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Bastide News

Weekly update #35

This weeks update:

Added orchard, currently only pear trees in the future more types will be added.

Added new construction visuals for half of the current buildings the rest will be done for next week, some of the visuals added in need a little extra work.







Improved farm navigation area.

Improved worker movement.

Improved a few French translations thanks to CdriX

Improved stone corners on stone and manor house.

Fixed pumpkins not being visible and improved destruction.

Changed job tracking system.


Next week:

Building speed changes.

Nearest item will be targeted by workers rather then prioritizing trees and rocks over grabbing logs.

Finish off all of the construction visuals and improve on current ones.

Set up relationships with other village so there can be peace at times.

Tree picking animation.

Fix people not always transferring food to their home.

Fix food eating issue.

Weekly update #34

This weeks update:

Hovering over icons now display their name, this has been added to almost every hud.

Villagers who are not soldiers now fight with spears.

Fixed an issue where villagers would not fight back against enemies.

Improved fighting movement and responsiveness.



Fixed an issue with autosaving.

Trees will no longer be planted on paths or sand.

Pasture fences have a new look.



Fixed some pasture navigation issues.

Enemy attack animations have now been fixed.

Pasture no water icon will no longer block no worker icon.

Fixed issues where dead enemies would provide a death by cold notification.

Small font changes on death notification.

Have been too busy with trying to fix a few of these issues to add in orchard and enemy village progression this week.


Next week:

Finish off orchard.

Finish movement cancelation improvements.

Finish enemy village jobs and construction.

Fix movement ending early over large distances.

Create part by part construction for all buildings.

Weekly update #33

This weeks update:

Hide has been added replacing leather in pastures and hunting huts.



Tannery has been added and can turn hide into leather.



Once done the colour will individually change.



Tailor now uses leather and wool to create warm clothing and still uses cloth and cotton for basic clothing.

Dock has been added provides a way to constantly buy and sell items, currently the numbers are in need of some adjustments along with some hud changes.

The main cause of the large lag spikes has been fixed, as saplings grew every second navigation was being called to update in the surrounding area at the same time, so with a few foresters large areas were calling to update navigation every second.

Fixed forester not replanting trees on procedural maps.

Fixed paths navigation not loading to its saved size.

Foresters tree search has been changed to greatly reduce its performance use, was a contribution to lag spikes.

Peoples perception system was a small contribution to spikes that has been reduced.

Fixed farms not deleting cotton plants on deletion.

Fixes rare warehouse hud issue.

Next week:

Spears and orchard had to be pushed back due to the docks taking longer than expected.

Improve movement cancelations.

Hover over icons for names on every hud.

Better enemy village building and fighting.

Weekly update #32

This weeks update:

New movement system has been added to people and enemies.

For people rendered in game thread was 0.19 per person and 0.054 draw thread, now game thread is 0.042 and draw thread is 0.032. Game is 4.5x better and draw is 1.65x better.

When not rendered game has gone from 0.014 -> 0.012 and draw has gone from 0.008 -> 0.004.

All task movement has been changed and could cause some issues, I have fixed most of the ones that I have found so far.

With the new movement system people can no longer fall through procedural maps.

Multithreading has not been done yet as for most people the GPU will now be the bottleneck, instead an instancing system is being set up for buildings.

Peoples mesh poly count has been reduced.

Dock has been created and added but needs a few changes and will be unlocked tomorrow.



Added in piece by piece construction, over time all construction will be like this.

Fixed issue where animals off screen would sometimes jump around their target location and not reach it.

Changed trading hud positions and sizing to fit better to more resolutions.

Fixed system that stops animals from walking into the ocean.

Fixed trading hud changing numbers by 4 rather than 5 on some buttons.

Tree multi selection no longer selects baby trees.

Fixed visuals of chicken, deer and goat deaths.

Fixed snow tiling being so small.

Adjusted ocean wave size and ocean height.

Adjusted well refill speed.

Fixed firewood recruitment issue.

Stopped pig death noise from repeating.

Adjusted path navigation weight.


Next week:

Attempt to fix some of the lag spikes.

Fix invisible pumpkins.

Fix people randomly hitting the air like they are chopping trees.

Building instancing system.

Spears.

Orchard.

Tanner.

Weekly update #31

This weeks update:

Created a c++ movement system to replace unreal engines character movement system.

Currently this new system has only replaced animal movement but will soon replace people, enemy and merchant movement.

Averaged from 500 animals when rendered in the old system took 0.038ms and 0.026ms for game and draw, the new system takes 0.026ms and 0.012ms for game and draw. Game thread is 1.5x better and draw is 2.15x better.

Out of sight not rendered in averaged from 500 animals the old system took 0.012 on game, the new system was 0.0046 making it 2.6x better at range.

Currently multithreading is not enabled, will try to add it next week which should improve performance further.



(1000 animals shown here)

Improved pasture movement for animals.

Slightly more animals spawn on maps.

Fixed double notifications from happening on procedural maps.

Changed pig textures to 512 resolution, did not realise it was set to 4k.

There is currently an issue with procedural maps where people, animals and enemies can fall through the seems of the map lod's, this will be fixed when the new movement system is added as there is no gravity or physics used.

Docks was not completed this week as the new movement system took too much time up.

Next week:

Movement system will replace all ue4 movement, will provide large performance boosts.

Multithreading for improved movement performance.

Fix people falling through the ground on procedural maps.

Docks.

Set people to only use spears if they are not soldiers.