1. Bastide
  2. News

Bastide News

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.

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.