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Bastide News

Weekly update #58

[h3]This weeks update:[/h3]



  • Corn has been replaced by onions.



  • Cotton has been replaced by flax and linen.



  • Markets display some of the items they have in stock.



  • Merchants carry a sack when returning with items.

  • 5 new pig sounds.

  • 4 new cow sounds.

  • 4 new sheep sounds.

  • 4 new chicken sounds.

  • Adults are moved out of orphanages.

  • Fixed a few issues with purchasing food from markets.

  • Fixed incorrect displayed cost for market.

  • Fixed rock hud not being able to unset rocks for harvest.

  • Fixed animation speed for carrying goods.

  • Fixed tailor issue.

  • Fixed kids not going to orphanages.

  • Fixed market worker issue.

  • Fixed save issue with market.

  • Smaller update this week due to having been away for a few days.




[h3]Next week:[/h3]



  • Ability to disable notifications.

  • Bug fixes.

  • Balancing.

  • Finish off tasks missed from previous weeks.

Weekly update #57

[h3]This weeks update:[/h3]



  • Market has been added (Currently no step by step building).



  • Families now have a basic income which is needed to purchase food.

  • Item prices at warehouses are set while market prices are cheaper and fluctuate depending on stock.

  • Updated unreal engine, direct x11 crash has potentially been fixed although I am not certain.

  • Homeless people will sleep near by campfires or in random areas.



  • Added family system and change housing system. They should now all stick together until they move out due to marriage (Will not kick in immediately on load).

  • Added more info to procedural map name in all languages.

  • Fisherman and apiary now have slightly less output.

  • improved partner save and load.

  • Fixed issue with free time and night time.

  • Fixed stockpile visual issue.

  • Fixed potential issue of swapping spouses.

  • Fixed resource number issue.

  • Fixed potential save and load issue in-between 12 and 1 am.

  • Fixed loading screen not randomizing image.

  • Fixed carry water animation not being affected by game speed.

  • Fixed multiple housing issues.



[h3]Next week:[/h3]



  • Replace corn with onions for historical accuracy.

  • Replace cotton with flax for historical accuracy.

  • Check for issues with herbs.

  • Check for issues with rocks.

  • Market building step by step.

  • Improved market visuals.

Weekly update #56

[h3]This weeks update:[/h3]



  • New trailer and images have been added to steam and humble store.

    [previewyoutube][/previewyoutube]

  • Improved mill blades smoothness and to spin in relation to game speed.

  • Added new loading screen images.



  • Increased gatherer items spawn amount on procedural maps.

  • Added the ability to hide user interfaces.

  • Made changes to housing assignment.

  • Adjusted field visuals.

  • Adjusted grass texture tiling.

  • Adjusted navigation for walls to block people from walking through the spikes.

  • During snow build up grass slowly hides itself.

  • Fixed paths blocking building and grass placement not even near to the path.

  • Fixed cart not being put down.

  • Fixed decals from affecting enemies.

  • Fixed issue with warehouse upgrade.

  • Fixed a watchtower issue where people could get stuck.

  • Fixed font issue on display settings.

  • Fixed building collision issue.

  • Fixed wall hud font and translation issues.

  • Fixed issue with soldiers.

  • Fixed path destruction issue.



[h3]Next week:[/h3]



  • Start on people/family wealth.

  • Market.

  • Job info tab.

Weekly update #55

[h3]This weeks update:[/h3]



  • 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.