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Bastide News

Weekly update #18

This weeks update:

Babies and children have been added.

Added aging, around 35 and above people can died of natural causes.

Added families, when there is an empty houses 2 people can get married and move into their new home as long as they are not close relatives.

A new family will join rarely if an empty house is avaliable.

Babies stay in their houses, children currently only roam around and turn into adults age 13.

Twig huts and wood huts are too small to have families.

Raised initial start population from 3 to 4.

Raised wood house, stone house and manor house capacity by 1 now 4, 4 and 6.

Changed npc hud to show relatives, this displays their name, relation, sex and age.



Changed people list now shows age.

Changed npc acceleration and deceleration depending on game speed.

Reduced cost of twig hut from 6 to 5 wood.

Reduced cost of wood hut from 13 to 11 wood.

Reduced cost of thatched hut from 22 to 18 wood.

Fixed tool and clothing icons to show the correct equipment.

Added 100 surnames.

Added notification for naturally caused deaths.

Disabled decals from affecting merchants, logs and stones.

Fixed a rare issue where recently deceased could be recruited to a job.

Fixed being able to make slight profit on refunding certian buildings.

Fixed an issue with berry bushes where on load they could not be found.

Fixed pumpkin tracker to switch this years to the next.

Family relations save and load isnt quite perfect yet and will need some extra work expect issues saving and loading who is related to who.

Added visuals for children.

Next week:

People will change to jobs closest to their home daily.

Miscarriage.

Enemy village will start with a small population and grow slowely while building and doing a few jobs.

Balancing of the new family system and adding an abandonment feature so low happiness causes people to leave.

Will expand tracked family.

Age affecting jobs speed.

Carry animations for some jobs.

Notification sound.

Weekly update #17

This weeks update:

The new movement system did not improve as much as I hoped, seems to be around 10-15% improvement for people, still may be improved upon in the future.

Removed icons above peoples heads as it was causing performance issues.

Increased mill output speed.

Changed Berry bushes, herbs, cloth and mushroom initial spawn amount and radius changed depending on map size.

Added save and load for berry bush locations.

Fixed pumpkin yearly stat trackers saving and loading.

Changed walking animation removing a large stutter when the animation looped.

Increased walk animation speed so they no longer look like they are sliding.

Changed Bronze to Copper.



Changed sheep animation on high game speeds and sped up sheep's walk animation slightly.

Fixed people moving when spawned just as the game pauses.

Background information tracking has been changed:
People
Enemies
Animals
Population number
Happiness tracker
Resources tracker
Job replacment
House reasignment
Death happiness change
Clothing and tools tracker
Update times

These changes provide better stability and should cause less issues.

Next week:

How populations grow and live will fully change next week, here is a list of features that will be added:

Birth
Ageing
Old age death
Miscarriage
Family
Family names
People leaving due to low happiness
Children
Age affecting productivity
New npc hud showing all the new info
New visualls for children and adults

Weekly update #16

This weeks update:

There is now a maximum of 5 laborers constructing a building at a time.



Added total builders to the construction hud.

Gatherers now walk to bushes when picking berries, didn't realize that they grabbed berries from a far.

Berry bushes are now visuallized differently for better performance.

Berry bushes look slightly better.

Fixed an issue with saving and loading house items if there was a building plot placed down.

Reduced file size slightly.

This week not much was put into the game, most of my time consisted of researching player movement, road placement and procedural generation.

New animal and people movement is getting closer, currently can see performance increases but need to make the movement smoother and fix some crashes.

Path placement is possible but would not work very well or look good so will wait till procedural generation is complete.

Next week:

Hopefully will fully finish off the new movement system or atleast have it mainly done.

It may take a while due to needing to redo anything with movement involved and most likely remake the people and animals.

Weekly update #15

This weeks update:

Durable tools have been added, currently only avaliable from the merchant.

Old tool icon has been used for durable tools and a more simple hammer has been used for the tools icon.

Merchants now sell durable tools and chickens.

Silver has been added providing a currency for trading.



Merchants will only want 6 random items.

Merchant hud now shows item name and silver value.

Combined Basic clothing and warm clothing icons for top clothing icon.


Combined basic tools and durable tools icons for top tool icon.


Added the ability to cancel NPC follow by trying to move.

ESC button now cancels building and closes construction hud.

Added more male names total is now 75.

Added more female names total is now 80.

Added save and load for attack timer.

Added save and load for merchant timer.

Added small green decals to show where building enterances are.

Improved background of trading hud.

Fixed firewood physics force, direction slightly fixed and direction spawning fixed.

Fixed issue with people unable to grab clothing.

Fixed issue with buildings placed too low down teleporting to 0, 0, 0 usually floating in the air.

Fixed decals apearing on construction buildings.

Fixed wall placment chinese translation not showing.

Changed warm clothes to be slightly more durable.

Changed temperature to be slightly more random.

Clamped damage from the cold.

Firewood is used when cold not just freezing.

Firewood usage increased for colder nights, less usage the higher quality the home.

Merchant does not wait around as long.

Merchant spawns slightly less often.

Changed some fonts.


Next week


Will be trying to set up the new cheap movement on some of the animals.

If that becomes too stressfull will try and get paths done.

Weekly update #14

This weeks update:

Added merchant that will occasionly visit you, they will have random items for sale with a chance of having warmer clothing for sale.

Added notification for when merchant arrives.



Added warm clothing only avaliable from merchant at the moment, will provide more warmth and lower happiness loss.

Changed icon for clothing to look more basic, old icon is now used for warm clothing.

Added multi tree selection to be chopped down.

Added multi rock selection to be mined.

Removed some unused items reducing game size slightly.

Added a few bug fixes.

Translation improvements.

Improved animals save and load fixing some issues.

Changed animal system.

Tied build menu sound to master volume.


Next week:

Will improve and add some more items to the merchant that cannot be made or found.

Improve weather system.

Change firewood system.

More visual outfits and looks for people, possibly for jobs as well.

Fix firewood physics.

Show building enterance.