (Flophouse etc.)
Getting the Scavenger Hut is now a bit easier
Onbu Discipliner is available much earlier now, making it more feasible and tempting
Pest Control and Decontaminator no longer require Onbu Notes
Spread the different tiers of progress (plank/slab, brick, iron/glass) out a bit more, to give a better sense of orientation
Removed some overly restrictive research costs, such as Evaporator costing Biogas
Made some early-game research a bit cheaper, slightly reduced overall slab cost and moderately increased overall plank cost, especially in the second half of the tree. The goal is to make the early-game a slight bit quicker, while giving more of an incentive to keep a strong wood economy running into the late-game
Rebalanced decorations across all tiers. Every piece of decoration should now have its place in the game’s progression
Increased chance of finding iron ore in scavenging events
Mines, Fort Ruins and Shipwrecks can now also contain iron ore
Reduced how fast the maximum happiness penalty from Starvation/Homelessness/Poisoning increases by 33% on Relaxed and Tutorial
Increased fuel usage of Blacksmith to be in line with other fuel-consuming buildings
Increased number of guaranteed giant boulders on map (4-6 → guaranteed 6)
Reduced number of giant trunks (6 → 4)
Brought production speed of Gourmet Kitchen in line with Kitchen, increased worker count (2 → 3)
Cult mechanic has been nerfed:
Higher cult levels now demand more frequent sacrifices
Onbu hunger restoration from feeding it a villager has been reduced (15% → 10%)
Please nominate us for Labor of Love
Dear Onbu Riders
We hope you have been doing well! While we're hard at work adding the Story Mode, Ruins biome and improving the game in general, we would be super happy if you nominate us for the 'Labor of Love Award' in the Steam awards ❤️
Cheers & Thanks, Stray Fawn Studio
Patchnotes v0.9.8
Improvements - Updated localization for Korean and Japanese
Bug fixes - Fixed probability for Plague Gnats to appear
Research & Economy Update
Dear Onbu Riders
The Research & Economy update is here! We’ve worked together with the community to add more depth to the city-building gameplay of The Wandering Village. This update features many changes, all focused on making the game’s economy richer and more interesting.
The research system has received a major overhaul. Unlocking new technologies now costs resources, and everything has been unified in a single tree. The tree's design has also been overhauled to show all important information at a glance.
Onbu's back is now full of dense forests, large rocks and more. Your villagers will have to plan around these natural obstacles at first, and gradually free up more space to expand their village.
This update also features:
Build Woodcutting and Mining Camps to automatically let your workers harvest nearby resources
Nomads join your village if you keep your villagers' happiness high enough.
Completely rebalanced difficulty modes, "Relaxed" and "Survival".
Complete rework for the tutorial
Two new building materials: clay and brick
Five new Onbu food spot types
Overhaul of the scavenging system
And much more! Check out the full patch notes: https://store.steampowered.com/news/app/1121640/view/4478359995220492849
A lot has changed, and we have completely reworked the tutorial to reflect these changes. If you return to The Wandering Village, we recommend playing the tutorial again to get a chance to learn about everything new!
Please note that, due to the extent of changes to how the game works, how Onbu's back is generated and more, we are not able to keep old save files compatible with this new version. If you want to continue on your existing save files, please opt into the "0.7.10" branch on Steam to continue playing the previous version of the game.
Check out the recently updated road map to see what’s up next: https://store.steampowered.com/news/app/1121640/view/6468946777874339669
We hope you enjoy this new update and we can't wait to hear what you think. Once again a huge thank you to everybody who helped with testing and translating! Don’t forget that you can vote on your favorite suggestions for new features/future updates and/or just hang out and chat with the devs over on our Discord.
Thanks for your continued support, Stray Fawn Studio
The Research & Economy update is here! We’ve worked together with the community to add more depth to the city-building gameplay of The Wandering Village. This update features many changes, all focused on making the game’s economy richer and more interesting. You can find a summary of the biggest changes under “What’s New”, or dive into the detailed patch notes further below!
Please note that, due to the extent of changes to how the game works, how Onbu's back is generated and more, we are not able to keep old save files compatible with this new version. If you want to continue on your existing save files, please opt into the "0.7.10" branch on Steam to continue playing the previous version of the game. Be aware that this branch will not receive any future updates, however.
What's New
The research system has received a major overhaul. Unlocking new technologies now costs resources, and everything has been unified in a single tree. The tree's design has also been overhauled to show all important information at a glance.
Onbu's back is now full of dense forests, large rocks and more. Your villagers will have to plan around these natural obstacles at first, and gradually free up more space to expand their village.
Build Woodcutting Camps and Mining Camps to automatically let your workers harvest nearby resources. And when the resources are exhausted, simply move the camps to a new location!
Nomads will want to join your village regularly as long as you manage to keep your villagers' happiness high enough.
The game now features two completely rebalanced difficulty modes, "Relaxed" and "Survival". In contrast to the old "Novice" mode, "Relaxed" will never get too difficult.
The tutorial has been completely reworked and adapted to all new and updated game mechanics.
Two new building materials, clay and brick, have been added to add more depth to building construction.
Five new Onbu food spots have been added! Each one comes with its unique up- and downsides.
Scavenging has received an overhaul. You can see the expected resources beforehand to make an informed decision, but be wary - something unexpected may always happen!
Features and Content
The research tree has been completely redesigned. Some buildings that were available from the start now need to be researched first. All categories have been reduced to a single, larger tree. Research now costs resources in addition to time, making it much more important to scale up the production of your village over time. Most dependencies that were invisible before are now explicit - if a building needs planks, for example, it will be gated behind the Carpenter
High villager happiness does not increase productivity anymore, but instead attracts new settlers over time
Worker management got an overhaul. The new camps mean that free workers are much more frequently available for non-harvesting work. The top bar now shows how many free and idle workers you have at a glance. If a construction site is open but there's no free workers, a warning flag will be shown. The Worker Post is gone, to simplify worker management and display.
Resources that are harvested now automatically stack with other nearby resources of the same type. This reduces clutter on the floor and drastically increases efficiency of woodcutters and miners. This does not affect crops.
New building: The Onbuologist observes Onbu to learn more about it, producing notes that can be used for Onbu-related research
New building: The Clay Gathering Camp can gather clay from deposits. Rainfall can create puddles that turn into new deposits over time
New buildings: The Woodcutting Camp and Mining Camp can automatically gather wood and stone around them. These camps can be moved around free of cost
New building: The Brick Furnace burns clay into bricks. It needs a lot of fuel for this, so be ready to either burn through your wood supplies or ensure a steady supply of biogas or bile
New building: The Stabilizer Spike can be used to protect regions against storms and Onbu shaking its back - at a cost
New building: The Blacksmith is a late-game building that can produce valuable tools
New liquid foods: Brew up some liquid insecticide or weed killer in case of an emergency. These substances pack a punch, but will hurt Onbu when using them
New resource: Tools are a valuable resource especially early on. You start with a stockpile of them, and can use them to build various resource gathering camps or building upgrades. You will slowly get more through events on the path, but will need to scavenge or trade for them later on. The new Blacksmith can also produce them, if you have the iron to spare
Multiple new biome-specific events have been added that interact with the happiness of your villagers
Your villagers can now uproot berry bushes to get seeds. Berry Gatherers can replant them nearby
Crops, herbs and mushrooms now turn into a decayed state instead of disappearing. The decayed plant can still be harvested to get fertilizer
Feeding Trebuchet can directly feed Onbu with a bundle of raw mushrooms, but with reduced efficiency
Onbu Doctor can directly heal Onbu with a bundle of herbs, but with reduced efficiency
New path event "Jungle Lily": A feeding spot for Onbu. Eating these will increase Onbu's poison level, but the scent will make your villagers happy for a while
New path event "Nightshade": Tasty food, but Onbu will fall asleep instantly after eating these
New path event "Infested Mushrooms": Tasty food that poisons Onbu
New path event "Dunecaps": Hardy Onbu food that grows in the desert, but is infested with Sandworms
New path event "Stinkhorn Fungi": Tasty food, but the smell will make your villagers unhappy
New path event "Hailstorm": Lowers temperature and makes villagers unhappy
New path event "Torrential Rain": Increases humidity and makes villagers unhappy
Mycologist: can now unlock a technology that allows workers to plant poisonous fungi
Storms and Onbu-shakes now create some new stones on Onbu's back
Improvements
Any mission (e.g. feeding Onbu with the Trebuchet, organizing a festival at the Town Square) can now be cancelled as long as the resources are still being gathered
The tutorial has been completely reworked to explain all new gameplay features
A lot of work went into how the game communicates any problems with your village. Two new widgets near the top bar now show if any buildings or villagers have pressing issues, and we improved which buildings show which kind of flag in what situation
The Hostility Modifier window now shows the text in bold yellow while some conditions are not fulfilled (e.g. while you selected too few modifiers to unlock the next limit). You can see the remaining distance to unlock the next limit in-game, either in the "Challenge" section of the top bar, or on the bottom right in World view
Deleting multiple save files is now much quicker and more convenient
You can set the desired worker count on a building while it's still being constructed. Default worker count has been set to 0 to give full control over workers
Restricted building areas (e.g. for the Injector) are now much more visible during placement
Construction sites can now even be paused if there's still obstacles on them
Starting a new game generates a day-0 savefile
The building menu now shows how many of each building you've already built, and hovering over a button highlights all buildings of that type
Building categories with 0 unlocked buildings are now greyed out initially
When a building's construction is complete and it needs workers, a sound now plays
The Research widget shows the number of available researches
An outline is now shown on things that would get destroyed when placing a construction site
When hovering over any building that has a flag raised, a tooltip now shows what's wrong
Scavenging widget on top bar now shows remaining scavenging duration and targeted location
Research tree: tooltip now shows housing capacity and decoration limit for all housing research
Build menu: tooltip for decorations now shows their radius
We introduce a limit of 100 savegames for Console. With it we also overworked how saving and deleting works to reduce friction.
The radial menu in the info tab now has a shortcut that brings you directly to the building errors widget.
When using a controller, all UIs now show a more intense highlighter to make it clear you are navigating in a menu.
Pause menu button ‘Back to Main Menu’ is now called ‘Save and Exit’ to make it clear the game is automatically saved.
All animal missions are visible in onbu view as long as the building exists
Changed Onbu Commands cooldown to ingame time
Changed Crossroad cooldown to ingame time
Improvement to wording and layout of happiness panel in top bar
When food is sparse and villagers start rationing (only eating when they’re starving, to give their friends a better chance at survival), the UI now shows a yellow food-bowl icon, and the hover-tooltip and panel explain that rationing is currently active. This mechanic was already in the game for a long time, but was not explained
Warning flags on buildings now get sorted by severity, meaning that a building with a yellow and red flag should always visibly show the red flag
Research tooltip now gets vertically flipped depending on cursor position
Research tooltip has been made more compact
Research tooltip shows decoration/pollution value of buildings that have them
Gamepad: radial menu glyph is displayed to show that players can use the radial menu
Added a lot of new tips to the loading screen, covering all new or updated game mechanics
Reworded title of a top-bar panel from “Employment” to “Population Details”, to reflect the fact that it contains information about employment as well as housing
On the first start of the new game version, the welcome panel will now show additional infos about the update and recommend giving the tutorial another shot
Bugfixes
Fixed passive effect of Town Square and Community Plaza getting removed when building a second instance of the same building and then disabling one of them
Fixed construction poles visible on Community Center after construction
Fixed tooltips fading out and in again when their text changes
Fixed some off-by-1 display issues with the happiness bar
Fixed Dung Collector building working without any employee present
Fixed a bug where the tutorial tracker was not set to 100% and therefore never disappeared
Fixed spore cloud click-hitbox shrinking the further away from the path it was, making it hard to click at times
Fixed housing quality bar and tooltip not showing fractional progress
Fixed issues with gamepad in bug reporting window
Fixed gamepad showing tooltip of trade window in acceptance dialog
Fixed several issues with Pest Control. Workers should now always prioritize the right things, should always harvest eggs (if auto-collect is enabled or they are marked) even if they have no fuel, and generally do what you expect them to do
Fixed villagers sometimes still being able to eat food before starving while supplies were very low
Fixed hostility modifiers that affect Onbu’s heart rate not getting taken into account in the heart rate panel in the top bar
Fixed villagers never idling on roads, only on dirt and grass
Fixed some Onbu interactions sometimes being visible despite not being researched
Balancing
Research: - All research categories have been unified in a single tree. Dependencies that were previously invisible are now explicit (e.g.: if a building costs glass to build, it now depends on the Glassblower) - Unlocking new technologies now costs resources - Research time has been heavily reduced across the board
Relaxed Mode: - Needs will only increase with the amount of villagers, allowing you to scale the village up at your own pace - New dangers, such as poisonous forests or parasites, will appear a lot later than in Survival. - Biomes in Relaxed will never reach the same intensity as in Survival, giving you room to build mostly in peace - forever! - Onbu's health drops much slower from starving, exhaustion or poisoning, giving you ample time to react
Survival Mode: - Needs will increase both with the amount of villagers and number of days passed, putting some pressure on you to scale up the village
Scavenging takes considerably longer, but rewards substantially more resources. You can now see the expected resources when starting a mission. Careful, though, as random unexpected events may lead to different opportunities! - All scavenging rewards have been reworked. Many new resources can now be found while scavenging.
Villagers now only eat once instead of twice a day, giving them much more time to focus on productive tasks. All food production has been tweaked to adjust for this
Villagers now start with a belly full of berries, making food needs more consistent during the first 2 days
Revolts can't happen while needs are at 0
The generation of Onbu's back has been heavily reworked. It is now full of dense forests, sprawling rock formations, clay pits and more. Space is at a premium initially, and needs to be gradually freed up
Rebalanced all construction costs
Replaced "Wood Scarcity" hostility modifier with "Hedgehog" - a modifier that lets Onbu start covered in hundreds of spikes!
School of Fish: hunger restoration 30% -> 35%
Mushroomball: hunger restoration 20% -> 25%
Onbu Health Potion: health restoration 20% -> 25%
All scavenging rewards have been redesigned, and many rare resources can now also occasionally be found through scavenging
You can now see much farther in the world from the beginning, but the scavenging radius only covers part of the visible area. This allows players to make decisions (e.g. at crossroads) based on what they see, even if they're not in range yet. Up to 5 Scout Towers can be built to gradually increase this radius
Production speed and recipes of many buildings have been adjusted
Deconstructing a building now refunds all resources, unless it was damaged
Considerably increased storage capacity of Material Storage, Warehouse, Water Tank and Large Water Tank
Wild herbs will start growing on Onbu's back after a while
Hostility "Morning Appetite": only becomes active after day 25
Instead of Knowledge, other valuable resources - Tools and Ancient Notes - can now be found on scavenging missions.
Most building upgrades and some advanced other technologies require Ancient Notes to research
Reduced initial worker count from 16 -> 10
Kitchen, Gourmet Kitchen and Bakery don't increase the total amount of food anymore, are instead focused on only increasing food quality
Rebalanced everything around Happiness to fit the new pacing
Tweaked the "walk cost" of many entities (how hard it is to walk through them). This results in villagers generally trying to find a way around big obstacles
Onbu will not regenerate health on its own anymore, relies on health potions
Onbu has much more health, giving you more time to react to bad situations
Onbu will only eat when at 60% hunger or above (was 25%). This makes the Eat command much more relevant, and allows more gameplay depth when encountering food spots
While humidity is damp, new water puddles appear on Onbu. These can be harvested for a big stockpile of water, or be left to dry out until they turn into clay deposits
Heavily increased production time for high-value products (Onbu food, health potions etc), to give more of an incentive to scale the number of these buildings up
Rebalanced decoration value and radius of all decorations
Giant trunks and rocks now contain considerably more resources
reduce Fishery production interval by ~20%, reduce storage space to 20 to bring in line with other buildings
Stepping on a poison-infested island will now create a few spores on Onbu’s back
remove glass cost from Ambulance research cost to make it more viable
Gave Town Square and Community Plaza a decent wide-range decoration boost
Onbu will no longer stand still while at low health
Onbu will only regenerate health while sleeping while at low health
Onbu starts the journey with 5% hunger
Visuals
Growing mushrooms now look visibly different from grown ones, making it easier to tell them apart
The scavenger glider has got a new look, for reasons yet to be revealed...
A subtle animation plays whenever a resource is produced or harvested anywhere
Animation for Water Evaporator
New particle effect for Dung Collector and Compost Heap
Animated decorative flags for some buildings
Some workers now have a better-suited outfit for their job