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Bastide News

Weekly update #30

This weeks update:

Paths have been added providing 15% increased move speed, people will seek to walk on paths if they are close.



Path points are remembered and saved allowing paths to connect up easily.

There have been a few procedural improvements so new maps should be more smooth and more playable.

Fisherman has been added back in and now needs their work location to be set, this can be done via the fisherman hud.

Farm collision now blocks invalid locations.

Farm visual is now 1 decal rather than 1 decal for every plot (Potentially 100 for a large farm), this will provide a small performance increase.

Changed farm visual.

New wall system allowing for multiple walls to be placed at a time rather than 1 by 1, just click an initial spot and drag out.



Fixed herbs, cloth, mushrooms and bushes from spawning in the ocean.

Fixed snow build not working.

Stopped goat from rotating while paused.

Added a few safety features to save and load.

Rains less often, wells slowly fill up when it isn't raining and fill up quicker when it is raining.

Trader now has +5 and -5 buttons to make trading a little nicer.

Fixed some collision issues on procedural maps, main improvement is mine can now be placed.

Improved stockpile visual removing its transparency.

Small plot destruction issue fixed.

Changed mine description.

Trees and rocks spawn faster on procedural maps.

Changed warehouse collision area.

Changed animal and enemy movement type.

Next weeks:

Animal movement system should get finished, pretty sure it can be done soon.

Will be looking to put in a harbour or dock not sure on the size or what type of boats there will be, trader will then arrive by ship and possibly new villagers.

Path destruction.

Weekly update #29

This weeks update:

Experimental procedural generation has been added, currently there are no enemies and of course being experimental means there are more issues and bugs.



You can select map seed, hill size and mountain sizes.

Added procedural tree, rock and location start for procedural maps.

Maps will take a few mins to load possibly 5 mins for some computers, there is a very rare issue where no flat land to start in is found causing the game to not start.

In the next few weeks procedural maps should get paths, foliage and farm visual changes.

Standard maps have been replaced by small, medium and large island maps.



Islands allow for future harbours, trade ships, raids, fisherman boats and possibly more

Improved tree and rock highlighting, no longer being blocked by invisible collisions.

Fisherman has been disabled until a new system has been made for them, should be back within the next week.

Updated engine version.

There is now slope detection for most buildings so they cant be placed on steep hills.

Animals will not walk into the ocean, people may walk into the ocean this should be fixed soon.

Animals no longer turn while paused.

New mine placement system, there are no longer fixed placements most mountains or hills will allow placement.

Sand has been added although needs some improvements.

People and animals should walk through buildings less often.

Save and load improvements.

Changed navigation collision of wood house, slightly wider.

Animal blueprint improvements.

Removed potential infinite loop from deer's.

Fixed goat not checking for death.

Deleted a lot of unused animations.

Fixed issue with campfire placement.

Load screen now instantly displays and translates, before it was a little slow.

Fixed notification issue where no clothing notification was duplicated in the background and broke the reference.

All of last weeks changes are now in as well.

Next week:

Will finish new version of fisherman.

Add paths.

Change farm visual.

Procedural improvements.

Improve wall placement.

Weekly update #28

This weeks update:

Added text on load screen to say that saves are being discarded on the 1st of October

Content completed to be added in next week:

Created 3 new set maps based on the new island format, islands have been chosen to reduce map costs and allow for harbour and boats.



Islands will not have rivers meaning no need for bridges, this will remove a few issues.

Set maps will perform better than procedural maps.

Added new tab to select set maps or experimental procedural generation.

Fixed animal spawning system.

New step by step load system.

Safer start ups to blueprints.

Ocean has been added.

Improved tree collision which will fix foresters ignoring trees.

Cheaper materials for trees far away.

Improved tree highlights.

Fixed small issue with multi rock select.

Improved tree highlight removal.

Next week:

Saves will reset

Save and load will be redone

Remove stutter when getting save names.

Beaches.

Finish procedural save and load.

Procedural map preview.

Mine and fisherman rework.

Weekly update #27

This weeks update:

Last weeks editor update caused an issue with loading some maps, after trying lots of fixes the only option was to jump back to the old version. Due to procedural generation being created on the newest version an experimental option cannot be added, once the procedural generation system has been well tested the editor will be updated and all maps will have to be replaced by the new system, this will invalidate all saves. I hope to have procedural generation fully finished within the next 2 weeks.

5 new male outfits have been added.

5 new female outfits have been added.



Clothing selection system improved for better randomising.

Tree and rock hud's button no longer block keyboard inputs.

Next week:

Testing loading and saving for procedural generation.

Testing multiple sliders to change map generation

New system for fisherman.

new placement and construction of mines.

Weekly update #26

This weeks update:

Procedural generation has been worked on and unnatural islands can be made and altered, this has not yet been added in as there a few issues to sort out and improve on the generation.

Changed small load maps material to the correct one.

Fixed foresters planting in the river.

Improved french translation.

Fixed mine hud's copper name.

Fixed night time standing around stall.

Updated engine version giving improvements to performance and development speed.

Simplified landscape material to 1 layer rather than 4 and removed unused parts.

Next week:

Procedural generation should be added as an experimental option.

More work on movement system.

Had issues when loading new outfits failing to keep correct pose, will try to fix this.

If procedural generation is done quickly the new material may be put in or this may have to be forced in due to an issue that is yet to be fixed.