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Weekly Update

This weeks update:

More map sizes are here with small and large being added, currently there is 1 map on each with plans to add lots of variants in the future. Large map has multiple start points, one is randomly selected at the start, if there are no issues with this system this will be added to medium maps as well.

Small map provides a nice performance increase for anyone who has been struggling on medium map.



Fisherman's hut has been added in, this building is quite cheap (3 wood) and provides good food production, currently there are no fishing animations they will be added in the next few days.



Changes have been made to fighting so that workers are able to attack enemies in hard to reach places, rather than standing there and dying.

Jobs now all finish at the end of the day and when under attack in the past some jobs ignored attackers, sometimes working into the night as well.

Also stopped jobs from triggering when trying to fight which would cause rapid random movement.

Villagers dropping logs will now work as intended rather than the logs disapearing and creating invild pickup locations for logs.

Fixed tavern removing ale rather than wine resulting in a minus.

Fixed people from being able to constantly pray at the church causing constant 100% happiness.

Jobs have changed how they add and remove resources to fix some miscounts.

Resources are recounted on load to fix any issues with saves.

Pasture animals no longer breed when they have not been fed.

Fixed an issue with the preplaced bridge.

New steam trailer.

Landscape is changing to mix more terrain types, right now some areas can look a bit rough, over the next week more terrain types will be added to make it look nicer with a better blend.

Food consumption no longer prioritises berries over other food sources, leaving wheat and berries as last resorts due to them being used for flour, ale and wine.

Gate has not been done due to potential issues with pathfinding and will be pushed back untill that is all sorted.

Over the next week I will look into:
Removing as many bugs as possible, most jobs need to be re-done especially the blacksmith.
Buildings visual performance increases, some have way too high vertex count.
Firewood changes (Storage and what temps it should be used depending on house tier).
Changing how jobs calculate what is closest.
Every building but stockpile and warehouse will recieve destruction options.
Building radius shown on all relevent.
Buildings being constructed will be given a hud to show progress and an option to cancel.
Fix pasture and farm bounds.
Balancing.

Weekly Update

This weeks update:

Happiness now effects how quickly people join your settlement, there is an overall percentage shown at top right. To improve the happiness of your population 3 new buildings have been added, church, brewery and tavern.

The church is an expensive building that allows a place for morning prayer, there are currently no preists but they may be added in the future.



The brewery allows for the brewing of ale using wheat and the creation of wine from berries.



The tavern provides a gathering place at the end of the day for peasants to rest and drink. Tavern worker will stock up ale and wine up to 50 each.



Drinking, praying and also eating good food such as bread will increase happiness.

Previously each piece of clothing, arms, head and legs were seperate meshes with multiple materials each, this has been replaced by 1 mesh and material for the whole body, this means that performance has been increased but currently soldier outfits and blacksmith outfits have been removed. In the future more variations of people will be added along with specific clothing for jobs.

When on speed 3 at night, time will go much faster to help skip the night.

Fixed multiple possible issues for workers when trying to farm rocks or trees.

Fps cap has been added in game settings, default is set at 100, minimum is 30 and max is 200.

Workers now wont ignore nearby bridges in need of building.

Sheep produce wool quicker.

Foresters plant trees quicker.

Tailor max workers from 1 to 2

New tab at the bottom for production buildings, this has caused some buildings to be moved around.

Little improvment for building blocking.

Barracks placement took resources from overall resources but not the stockpiles so some of your stockpile numbers may be off, the barracks now takes from the stockpile like it should.

Bigger delays between animals making noises again.

Fixed disapearing pickaxes and scythes.

Less herbs around the map, more cloth.

Farm crop growth speed has been increased.

Mine output speed has been increased.

Over the next week multiple map sizes will be added along with different start possitions, possibly the option to disable enemies, external gate, fishermans hut, new steam images and trailer.

Weekly Update

This weeks update

Bridge has been added to let you travel across the river easier, there has also been some more pathfinding changes to fix an issue caused from last weeks changes.



Defensive walls have now been added so that you may direct the enemy away from areas, although if they find no avaliable route they will attempt to destroy anything in their way.



There has been multiple performance increases for cpu and gpu. I have also found that the modular person used just has too many materials, this may need to be switched to a non modular character in the future, this would not look as good but would allow 2-3 times more people on the screen at the same time.

How enemies are searched for has been changed to increase performance.

Autosave has been added and currently saves every 5 mins.

The load list now starts with the autosave at the top then the most recent saves going downwards.

New look to the stone house and manor house. Firewood is now used by the stone house and manor house along with visual indications.



Blacksmith, stone houses and manor houses sizes have been changed.

In the settings there is now gameplay options which has a slider for edge of screen movement speed and one for keyboard map movement speed. There will be a max fps slider added soon as well.

Button clicks and more sounds have been tied to the SFX slider and master volume, will be trying to get every sound set up correctly in the next week.

Bakery now produces 3 bread rather than 2.

Workers now go towards the nearest resource marked for farming rather than prioritizing wood.

Camera follow now stays at the correct height.

Increased landscape texture size from 1k to 2k and changed the mountain texture to look a little more realistic.

Mountain bandits now fight correctly.

Changes to workers and building collision.

Few hud changes.

Save and load changes to stop people from being visable when inside there workplace.

Date and time on load information has been improved.

Over the next week wood gate, brewery, tavern and church will be added.

There will also be enemy AI improvments and time will move faster at night to let players skip it quicker.

Weekly Update

This weeks update

Barracks has been added, currently this is mainly for defensive purposes in the future when enemy villages can grow and expand, attacking functionality will be added. Soldiers will patrol a large area around the barracks. 1 sword and 1 piece of armor is needed to recruit a soldier, these can be crafted in the blacksmith, once recruited they will switch into an outfit more fitting of the role.



Soldiers have better vision more attack damage and take less damage and villagers will take more damage and do less meaning, that soldiers will be needed to protect from attacks. Villagers will still attack with swords this will change soon to spears or clubs.

Blacksmith has a new appearance, the worker has set clothing for the job and there is now a progress bar.

1st enemy attack is now capped and they will ramp up after that reducing the chance of getting wiped out on the first few attacks.

Buildings now mainly rotate to the terrain they are on, building on steep hills will soon be disabled.



Animals and people no longer spawn in the river or on steep areas that cannot be traversed.

Npc list now updates and deletes dead villagers along with showing who has clothing and tools.

Pathfinding has been improved, so no longer do villagers have staring contests with enemies across the river, instead they will realize there is a bridge and will go kill each other.

An issue with hunters and workers has been fixed, this caused workers to ignore trees and rocks that had been tagged for farming because they thought there was an animal to hunt.

Forestation for foresters no longer has trees getting stuck halfway through falling, this can still happen for workers chopping trees but is less problematic, this will be fully fixed soon. Log collection has been improved so all logs on the ground now get collected.

The mines production has been slightly increased.

Ice now properly forms.


People and animals flickering has been fixed.

1 new song added

Death noise for pig added. Random sound for sheep, cow and chicken. The chicken also makes a different sound when laying an egg.

A few mine issues have been fixed.

Better deletion of items from peoples hands.

Tools added to resource list as it was missed last week.

Hud changes.

Few job balances.

Enemies no longer manage to hit their attack while dying.

More of the audio tied to its proper slider.

Autosave was not managed to be done i was instead looking into improving cpu performance and feel like i am close this will hopefully be a big enough of an improvment to allow over 100 people on the screen without needing an amazing pc.

Looking into different looks for the stone house and manor house.

For next week autosave will finally get done along with walls, bridges, possibly the cpu performance increase and enemy ai will start to build and have jobs to do.

Fixed tools and clothing

There is now a fix out so that your people wont refuse to grab tools or warm clothes.