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Bastide News

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.

Weekly update #20

This weeks update:

Swimming has been added allowing people to cross rivers without bridges, swimming is slower than walking and reduced the persons temperature for a while.

This should also fix some general issues with people getting stuck in rivers.



Added policy hud, this allows for prioritization of certain production, currently there are 3 options in the future more will be added along with more complex choices.

Current policy options are farming boost, healer boost or mill and bakery boost.



Changed enemy village to slowely grow and save and load buildings, currently not fully done.

Added visual radius to all jobs it applies too.

Added swimming animation.

Fixed some jobs visual range to be the same as its working range.

Fixed children and sibling save and load.

Improved job save and load.

Changed bakery, firewood, mill and mine hud font.

Next week:

Will be changing how crops visually grow so they grow in stages, this will not look as good but will reduce each farms visual and processing cost by around 95 - 99%.

New building placment system to improve performance.

New pasture placment system and changing how many animals can be kept depending on size of pasture and what animal is chosen, will also change outputs to be more realistic to size of the animal.

Add another job animation.

Stop plants and bushes from spawning in rivers.

Finish off enemy growth, save and load.

Weekly update #19

This weeks update:

Added animation for carrying flour.



Added abandonment if their happiness is low.

Added notification sounds.

Age affects the speed people work.

Added miscarriage this will rarely happen.

Added notification for old age death, miscarriage, abandonment and for when a new family joins.

Added job reasign so that people work at jobs close to their home.

Fixed rain noise stopping after snow falls.

Tied rain noise to master and sfx volume.

When randomly selecting a new tune it will not choose the one just played.

Improved save and load of job locations (Improved load will not initially be better untill you save).

Improved save and load of family (Not perfect yet).

Improved notifications fonts and spacing.

Changed close thunder noise.

Fixed issue with people not being removed from jobs

Fixed families not joining village.

Fixed forester chop speed with no tool not being tied to game speed.

Fixed people being able to have babies while dead.

Fixed children running around at night.

Fixed issue when removing foresters.

Fixed issues with systems trying to check stats of invalid people.

Fixed 2 issues that caused people not to disapear when dead.

Fixed issue with farmer recruit.

Improved job removal system.

Improved people spawn system.

Improved old age death.

Changed medium map river navigation.

Reduced the rate of happiness loss slightly.

Babies can no longer lose happiness.


Next week:

Will be adding more progress bars.

Show range of each job when clicking on the building if applicable.

Add swimming to fix people getting stuck in the river and solve pathfinding issues.

Another job animation, will try and add one each week.

Enemy village growth and jobs.

Village policy/laws.

Finish off family system.