Weekly update #29
This weeks update:
Experimental procedural generation has been added, currently there are no enemies and of course being experimental means there are more issues and bugs.

You can select map seed, hill size and mountain sizes.
Added procedural tree, rock and location start for procedural maps.
Maps will take a few mins to load possibly 5 mins for some computers, there is a very rare issue where no flat land to start in is found causing the game to not start.
In the next few weeks procedural maps should get paths, foliage and farm visual changes.
Standard maps have been replaced by small, medium and large island maps.

Islands allow for future harbours, trade ships, raids, fisherman boats and possibly more
Improved tree and rock highlighting, no longer being blocked by invisible collisions.
Fisherman has been disabled until a new system has been made for them, should be back within the next week.
Updated engine version.
There is now slope detection for most buildings so they cant be placed on steep hills.
Animals will not walk into the ocean, people may walk into the ocean this should be fixed soon.
Animals no longer turn while paused.
New mine placement system, there are no longer fixed placements most mountains or hills will allow placement.
Sand has been added although needs some improvements.
People and animals should walk through buildings less often.
Save and load improvements.
Changed navigation collision of wood house, slightly wider.
Animal blueprint improvements.
Removed potential infinite loop from deer's.
Fixed goat not checking for death.
Deleted a lot of unused animations.
Fixed issue with campfire placement.
Load screen now instantly displays and translates, before it was a little slow.
Fixed notification issue where no clothing notification was duplicated in the background and broke the reference.
All of last weeks changes are now in as well.
Next week:
Will finish new version of fisherman.
Add paths.
Change farm visual.
Procedural improvements.
Improve wall placement.
Experimental procedural generation has been added, currently there are no enemies and of course being experimental means there are more issues and bugs.

You can select map seed, hill size and mountain sizes.
Added procedural tree, rock and location start for procedural maps.
Maps will take a few mins to load possibly 5 mins for some computers, there is a very rare issue where no flat land to start in is found causing the game to not start.
In the next few weeks procedural maps should get paths, foliage and farm visual changes.
Standard maps have been replaced by small, medium and large island maps.

Islands allow for future harbours, trade ships, raids, fisherman boats and possibly more
Improved tree and rock highlighting, no longer being blocked by invisible collisions.
Fisherman has been disabled until a new system has been made for them, should be back within the next week.
Updated engine version.
There is now slope detection for most buildings so they cant be placed on steep hills.
Animals will not walk into the ocean, people may walk into the ocean this should be fixed soon.
Animals no longer turn while paused.
New mine placement system, there are no longer fixed placements most mountains or hills will allow placement.
Sand has been added although needs some improvements.
People and animals should walk through buildings less often.
Save and load improvements.
Changed navigation collision of wood house, slightly wider.
Animal blueprint improvements.
Removed potential infinite loop from deer's.
Fixed goat not checking for death.
Deleted a lot of unused animations.
Fixed issue with campfire placement.
Load screen now instantly displays and translates, before it was a little slow.
Fixed notification issue where no clothing notification was duplicated in the background and broke the reference.
All of last weeks changes are now in as well.
Next week:
Will finish new version of fisherman.
Add paths.
Change farm visual.
Procedural improvements.
Improve wall placement.