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Bastide News

Weekly update #45

[h3]This weeks update:[/h3]



  • Stone masonry has been added





  • Cut stone has been added and is needed for stone house, manor house, church and tavern.

  • Stone icon has been changed its old icon is now used for cut stone.



  • Fixed huge performance issue with multi tree and rock selection.

  • Improved multi tree selection for the new trees.

  • Moved building name above building description to make more space in build menu.

  • Fixed performance issue with fisherman job location selection.

  • Fixed land building rotation for tanner and lumber mill.

  • Fixed an issue capping chickens to 11/20.

  • Fixed an issue that could break orchard workers.

  • Fixed lumber at plot not saving.

  • Increased egg production.

  • Fisherman collect more fish before returning.

  • Increased fisherman production.

  • Merchants spawn less often.

  • Added better collision for new trees.

  • Fixed refund issue for lumber.

  • Fixed refund issues causing short resource issue.

  • Increased duration for pear tree to mature.

  • Fixed stockpile description issue.

  • There was not a change to the housing system as the main issue was children and the best option seems to be adding an orphanage in 2 weeks time.



[h3]Next week:[/h3]



  • Armorer.

  • Max production amounts for blacksmith, mine and tailor.

  • Orphanage.

  • Fix all construction issues.



Weekly update #44

This weeks update:


  • Added lumber mill.





  • Added lumber.



  • Lumber is now required for some of the later game buildings such as wood house, stone house, manor house, tavern, bakery and church.

  • When a labourer is collecting logs or chopping down trees they will check to see if they can go straight to a building plot.

  • Fixed a randomization issue with natural causes death, people will have the chance to live longer.

  • Gathering hut items initial spawn and items spawning over time now favour herbs and cloth over mushrooms, berries grow slower on bushes.

  • Increased the amount of food per person needed before people start eating extra for happiness reasons, this allows for more food stored over the winter.

  • Attacks now happen less often, this was due to days being longer causing attacks almost every day.

  • Clothes and tools last longer but take longer to be made (Still balancing).

  • Sheep make wool slower.

  • Removed a few errors from the resource list.

  • Fixed more issues with building system.

  • Fixed army tab not hiding button 7s image in the build menu.

  • Fixed translation issue with plot hud.

  • Fixed icons going red when clicking it would do nothing.

  • Fixed procedural seeds not working this fix could have broken procedural saves.

  • Change procedural map gatherer items spawn, it was previously spawning as if the map was a lot larger with way too many items being spawned.

  • Lowered max procedural seed from 1m to 100k.

  • Improved procedural menu slider bars.

  • Fixed multiple build issues.

  • Fixed wolfs and bears not de-spawning.

  • Fixed corn stat not switching when year ends.


Next week:



  • Still searching for the lag spike.

  • Redo house assignment and marriage system to stop houses being filled by 1 or 2 random kids.

  • Stonemason.

  • Bricks.

  • More balancing.






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.

Weekly update #42

This weeks update:


  • Added corn.



  • Added 12 more trees, 3 beech, 3 oak, 3 maple, 3 elm. Will need to start a new game to see the world full of the new trees otherwise they will only be spawned by foresters in old save games. The new trees have an issue with how they look in the snow will work on that in the future.



  • All food items have been merged into 1 in warehouse hud, to see all food amounts click the question mark next to food.

  • Farm crops will die in the winter.

  • Recruit or unrecruited will turn red when clicking them will do nothing.

  • Fixed issue with archer hunger and thirst.

  • Fixed an issue causing no one when recruiting a soldier or archer.

  • Fixed camera locking when viewing someone who is dead.

  • Added death notification for deaths to animals or bandits.

  • Moved bandit camps and animal territories further away from start location.

  • Fixed issue when destroying stockpiles wood and stone failed to be moved correctly.

  • Fixed issue letting foresters build in or near buildings.

  • Fixed some issues with family saving.

  • Fixed issue with animal spawner not removing dead animals from its list.

  • Fixed decals from affecting campfire, firewood, barracks, gate, pasture, mine, mill, gravestones, tanner and blacksmith.

  • Once destroyed the enemy village will take a little while before starting to rebuild.

  • Fixed save issues with pears.

  • Animals no longer die of old age was causing issues.



Next week:


  • Compact house hud food into 1.

  • Longer days.

  • Longer winter.

  • Weather affects more food based jobs.

  • Quicker starvation.

  • Fix job reassignment.

  • Carry resources to build zone.

  • Fix tailor issue.

  • Fix procedural issue.

Weekly update #41

This weeks update:


  • Bandits have been added (New standard map games only), they will roam around their camp and attack anyone who gets close.



  • Wolf, bear and boars have been added.



  • Boars will act similar to goats and deers. Will be made to act hostile to attackers in future updates.

  • Wolves and bears will roam around certain areas on the map and will only be able to spawn on new games that have hostiles enabled (Standard maps only).

  • Fixed merchant getting hide and leather mixed up.

  • Fixed hunter moving to the wrong animal when harvesting.

  • Multiple other improvements and fixes to hunters.

  • Added going to church info rather than saying they are sleeping.

  • Fixed max animals being set to 0 and is manually set to change anyone who has max animals set to 0 to the correct default.

  • Fixed other game setting information being defaulted to 0 such as camera move speed.

  • Stopped trees from being planted in graveyards.

  • Improved fighting targeting system.

  • Better animation cancelation.

  • Improved archers fighting.

  • People now move back to their set move location after fighting.

  • Fixed pasture, tailor, hunter, brewery and farm issues where workers were unable to move to distances far away causing them to be stuck in a loop.

  • Capped pasture growth.



Next week:


  • More tree types.

  • Destroying all enemy homes will cause a long delay before they start to rebuild.

  • Corn

  • Compact food into 1 visual on warehouse and house hud.

  • Fix and improve upon job reassignments when a worker dies.

  • Bringing back weather affecting crops and better visual rotations.

  • Improve fighting bandits and hostile animals.