Procedural maps have had a big overhaul and now perform slightly better than standard maps.
New procedural map type valley is now available.
Grass now covers most of the landscape. (currently only on standard maps).
A new landscape grass texture has been added.
Fixed procedural seed issues.
Fixed procedural mountain and hill sizing issue.
Procedural maps now spawn 5 times more trees in a larger radius.
Procedural maps now spawn 2 times more rocks.
Changed map type select images.
Removed bridge (Will return when its issues have been sorted).
As mentioned last week this procedural update may invalidate past procedural saves.
Fixed procedural spawn height check.
Fixed seems showing on procedural maps.
Fixed blacksmith upgrade stopping basic tools from being crafted.
Fixed visual issue with grass on medium and large landscape.
Adjusted zoom in and out distances.
Adjusted pan angles.
Blacksmith after upgrading shows resources to craft durable tool.
Dock is removed from valley map.
Path has been moved to slot 2 of misc.
[h3]Next week:[/h3]
New trailer.
Fix some bugs.
New in game and store images.
Fix housing issues.
Disable all or specific notifications.
Option to disable grass.
Fix a few texture issues on procedural maps.
Weekly update #54
[h3]This weeks update:[/h3]
Performance improvements have been made to experimental procedural maps. There will be more improvements next week which will cause all current procedural map saves to be invalidated.
Added blacksmith upgrade to unlock production of durable tools.
Grass will now be removed from fields, paths, orchards and stockpiles.
Lumber and cut stone will now be moved before destroying stockpiles.
Changed grass visual.
Improved rock spawning.
Fixed an issue with carts and lumber.
Fixed a reference issue with carts.
Fixed stone mason delivery issue.
Fixed stockpile request for cut stone storage space.
Fixed an issue with moving iron from stockpiles being destroyed.
[h3]Next week:[/h3]
New procedural systems with better performance. Will invalidate procedural saves.
Possibly a new map type for experiential procedural maps.
Procedural menu changes.
New images on steam and humble store.
Improve procedural tree spawning, currently doesn't spawn across the whole map.
Fix procedural seed issue.
Weekly update #53
[h3]This weeks update:[/h3]
Clicking graves will now display name, job, age and cause of death. Generic unmarked grave will show up for graves made before this update.
Graves are now removed after a few generations.
Small tweaks have been made to field, orchard and paths to not make them so square. Stockpile has been changed but not in the same way due to how it is placed.
There is a small issue with clicking on graves where it will only work if you are mainly above it, will fix this in the next few days.
Trough has been added to pasture, Soon this will be made to visually show if there is water and food rather than icons (Rotation issue will be fixed soon).
When selecting multi rock or tree select, all previously selected trees or rocks will be highlighted.
Improved performance when highlighting trees or rocks.
Added daily reset to numbers on stockpile, this will fix a few issues.
Fixed an issue with graveyard placement.
Fixed an issue with saving specific gravestone visuals.
Fixed a few number issues when moving resources to build area.
Fixed a few job construction issues.
Fixed a few cart issues.
Fixed tailor hud not opening up after upgrade.
Fixed an issue with warehouse upgrade.
Fixed an issue that stopped people from starving to death.
Fixed performance issue with graveyards.
Fixed an issue with picking logs up.
Slight change to graphics and display settings text.
Pasture gate has not been added due to a few issues.
[h3]Next week:[/h3]
Blacksmith upgrade to make durable tools.
Stockpile deletion moves lumber and cut stone.
Building information tab explaining what it does along with inputs and outputs.
Fix people not wanting to move into empty homes.
Weekly update #52
[h3]This weeks update:[/h3]
Landscape system has been changed this will be tweaked and blended better over the next few weeks.
New grass visuals.
Wet and dry sand with improved blending.
Snow visual changed currently tiling can be seen easily will be improved in the future.
New mountain visuals.
Warehouse capacity from 500 > 2000.
Items stored in the warehouse take up different amounts of space ranging from 1 - 10.
Added warehouse upgrade that will improve capacity from 2000 > 3000.
Added upgrade descriptions.
Improved number system for carrying resources to build sites.
Carts should no longer be left inside buildings.
Laborers should no longer hit at invisible trees and rocks.
Removed comas on large numbers 2,000 > 2000.
Fixed a rare issue that gave cut stone for free.
Fixed multiple issues with labourers.
Improved cancelation of laborers.
Improved LOD for manor house.
Improved font values for numbers.
Improved house tracking.
Slightly adjusted start position on large map.
Fixed large map issue with fog.
Fixed potential issue with rock highlights.
Currently an issue with overdelivering resources to build sites will hopefully have it fixed soon.
Wood house plants were added then removed due to it causing dx 11 crashes will have to wait for the dx 11 fix before they are put back in.
[h3]Next week:[/h3]
Gravestone info (Name, Age, Cause of death).
Make paths and fields to not be so square.
Through in pasture.
Add gate to pasture.
Graves will be removed after a few generations.
Weekly update #51
[h3]This weeks update:[/h3]
Carts have been added.
Carts are used to take a large amount of resources to build sites. There are currently a few issues that need to be fixed and improvements that need to be made but in most cases works well for reducing amount of laborers needed to fill build sites.
People will now stand around campfires at night if there is nothing else for them to do. Will add sitting down animation in the next week or two.
Changed how quickly medicine is taken so that it doesn't seem like people are ill when medicine is available.
Fixed mine death and attack on the way notification.
Slight fix to gatherer.
Started to split up spawning system, will slightly reduce update size when changes are made.
[h3]Next week:[/h3]
Warehouse storage changes, different items will take up more or less storage.
Warehouse capacity increase.
Warehouse upgrade to increase storage more.
Upgrade descriptions.
New landscape material.
More work was done on gardens but not quite finished just yet.