Markets display some of the items they have in stock.
Merchants carry a sack when returning with items.
5 new pig sounds.
4 new cow sounds.
4 new sheep sounds.
4 new chicken sounds.
Adults are moved out of orphanages.
Fixed a few issues with purchasing food from markets.
Fixed incorrect displayed cost for market.
Fixed rock hud not being able to unset rocks for harvest.
Fixed animation speed for carrying goods.
Fixed tailor issue.
Fixed kids not going to orphanages.
Fixed market worker issue.
Fixed save issue with market.
Smaller update this week due to having been away for a few days.
[h3]Next week:[/h3]
Ability to disable notifications.
Bug fixes.
Balancing.
Finish off tasks missed from previous weeks.
Weekly update #57
[h3]This weeks update:[/h3]
Market has been added (Currently no step by step building).
Families now have a basic income which is needed to purchase food.
Item prices at warehouses are set while market prices are cheaper and fluctuate depending on stock.
Updated unreal engine, direct x11 crash has potentially been fixed although I am not certain.
Homeless people will sleep near by campfires or in random areas.
Added family system and change housing system. They should now all stick together until they move out due to marriage (Will not kick in immediately on load).
Added more info to procedural map name in all languages.
Fisherman and apiary now have slightly less output.
improved partner save and load.
Fixed issue with free time and night time.
Fixed stockpile visual issue.
Fixed potential issue of swapping spouses.
Fixed resource number issue.
Fixed potential save and load issue in-between 12 and 1 am.
Fixed loading screen not randomizing image.
Fixed carry water animation not being affected by game speed.
Fixed multiple housing issues.
[h3]Next week:[/h3]
Replace corn with onions for historical accuracy.
Replace cotton with flax for historical accuracy.
Check for issues with herbs.
Check for issues with rocks.
Market building step by step.
Improved market visuals.
Weekly update #56
[h3]This weeks update:[/h3]
New trailer and images have been added to steam and humble store.
[previewyoutube][/previewyoutube]
Improved mill blades smoothness and to spin in relation to game speed.
Added new loading screen images.
Increased gatherer items spawn amount on procedural maps.
Added the ability to hide user interfaces.
Made changes to housing assignment.
Adjusted field visuals.
Adjusted grass texture tiling.
Adjusted navigation for walls to block people from walking through the spikes.
During snow build up grass slowly hides itself.
Fixed paths blocking building and grass placement not even near to the path.
Fixed cart not being put down.
Fixed decals from affecting enemies.
Fixed issue with warehouse upgrade.
Fixed a watchtower issue where people could get stuck.
Fixed font issue on display settings.
Fixed building collision issue.
Fixed wall hud font and translation issues.
Fixed issue with soldiers.
Fixed path destruction issue.
[h3]Next week:[/h3]
Start on people/family wealth.
Market.
Job info tab.
Weekly update #55
[h3]This weeks update:[/h3]
Procedural maps have had a big overhaul and now perform slightly better than standard maps.
New procedural map type valley is now available.
Grass now covers most of the landscape. (currently only on standard maps).
A new landscape grass texture has been added.
Fixed procedural seed issues.
Fixed procedural mountain and hill sizing issue.
Procedural maps now spawn 5 times more trees in a larger radius.
Procedural maps now spawn 2 times more rocks.
Changed map type select images.
Removed bridge (Will return when its issues have been sorted).
As mentioned last week this procedural update may invalidate past procedural saves.
Fixed procedural spawn height check.
Fixed seems showing on procedural maps.
Fixed blacksmith upgrade stopping basic tools from being crafted.
Fixed visual issue with grass on medium and large landscape.
Adjusted zoom in and out distances.
Adjusted pan angles.
Blacksmith after upgrading shows resources to craft durable tool.
Dock is removed from valley map.
Path has been moved to slot 2 of misc.
[h3]Next week:[/h3]
New trailer.
Fix some bugs.
New in game and store images.
Fix housing issues.
Disable all or specific notifications.
Option to disable grass.
Fix a few texture issues on procedural maps.
Weekly update #54
[h3]This weeks update:[/h3]
Performance improvements have been made to experimental procedural maps. There will be more improvements next week which will cause all current procedural map saves to be invalidated.
Added blacksmith upgrade to unlock production of durable tools.
Grass will now be removed from fields, paths, orchards and stockpiles.
Lumber and cut stone will now be moved before destroying stockpiles.
Changed grass visual.
Improved rock spawning.
Fixed an issue with carts and lumber.
Fixed a reference issue with carts.
Fixed stone mason delivery issue.
Fixed stockpile request for cut stone storage space.
Fixed an issue with moving iron from stockpiles being destroyed.
[h3]Next week:[/h3]
New procedural systems with better performance. Will invalidate procedural saves.
Possibly a new map type for experiential procedural maps.
Procedural menu changes.
New images on steam and humble store.
Improve procedural tree spawning, currently doesn't spawn across the whole map.