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June Devlog

Hello Citizens!
[p][/p][p]June is coming to an end which means we have another devlog going over everything we worked on this month! As always, if you want to check out audio you can have a gander over on our discord where we will be posting that in a couple o' days![/p][p][/p][p]ʕ •ᴥ• ʔ Now, it's super windy here so let's jump into it before the wifi flies away with the wind, starting with;[/p][h2][/h2][h2]Concept & 3D Art[/h2][p][/p][p][/p][p][/p][p](°)#))<< Fishing Boat concepts have been finalized and we've begun working on getting the blockout of the Fishing Boat done! Soon you'll be able to zoop around the water on your lil' boat, zappin stuff and getting some good food sources in Winter time.[/p][p][/p][p][/p][p][/p][p]We also have some fisherman fully sculpted. There's two tiny Easter Gggs in these designs, and one you'll be able to see only when in game. Let me know if you've spotted the first Easter Egg on these![/p][p][/p][p][/p][p][/p][p]Fishing Wharf has also been finalized. The Fishing Boat will also live at the little Fishing Wharf! Very cute little waterfront building. [/p][p][/p][p][/p][p]In turn, the Fish will be taken in by the Fishmonger Shop, which looks like a lil overturned boat! [/p][p][/p][p][/p][p][/p][p][/p][p]The Fishmongers are the NPC's who will work at the Fishmonger Shop. I really want their hat, it looks really comfy and my own knit hat has finally died after 10 years of being worn.[/p][p][/p][p][/p][p][/p][p]We have two more aquatic plants that have been concepted as well: Seaweed which can be harvested for fertilizer, and Seagrass which can be harvested for fodder.[/p][p][/p][p][/p][p][/p][p]The gigantic Kelp forests we showed in the last devlog have also been getting blocked out and are now on to their sculpts! They're SO TALL![/p][p][/p][p][/p][p][/p][p][/p][p]Oak and Fir saplings have also been adjusted as well and have these cute new versions which can actually be found on the latest update![/p][p][/p][p][/p][p][/p][p]The Cattails and all their fuzzy little fodder have been finished up (just in time for the cat tails to grow near the pond where I live)![/p][p][/p][p][/p][p][/p][p]New Poacher tents have been concepted and sculpted so that Poachers will have nice neat new homes because they DESERVE something fancy for always getting beaten up and exploding into coins.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Thugs too get a fancy new living quarters that are also currently in the sculpting stage.[/p][p][/p][p][/p][p][/p][p][/p][p]For the rest of the Outlaw tents we have the Scrappers Workshop, Firestarter Shrine going and are currently working on finishing up the Outlaw Command tent which will level up over time.[/p][p][/p][p][/p][p]The Stone Cutter camp will also be making a come-back since it seems we really love making tents lately.[/p][p][/p][p][/p][p]For the last of the buildings, we have now started concepting the Airships! They are just goofy lil guys.[/p][p][/p][h2]UI[/h2][p][/p][p][/p][p]Icons icons icons! A TON of icons have been added and there's still even a few more to get done.[/p][p][/p][p][/p][p]We also have some cute new faction icons for the map![/p][p][/p][p][/p][p]Speaking of Map, we have a load of icons for the Map to show you whats going on with every building. Whether it's on fire, needs to be repaired - things should be much more clear now![/p][p][/p][p][/p][p]Finally! We have a new load screen! With some sparkly little VFX to it! ╰( ͡° ͜ʖ ͡° )つ──☆*:・゚[/p][p][/p][p][/p][p][/p][p]Ore Deposit icons will also appear on the compass as well as the environment when you enter build mode with a Mine based off everyones feedback![/p][p][/p][h2]VFX[/h2][p][/p][p][/p][p][/p][p]SOUL. STEAL.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Takedowns have been added! It will take twelve million years to show off every take-down for all the weapons, so I'll let those be a surprise. For now you can take a gander at the takedowns with fists which turns you into a super saiyan.[/p][p][/p][h2]Animation[/h2][p][/p][p][/p][p][/p][p][/p][p]This month has been a lot of work on getting the Snapper animation. Just look at him go![/p][p][/p][p][/p][p][/p][p][/p][p]Spicy fish[/p][p][/p][p][/p][p]but why[/p][p][/p][h2]Programming[/h2][p][/p][p]Aside from the usual bug fixes, optimizations and implementations of UI and assets, we've also finished up the NPC awareness task in which NPC's will become sus to you roaming about before fully spotting you or threats. [/p][p][/p][p][/p][p][/p][p]We've also been finally working on a very smooth camera lock-on system that will make combat much more fun. Soft-locking will apply to nearby enemies.[/p][p]Pressing the MMB on the mouse or the pressing down on the right stick on the controller will also allow you to hard-lock on enemies.[/p][p][/p][p].。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。.[/p][p][/p][h3]Devlog Over![/h3][p][/p][p]So much stuff! I want to say thanks again for playing our goof little game and checking out our devlog! It's always so fun crafting all these and just getting to see everything in one big ol' list.[/p][p][/p][p]We're posting this on a Sunday as well because the 30th of June is my own birthday (hi it's me Cal / chalicewarden) so haaaaappy birthday to me! ╰( ͡° ͜ʖ ͡° )つ──☆*:・゚[/p][p][/p][p]Thanks again for makin' this game with us and we'll see you again soon![/p][p][/p][p][/p]

Surprise! The Nature Update Part 3 is Now Live!

Hello Citizens!
[p][/p][p]Summer is fully here (or Winter time for y'all in Oceania which I am very jealous about I prefer Winter time)! That means it is time once more for yet another update! Part Three of the Nature update is live, bringing in a few changes such as Woolies out in the wild.[/p][p]Gigantic thank you for everyone who has been playing and leaving their feedback, it's always so rad to bring some of your ideas to life! But as always, let's jump right on into things (´。• ᵕ •。`)[/p][p][/p][p][/p][p][/p][p]・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・

[/p][h2]PATCH NOTES[/h2][p]
[/p][h3]Content & Gameplay Additions[/h3][p]
- NPC awareness of other entities has been reworked:[/p]
  • [p]Some factions are now neutral towards each other[/p]
    • [p]Woolies and Tuskars are hostile towards each other, but neutral to all other factions[/p]
    • [p]Kingdom and Travelers are neutral towards each other[/p]
    • [p]Entities whose factions are neutral towards each other can still damage each other, but doing so will mark the attacker (including players) as temporarily hostile to the damaged entity’s entire faction[/p]
    • [p]Some NPCs will warn neutral entities if they come within a certain range, and will mark them as temporarily hostile to their entire faction if they stay within that range for long enough[/p]
    • [p]Some NPCs will mark neutral NPCs and players as temporarily hostile to their entire faction if they come within a certain range[/p]
  • [p]NPCs no longer require line of sight to be aware non-player entities, but still require it to be aware of players[/p]
  • [p]NPCs will come to aid allied NPCs in combat from a larger distance than the range they would otherwise enter combat within, quickly escalating battles between factions[/p]
  • [p]Field Mortar and Mortar Tower fire can attract hostile NPCs’ attention from a large range[/p]
  • [p]Certain NPCs are now stealthed, drastically reducing the distance within which other NPCs can be aware of them[/p]
  • [p]Hostile and neutral NPCs now track vision for all players simultaneously, rather than only focusing on one at a time, and can only be aware of a player once that player is fully visible to them[/p]
    • [p]The “?” and “!” UI symbols above NPCs only reflect their vision of, or search for, the local player, or a reaction to a distraction unrelated to players (such as physics collision sounds)[/p]
    • [p]For clarity, a dot will now appear persistently over NPCs that have fully detected the local player, as they might be aware of the player without targeting them for combat[/p]
  • [p]Civilians no longer take shelter when detecting a threat, and will fight with their fists instead[/p]
  • [p]Woolies now spawn as wild creatures. Wild Woolies can be tamed for a one-time Fodder cost, and will join the nearest vacant Woolie Barn if any is available[/p]
  • [p]Both Tuskars and Woolies have new, larger nests consisting of egg nests that spawn wild creatures, as well as various rock formations, some of which contain caves used by the creatures as shelters[/p]
  • [p]The second mid-air attack for all weapons is now a held, precise strike, rather than the previous repeating combo[/p]
    • [p]Triggered by holding the attack button after using up the first mid-air attack (the uppercut)[/p]
    • [p]Sends the player falling faster, dealing a large amount of damage to any enemy hit and bouncing off of them[/p]
    • [p]Missing this attack, and hitting the ground or an inanimate object, will force the player into a long recovery[/p]
    • [p]If held for long enough, the player will be locked into the attack and deal extra damage upon impact[/p]
[p][/p][h3]Changes and Improvements[/h3][p][/p]
  • [p]Unemployment no longer gives citizens a Happiness penalty[/p]
  • [p]Lighting has been tweaked for each of the seasons separately, making them much more visually distinct[/p]
  • [p]Replaced various placeholder map icons with finalized versions[/p]
  • [p]Non-friendly NPCs will now look suspiciously in the direction of players that are being detected, but aren’t yet fully detected, if they’re central enough in the NPC’s vision[/p]
  • [p]Mortar Towers and Field Mortars will now target characters within range if there are no more structures for them to attack[/p]
  • [p]Mortar Tower and Field Mortar shells no longer terraform terrain[/p]
  • [p]Powder Keg explosions now terraform nearby terrain walls all the way down to the explosion’s height, rather than only lowering their height by a bit at a time[/p]
  • [p]Mortar Tower and Field Mortar range has been increased, and their reload time, damage, and the Mortar Tower’s Gunpowder cost have been decreased[/p]
  • [p]The stamina cost of sprinting and dolphin swimming has been greatly reduced[/p]
  • [p]Most player attacks are now interruptible at any point by dashing or jumping[/p]
  • [p]Slightly reduced the player throwing speed for entities of all sizes[/p]
  • [p]All entities will now change the terrain underneath their footprint to barren when uprooted, and never do so when rooted[/p]
  • [p]It is now possible to toggle crouching while in mid-air[/p]
  • [p]The loading screen has an updated look![/p]
  • [p]The research timer now additionally displays the total time remaining to complete all items in the research queue if more than one research is queued[/p]
  • [p]The Population menu, its hotkey icon, and the counters next to the clock are now hidden until the Town Hall has been built for the first time in a playthrough[/p]
  • [p]The Resources menu, its hotkey icon, and the resources display below the clock are now hidden until a player has gathered a resource for the first time in a playthrough[/p]
  • [p]Info feed messages are now shown when unlocking the Town Hall, Sawmill, Forager’s Hut, and Townhouse as part of the “Establish a Settlement” objective, and yellow exclamation marks will mark them in the build menu, matching other buildings that are unlocked through research[/p]
  • [p]The “Recruiting should not exceed jobs” check box in the Citizens tab of the Population menu is now unchecked by default[/p]
  • [p]The line below the clock and above the resources display is now only visible when resources are shown[/p]
  • [p]Updated the earth shattering VFX for the unarmed ground slam (charged mid-air attack) and the 4th grounded Greathammer combo attack[/p]
  • [p]Oak and Fir Sapling visuals have been updated, along with new seasonal and biome variations[/p]
  • [p]All berry bushes now match their look to the current season[/p]
  • [p]Added VFX and sounds to the Soaper’s Workshop[/p]
  • [p]Added VFX and sounds to the Washhouse[/p]
  • [p]The Stress icon next to the clock is now greyed out if Stress is at 0%[/p]
  • [p]The counters for Citizens and Soldiers next to the clock are greyed out if they are at 0[/p]
  • [p]The counters for Citizens, Civilian Jobs, Soldier Jobs, Unemployed, and Woolies in the Population tab are now greyed out if they are at 0[/p]
[p][/p][h3]Optimization & Fixes[/h3][p][/p]
  • [p]Optimized fog of war calculations[/p]
  • [p]Optimized occlusion culling[/p]
  • [p]Removed some unused code and systems, which had slight performance costs[/p]
  • [p]Fixed being unable to get past the initial loading screen and reach the main menu if the config file becomes corrupted, and it will now be reset to default values instead[/p]
  • [p]Fixed NPCs being able to become either completely invisible or stretched out randomly over the entire world, depending on the hardware, under some circumstances (mostly impacting saves containing many NPCs of the same type)[/p]
  • [p]Fixed NPCs sometimes walking a few steps back to their employing building while working outdoors, before going back to work[/p]
  • [p]Fixed NPCs walking away from combat for a few steps every once in a while, before resuming combat[/p]
  • [p]Fixed ranged NPC attacks being interrupted when the player jumps out of reach[/p]
  • [p]Fixed NPCs running to a nearby point or standing in place and looking in a strange direction when the player jumps out of reach[/p]
  • [p]Fixed Thugs interrupting a Fire Bomb throw if their target becomes reachable again[/p]
  • [p]Fixed Thugs not consistently throwing Fire Bombs at targets that are out of reach[/p]
  • [p]Fixed some issues with NPCs targeting a player for combat while the player is standing on an object[/p]
  • [p]Fixed Mortar Towers and Field Mortars sometimes firing shells horizontally with 0 speed, causing them to explode at the base of the mortar[/p]
  • [p]Fixed non-host clients being unable to see Ore Vein icons in map mode[/p]
  • [p]Fixed mirrored objects setting the terrain underneath them to Barren using their unmirrored footprint when uprooted[/p]
  • [p]Fixed terrain height no longer being changeable once it reaches the minimum or maximum possible heights[/p]
  • [p]Fixed non-host clients seeing NPCs that are already indoor when they connect as if they’re outdoor[/p]
  • [p]Added proper crouching animations when the Shovel is equipped[/p]
  • [p]Fixed Shovel pogo (aerial dig/fill) follow through animations being interruptible by releasing the attack input after a hit[/p]
  • [p]Fixed Powder Kegs disappearing noticeably when moving away from them[/p]
  • [p]Fixed water ripple VFX clipping into the water while sprinting over it[/p]
  • [p]Fixed speed line VFX on the edges of the screen not being properly shown while sprinting[/p]
  • [p]Fixed Forest dirt terrain tiles having a green border[/p]
  • [p]Improved the visuals for far away Oak and Fir trees in the Steppe biome[/p]
  • [p]Fixed Shovel and Seed Bag target tile previews being shown while lifting an object and while in map mode[/p]
  • [p]Fixed Musketeers and Poachers sometimes not playing a sound when shooting their muskets[/p]
  • [p]Fixed Powder Kegs playing their defuse sound when built[/p]
  • [p]Fixed Mutant Tuskars making regular Tuskar sounds when thrown[/p]
  • [p]Fixed Mortar Towers being rendered twice in some cases[/p]
  • [p]Fixed the Mutant Woolies’ name translation to German[/p]
[p][/p][p][/p][p][/p][p]That's it for now! Stay tuned in a few days for the June Devlog where we'll be showing off everything we have been working on for the month of June. (°)#))<< [/p][p][/p]

May Devlog

Hello Citizens!


It's the end of May - June is almost here and it is of course raining a ton in Sweden (ಥ﹏ಥ)

But! With May rounding off we have yet another monthly wrap up for you, going over pretty much all the work we have done throughout the month of May! If you're keen to hear what audio has been up to you can have a lil gander at our discord server!

ʕ •ᴥ• ʔ Let's go ahead and jump right on into it starting with;

[h2]Concepts & 3D Art[/h2]



In Part 2 of the Nature Update, we introduced Beaches to the game and have been working away at developing more plants for these areas. Kelp will be a tall lil glowy plant that grows on rock tiles underwater. It's like water spaghetti.



Cat Tails are also getting sculpted which will be a great source of fiber and fodder!





The Fishing Boat with its lil harpoon and electric tesla coil ray gun thing are also being concepted along with the Fishing Warf. These will go along your neat little beaches and will head out to go grab some Snappers and will hopefully not get eaten by the Snappers.



Cozy fishing areas also bring forth a new NPC, the Fisher - who have somehow stolen my closet and weirdly very similar to the outfit I am currently wearing as I am writing this.





The Snapper and its mutated form, the Devourer, have gotten their textures fully done and are making their way on over to the Rigger stage. These awfully angry creatures will be the latest creature you can battle for resources.





New Outlaw structures have been coming along well! We've finalized the Thug Tent and are currently working on concepting the Firestarter Shrine for the neat ol' Firestarter







The Apothecary rounded up concepting as well as finalization of the 3D model! All that's left are some super cool shloopy VFX shenanagins for the giant potion bottle. This building will take herbs in order to create healing potions for injured citizens.





Components! Research! The Tinkerers Workshop is a new building that will turn Scrap and turn it into increased research. If there is no research, the scrap will be turned into Components instead.





Creature Nests will be much more neat out in the wild! Last time we showed off some of the rocks and now their little egg nests have been done! This will give some more life to the world, and also the eggs just remind me of Digimon and I am absolutely here for it.



Berries will also soon be getting a lift where their colors will be more fitting for the seasons. Frosted berry bushes give me great joy.



Springshrooms! Big ol' bouncy launch pads that are intentional launch pads (or if you're community member Jumperjay, somehow they will be unintentional launch pads)



Tall Grass! It's tall! It's grassy! You can hide in it! Tall grass!



Last month we showed off the concept of the Spear, which will be the next weapon in the game, and it has now become a 3D reality! Will be very nice for fishing and pole vaulting.

[h2]UI[/h2]





More map icons! This section is going to be a lot of icon talk, but one of the bundles of new icons will be NPC heads! You'll get a better idea of where your folks are on the map with these cute new lil bobbleheads.



Just a cute new little loading menu thing! This section will get revamp more a bit later, but replacing the old icon already does a ton!



A few new icons to communicate further what's going on in your kingdom and where when in map view.



We also have some brand new fancy icons for status effects going on with your citizens, to clarify even further-further what's going on with everyone and why they're so bummed out.



Steamdeck! Gosh how do I love the Steamdeck. We've biggified the text for Steamdeck and are exploring having a callout specifically for season changes in order to make things easier to read on the deck.







Full screen research menu exploration has started this week, making stuff not only look fancier but will provide more information for each tier of research.

[h2]VFX[/h2]

These next two sections get a bit tricky due to Steam's 5MB limit! So imagine things a loooooot smoother



Jumping into VFX we've been working on a nifty little arrow system that will point you in the direction of your Crown when dropped, or for when you first load up the game.



VFX has been added to the Soapers Workshop, and also the Washhouse, but the Washhouse does not enjoy being less than 5MB but you can imagine just how neat and cute the Washhouse might look with its lil water and bubble effects!



How shocking! The Greathammer is getting some moveset adjustments to have a big ol' rocky shockwave with its crown charge move. Groundstomping has also received an update as well.



The soul stealing crown will now be able to steal souls! We'll be working on having some lil ghosts spread around the map as well oOOoOoOoOOOOoOoOooOooOo

[h2]Animation[/h2]





The Spear has been getting a ton of movesets done, with these just being two moves that we have been playing around with. I would post more but... that 5MB upload limit mm mm mm

[h2]Programming[/h2]

Our Programmers have been continuing to work on the new NPC awareness task that will give more caution, warnings, and alerts to enemies out in the wild. A bonkers amount more optimizations have been worked on as well! Otherwise, we've also been going at it with implementing more UI shenanagins and implementation of everything else in general in parallel.

.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。.

[h3]Devlog Over![/h3]

Oh gosh, that was a lot yet again. Hope I didn't miss anything!

╰( ͡° ͜ʖ ͡° )つ──☆*:・゚ For all the music and audio stuff, I'll be posting this on our discord server which you can find riiiiiiight here

Gigantic thank you once more for checking out this months devlog! We'll see you once more next month for yet another little round up of everything!

Also Happy Birthday to our 3D Artist Shanny! ヾ(=`ω´=)ノ”

See you soon everything!

The Nature Update Part 2 is Now Live!

Hello Citizens!


Boyhowdy it's been a month already since the last the update. But it's time for a new up! Part two of the Nature Update is now live for folks!

For a little run-down of a few of the changes you can check out this neat little devlog!

[previewyoutube][/previewyoutube]

Gigantic thank you to everyone for all your feedback, as always it's so cool to be able to make this game together with everyone! But let's hop right into the patch notes


・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・


[h2]PATCH NOTES[/h2]


[h3]Content & Gameplay Additions[/h3]

  • Each zone in a level will now contain one of three distinct biomes: Grassland, Forest and Steppe. Zones will dynamically change between these biomes based on how forested or polluted they currently are, as displayed in the zone’s summary when selected in map mode
    • The Steppe biome will hardly spawn any new plants and doesn’t allow for farming
    • The Grassland and Forest biomes will grow slightly different flora
    • Trees will grow to their largest size in a Forest zone
    • Trees will additionally have their maximum growth stage limited as they near Highland altitude
  • Research nodes now have base time durations to unlock once started
    • Multiple research nodes can be queued up to unlock, and the queue’s order changed at any point
    • Research speed scales with the amount of employed citizens in the kingdom
    • Research generally has a much cheaper upfront resource cost
  • The research tree has been updated and re-organized
  • Added fog of war to map mode
    • Players and kingdom NPCs and structures reveal the fog of war
    • Non-kingdom NPCs will only appear in map mode while revealed
    • Non-kingdom structures will appear in map mode as long as they’ve been revealed once before
  • While in an overview menu or map mode, issue tracker messages can now be clicked to open the relevant overview menu or to cycle through and highlight relevant entities in map mode
  • Enemy NPCs and building holograms can now be inspected in map mode
  • Map mode icons can now be clicked to select the relevant entity or group
  • Added a new issue tracker message for buildings on fire
  • New infrastructure: Stone Fences
  • New resource: Sulfur
  • New plant: Ember root
    • Grows on rock tiles and provides Sulfur when harvested, which is now required for the Powder Mill to make Gunpowder
  • Zones now have a Development state attribute (e.g. Wild or Settled, displayed in the zone’s summary when selected in map mode), determined by number of citizens employed in that zone
  • Creature nests now spawn per zone, with the total amount of nests per zone being determined by the its size, biome and Development state
  • Terrain right above water level will now turn into Coast (if soil) or Reef (if rock)
  • Rooted entities will turn the ground Burned when destroyed by fire
  • When plants grow they will now cause Overgrowth, which turns the terrain tiles they’re rooted to and adjacent ones Fertile (from Barren or Burned)
  • Players and NPCs trampling terrain in Highland elevation and in the new Steppe biome will turn tiles from Barren to Outcrop



[h3]Changes & Improvements[/h3]

  • Sawyers & Charcoal Burners cut down trees twice as fast
  • When power-throwing entities into terrain they will now generally take less damage from the collision
  • Sowing Barren tiles to turn them Fertile no longer costs resources
  • The Builder’s Workshop no longer costs Components to build
  • The minimum and maximum damage speeds for NPC fall damage have been increased, generally reducing damage taken unless at or near terminal velocity. Fall damage will still only deal up to 60% of an NPC’s max health
  • Defeated NPCs now provide twice as much crown charge to nearby players on death
  • Map mode icons for resources are now hidden by default, and shown only when build mode is enabled
  • When in build mode with a building selected to be placed (either from the build menu or an existing building that’s lifted by the player), only relevant resources’ icons will only be shown in map mode (e.g. when placing a Sawmill, Wood icons are shown)
  • Added Wood icons for groups of trees in map mode
  • Outlaw raids can now also occur on the first day of a season (during the first season outlaw raids still cannot occur at all)
  • Outlaw camps and creature nests can now spawn closer to those belonging to the same faction, but will spawn farther away from those belonging to other factions
  • Buildings’ colliders now follow parts of the building as they are animated (such as hatches opening and closing when the building is rooted and uprooted)
  • Tuskars now mutate after living for 3 in-game days (rather than 1)
  • Compass target marker distances now fade out when overlapping that of a target that's nearer for better clarity
  • Creature nests’ compass markers are now only shown when within 500 meters of them
  • Increased compass vision range to 250m (from 200m). The new fog of war is revealed by the player within a matching range as well
  • Simplified the logic for the number shown as the maximum population count next to the clock, for better clarity
    • If the "Recruiting should not exceed jobs" box is checked in the Population menu, it will now list the total number of available jobs
    • If "Recruiting should not exceed jobs" is not checked, it will list the larger of either available jobs or housing capacity
  • A glint effect is now shown right before a Poacher fires their musket
  • Fir Bushes are now larger in size
  • The Fir Bush Fodder item dropped from Fir Bushes has been adjusted to better match the bushes
  • Short and Tall Bushes now have appropriate winter foliage, rather than having none
  • Updated Oak Trees, Apple Trees and Bushes with new foliage for all seasons
  • The Bush Fodder and Fir Bush Fodder items (dropped from their respective bushes) now change color to match the current season
  • Added VFX for attacks blocked using the Shield
  • Added twirling VFX to the Greathammer
  • Greathammer attacks that can hit the ground will no longer play ground impact VFX and sound if they did not hit the ground
  • Edited the Woolies’ walk cycle to make them just a little bit cuter
  • All Mutant Woolie sounds have been refined, and high-pitched screeches were removed from most
  • Added various sound effects for the Lantern
  • The Monarch’s face is no longer oily 💅
  • Reduced the intensity of all buildings’ window lights during daytime
  • The drive belt has been removed from the Builder’s Workshop’s back
  • The Powder Mill’s roofs have been recolored to blue
  • Greatly increased the overall size of the Foothills level (it now counts as large)
  • Somewhat increased the size of the Canyon level (it is now listed as the recommended map for new players)
  • Made minor tweaks to the Seaside Cliffs level


[h3]Optimization & Fixes[/h3]
  • Fixed citizens incrementing the “insufficient housing” issue tracker message’s count permanently upon dying
  • Fixed Mortar Towers not providing housing for their employed cannoneers
  • Fixed Mutant Tuskars being unable to jump up terrain while walking
  • Generally improved large creatures’ handling of movement close to terrain
  • Fixed non-host players having access to certain menus before the host when they haven’t been unlocked during the playthrough yet
  • Fixed the issue tracker and info feed being offset for non-host clients if they join the game with a different resolution than the host
  • Fixed non-host players not having the max player dropdown value change in the Manage Players menu when the host changes it
  • Fixed the local player’s smoldering meter (the fire icon next to the health bar) remaining stuck on screen when burning and being extinguished by water
  • Fixed loading a save with trees affected by certain status effects causing all trees of the same type to be rendered partially pink
  • Added proper strafe walk animations for the Shovel and Seed Bag
  • Added proper crouching animations for the Seed Bag
  • Fixed blending issues between the Monarch’s walk and run animations while strafing with all equipment
  • Fixed water shadow artifacts when zooming out in map mode
  • Fixed Castle Arch holograms displaying a white square as their map mode icon
  • Fixed large compass target marker distances wrapping to two lines
  • Fixed entity selection outline in map mode appearing incorrectly for some structures
  • Fixed entity selection outline in map mode appearing for indoor NPCs for non-host players
  • Fixed some Greathammer attack sound effects being mistimed
  • Fixed VFX for the Greatsword being dragged on the ground playing in certain cases where they shouldn’t
  • Fixed the leaf VFX that appears on the ground when Fir Trees are cut down displaying as green squares rather than leaves
  • Fixed a missing texture in one of the Builder’s Workshop’s windows
  • Fixed the back of the Hunting Tower’s musket sometimes being visible through the top hatch while reloading
  • Fixed Highland grass ledges having a noticeable dark streak
  • Fixed a missing sound effect for the Weaving Mill’s rooting/uprooting animations
  • Fixed water sounds rarely overlapping in a noticeable way, making them feel artificial
  • Fixed a memory leak when renaming save files (potentially causing a crash after renaming multiple times)
  • All buildings’ textures have been optimized to reduce rendering overhead
  • Added a LOD model for all buildings, improving rendering performance when viewed from medium distances and farther
  • Improved performance of localized strings in general, but most noticeably impacting menus with data that is constantly updated such as the Population menu
  • Fixed an NPC animation issue causing extra rendering overhead
  • Fixed map mode UI sometimes being updated while outside of map mode, causing extra CPU overhead
  • Optimized water rendering




o( ❛ᴗ❛ )o That's it for now, but stayed tune for next weeks Monthly Update where we'll go over everything that we have been working on for the month of May - which has been a lot
See you soooooooon!.。o♡


The Nature Update, Part 2 Launches May 22!

Hello Citizens!


٩(◕‿◕。)۶ It's almost time for a new mini update! Nature Update Part 2 will be dropping on May 22nd which will bring in quite a few new things to the game! While we'll be going over all the changes in an indepth devlog video next week, you can get a little sneak peek at a few of the changes down below.

(´• ω •`) Let's get into it!

[h2]Zones[/h2]

We've divided the world into several different zones such as Grassland, Forest and Steppe that will dynamically change based off your interactions with the world.



[h2]Pollution[/h2]

Heavy industry as well as deforestation can cause zones to become polluted and turn into Steppe which is a little bit nightmarish



[h2]Ember Root[/h2]

New plant type! Now you can harvest butter sulfur for gunpowder! Ember roots will grow on rock, and look like little sticks of butter when you harvest them. Please don't eat it. I don't recommend it.



[h2]Fog-of-War[/h2]

The map will now have fog-of-war, hiding dangers around the map. Hot tip - just pick up your friends and throw them reaaaaaaaaaaaaaaaaaaaaaally far away to uncover more portions of the map!



[h2]Research Queue[/h2]

After a bonkers amount of feedback, we've made a lot of changes to the research tree! Research will be a lot cheaper but will take a bit of time to research. You'll be able to queue up research as you progress!



[h2]Stone Fences[/h2]

A new fence type! It's so cute!



・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・・゚゚・。..。・゚゚・

That's about it for the sneak peek for this week! We'll see you next week for more details into all the changes. And hey! If you've made it this far! Please enjoy a very cute little boat that we have been concepting for another update a bit later on down the line, that brings me quite a bit of joy.


Alright have a great day see you later! ( ´ ω ` )ノ゙