The building menu has been changed to be more traditional for city builder games. The old system ran out of space for new buildings and was a hassle to open and close.
The new build menu now shows what each building consumes and produces.
Added cheesemonger. This will allow you to turn milk into cheese. Cheese provides more happiness than bread and requires 2 milk to produce 1 piece of cheese.
Using the NPC hud, you can now see where they are currently heading too.
When unable to get to a build location, workers will stand around stuck rather than throw their resources everywhere. Stuck workers will now show that they are stuck on the currently doing section on the NPC hud.
Slightly reduced herbalist production.
Fixed visual issues with tavern and brewery.
Fixed mine hud displaying stone with the cut stone icon.
Fixed multiple issues with the bakery.
Fixed issue with some thatched roofs.
Fixed issue with displaying an invalid herbalist.
Deleted unused or duplicate textures.
Tweaked snow visuals.
Slightly reduced rain amount.
[h3]Next week:[/h3]
Add digestion health system. A varied diet and superior food such as bread, cheese and meat will improve resistance to illness.
Who is ill will be shown on NPC HUD and NPC list HUD. Clicking the ill button, starving button and other indication buttons will cycle through people affected by that issue.
Add cobbler to make different types of footwear. The better the footwear, the quicker and warmer people, will be.
Fix pasture bounds issue.
Weekly update #67
[h3]This weeks update:[/h3]
Summer sale has begun with Bastide now 25% off until July the 8th.
Added random fires that labourers can extinguish, which can require large amounts of water. After a while, all that will be left is rubble.
Added a new button bottom right that shows and hides all the buttons previously there.
Rains less often and a little more likely to end sooner.
Camera instant movement to people now makes them visible instantly, so no invisible person for 1 sec.
Reduced max animals for new pastures.
Improved morning ambient lighting.
Improved mine collisions.
Improved blacksmith collisions.
Improvements made to house assignment.
Improved door locations.
Kids should no longer occupy homes on their own.
Reduced spacing in killed death notification.
Fixed fences being affected by decals.
Fixed being unable to click on some plots.
Fixed snow visual not being visible.
Fixed 1 lighting issue.
[h3]Next week:[/h3]
Time to rework the build menu to be more traditional rather than the current system, running out of room with too many categories.
On the build menu, there will be extra info such as resource input and output along with a larger image of the building, possibly a larger description.
Add cheesemonger, produces cheese from milk.
Add descriptions to pop up names.
Fix pasture bounds issue.
Weekly update #66
[h3]This weeks update:[/h3]
Added a new movement system for animals and currently performs around 15% better (Higher performance increase in the future).
Over the next few weeks, the new movement system will be improved and slowly be replacing people, bandit and merchants movement system.
Cart resources have been added to its hud.
Warehouse food prices are now dynamic depending on how much is stocked.
Fixed sleeping animation.
Fixed pasture issue.
Fixed enemy bodies not despawning.
Fixed market cabbages and pumpkin numbers being mixed up.
Fixed issues with animals moving to actors.
Fixed animals collision blocking the camera.
Improved animal delays.
A few grammar issues on the store page and in the game have been improved.
[h3]Next week:[/h3]
Add building variants. This will be done with different colours and markings.
Drunk fights.
Building fires (Random, targeted arson will be added in the future).
Fix hunter issues.
Weekly update #65
[h3]This weeks update:[/h3]
Added stone path upgrade.
Added new animations for gathering around campfires.
Some people will now drink outside of the tavern.
People will now use outhouses.
Added size and value to hover over text.
Added drunk idle, walk and run.
Added a new song.
Increased the time it takes for graves to disappear.
Improved ambient lighting later in the day.
Improved initial medicine check.
Improved grass removal size for paths.
Reduced farm texture size.
Fixed wall camera collision issue.
Fixed name hover glitch that would show the last displayed name before quickly changing to the correct name.
Fixed clothes and tools being sold for free from the warehouse or market.
Fixed money issue when purchasing food from the warehouse.
Fixed mead size not affecting warehouse storage.
Fixed decal issue with foliage.
[h3]Next week:[/h3]
Virtualize the movement of animals, this will provide performance increases and may also be used for people in the future.
Fix homeless sleeping animation.
Finish off criminals (Stealing food).
Show cart inventory on hud.
Dynamic warehouse pricing of food (Similar to the market but still more expensive).
Weekly update #64
[h3]This weeks update:[/h3]
Illness is now affected more by housing, clothing and population density.
Added relationship between partners that affects birth rate. The relationship is mainly affected by happiness.
Pasture workers now open and close pasture gate.
Tweaked lighting fade and timings.
Improved rock LOD's
Improved movement for pasture worker collecting water.
Adjusted lighting properties for trees and rocks.
Fixed issue with tree bark lighting issue.
Fixed issue with tree lighting.
Fixed multiple camera collision issues.
Fixed wall placement height issue.
Fixed other wall placement issues.
Fixed issue with pasture spawning.
Fixed pasture max view distance.
Fixed other pasture issues.
Fixed people in orphanages not updating their body temperature.
Fixed pasture build button on recommended list being linked to the old pasture system.
[h3]Next week:[/h3]
Stone path upgrade or placement + fix path lighting.
Different animations for standing, sitting or lying down around campfires.
Drunk walk.
Seats outside of tavern.
People will visually use outhouses.
Add criminals, currently will only steal food from homes.
Adjust financial system slightly.
Display size amount and value onto highlighted text.