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Bastide News

Fatal error fixed.

A fix is now out for the fatal error that has been occuring since last night, this was down to a performance increase to the farms which also came with an unseen issue. The error would only occur when crops died of the cold.

Weekly Update

This weeks update:

Added food storage for houses, at night 1 person from each house will try to collect food from warehouses, the amount they grab depends on how big of a surplus there is related to max population.

Food stored in houses are not counted in resources list or top left.



Fixed people standing around from 10-12PM.

Fixed 2 issues with removing pumpkins and background numbers.

Fixed games loading enemy amount too late, this meant there was enemies when they were meant to be disabled.

Fixed some issues with arrow key movement.

Fixed world rotation breaking after trying to build walls.

Fixed edge scrolling not always going the right directions.

Fixed issue with full stockpiles where miners would think there was space.

Added slider bar for smooth camera movement.

Added radius apearing when clicking on forester or hunters hut.

Added missing mine hud translation.

Removed tree from river.

Slight fix for pasture.

Easy difficulty provides 1 extra log from trees.

Tied tree being chopped sound to master volume, was only sfx before.

Reduced complexity of some materials.

Reduced enemy damage.

Improved french translation thanks to CdriX

Improved sleep system.

Improved log spawning and dropping.

Improved laborers cutting down trees.

Improved forester tree planting.

Updating to the newest version had some issues, after uploading a build on the latest version multiple people reported crashes, this update will be retried in a few weeks when issues have been fixed.

The new way of buildings being visualized was tested, it was found that it is not the current issue, it was found that fields are visually expensive and this will need to be fixed, if a solution is found for this it wouldnt be too difficult to add paths as well.

Next week:

With large populations it seems to get to the point where they live way too far away from their jobs, so they dont get much done. A new system will be added to re asign jobs now and then, this will asign people to jobs near to them.

A Well will be added, this will add a new survival need for water, this will also extend to pasture animals and possible future crops such as cotton.

Pasture has a few issues that need to be fixed.

Will look into ways of improving performance.

New eating system so that people can survive on a certian amount of food but if there is a large surplus they will eat more and gain happiness.

Fix for crashes coming soon

The current version of the game has been causing crashes and issues this is due to updating to the newest version of unreal, soon a fix should be out for this by reverting to using the last version of unreal.

Weekly Update

This weeks update:

The start menu has changed with options to disable enemies and select multiple difficulties.

There are 4 difficulties easy, medium, hard and brutal. Each difficulty changes starting resources, rate of happiness reduction, food consumption, enemy strength and durability of clothing and tools. This will be tweaked over the next few weeks.



Changed building huds to show this years and last years production, will not be acurate till 2 years have passed.

Added mine, field and brewery production selection.



Added cabbages and pumpkins to farms.



Added the amount of clothing being worn, shown when hovered over clothing at the top of the screen.

Added storage for firewood in warehouses, this will reset firewood to 0 on all saves.

Changed clothing durability, it lasts slightly longer but is more random.

Changed some hud locations and sizes.

Changed how top bar icons and names are placed together.

Reduced the output of the fisherman.

Fixed foresters not picking up logs before chopping down new trees.

Fixed foresters and workers unable to grab logs spawned poorly.

Fixed rock load on small map.

Improved farm system, dead crops should no longer be farmed as if it was fully grown.

Impoved forester, mill, tailor and houses visual performance.

Improved jobs ending tasks.

Fixed enemies walking through walls if blocked.

Fixed tool durabilty not lowering.

Fixed carrying animation speed to scale to game speed.

Fixed fisherman animation not looping.

Fixed animal respawn rate being too low.

Fixed an issue with dead tailors not returning there materials.

Fixed some wrong numbers with building refunds.

Fixed an issue with construction.

Fixed rotation issue.

Tied attack sound to SFX slider.


Next week:

Screen smoothing slider.

Building radius visuals.

Stop trees from spawning at invalid locations.

House inventory.

People will eat a variety of food.

Change to how buildings are visually shown, should improve performance greatly for large villages.

Will update to latest version ue4.25, should provide multiple improvments.

Fix people standing still through their free time.

Weekly Update

This weeks update:

Pathfinding was changed to better work out where the nearest warehouse is, this also fixed the tailor, bakery, hunter and brewery which only went to the last warehouse placed.

Every job is now more responsive to job changes, work time, free time, sleep time and being attacked. This would previously sometimes have people working into the night, or working while being attacked and killed.

All jobs are now less destructive to sudden changes.

3 Textures have been blended on the landscape, 2 types of grass and 1 mud. the patterned reflection was also removed.



Building construction huds are now avaliable and can be used to destroy and refund the building.

Workers building construction has been improved.

Camera smoothing has been added.

Huds background cost has been reduced.

Fixed a blacksmith issue that depleted all of the players wood if they only had 1 bronze when trying to make armor.

A basic fisherman animation has been added.

You can now destroy every building apart from warehouse, stockpile, mines and bridges. These will be given destruction options some time in the future. On destruction 50% is refunded.

Small trees on load are added to the tree growth system, before they didnt grow making it hard to remove them.

Gatherer plants and bushes no longer spawn at invalid locations.

This week there has been a lot of pasture changes:

Fixed capture button on animal hud disapearing, this could only happened when clicking on a goat or deer before clicking on another animal.

Pasture animals now stay in their pasture and should not get stuck on the fences.

Changed pasture collision and navigation values.
Pasture system has been improved.

Animals no longer go super fast when traveling to pasture.

Animals react quicker to being captured.

Sheep produce wool quicker.

Cows produce less meat but produce more leather.

Pigs produce more meat.

Other changes:

Warehouse and resources list font translation change.

Job names for healers and bakers added in npc hud.

Church poly count halved.

Tavern poly count down by 1/3.

Removed an issue with wild sheep that would take up performance slowly over time.

Firewood is now only used on cold nights.

Hud improvments.

Next week:

Will be allowing players to disable enemies at the start.

Will be finishing off storage for firewood.

Building radiuses improvments.

Will be looking into more bugs and providing more balancing.

Jobs will track stats yearly showing this years production and lasts.

Farms will have the option to produce wheat, pumkins and cabbages.

Mines and brewery will be given selection of producing/mining all or selecting the targeted output.

Will fix foresters not grabbing some of the logs.

Will be looking into the occasional camera stutter along with a setting to change the camera smoothing amount.

Will make it so trees can no longer be spawned at invalid locations.