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Bastide News

Weekly update #25

This weeks update:

Added a new song.

Added building sounds.

Changed notification system for when you are low on tools and clothing.

Added cotton plants to fields, cotton can be used to make clothing.



Improved moving items from warehouses.

Fixed twig huts not allowing families.

Fixed low storage for warehouses and stockpiles notification.

Fixed forester axe not disapearing when picking up logs.

Fixed gatherers running to pick up the same resource.

Fixed warehouse moving items text.

Fixed teacher not stopping to fight or die.

Fixed slight issue with tailor.

Fixed possible infinite loop.

Fixed pan reset issue where alt tabbing could cause the camera angle to get stuck the next time middle mouse was clicked, reset camera angle is now ctrl + middle mouse button, this is to avoid the issue as alt was getting stuck.

Changed pan resets angle to be the same as the starting angle.

Was unable to add a new landscape material as it seems like it wont work correctly till procedural generation is added.

Next week:

Will look into procedural generation unsure when this will be added in, will most likely be added as an experimental option on main menu.

More performance movement work.

Update engine version should give a bunch of benefits.

Add more outfits for people.

Will fix issue where people stand around at night.

Weekly update #24

This weeks update:

Added the ability to destroy warehouses and stockpiles. All stored items will be moved before the warehouse or stockpile is destroyed.

Added building recommendations for new games just as a way to guide new players slightly.



Foresters now plant trees inbetween cutting down rather than after the area has been cleared.

Made slight changes to happiness.

Changed rock visibility distance.

Fixed night time task breaking after someone drinks, would stall them till the morning.

Fixed issue with saving warehouse item selection if there was an unbuilt warehouse.

Fixed tools going to warehouses that were set to not store them.

Fixed rare issue with pasture job breaking.

Fixed animals not moving or being highlighted.

Added teacher text in NPC hud.

Fixed a few potential crashes by changing how a few jobs change.

Cheaper movement system has been worked on, getting closer just got a few issues to fix and test a few different methods then maybe in 2 or 3 weeks it will be ready.


Next week:

New landscape material with sand.

Fix warehouse and stockpile notifications.

Fix gatherers running for the same things.

Add cotton plants and other farm tweaks.

Weekly update #23

This weeks update:

You can now select what items can be stored in a warehouse allowing better organisation.



When collecting food people will go to warehouses slightly further away if wheat was the only option in the closest warehouse.

Added new animation for carrying water.

Easy difficulty now starts with an extra thatched hut and 2 extra people.

Medium difficulty starts with an extra wood hut and 2 people.

Hard difficulty starts with an extra wood hut.

Changed twig hut capacity to 2, increased cost from 5 to 8.

Changed how long it takes for families to join, there was a bug causing it to trigger more often as time went by.

New movement is almost done, it has better performance and is currently being set up to replace animals first hopefully this will be done in the next week or 2.

Fixed strong tools not saving and loading.

Fixed issues where on start up some buildings would not place breaking the game right away.

Fixed rare issue with blacksmith, tailor, fisherman, pasture, firewood and brewery where goods could be taken to unbuilt warehouses.

Fixed children and babies being counted when working out how much food is needed.

Fixed visibility distances of crops.

Adjusted mining audio.

Better positioning of wheat carry animation.

Fixed hunting cow output.

Improved job performance when searching for warehouses.

Fixed building refund amounts.

Fixed teachers being made into bakers.

Next week:

Will be adding the ability to delete stockpiles and warehouse.

Movement improvements

Another animation.

Add a quick recommended building list, kind of like a mini tutorial.

Weekly update #22

This weeks update:

Schools have been added.



Added storage tab, stockpile and warehouse have been moved there.

Intelligence has been added this will affect peoples work speed, intelligence can be increased in children at schools.

Grain basket carry animation has been added.

Moved church and tavern menu position.

Added intelligence number to npc hud replacing kills.

Improved performance of pasture and graveyard placement.

Added rotation to terrain for pasture and graveyard fences/walls.

Removed unnecessary things from stockpile, graveyard, pasture and farm placment.

Freed up memory that was being taken up permanently by placement systems.

Work has been done to the movement system, nothing has been put in just yet.

Work has been done on changing the terrain, material has not been finished just yet.

Next week:

Will be doing more movement work not sure when this will be finished.

Food system changes.

Select what can be stored in warehouses.

Another animation.

More sounds.

Weekly Update #21

This weeks update:

Field visuals are now all instanced from one source and only change less often, providing large performance increases for many farms, there are a few things that need to be added such as random rotation and a few extra improvments. Fields may be empty on load if you have not played since this was added.

Wheat, cabbages and pumpkins visual groupings have been changed.



Added new building placment system this will provide a smoother experience when in use.

Added new pasture placement system, allowing placement similar to the farm and graveyard. The capacity of the pasture is now tracked, max capacity depends on what animal is selected. Max cows goes up to 5, max sheep and pigs goes up to 10 and max chickens goes up to 20.

Pasture performance is up now that all the fences are instanced.

Pasture placement performance is down and will need a little work over the next week along with fixing fences rotating to landscape.

Cows now provide more meat, leather and milk.

Gatherers plants herbs, cloth, mushrooms and berries no longer spawn in the river.

Replaced main menu list of upcoming changes with a link to the Bastide trello roadmap.

Fixed an issue where wheat was being taken from warehouses but not being placed in homes, this could cause all wheat to disapear in a night.

Fixed an issue with the farm where some crops were untargetable.

Fixed potential issue with graveyard placement.

Fixed old age and misscarriages not fully removing dead bodies or placing them in graveyards.

Slightly changed people hud.

Slightly changed graveyard hud.

Reduced happiness loss from deaths due to there being alot more now that there is misscarriage and old age deaths.

Reduced happiness loss for those who are cold, ill or hungry.

Reduced range of happiness loss from deaths.


Next week:

Will add school and intelligence. More intelligence people will work quicker, this will add something to do for the children that currently just walk around.

Pasture and graveyard wall rotation to terrain.

Might be able to touch up the terrain texture a little possibly see if sand or mud can be added.

Make a few changes to AI performance.

Will try to add a job animation.