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Bastide News

Bug Fixes

[h3]Bug Fixes. [/h3]



  • Fixed an issue caused by a miss use of frames in math causing alt-tabbing and low or high fps to be causing different math results mainly during alt-tabbing would cause happiness, hunger, a thirst to drop rapidly.

  • Fixed duplication issue with pastures where the animal would be killed. Resources would then be taken to the warehouse. The worker would return to harvest the body and then return to the warehouse with more resources.

  • Can now cancel the orders placed in the blacksmith.

  • Unpausing sets the game back to the previous game speed.

  • Clicking off merchant unpauses the game to the previously set time.

  • Improved pasture movement.

  • Improved tailor movement.

  • Improved cobbler movement.

  • Improved general animal movement speed.

  • Pasture slaughter animation timings improved.

  • Fixed cow and chicken animation speed.

  • Fixed issue with hunter.

  • Fixed issue with the tailor.

  • Fixed issue with pasture animal slaughtering knife.

  • Fixed blacksmith building collisions.

  • Fixed issue with illness and freezing.

Hunger and thirst fixes.

[h3]Hunger and thirst fixes. [/h3]



  • Fixed hunger and thirst depletion being affected by game speed. This meant five times too much food and water being consumed at night. If the game were on speed 1 or 2 through the day, less would have been consumed as well.

  • Fixed issue with eating stolen food.

  • Fixed difficulty not affecting happiness, clothing, shoes and tool decay.

  • Improved hunger system.

  • Improved thirst system.

Bug fixes and changes.

[h3]Recent bug fixes and changes. [/h3]



  • Easy difficulty has reduced food consumption, no longer having the same as normal difficulty.

  • Doubled flour mill output. One wheat makes two flour.

  • Adjusted food usage.

  • Adjusted hunger decay.

  • Fixed break time and safety eating, not including traits.

  • improved performance of drinking.

  • Fixed multiple issues with transporting food.

  • Reduced max food storage in homes. Due to a bug, sometimes they will ignore the max. This will be fixed in the next patch.

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.