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Weekly update #43

This weeks update:


  • Laborers now move resources to building plots before building can commence.



  • Fixed an issue with procedurally generated maps not setting mountain sizes, now that mountain sizes can be set this could break some procedural map saves.

  • Days are now twice as long, there will need to be a little bit of balancing to jobs over the next week.

  • Winter lasts slightly longer and destroy crops, affects fisherman speed and stops orchards trees from producing fruit.

  • Food supply from farms, orchard and pastures have been slightly reduced.

  • Reduced spawn speed for gatherer items.

  • Starvation happens quicker.

  • Added wood and stone visual to replace text on building description.



  • Back up system added for moving food to homes at night.

  • Night time speed up starts at 10 rather than 12, if on speed 3.

  • Added job reassignment for every job, if a worker dies and a labourer is available.

  • Fixed farm not removing cotton when changing crop type.

  • Fixed an issue with the eating system spamming events.

  • Fixed watchtower plot not being able to be built after load.

  • Fixed spawning issue for herbs, mushrooms and cloth on procedural maps.

  • Fixed a few hunter issues.

  • Fixed plot Hud not opening for some buildings on load.

  • Fixed a few issues with moving water and food during free time or at night.

  • Fixed rare infinite loop from schools and hunters.

  • Fixed a tailor issue causing them to get stuck.

  • Fixed spawning size of enemy homes for old saves, they were spawning in 100x their intended size.

  • Fixed an issue that allowed people to eat without consuming food.

  • Fixed save for watchtower build progress.

  • Adjusted death notification spacing.

  • Added cull distance for gravestones and graveyard walls.

  • Stopped gravestones affecting navigation.



Next week:


  • Laborers chopping trees will take wood straight to building sites.

  • Add lumber mill.

  • Add lumber.

  • Some buildings will require lumber to be constructed.

  • Max production amounts for every resource.

  • Balancing to make winters and starvation be a little more brutal.

  • More randomization to jobs.