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Bastide News

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.







Weekly Update

This weeks update:

More map sizes are here with small and large being added, currently there is 1 map on each with plans to add lots of variants in the future. Large map has multiple start points, one is randomly selected at the start, if there are no issues with this system this will be added to medium maps as well.

Small map provides a nice performance increase for anyone who has been struggling on medium map.



Fisherman's hut has been added in, this building is quite cheap (3 wood) and provides good food production, currently there are no fishing animations they will be added in the next few days.



Changes have been made to fighting so that workers are able to attack enemies in hard to reach places, rather than standing there and dying.

Jobs now all finish at the end of the day and when under attack in the past some jobs ignored attackers, sometimes working into the night as well.

Also stopped jobs from triggering when trying to fight which would cause rapid random movement.

Villagers dropping logs will now work as intended rather than the logs disapearing and creating invild pickup locations for logs.

Fixed tavern removing ale rather than wine resulting in a minus.

Fixed people from being able to constantly pray at the church causing constant 100% happiness.

Jobs have changed how they add and remove resources to fix some miscounts.

Resources are recounted on load to fix any issues with saves.

Pasture animals no longer breed when they have not been fed.

Fixed an issue with the preplaced bridge.

New steam trailer.

Landscape is changing to mix more terrain types, right now some areas can look a bit rough, over the next week more terrain types will be added to make it look nicer with a better blend.

Food consumption no longer prioritises berries over other food sources, leaving wheat and berries as last resorts due to them being used for flour, ale and wine.

Gate has not been done due to potential issues with pathfinding and will be pushed back untill that is all sorted.

Over the next week I will look into:
Removing as many bugs as possible, most jobs need to be re-done especially the blacksmith.
Buildings visual performance increases, some have way too high vertex count.
Firewood changes (Storage and what temps it should be used depending on house tier).
Changing how jobs calculate what is closest.
Every building but stockpile and warehouse will recieve destruction options.
Building radius shown on all relevent.
Buildings being constructed will be given a hud to show progress and an option to cancel.
Fix pasture and farm bounds.
Balancing.

Weekly Update

This weeks update:

Happiness now effects how quickly people join your settlement, there is an overall percentage shown at top right. To improve the happiness of your population 3 new buildings have been added, church, brewery and tavern.

The church is an expensive building that allows a place for morning prayer, there are currently no preists but they may be added in the future.



The brewery allows for the brewing of ale using wheat and the creation of wine from berries.



The tavern provides a gathering place at the end of the day for peasants to rest and drink. Tavern worker will stock up ale and wine up to 50 each.



Drinking, praying and also eating good food such as bread will increase happiness.

Previously each piece of clothing, arms, head and legs were seperate meshes with multiple materials each, this has been replaced by 1 mesh and material for the whole body, this means that performance has been increased but currently soldier outfits and blacksmith outfits have been removed. In the future more variations of people will be added along with specific clothing for jobs.

When on speed 3 at night, time will go much faster to help skip the night.

Fixed multiple possible issues for workers when trying to farm rocks or trees.

Fps cap has been added in game settings, default is set at 100, minimum is 30 and max is 200.

Workers now wont ignore nearby bridges in need of building.

Sheep produce wool quicker.

Foresters plant trees quicker.

Tailor max workers from 1 to 2

New tab at the bottom for production buildings, this has caused some buildings to be moved around.

Little improvment for building blocking.

Barracks placement took resources from overall resources but not the stockpiles so some of your stockpile numbers may be off, the barracks now takes from the stockpile like it should.

Bigger delays between animals making noises again.

Fixed disapearing pickaxes and scythes.

Less herbs around the map, more cloth.

Farm crop growth speed has been increased.

Mine output speed has been increased.

Over the next week multiple map sizes will be added along with different start possitions, possibly the option to disable enemies, external gate, fishermans hut, new steam images and trailer.