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Bastide News

Weekly update #15

This weeks update:

Durable tools have been added, currently only avaliable from the merchant.

Old tool icon has been used for durable tools and a more simple hammer has been used for the tools icon.

Merchants now sell durable tools and chickens.

Silver has been added providing a currency for trading.



Merchants will only want 6 random items.

Merchant hud now shows item name and silver value.

Combined Basic clothing and warm clothing icons for top clothing icon.


Combined basic tools and durable tools icons for top tool icon.


Added the ability to cancel NPC follow by trying to move.

ESC button now cancels building and closes construction hud.

Added more male names total is now 75.

Added more female names total is now 80.

Added save and load for attack timer.

Added save and load for merchant timer.

Added small green decals to show where building enterances are.

Improved background of trading hud.

Fixed firewood physics force, direction slightly fixed and direction spawning fixed.

Fixed issue with people unable to grab clothing.

Fixed issue with buildings placed too low down teleporting to 0, 0, 0 usually floating in the air.

Fixed decals apearing on construction buildings.

Fixed wall placment chinese translation not showing.

Changed warm clothes to be slightly more durable.

Changed temperature to be slightly more random.

Clamped damage from the cold.

Firewood is used when cold not just freezing.

Firewood usage increased for colder nights, less usage the higher quality the home.

Merchant does not wait around as long.

Merchant spawns slightly less often.

Changed some fonts.


Next week


Will be trying to set up the new cheap movement on some of the animals.

If that becomes too stressfull will try and get paths done.

Weekly update #14

This weeks update:

Added merchant that will occasionly visit you, they will have random items for sale with a chance of having warmer clothing for sale.

Added notification for when merchant arrives.



Added warm clothing only avaliable from merchant at the moment, will provide more warmth and lower happiness loss.

Changed icon for clothing to look more basic, old icon is now used for warm clothing.

Added multi tree selection to be chopped down.

Added multi rock selection to be mined.

Removed some unused items reducing game size slightly.

Added a few bug fixes.

Translation improvements.

Improved animals save and load fixing some issues.

Changed animal system.

Tied build menu sound to master volume.


Next week:

Will improve and add some more items to the merchant that cannot be made or found.

Improve weather system.

Change firewood system.

More visual outfits and looks for people, possibly for jobs as well.

Fix firewood physics.

Show building enterance.

Weekly update #13

This weeks update:

Added cemetery, providing a place for your dead to rest. The cemetery costs stone to build and cost is worked out by how many walls need to be placed.



Happiness is now reduced when people die, the amount of happiness loss is reduced if there is a cemetery plot avaliable.

Added decorations tab.

Added campfire.

Added cursor size selection in game settings.

Added a chance to retrieve clothing, tools from the deceased.
If they are a soldier there is also a chance to retrieve sword and armor.

Hunger, illness, thirst and cold cause higher happiness loss.

People freezing increases the chances of getting ill.

Increased happiness gain from alcohol.

Improved game setting saving, loading and display.

Improved spanish and german translations.

Improved some buttons.

Fixed food not fully depleting.

Increased rate of starvation.

Changed initial happiness from 100 to 80.

Lowered rate of happiness depletion.

Fixed a few issues.

Fixed issues with clicking growing trees.

Next week:

Multi resource selection.

Performance increases.

Merchant possibly having resources that cant be found.



Weekly update #12

This weeks update:

This week i have been mainly researching and learning how to redo animal and people systems, to hopefully allow for hundreds of animals, large populations and large enemy villages. For this to start being put in it may take a few weeks and may take a month or 2 to fully finish.

Added system on pastures allowing you to transfer a certain amount of animals to another pasture.



Added sounds when clicking on well, church and when people remove water from a well.

Added 30 male and female names.

Added simple load screen.

Added Celsius or Fahrenhiet option in game settings.

Added new eating system where if you have a large amount of food your people will eat a little extra to gain happiness.

Changed tree system, fixing most issues.

Changed illness system so that better housing reduces the chance of getting ill.

Reduced the cost of wood hut and thatched hut.

Reduced well capacity.

Reduced well fill rate when raining.

Reduced game size by 300 mb.

Changed rain to be more random, less likely to rain in the summer.

Changed how medicine is grabbed in the background.

Fixed max firewood amount resetting when re opening firewood hud.

Fixed laborers being assigned to jobs at world center on load by accident.

Fixed a pasture hud translation issue.

Improved a few french translations.

Improved save and load.

Restructured some components.

Better resource counting shows exactly what is in warehouses rather than estimations.

New randomization system of names to try and avoid people getting the same name when spawned at the same time.

Next week:

Graveyard will be added.

Body looting to gather clothing, tools, armor and swords will be added unless the enemy steals them.
Maybe looting enemies as well.

Campfires and torches will be added in.

More illness improvments.

More bug improvments.





Weekly Update #11

This weeks update:

Most of the week was taken up looking into the farm issue, there was a lot of graphical usage but not by anything that could be visually seen, each plot on the farm was visuallizing every crop in the background, this has now been changed so that it only visualized what is being used, if no crop is planted there is no background usage. This greatly increases the performance of the farms, in the future this could be greatly improved again if some issues are figured out.

The improvment to the farm also came with a critical error that appeared when crops died to the cold, this has now been fixed.

Well has been added, water will be needed for general survival, pasture animals and for the brewery.
Ale and wine will also quench peoples thirst.



Added a new system that changes peoples homes daily to place them as close to their jobs as possible.

Added thirsty icon and changed herbs to medicine in the top bar.

Improved the looks of some background icons.

Improved workers, gatherers and pasture workers.

Improved what pasture each animal goes too.

Refixed load not destroying enemies if 0 enemies was set.

Fixed kills not tracking.

Remove some possible infinate loops.

Fixed dead animals looping and causing performance issues.

Fixed crops not fully visually dying from the cold.

Fixed building menu not allowing movement with the keyboard.

Fixed chickens not going to the pasture.

Increased healer production.

Changed animal old age death time, more random.

Changed how close to the river you can build.

Changed what temp it can snow at.

Next week:

Finishing off the new eating system.

Changing how trees are spawned and handled should have performance improvments, fix how trees look far away on loaded games and stop little issues that occur with foresters and workers.

Finish off the new visual system for buildings.

Fix more issues with jobs.

The ability to set centigrade or fahrenheit.

The ability to send pasture animals from one to another.