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Bastide News

Weekly update #13

This weeks update:

Added cemetery, providing a place for your dead to rest. The cemetery costs stone to build and cost is worked out by how many walls need to be placed.



Happiness is now reduced when people die, the amount of happiness loss is reduced if there is a cemetery plot avaliable.

Added decorations tab.

Added campfire.

Added cursor size selection in game settings.

Added a chance to retrieve clothing, tools from the deceased.
If they are a soldier there is also a chance to retrieve sword and armor.

Hunger, illness, thirst and cold cause higher happiness loss.

People freezing increases the chances of getting ill.

Increased happiness gain from alcohol.

Improved game setting saving, loading and display.

Improved spanish and german translations.

Improved some buttons.

Fixed food not fully depleting.

Increased rate of starvation.

Changed initial happiness from 100 to 80.

Lowered rate of happiness depletion.

Fixed a few issues.

Fixed issues with clicking growing trees.

Next week:

Multi resource selection.

Performance increases.

Merchant possibly having resources that cant be found.



Weekly update #12

This weeks update:

This week i have been mainly researching and learning how to redo animal and people systems, to hopefully allow for hundreds of animals, large populations and large enemy villages. For this to start being put in it may take a few weeks and may take a month or 2 to fully finish.

Added system on pastures allowing you to transfer a certain amount of animals to another pasture.



Added sounds when clicking on well, church and when people remove water from a well.

Added 30 male and female names.

Added simple load screen.

Added Celsius or Fahrenhiet option in game settings.

Added new eating system where if you have a large amount of food your people will eat a little extra to gain happiness.

Changed tree system, fixing most issues.

Changed illness system so that better housing reduces the chance of getting ill.

Reduced the cost of wood hut and thatched hut.

Reduced well capacity.

Reduced well fill rate when raining.

Reduced game size by 300 mb.

Changed rain to be more random, less likely to rain in the summer.

Changed how medicine is grabbed in the background.

Fixed max firewood amount resetting when re opening firewood hud.

Fixed laborers being assigned to jobs at world center on load by accident.

Fixed a pasture hud translation issue.

Improved a few french translations.

Improved save and load.

Restructured some components.

Better resource counting shows exactly what is in warehouses rather than estimations.

New randomization system of names to try and avoid people getting the same name when spawned at the same time.

Next week:

Graveyard will be added.

Body looting to gather clothing, tools, armor and swords will be added unless the enemy steals them.
Maybe looting enemies as well.

Campfires and torches will be added in.

More illness improvments.

More bug improvments.





Weekly Update #11

This weeks update:

Most of the week was taken up looking into the farm issue, there was a lot of graphical usage but not by anything that could be visually seen, each plot on the farm was visuallizing every crop in the background, this has now been changed so that it only visualized what is being used, if no crop is planted there is no background usage. This greatly increases the performance of the farms, in the future this could be greatly improved again if some issues are figured out.

The improvment to the farm also came with a critical error that appeared when crops died to the cold, this has now been fixed.

Well has been added, water will be needed for general survival, pasture animals and for the brewery.
Ale and wine will also quench peoples thirst.



Added a new system that changes peoples homes daily to place them as close to their jobs as possible.

Added thirsty icon and changed herbs to medicine in the top bar.

Improved the looks of some background icons.

Improved workers, gatherers and pasture workers.

Improved what pasture each animal goes too.

Refixed load not destroying enemies if 0 enemies was set.

Fixed kills not tracking.

Remove some possible infinate loops.

Fixed dead animals looping and causing performance issues.

Fixed crops not fully visually dying from the cold.

Fixed building menu not allowing movement with the keyboard.

Fixed chickens not going to the pasture.

Increased healer production.

Changed animal old age death time, more random.

Changed how close to the river you can build.

Changed what temp it can snow at.

Next week:

Finishing off the new eating system.

Changing how trees are spawned and handled should have performance improvments, fix how trees look far away on loaded games and stop little issues that occur with foresters and workers.

Finish off the new visual system for buildings.

Fix more issues with jobs.

The ability to set centigrade or fahrenheit.

The ability to send pasture animals from one to another.




Fatal error fixed.

A fix is now out for the fatal error that has been occuring since last night, this was down to a performance increase to the farms which also came with an unseen issue. The error would only occur when crops died of the cold.

Weekly Update

This weeks update:

Added food storage for houses, at night 1 person from each house will try to collect food from warehouses, the amount they grab depends on how big of a surplus there is related to max population.

Food stored in houses are not counted in resources list or top left.



Fixed people standing around from 10-12PM.

Fixed 2 issues with removing pumpkins and background numbers.

Fixed games loading enemy amount too late, this meant there was enemies when they were meant to be disabled.

Fixed some issues with arrow key movement.

Fixed world rotation breaking after trying to build walls.

Fixed edge scrolling not always going the right directions.

Fixed issue with full stockpiles where miners would think there was space.

Added slider bar for smooth camera movement.

Added radius apearing when clicking on forester or hunters hut.

Added missing mine hud translation.

Removed tree from river.

Slight fix for pasture.

Easy difficulty provides 1 extra log from trees.

Tied tree being chopped sound to master volume, was only sfx before.

Reduced complexity of some materials.

Reduced enemy damage.

Improved french translation thanks to CdriX

Improved sleep system.

Improved log spawning and dropping.

Improved laborers cutting down trees.

Improved forester tree planting.

Updating to the newest version had some issues, after uploading a build on the latest version multiple people reported crashes, this update will be retried in a few weeks when issues have been fixed.

The new way of buildings being visualized was tested, it was found that it is not the current issue, it was found that fields are visually expensive and this will need to be fixed, if a solution is found for this it wouldnt be too difficult to add paths as well.

Next week:

With large populations it seems to get to the point where they live way too far away from their jobs, so they dont get much done. A new system will be added to re asign jobs now and then, this will asign people to jobs near to them.

A Well will be added, this will add a new survival need for water, this will also extend to pasture animals and possible future crops such as cotton.

Pasture has a few issues that need to be fixed.

Will look into ways of improving performance.

New eating system so that people can survive on a certian amount of food but if there is a large surplus they will eat more and gain happiness.