Version 0.0.24.0
The player book arrives, along with new models for the storage place, collect place, dry place and units.
Highlights
- Player book designed.
Adjustments/New Features
- New building tab ‘Supply’ which allows configuring how much of the selected item should be delivered via transport.
- Warehouses can now use Black/White lists to better control what is allowed to be stored.
- Dynamic day/night cycle with smooth lighting transitions.
- Torches now lose durability while equipped.
- Building range is now displayed as a circle matching the actual search area.
- In build mode, only tiles near the cursor are highlighted instead of the entire grid.
- New building hover popup: after briefly resting the mouse on a building it shows storage, required and produced items, residents, and current building problems.
- Building status symbols on the ALT overlay: small icons around the building icon indicate problems like missing workers, missing items, limit reached, or resting workers.
- New status symbol: indicates when a worker is ready but has to wait for a resource to regrow.
- Map generation and terrain transitions optimized (smoother, fewer hitches on large maps).
Research/Buildings/Items
- New models for storage place, collect place, dry place, units, and the player.
- New item: Torch.
New Graphics
- New Building Icons (Tech 1):
- Collect Place
- Dry Place
- Fireplace
- Hunting Place
- Night Camp
- Straw Night Camp
- Small Storage Place
- Thinking Place
- Primitive Water Well
- Worker Place
- New Building Icons (Tech 2):
- Small Farm
- Fireplace with Oven
- Millstone Place
- New Research Graphic:
- Basic Farming
- Animations added for the player and all units.
GUI
- Loading screen adjusted and integrated into the game start.
- Main menu reworked.
- Player book.
- Research integrated into the player book.
- Build menu integrated into the player book.
- Crafting integrated into the player book.
- Player status integrated into the player book.
- Inventory integrated into the player book.
- Black/White list implemented for warehouses.
- New tab for production buildings ‘Supply’.
- New tab for research buildings ‘Supply’.
- Improved terrain transitions: smoother and more natural blending between terrain types.
- Roads now display the road surface texture when placed.
- Units are hidden when entering a building and reappear when leaving.
- Farm fields tab reworked: compact phase indicator with symbols (plow, sow, irrigate, grow, harvest) instead of five separate bars; active phase and water consumption stay visible.
- Building hover shows farm fields with phase symbols and overall progress in percent.
- Status messages in the building info tab, hover popup, and ALT overlay now share one logic with consistent symbols and colors.
Bugfixes
- Adjustment in loading all Unity resources.
- Camera reset (Backspace) in player view now only resets zoom, not the player position.
- Q key no longer triggers when the world map is open.
- Fixed a bug in population management.
- Field progress no longer drops while growing drains the irrigation value.
- Stale ‘missing items’ message is now cleared once the items have been delivered.
- When generating a new map (‘New Seed’), the terrain transitions of the previous map stayed visible.
- The player could spawn on a blocking resource or in water and get stuck — the start position is now always on a walkable tile.
- Stone was placed almost only on sand instead of mountains — deposits are now distributed correctly per terrain type.
- Multi-cell resources (e.g. stone) started with an amount of 1 instead of the intended amount.
- While mining, the resource amount wrongly snapped to the item stack limit (e.g. from 906 to 100) — the resource maximum now takes precedence.
- The crafting progress bar froze after the queue had emptied.
- The ‘+’ button for food in housing did not work even with food in the inventory.
- Construction sites could be filled beyond the required amount — intake is now capped at the building cost.
- A well (and other buildings on regrowing resources) aborted production when the resource ran empty instead of waiting for it to regrow.
- Fixed a crash when loading a savegame with a map open.
- The building and research info popups were too small and clipped the cost list — the popup height now adjusts correctly to its content.
- Pausing worker buildings (production, farm, collection, hunting) now only sends the worker home and keeps the selection (recipe/resource); it is only discarded via ‘Cancel’, which puts the building to sleep and frees the worker. Watered farm fields keep growing while paused.
- A completed housing did not request any food — a transport delivery is now triggered automatically as soon as the housing needs food.
- Stock that was sitting in buildings before the logistics research was finished now gets queued for transport once it is unlocked (and after loading a savegame), instead of staying there forever.
- When picking up large stored amounts, everything beyond a single carry load was lost — the remainder now stays queued and is collected by further workers.
- In the built game the loaded map showed up completely black/empty and loading could hang — fixed. Loading is now robust against missing resources, and terrain transitions render correctly in the build too.
- In the built game the map preview in the ‘New Game’ menu stayed empty — it now shows the generated map again. Also fixed the preview map bleeding through at the bottom edge of the screen.
- On 16:10 screens (e.g. 1920x1200) the menu showed grey bars at the top and bottom and the in-game top bar did not sit flush at the top — the interface now fills non-16:9 resolutions correctly.
- The map preview’s loading view showed text that was too small to read — it is now hidden in the preview (it stays on the full-size loading screen).