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Bastide News

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.

Weekly update #40

This weeks update:

Added snow visuals to all buildings, trees, paths and fields.





Updated engine to the newest version, this has caused a larger steam update than usual.

Reduced game size from 3.5 to 2.3 GB.

Added slider for max animals, can be reduced to increase performance.

Improved system for removing people and animals who are not visually in sight, this has given a good CPU performance boost.

Villagers, soldiers and archers can now attack enemy buildings. This does not fully remove the enemy village just yet, they will slowly rebuild.

Improved GPU performance of cemetery walls, orchard trees, tannery and watchtower.

Fixed a load issue for temperature, once loaded every game used to start with April temps.

Fixed gatherers sometimes not removing items from the world when collecting.


Next week:

Bandits are almost done.

Add wolf, boar and bear.

Fix issues with hunters standing around.

Improved job reassignments.

Weekly update #39

This weeks update:

Fixed huge performance issue with the animal spawner, on ever load all saved animals would be spawned along with a fresh batch of animals being spawned. This meant that some games had possibly 1k animals or more, the issue has been fixed and any animals over the limit is killed off on load.

Added watchtower, you can assign 1 archer to each watchtower.





Added what people are currently doing to their npc hud, this is basic information such as idle, roaming, stuck, carrying goods, dead, fighting, grabbing food, drinking and quite a few more.

Fixed gatherers items from spawning on or in buildings or floating on farms.

Reduced the angle that you can build on from 25 to 10 degrees.

Fixed food collection system, there was some math failing preventing the building from thinking it needed to be filled up.

Fixed family system to correctly save and load.

Only highlight adult when drag selecting.

Reset animations for soldiers and archers.

Stopped animals from walking in the ocean.

Fixed tanner showing last years production rather than this years.

Fixed 1 frame lagging every second.

Fixed issue with hunting hut ring.

Fixed slight issue with enemies task getting broken when fighting.

Reduced cost of animal spawner and counter.

Improved cost of house check.

Improved performance of coal and copper lod's.

Fixed performance issue with mills trying to update area navigation constantly.

Fixed performance issue with logs being dropped.

Disabled all peoples items from affecting navigation.

Fixed game setting sliders not saving info.

Autosave no longer happens if the game is paused.

Smoothed loading slightly.

Fixed tannery plot hud name, refund amount and docks refund amount.

Disabled decals on graveyard walls.


Next week:

Update to the next version of ue4, failed to do so this week as not all of the needed plugins had a new version ready.

Bandits.

Defeat possible for when all people are killed.

More bug fixed and performance improvments.

Add setting to set max animals for those who would prefer better performance.