Version 0.0.26.0
Residents with needs and satisfaction, missions with a tutorial, a notification system, rotatable buildings with entrances and the torch stand.
Adjustments/New Features
- New research upgrade “Multi-production”: via “Set additional production”, production buildings can set a second recipe with the same material cost and then alternate between the main and the extra product.
- Residents now have needs: besides food, the clay hut requires “Clayware” (made from clay, sticks and fiber rope). It regenerates stamina 10% faster and wears down with every meal.
- Residents now have a satisfaction value: the more of their needs are met, the faster they work — 100% adds 25% speed, below 50% drops to 75%, below 25% to half speed.
- New notification system: a bell in the bottom left collects reports, the colour showing their importance. Reported is whatever stands still: a missing worker, tool, recipe or material, an empty collectplace, unmet needs and waiting construction sites. Reports name product and missing ingredient. “OK” acknowledges a report, the pin keeps it.
- New mission log in the player book: a page of its own lists open and completed missions on the left, while the right side shows title, description, progress and goals of the selected mission; goals and rewards can be folded away.
- Mission HUD: a tile at the right edge of the screen shows title, progress and the current step of the active mission. The scroll button next to the bell shows and hides it.
- Missions now hand out rewards: items go into the inventory, research points into a matching running research. Leftover points are stored per type and redeemed automatically; the research book shows the store above the research tree.
- Tutorial missions: “First Settlement” guides you through the start with six missions — night camp, collectplaces, tools —, “First Logistics” leads on to transport with four — thinking place, two researches and the small storage place. Each chain grants 50 research points in Biology, Society and Production.
- The new game panel now carries a “Tutorial Missions” checkbox that enables the tutorial chain — on by default; normal missions only unlock afterwards.
- Finishing a mission is now announced at the top of the screen with a sound — naming the mission and every reward received.
- While sleeping, effect sounds such as the crackling of torches are now silent; the ambience keeps playing at its normal speed regardless of the game speed.
- Torches now burn from 19:00 until 07:00, so through dusk and past the wake-up, instead of only lighting up at bedtime.
- Buildings can be turned in 90 degree steps with R while placing them, and back with Shift + R. Model, footprint and entrances turn along; the orientation is kept for further buildings and stored in the save.
- Buildings now have a fixed entrance — large ones several. A green arrow marks the door, units walk in and out through it. At least one door needs a free tile in front of it; the build preview turns blocked doors red.
- A torch never stands in front of a building’s door: the spot is locked while building, and a torch gives way later — it is removed if no spot is left; the wood comes back (hint can be switched off).
- On a finished road you now walk equally fast on any ground – sand and mountains no longer slow you down there; without a road the differences between the terrains remain.
- Killed animals now stay where they fell: the hunter walks to his prey, picks it up, and only then does it disappear. A carcass nobody fetches decays after a minute.
- At the Millstoneplace, “Grain produce seeds” now yields 1 grain seed from 1 grain instead of 10.
- Straw (from grass): 10 → 1.
- Light straw clay: 10 straw + 1 water → 5 straw + 2 water.
- Wooden shovel: 1 wood → stick + fiber rope + flintstone.
- Wild herb (from grass): 10 → 5, crafting time 5 → 10.
- Cooking berry juice: crafting time 10 → 25.
- Working now costs about 17 % less stamina — a worker lasts into the afternoon instead of only until midday. Waiting for material and warehouse management cost no stamina at all any more.
- When planning a road the preview already shows the shape that will be built: corners and crossings appear as the path forms them, not only after the click.
Research/Buildings/Items
- New infrastructure: torch stand, unlocked by “Basic Fire”. It can be placed on open ground or at the edge of a road — R cycles through the possible spots — and burns at night with fire, smoke, light and sound. It costs 1x wood; without it the stand goes down as a blueprint and warehouse workers finish it.
New Graphics
- The player character has a new textured model with its own skeleton and animations for standing and walking.
- The torch stand has a textured model; fire and smoke burn in the flame bowl at the top.
- Residents now look mixed male and female — with matching first names and the new model of the player character. Their look stays the same after loading.
- Gravel roads now lie on the terrain instead of replacing it: meadow, sand or rock stays visible beside the lane. Straights, corners and crossings still meet without an offset.
- Blueprints now stand as a translucent, softly pulsing blue frame, so planned roads and torches are easy to tell apart from finished ones.
- Almost every icon in the game has been redrawn in the new style — from items, buildings and research down to the small symbols in tooltips, filter bars and the research tree.
GUI
- The housing window has been rebuilt: below the beds, a scrollable row shows every resident need together with its durability bar.
- Satisfaction is now shown as a smiley next to the population count in the header — green at 100%, orange from 50%, red below that.
- The resident list on a housing shows satisfaction as a smiley and the workplace as a picture of the building, so nothing is cut off any more.
- The building hover window is considerably larger, so the building pictures inside it are recognizable.
- The game interface now scales with the screen resolution and is no longer tiny on high resolution monitors.
- The unit info window shows a gender symbol in front of the name — blue for male, magenta for female.
- The patchlog in the main menu has a filter bar: one click shows a single category, with its count next to it. Headings, sizes and rules are new, bugfixes read quieter than features.
- In the transport window each of the four categories folds away with a button; the open ones take the freed space and show more rows. The collapse state is remembered.
- On the zoomed-out map, clay and peat were light green like meadow. Clay is brown now, peat near black, deposits are patches instead of round markers, and the sliders show the map colours.
- The new-game map preview now opens on the whole map with a frame around the start area, and every region shows up with its resources instead of only at the end.
Bugfixes
- Right-click hand collecting aborted as soon as the mouse left the collect button. It now keeps running until ESC or a click on another target stops it.
- Info and cost popups now adapt to their content: long research descriptions and multi-line recipe titles no longer overlap anything, and cost popups always open at the correct size.
- The header of the building windows grew along with the content and was far too tall in large warehouses — it now has the same height everywhere.
- The heading above the beds in housing buildings was never displayed.
- Long item names overlapped the item image in building slots.
- In a unit’s properties, long labels such as “Health” wrapped onto two lines.
- In the bed tooltip, unemployed residents were listed as working in their own home — it now says “Unemployed”.
- A thinking place without a research set did not get a worker even after a research was started — it now requests one right away.
- The hint “No worker available” also appeared on buildings the player had stopped himself and on buildings that do not need a worker at all.
- In the player book, clicks on the category tabs of Crafting and Building often hit the neighbouring tab, because their label reached far beyond it.
- Continuous sounds started themselves again after being stopped — a torch that had gone out crackled in the middle of the day — and had long silent gaps at increased game speed.
- The rooster and the wolf howl were never heard because the background sound swallowed them; after loading during the day and in every new game it did not even start.
- In the player book, long building and research names were broken apart mid-word. They are now shrunk until they fit the line and only ever wrap at a space.
- In the research overview, the research symbol stuck out of its tile at the top and bottom.
- Research tiers are now named with Roman numerals throughout — “Basic processing I” and “II” instead of a mix of “I” and “2”.
- Clicking “Field” in the farm window left the building window sitting exactly where the field was supposed to go — it now closes when the placement starts.
- After switching the language during a running session, the labels of the check boxes stayed in the old language.
- Demolishing a building returned stored supply such as food, fuel and water as items even though it had long since been processed — it now stays in the building.
- Demolishing a production building with a set recipe lost the ingredients and products stored inside — the entire stock now comes back.
- When a worker lost their home to a housing demolition, their work building still counted them and stayed behind as a ghost. It now fetches a replacement; affected savegames are repaired.
- When a resident died, their bed stayed occupied forever — with every housing full, nobody grew any more and the population shrank irreversibly. The bed is now freed.
- A newly raised resident took over the name and stamina of the deceased and went straight to sleep. They now start with a name of their own and full stamina, food and health.
- The farmer was the only unit that stayed visible in front of its door instead of stepping inside — and loaded invisible when he was working on a field.
- In the info tab of a production building that needs a tool, the “Material costs” column stayed empty even though a recipe was set.
- Switching to a recipe with fewer material costs left the surplus slots standing with their old content; because of that the storage showed more compartments than it has.
- In the tooltip of a small farm, an empty dung slot stood under “Needed” as “Empty 0/1”, while the required tool was missing entirely.
- In the save/load menu, a long savegame name ran past its button and covered the delete button. It is now shortened with “…” and stays inside the input field as well.
- After loading a savegame, single resource deposits went missing, above all multi-tile ones like stone. They now stay; existing savegames rearrange their deposits once.
- After the resource layout shifted, animals stood motionless at their old burrow, could not be hunted and grew in number with every load. They now disappear.
- The collecting place picked the deposit nearest as the crow flies, even when the way there led around half the stone pile. The shortest way counts now, and the worker stops at its nearest side.
- After loading a savegame the fire, light and sound of a running production stayed off until the cycle was through. They now come back on right away – after the night as well.
- The storage limit was exceeded, and with multi-production a reached limit stopped the hauling of every item. The limit now holds, and only the capped item stays put.
- In loaded savegames open transports were never hauled: two orders shared one number, so a finished transport closed the wrong one. Existing savegames are repaired on load.
- An item limit throttled resupply although the storage was below it: open build-cost requests of a finished construction site and outgoing goods counted too. Old savegames are cleaned up on load.
- Switching the research materials of a thinking place made it report “The inventory is full” and stand still. The delivery is now returned, and leftover stock survives loading a save.
- When a carrier could not hand over its goods, they vanished. They now stay with the carrier and are handed over later.
- When a research needed two material types and one of them was not set yet, the one already set vanished from the thinking place info window.
- Clay and peat were nowhere to be found on the map; they now sit outside the start area. Depending on the sliders, berries, water holes and rabbit holes went missing too - those are back.
- At the well and the working pit the output limitation was switched off and set to 0. It now comes active and preset to the maximum, just like everywhere else.
- The light of a burning fire place blinked out completely with every flicker and barely lit the ground around it. It now flickers calmly and casts a visible pool of light.
- After loading, the zoomed-out map showed none of the resource deposits you had already discovered until a unit walked there again. They are visible right away now.
- A road whose neighbours were torn down stayed a corner or a crossing. It shows a straight piece again.