Unclaimed World cover
Unclaimed World screenshot
Genre: Simulator, Strategy, Indie

Unclaimed World

0.9.4.0 AI fix and tweaks

Hi - a new (small) patch is now available. These are the fixes:

-Population cap added. This is intended to keep the colony size within the boundaries we are testing and optimizing for. (Later the cap can be changed by players when the data files become available).
-Strategy hint on tier policy. Hovering over the 'No majority' label will now list strategy suggestions and show how long it can expected to take to reach the majority for that policy.
-Improved the AI so characters will not give up (drop) their weapon or tool for another character if near threats, and the two characters are far apart.
-Corrected a bug where the reload tasks did not disappear after salvaging the sentry, or sometimes allowed the sentry part to be reloaded after it had been taken down.
-Corrected a UI bug where the slider was not reset when a modal dialog appeared.
-Increased bolt action defense rating from 0.4 to 0.55
-Increased coil rifle/sentry defense rating from 0.55 to 0.8
-Reduced advanced weapons prices with app. 50%
-Reduced price of barge transportation with 33%
-Increased barge speed with 33%
-Added more hints to the loading screen

0.9.3.1 Ammo policy

Hello! We continue adding smaller fixes as we approach release from Early Access on Oct 4th. During this phase we will be grateful for any feedback as we polish the game as much as possible.

This release can be found on the beta(testing) branch at first, after a while we will move it to the default branch as well. It also works with previous saves.

Here are the fixes:

Ammo policy
You can now decide which type of ammo the colony uses against vermin: You may want to conserve some ammo types for protection against dangerous animals, for hunting or for keeping a high colony Security rating. Your ammo policy is controlled on a new page on the Policy screen.



Misc. fixes:
-Corrected an issue where characters failed to eat because they were carrying too much and unable to drop items.
-Corrected a UI bug where the status icons would change on hover.
-When trying to load a save game that is out of date, you will now get a more precise error message.
-Corrected an issue where the graph would not be displayed when the interval was short. Now it will show an extended value from the last datapoint. Also made the graph update instantly when selecting a new data source or range.
-Added a confirmation box to the save dialog when entering a name that already exists.
-Added a blinking cursor to the text boxes.
-Corrected an issue where gather tasks were removed instantly when some other process for producing the item existed.
-Fixed a crash when using the furniture upgrade.
-Hints added to loading screen.
-Improved the section for setting the resolution on the Options dialog.

0.9.3.0 Various fixes

Hi, this is a small update which contains the following fixes and changes:

-Corrected a crash that might happen sometime after the game had been saved or loaded once.
-Corrected a crash that might happen during production or eating if the character was destroyed.
- Farming and fish trapping are now shown as processes. So for crop items there will now be a datasheet with the requirements for growing that crop, such as tools, farm plots, greenhouse etc.
-Corrected an issue where buildings could not be accessed for maintenance.
-Corrected the display of items on the first page in the event log list, and also set a cap on the total number of messages that will be kept.
-Corrected a bug where the user selected haul to storage priority was not set on the new hauling tasks.
-Tweaked hauling, so 'hauling to trade' now takes precedence over normal hauling.
-The dog will now escape from blocked terrain in the same way humans do.
-Corrected an issue where a character attempted to sleep on blocked terrain.
-Corrected a confusing sentence in the 'Clay Pit' tutorial about buying oil tubers.
-Watercane stems regrow twice as often now (2 times a year)
-Moved spears to the Weapons category and changed their descriptions. (Functionality unchanged)

0.9.2.0: POLISHING - Interface, Fish traps, Balancing

Hello, a new version is now available! In this big patch we have focused on polishing the interface and balancing the game.

We've also decided on a...
RELEASE DATE: Tuesday, October 4th 2016!

Yes, we're nearing the end of Early Access. We would be glad to hear any feedback you have so we can do the final polish and it would also help us tremendously if our players would update any old Steam reviews or post brand new ones!
This is the Current roadmap which explains which features we want to add before and if possible after release.

See this video for a quick demo of recent additions - it shows how to manage production conveniently:
https://youtu.be/pFADlp76gjI

INTERFACE////


ATTACK zone:
The new ATTACK action is a more aggressive action than the existing PATROL. It allows you to move several armed colonists into a zone to kill any dangerous animals and/or vermin. The difference between this and the existing PATROL action is that PATROL is for permanent defense while ATTACK is a brief combat sweep which is auto-cancelled when there are no more targets in the zone. ATTACK will also be less discerning about which creatures to engage and which ones to leave alone.
You set the number of attackers with a slider and check a box if you want to target vermin as well.
(The PATROL zone now also has the number of patrollers set with a slider.)



Threat feedback:
-Skull icons show which animals are seen as threats that the colony wants to eliminate.
-THREATS overlay: Displays areas that are dangerous because animals have been seen there. This overlay can help you to clear away threats that the colonists otherwise stay away from.
-BUILDABLE AREA overlay: Shows blocked terrain the same way that the 'Build' action does.



HUNT window:
Now only lists animals which have been discovered on the map and now shows whether the hunt zone is located in an animal's habitat (the 'animal track' icon). This makes hunting more useful as a permanent way to get food or resources from an area, since it shows which animals can be expected to appear.



Misc. UI improvements:
-All HUD windows are resizable, movable and are brought to front when moved.
-Production HUD windows now have colored headers so info can be found easier. In cases where there are more than one way to produce an item (such as clay) they now show the names of the processes which can be paged between.

-Storage conditions and amount of time left is now shown on the Condition bar for selected items or their parts.
-Tooltip on Stored items bar shows the total capacity as well.
-Information on entity tooltips about durability when indoor/outdoor/refrigerated etc, and also storage capacity.

-'Create Game' screen now has descriptions of each selected difficulty.
-'Meeting' event screen now shows the emigration risk % of each person who complains (More details can be found in the Personnel screen)

-Task panel now has an explanation tooltip for when Cancel Task is not available.

New Ledger screen:
This screen helps identify problems in food production. It shows how much food is produced, consumed and lost to spoilage or vermin. It also shows data about the nutrition consumed by the colonists:





FISH TRAPS////


'Basket': (Survival tier) Catches modest amount of 'carbon tail' fish on freshwater locations.
'Fish weir (sticks)': (Survival tier) Catches modest amount of 'carbon tail' on fish weir locations.
'Hoop net': (Basic Food tier) made from cotton fishing net. Catches larger amount of 'carbon tail' fish on freshwater locations.
'Fyke': (Basic Food tier) made from a hoop net and a fishing net. Catches larger amount of 'streak fin' fish on saltwater locations.
'Fish weir (netting)': (Basic tier) Made from fishing nets. Catches larger amount of 'carbon tail' on fish weir locations.
-The fishing net is made from cotton string, preserved with shadeleaf resin.




FIXES/BUGS////


-Fixed a crash that would happen when running the game on a high-DPI monitor and allowing scaling of the game window.
-Maintenance will now be possible on tools such as campfires that are in use continuously. Maintenance will be forced in between production batches (maintenance and production can no longer happen at the same time.)
-On the world map, the starting site SELECT button is now disabled if no transportation is available from the location (this also prevents a crash that could happen if selecting sites in reverse order).
-Corrected a bug that made turnip animals almost impossible to kill.
-Corrected an issue where a modal dialog that appeared while the user was dragging or resizing a window would mean that the operation did not finish and the cursor stayed in the resize state.
-Corrected some bugs in the event log paging system.
-Fixed a bug on the small farm plot Menu.
-Camera can now move with WASD as well as arrow keys and RMB-drag
-Corrected some issues with the stockpile window. Also, fish traps no longer have a stockpile setting.
-Updated tutorials with new images and instructions that teach the new features.

BALANCING////


-Changed construction of peat stack and woodpile so they require sticks as input.
-The Improvised greenhouse now requires fewer gut sheets to build.
-Increased the chance of hitting smaller prey with ranged weapons.
-Expert shooters and archers now have an additional 25% increase in their chance to hit a target.
-Farm robot can now also harvest crops.
-Crop output from fields increased with 20%

Tiers and ratings:
-Fertilizers now require Medium tech tier. This means that farm plot soil will deplete until you advance to Medium tier and can buy/make fertilizer.
-Balanced the Survival shelters so that it's quicker to put up the simplest shelter types. The big wigwam on the other hand now requires more materials.
-Beds (upgrades) for the Clay hut are now Medium tier. 'Furniture' is a new upgrade.
-Cookhouse is now Medium tier.
-Balanced the security ratings of different weapon types to make them more spread out and logical. (Also improved the tooltip about how the colony's Security rating is calculated)
-A tool shed can now be built on Basic tier.

Thanks for reading - we're looking forward to your feedback!

0.9.1.0: Some UI improvements

This is just a small update which has various UI improvements and a fix to error reporting.

UI
-Stockpiles and trade storage can now have a limited amount of goods specified with a slider in the stockpile window (see image below). This is useful when you want to trade only some part of your food or materials. The slider also has an 'unlimited' setting, which is the default.
-Tools now have a list of all the objects/processes that they can be used for (with a maximum cap).
-Some HUD windows such as gather, stockpile, hunt are now resizable.
-All HUD (green pop-up) windows are now movable.

Other
-In the Task Manager panel, made some adjustments to the priority groups 'Sowing/Harvesting', 'Weeding/Fertilizing' and 'Check Traps'.
-Made a fix so that more crashes can be presented to the player as a dialog instead of only appearing in the Windows log.

0.9.0.3 GUI features

A new version was just released. These are the changes:

UI
- Added a pin button to tooltips so they can stay open for easy reference.
- Added production directly from the tooltips as seen here:



- Improved sorting on tool options so attainable tools are placed higher on the list.
- Added an icon to the Personnel list showing the area that matters the most if the character is unhappy.

Other
-Smoke oven now also has peat as a fuel source.

0.9.0.0: 'Alluvial Plain' map. New framework (MonoGame)

Hello! We now have a new version up with these changes:

FEATURES////


Extra sandbox map
The settlers in the 'Fields of Tau Ceti' sandbox can now settle on a different map, called 'Alluvial Plain'. It has 4 different expedition types (Fishing, farming, hunting and bushcraft) each with different start locations and equipment. In this 'dev plays' video, we start with the hunting expedition, establish a camp and demonstrate many of the newer gameplay mechanics:

https://youtu.be/fgTCQeLfOXE
Farming favorbread
A new vegetable now appears in forests and it is possible to farm this vegetable in woodlands where farmland is unavailable. You build a favorbread farm by clicking the menu on a dead sanctuary tree. Once built, you start cultivating the vegetable from the Production panel by providing blackpulp fruit.
DESCRIPTION: Favorbread is a fleshy, nutritious vegetable which can be found at the roots of the sanctuary tree. The tree and this organism have a symbiotic relationship which ends when the tree dies. Settlers, however, have found a way to cultivate the favorbread which lies dormant next to dead sanctuary trees.



PERFORMANCE////


New framework
Framework changed from XNA to MonoGame. This gives the following benefits:
-The game can run as a 64 bit process, and thereby access much more memory on the user's machine. This makes it possible to play on larger maps without experiencing out of memory crashes which previously could occur when playing for a longer time.
-Video and music no longer relies on dll's installed on the machine. The game is now deployed with its own dll's for playing music and video, so it will no longer be necessary to have Windows Media Player installed, or supply the dll's from a different source which has been an issue for some players.

NOTE: The animation on the title menu has been temporarily disabled in this version 0.9.0.0 until we can play the video with the new framework.

Other fixes to performance
-Large maps are now only available for PCs running 64 bit. This is to prevent the program from running out of memory on a 32 bit system. If you are running 32 bit, any unavailable maps will be shown as disabled on the scenario screen, with an explanation.

-Framerate is now limited when paused. This is to limit CPU usage when not really needed. Options.xml contains some new settings that control this, they are called 'LimitFramerateWhenPaused', 'TargetFramerateWhenPaused' and 'SynchronizeWithVerticalRetrace'.



OTHER FIXES////


-Fixed an issue where drop down lists would be clipped.
-Improved sorting of tools in the production tooltip to show unowned tools also sorted by productivity.
-Changed color of progress bar to orange when the character is consuming food (as opposed to making food, or tearing meat from a carcass.)
-Tweaked the sleep AI so the dog will now prefer to sleep near the camp.
-Changed the surroundings for the fishing expedition on Cudgel Hills map to make favorbread farming possible.
-Increased prices for rawhides and tanned hides to make hunting more profitable.
-Establishing a pit or mine can no longer be done with just a trowel, but requires a bigger tool.

0.8.3.4 Multithreaded save and load

Hi all - A new version was just released. These are the changes:

- Multithreaded save and load. There used to be a problem where Windows would designate the game as "Not responding" during save or load, especially when changing focus to another window. Now the program has been changed so these processes run in a separate thread, and this should make the problem much less common.

- Production tooltips now show available amounts under "Inputs", for instance it will show 2/3 if the item needs 3 input items but only 2 are available.

- Added extra start provisions on the Fields of Tau Ceti expeditions (on normal difficulty)

0.8.3.1 Start game changes to prevent "Not responding" label

There is a new version available which contains changes to the start game procedure (the code that runs while the progress bar is showing).

There used to be problems with Windows designating the game as "Not responding" while this was going on.

Hopefully this issue will be much less common now.

0.8.3.0: Simulation of Trade and Resources

Hi! We got a new update ready. Quite a few things result from feedback we got in the forum:

TRADE SIMULATION


We've added details to the trade system to give more realism, variation and long-play:

Simulation of supply and demand
Trade goods will now gradually appear on neighbor sites according to the type and size of their economy. Also, the sites will only buy a limited amount of any good, depending on their economy. After a while, the demand will increase for those goods and they can be traded again.



Randomized trade partner
There is now an additional, randomized site on the sandbox map 'Fields of Tau Ceti'. It will offer different trade goods each playthrough. Its trade 'profile' will vary between that of a farming, mining and fishing site.

Difference in buy/sell prices
The price you get from selling a type of goods will now be lower than the price for buying it. Some traders will be both buying and selling the same type of goods, while others will either buy or sell.



Rare/advanced trade items
In the Great Descent era, advanced tech items are rare and expensive. They will appear unexpectedly and may only be available for a short while.

Other additions to trade
-World map sites now have a few lines of description.
-Cost to hire transports now depend on trip length.

RESOURCES////////////



Respawn/regrowth of ground resources
Ground resources such as firewood, plants and small animals which have been gathered will now regrow/reappear after some time, often in a slightly different location. Some resources only regrow once a year while others, such as fish, will reappear a lot sooner after being depleted. This allows you to set a standing fishing order on a zone with many fish - after depleting it, the fish will gradually reappear and the colonists can resume fishing automatically.

Peat fuel
Peat is a new type of fuel consisting of partly decomposed vegetation found in resource deposits on grasslands/marshes. There you can construct a 'peat bank' and dig wet peat which you will then dry in a structure called a 'peat stack'. Once dry, the peat works as a substitute for firewood.



OTHER CHANGES////////////



AI
Gathered items will now be considered for hauling immediately. This should reduce the chance of characters returning and leaving the gathered items behind.

Bug fixes
-Corrected a bug that would allow setting more than one sell action on a trade mission, and even sell the same items many times for infinite money....
-Made a change to the start game procedure that should prevent some cases where the program is labelled as "Not responding" by Windows.

Miscellaneous
-Padlock button action changed a bit in the Production Manager:
Un-checking the padlock now removes the standing order. Checking the padlock now also sets the standing order to zero. If the game is unpaused, there will be a little while before any existing tasks are removed. So if the slider is dragged during that time, the existing tasks will be allowed to finish.
(Also, the padlock buttons are now permanently visible everywhere to reduce the risk of the player overlooking them.)

-Changed smoking and drying recipes so that the number of input items matches number of output, making it more logical.
-Simplified all tool recipes by removing the 'toolhead' part. This is meant to give 'room' for more items to be added.
-All items now have a tech tier requirement.
-Added more start provisions to the 'Clay Pit' scenario to reduce risk of starvation.
-Tweaked the efficiencies of string and cordage tools and added a 'cotton string' recipe.
-'Special interest sites' will now have a much higher chance of discovery when using the EXAMINE action.
-Unhappy characters now have a slightly higher risk of emigrating.

Hope you like this new update! As always, any feedback is welcome.