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Bastide News

Weekly update #100

[h3]This weeks update:[/h3]



  • Added a highlight animals tool. Will highlight every nearby animal so that you can find those elusive chickens or any other animal you are looking for.

  • Performance increase made by changing how clothing, tools, shoes, illness, happiness and temperature are tracked.

  • People shouldn't sit so close to campfires now.

  • Improved tailor roaming.

  • Improved decay timings.

  • Changed french translation for fletcher.

  • Fixed issue with happiness reduction and abandonment.

  • Fixed chandlery plot name.



[h3]Next update:[/h3]



  • While many significant features are added, weekly updates will be put on hold. It will take around 2 - 3 months to complete.

    There will be patches now and then, providing fixes and balancing to the current version.

    Changes to be made:

  • Convert from Unreal engine 4 to Unreal engine 5 (Implement Nanite and lumen).

  • Create at least ten maps. Maps will replace difficulty by having different hostility, resources, and temperatures (Some maps may be nice flat meadows, others may be snowy mountains with little area to build).

  • All visuals will be improved.

  • Dock will be changed/replaced.

  • New main menu and UI.

  • Some jobs will not need a structure to work. Instead, they will have work areas (Gatherer, Forester, Hunter and potentially others).

  • Building visuals will be more dynamic and not be the same for every visual of a specific job or house.

  • Add building visuals such as tiled and plastered buildings.

  • Allow players to choose where they start on the map.

  • Rivers, lakes and streams.

  • Redo save and load system.

  • Moveable huds.

  • Large forests.

  • Potentially adding features like natural paths.

Weekly update #99

[h3]This weeks update:[/h3]



  • Animation system has been entirely changed to remove potentially hundreds of thousands of checks per second with a large population, also reduces memory usage of each villager.

  • Villagers will use a random nearby campfire rather than the closest one to them as that would always result in most people going to the same one near a tavern.

  • Right-click pan speed can now be adjusted in-game settings.

  • Right-click won't trigger when not released quickly for movement commands.

  • Improved soldier, patrol end location, to not end inside buildings.

  • Improved some animation timings.

  • Improved some animation systems.

  • Improved system for changing walk speed.

  • Improved actor tracking.

  • Adjusted icon height for some buildings.

  • Reduced search cost for free time.

  • Fixed trait one appearing twice.

  • Fixed stone house appearing briefly when upgrading.

  • Fixed walking speed animation issue.

  • Fixed wall upgrade not being completed correctly.

  • Fixed put out fire animation.

  • Fixed a double trigger with fighting.

  • Fixed issue with archer fighting.

  • Fixed issue with manor house.



[h3]Next week:[/h3]



  • Attempt moveable UI.

  • Separate tool, clothing, shoes, happiness, health, illness, hunger, thirst, temperature and coldness checks. Will improve villager performance.

  • Highlight animals tool to be able to spot animals easily.

  • Stop people sitting on campfires.

Weekly update #98

[h3]This weeks update:[/h3]



  • Added pillory.



  • If a soldier is nearby during a fight, they will take the offending villager to spend a while in the pillory.

  • Finished new fighting system, responds better and gives better options and control for future improvements.

  • Stopped people from trying to fistfight soldiers or archers.

  • Improved fighting movement responsiveness for villagers, enemy villagers and bandits

  • Improved system for moving people by right click.

  • Fixed an issue where villagers would not fight back till the morning when attacked at night.

  • Fixed issue with villagers not leaving due to unhappiness during the night.

  • Fixed issue with nighttime animation speeds.

  • Fixed bandit blocking the camera.

  • Fixed bandit walk speed issue.

  • Fixed fighting math issues.

  • Fixed issue with fighting bandits.

  • Fixed issue with walk speed not updating.

  • Fixed issue for villagers moving towards the right-clicked location.



[h3]Next week:[/h3]



  • Improve right-click camera movement.

  • Smoother camera movement.

  • Improve soldier patrol end location.

  • Animation Enum.

  • Fix issues with the tailor.

  • Arrest people trying to commit arson.

  • Fix villagers only using one campfire.

Weekly update #97

[h3]This weeks update:[/h3]



  • Added fights caused by unhappy villagers.





  • Finished workplace entries in the encyclopedia.

  • New fight system has been mainly done. I just need to fix a few issues and improve animation timings. The new design will be a lot more responsive.

  • Soldiers presence can now prevent arson or fights.

  • Changed arson chances.

  • Fixed backspace issue when typing game name.



[h3]Next week:[/h3]



  • Finish off the new fight system.

  • Prisoner stockade.

  • Soldiers can arrest people if there is a prisoner stockade to put the offending villager in.

  • Fix fighting issues.

Weekly update #96

[h3]This weeks update:[/h3]



  • Movement lines accuracy has been improved, so it follows the ground more accurately rather than going through the floor or being too high.



  • Fire system has been improved, workers will attempt to put out fires at workplaces. If the fire is at home, people who live there will try to put out the fire.

  • Unhappy or drunk villagers may cause arson.

  • Added new law to limit alcohol consumption. Less alcohol consumption means less happiness gain but reduces the amount of arson.

  • Added new law that can increase taxation at the cost of happiness.

  • Fixed chandler fire location.

  • Fixed cheesemonger fire location.

  • Fixed rare infinite loop crash issue with labourers.



[h3]Next week:[/h3]



  • Finish off fights.

  • Finish off building encyclopedia.

  • Improve soldier interactions with crimes and reactiveness.

  • Improve fighting.

  • Balancing.

  • Bug fixing.