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April Devlog

Hello Citizens!


( ´ ▽ ` )ノ How have you been! It's been a hot minute! I am sick. But we're near the end of April so we wanted to show folks what we've been working away on this month!

It's going to be quite a big update for you! We'll primarily go over art, animation and programming. Since we can't super showcase audio and music here on steam, you can always keep your eye out in our discord where we do have a little music room where we occasionally drop Johannes' music as well as Jayson's audio!

But let's go ahead and jump on into things since this is gonna be looooooooooonng starting with

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



The next creature that we have been working on is the Snapper! The Snapper will be the first aquatic creature we are currently working on adding to the game. So fishing! It's coming soon! Except your fish will try to eat you but that's ok he's pretty cute so he can do what he wants.

Defeating them will drop some very tasty meat chunks



After some time, the Snapper will evolve into a Devourer, who is chunky and big enough to eat up an entire building. Or your friends. Or maybe both. At the same time.





The 3D models are also coming along pretty well! Personally, I'm super pumped to see these guys get all textured, I hope they're shiny.





why are their mouths like that i do not enjoy but also i enjoy

While we haven't designed their creature nests just yet, we've also been working on creature nests for Woolies and Tuskars. A bunch of folk had requested being able to find Woolies out in the wild - so we're making it happen! While we've been doing that we decided that the Tuskars could use a lift as well.









The nestings will be crafted out in the world in about the same fashion that outlaw camps are, giving a much more eventful little area to visit and giving a bit more life to the world as well!

As also learned that in the 3D models themselves, you can probably reenact scenes from the Lion King and throw your citizens off the tippy tops of Tuskar Nests.





Last bit of rocks we do have some stonce fences. Folks have been wanting more fence variants which we'll definitely get more of! And for now here's a cute little stone fencing!



A few other decorations have been worked on in folks' spare time as well which are some cozy statues. We were talking about how it would be great to actually unlock these by defeating x amount of creatures in the world at some point. That bit of logic will take a while, but I really love the idea behind. I love unlocking stuff via actions like that.



But! Speaking of Outlaw Camps, those too will be getting a facelift! We're going a bit more bonkers with their design, and working on giving them a lot more just stuff in general as well as we get ready to add new Outlaw types, because they look like they'd wanna just live in a much cooler place



Now, when it comes to herbs, a lot of people have been wanting herbs to be for farming since they're quite rare. Herbs will be going into the Apothecary rather than the Alehouse soon to create health potions, which will make things a wee bit more balanced and make the rarity of herbs actually make sense.



Another thing folks have been asking for is more plant life! Which YES absolutely, I'm super excited for more plants in the game, especially more aquatic plants such as cat tails, which will be another source of fiber for your kingdom



We're also working on adding in Tall Grass to the world which will give you more places for hiding from dangers or sneaking up on different enemies, or just playing hide and seek with your friends in multiplayer



Spring Shrooms will also be a utility type plant, where bouncing on them will send you zoomin' out into the air. You can also lure enemies to them in order to cause them to bash into the bouncy plants and stun themselves



Oak Trees and bushes have also gotten an adjustment! Last time we swapped the Fir Trees to have sculpted foliage and have now been able to do the same to oak trees which will free up a bit in performance (of which we have also done some great optimizations on buildings as well recently - thank you 3D team!!!)





And the very last tidbit we have for the month of arty-art is the concept for the next weapon that will be quite useful for pole vaulting across the map as well as combat in water, and for just looking super duper duper stylish because who doesn't love a good ol' spear



[h3]UI[/h3]

On the UI Side of things, a handful of folks have noted that the map is quite cluttered when it comes to the icons. So that's being fixed up right now and we're also adding so much more cute icons to the map itself!





The build menu will also be getting a lift to just showcase which building is what to make it easier to know where things are, and what building it is you're looking for.



While the map is getting quite pretty now, the equipment wheel for those who use the equipment wheel rather than the tool bar (though this can also be applied to the build menu as well) is getting fancified too!



[h3]VFX[/h3]

This month a lot has gone into adding a bit more VFX to some of the buildings, but we're also working on having more feedback to combat when it comes to the shield. A new hit will appear when you've successfully blocked with the shield, or deflected a bullet with the shield



[h3]Animation[/h3]

On the animation side this month has primarily been a combination of spear types and also sitting. Because it's nice to sit down and the pure amount of joy that just being able to sit on stuff brings me is absolutely bonkers.

We will have quite a few different variants for sitting, so that if you'd like to take screenshots with your friends in multiplayer, everyone can be lounging in a different manner. Here's just a few of them!





On to the combo of the spear! This is definitely going to be a favorite weapon of mine, I'm such a sucker for a good speedy flippy spear.... type spear...thing. Polearm. Thing. Anyway I'm a polearm player in any game that lets me use a polearm. Or dagger. Either one of those.



Shoutout to the 5mb upload limit for files /chefkiss



Firestarter Outlaws also have been given a sus animation as well as a "i'm going to start a fire" animation



I mean. I'd trust him. He looks trustworthy. Nothing suspicious going on here.



[h3]Programming[/h3]

Boy howdy do we have a lot going on here. Aside from tons of bug fixes, more optimizations, and a few other things regarding other platforms we've been doing quite a hefty amount here. There's not much I can visually show so it's time for some little lists!

One of the major little bits is you will be able to click on any issue tracker messages. Fire ongoing? Someone fighting? Open up the map, click on it and it'll show you what's going on and where. We've been discussing a ton of other ways to really visually show people won't going on, and while some of it hasn't been implemented yet or won't be for a hot minute - having neat little arrows to show the issues when you're nearby I think is going to do a lot as well as clarify a lot.

This is also the part where I thank everyone for all the feedback and letting me sit in on your streams. We're definitely finding a lot of ways to improve the game with everyones help and feedback, so thank you so much!!

Back back to programming.

Fog of War! This is actually pretty neat. The map will now have fog of war to it, and you'll have to explore to uncover what's going on around you. Or just pick up a citizen and throw them across the map. That works too.

One of the biggest bits that is being worked on to improve how your lil NPC's choose targets and other things is a rework of the stealth and awareness system. This should smooth things out quite a bit and make any battles much less frustrating

[h3]Devlog Over![/h3]



(´• ω •`) ♡ Phew! Alright that sure was long! There is definitely a chance I missed something, we've really been working on quite a lot in our small team!

╰( ͡° ͜ʖ ͡° )つ──☆*:・゚ And again if you'd like to hear the music and sfx we've been working on, I'll be dropping those tracks over on our Discord Server

Thank you everyone for checking out our little devlog! We'll be crafting these monthly round ups every single month, so see you folks soon and thank you so much for playing!

Hotfix #8

Hello Citizens!


Happy AUTUMN (ಡ‸ಡ) and also Spring! We have yet another Hotfix ready for you folks! As always thank you so much for all the reports on these bugs and for hangin' around with us while we develop the game in further!

I also made a tutorial for everyone! This tutorial just goes over the basics, and I'll be crafting another one soon going more in-depth into citizen and town management while we work away at getting an in-game tutorial crafted up for folks!

Here's that neat lil video ( ´ ▽ ` )ノ

[previewyoutube][/previewyoutube]

And now! Onto the hotfix! Be sure to make it to the end for something special. ;)

[h2]Changes[/h2]
[h3]UI[/h3]
  • The happiness number in the HUD by the clock now has a color tint to match the happiness icon, which changes depending on the current happiness level

[h2]Fixes[/h2]
[h3]Gameplay[/h3]
  • Fixed non-host clients joining a world loaded from an old save being unable to access any unlocked equipment
  • Fixed Farmers never shearing Woolies ʕ •ᴥ• ʔ
  • Fixed Farmers never collecting Fiber
  • Fixed player movement inputs being registered while indoors, causing them to play certain movement-related effects

[h3]UI[/h3]
  • Fixed the current progression objective appearing briefly before being overridden by the outlaw raid preparation objective when reclaiming a stolen crown during a day in which the outlaws are planning a raid

[h3]Graphics[/h3]
  • Fixed Seed Bag model not being shown when it's equipped
  • Fixed motion blur being enabled when launching the game after it has been disabled in during the previous session
  • Fixed fir tree impostors (which replace the tree models when seen from far away) having their trunks protrude visibly through their foliage
  • Fixed NPC sleeping VFX appearing for indoors NPCs on non-host clients
  • Increased the draw distance for the player-placeable Powder Kegs, which disappeared noticeably when moving away from them
  • Fixed only some parts of the Blast Furnace being culled when looking at it from far enough away

[h3]Sound[/h3]
  • Fixed the Greathammer dash attack not playing any sound

[h3]Miscellaneous[/h3]
  • Fixed missing animations for pivoting in place (achieved by strafing and rotating the camera while stationary) with the 1-handed sword and wrench


We're on the internet! ヾ(・ω・`)ノヾ(´・ω・)ノ゛

Discord Reddit Youtube

The Nature Update is Live!

Hello Citizens!


First off, happy Spring!!!! Also happy Winter to our Oceania folks!

Part one of the Nature Update is now live!

ヾ(・ω・)メ(・ω・)ノ
Thank you all so so so much once more for being here with us as we further develop the game - everything has been so helpful as we continue to develop the game.

This update includes new features such as an overhaul to the UI and lighting, new buildings and citizens, mutant tuskars, the greathammer, a lantern and more! There are also a bonkers amount of changes that we have made to the game based on everyone's feedback and suggestions!

You can find the full patch notes below, but here is a look at the major new content, as well as a little devlog going over a few of the major points.

[previewyoutube][/previewyoutube]

[h2]Mutant Tuskars[/h2]

The Mutant version of Tuskars have powered there way into Overthrown! These big boys will mutate from their smaller versions, and are much angrier than before.



[h2]Greathammer[/h2]

Greathammer is the newest weapon to the game (and made even bigger thanks to everyone's amazing feedback) that can cause knockout and stun enemies. Also it gives you extra cool points because who doesn't want to carry around a ridiculously large hammer?



[h2]Lantern[/h2]

His name is Igni and he is everything. Igni the Fire Elemental lives within your Royal Lantern and can set fire to anything you smack your lantern with so you can commit arson. Igni loves crime.



[h2]Overhauled UI and Lighting[/h2]

It's here! We've been working on replacing the UI in the game - and while there is still a lot more to do, it's definitely starting to come together and should give way more clarity to the game!

[h2]So what happens next?[/h2]

The Nature Update ended up being much larger than we initially anticipated, and we're working on a second part that will release in late spring. Part 2 will have a polluted biome, new creature nests, new takedowns and more! We'll share more information in the future.



[h2]Something Break or Have Feedback?[/h2]

( ͡• ͜ʖ ͡• ) For any bug reports, you can gently reach out to [email protected] or slide on over to the Brimstone Discord and toss your report in the Bug Reporting section! We'll also be checking the Steam discussions.

[h2]Patch Notes[/h2]

[h3]Features[/h3]

Gameplay
  • New creature: Mutant Tuskar
    • Tuskars who have been alive for a full day will mutate
    • Mutant Tuskars are stronger and capable of uprooting and destroying buildings!
  • New equipment: Greathammer
    • Slow to attack, but deals massive Wrecking damage as well as stunning and knocking down enemies
    • Unlocked by the Fortifications research
  • New off-hand equipment: Lantern
    • Illuminate your surroundings! RMB on mouse and keyboard or LT on controller, by default, to raise the lantern
    • Commit arson! Attack while raising the lantern to swipe it, dealing a small amount of burn damage and setting entities on fire
    • Unlocked by the Incendiaries research
  • New resource: Entertainment
    • A luxury good that citizens can consume for a happiness bonus
  • New building: Theatre
    • Employs a Bard and produces Entertainment from Coin
  • New building: Farmstead
    • Employs a Farmer who sows and harvests crops
  • New building: Forager’s Hut
    • Employs a Forager who extracts and gathers wild plants
  • Removed the Pantry building, as its functions have been separated to the Farmstead and Forager’s Hut
  • New decoration: Frog Chair
  • New decoration: Workbench
  • New decoration: Scarecrow (2 variants!)
  • Physics collisions no longer deal damage or stagger, stun and knock down characters under most circumstances
  • Physics collisions where one of the colliding entities was charge thrown deal massive damage and knock down NPCs
  • Physics collisions where one of the colliding entities was dropped or thrown using a non-charged throw can still stagger, stun and knock down characters
  • Physics collisions that destroy, absorb or knock down an entity (e.g. sawmills absorbing trees or a boulder destroying a tree) no longer impede the other entity's movement
  • Enemies thrown using non-charged throws will no longer be knocked down immediately, and will land upright
  • NPCs can now take fall damage
    • Any thrown friendly NPC will not take fall damage
    • Enemies thrown using non-charged throws will not take fall damage


Quality of Life
  • Stopping a charge run on ground while holding movement input will now immediately enter a dash run rather than regular run


UI
  • Replaced various placeholder HUD elements with updated visuals
  • Updated all resource icons
  • Updated all Equipment icons
  • Updated all HUD hotkey icons
  • The total amount of stored food is now listed in HUD by the clock, with its color changing to indicate whether food supply is low
  • The amount of soldiers in the kingdom is now listed separately from civilians in the HUD by the clock
  • When citizen spawning is paused, a pause icon is now shown on the citizen counter in the HUD by the clock
  • A popup banner is now displayed whenever the main objective changes


Graphics
  • Fir tree foliage visuals have been updated
  • Fir bush visuals have been updated
  • Added VFX to creature mutation
  • Added sleeping VFX for all NPCs


Sound
  • Added a sound effect to creature mutation
  • Added sound effects to Weaving Mill rooting, uprooting and operation
  • Added sound effects to Bakery rooting, uprooting and operation
  • Added sound effects to Alehouse rooting and uprooting
  • Added a sound effect to Well rooting


[h3]Changes[/h3]

Gameplay
  • The Town Hall’s citizen spawn rate now increases with average citizen happiness, and spawning is paused while average happiness is non-positive
  • The max citizen limit (settable in the Population menu) has been increased to 200
  • A setting has been added to the Population menu to toggle whether or not the citizen limit is set automatically to the amount of available jobs
  • Military buildings, and buildings that employ workers who gather resources from the world, now provide housing for their employees
  • The Town Hall no longer provides any citizen housing
  • The Population menu now lists the various housing structures and their occupied and full capacities
  • Commoners can construct blueprints and repair damaged buildings again, but will prioritize taking a job first if available
  • Burning now decays naturally for characters over a few seconds. Burning them again resets the decay timer
  • Added “Pioneer Spirit” as a happiness bonus to citizens when the kingdom’s population is small (below 16). This bonus is reduced by 1 for every citizen in the settlement
  • The Unemployed and Homeless happiness penalties for citizens now scale over time, up to a cap
    • Added tooltips to these penalties in the Citizens tab of the Population menu to indicate how long a citizen has been homeless and/or unemployed for
  • Bushes now drop Fuel instead of Fodder
  • Sunflowers now drop Fodder instead of Grain
  • Outlaw raids can now trigger on any day of a season except the first (excluding the first season, during which no raids will trigger), and will only trigger once per season
    • This is only relevant for the Aggressive world hostility difficulty setting, since outlaw raids are disabled for any other hostility setting
  • If there are enough outlaws at the start of a day for a raid to occur, they will attempt to launch a raid that night
    • During that day, an objective will appear and count down time until the raid begins, as well as inform the player how many outlaws need to be defeated for them to cancel the raid
  • There are now fewer initial progression objectives, containing more sub-objectives instead
  • Removed various emergency/fallback objectives (e.g. “Rebuild Town Hall”), which are now shown in the issue tracker instead
  • Issues will now be shown in the issue tracker when stored food is below the amount needed to sustain the current population for 1 day, 3 days or rest of Winter, replacing removed objectives
  • Removed the Carpentry research and updated Frontier Settlement to be the initial research unlocked by default
    • Certain buildings unlocked by the Frontier Settlement research will only be available in the build menu once the relevant objective is reached
    • Builders are now civilians, rather than soldiers, and no longer costs Coin to recruit
    • The Builder’s Barracks has been renamed to Builder’s Workshop, and its roof recolored blue (from red), to reflect this
    • The Builder’s Post banner has been recolored blue (from red) to reflect this
  • The shield bash attack is now triggered by attacking, rather than interacting, while blocking with the Shield, matching the controls for the new Lantern swipe
  • The new Citizens tab in the Population menu displays effects affecting all citizens’ happiness (currently, Pioneer Spirit and Crownless)
  • The Seaside Cliffs level has been reworked to be more mountainous and slightly larger


Quality of Life
  • The “Show Resources” key (T on mouse and keyboard and D-pad up on controller by default) can now be used while in map mode


UI
  • The Population menu now has separate Citizens, Creatures and Needs tabs, to display information more clearly
  • The player’s health bar is now hidden while they’re not in combat if it’s full
  • Map mode icons with special statuses now flash the status icon more quickly for better clarity
  • Renamed the “Block” key binding to “Use Off Hand” under the Controls tab of the settings menu, as it is now also used for the new Lantern


Graphics
  • Updated light and colors for all times of day
  • Tweaked fog density for all times of day
  • Updated daytime light with softer shadows
  • Updated night visuals for a more fitting overall atmosphere
  • Tweaked some underwater lighting
  • Updated Grassland grass color for all seasons
  • Updated Forest grass color for all seasons
  • Updated Highland grass color for Autumn and Winter
  • Tree foliage now fades out partially based on camera and player proximity, rather than the entire tree’s foliage all at once
    • Tweaked how tree foliage fades out in map mode to look nicer, making use of the new partial fading
  • Outlaws’ faces have been updated to better differentiate them from citizens (and give you a bit more of a 😡)
  • Recolored the Weaving Mill’s roof to blue (from dark grey)
  • Recolored the Soaper’s Workshop roof to blue (from dark grey)
  • Ferns now drop a dry variant of their fodder loot during Fall and Winter to match the look of the plants themselves


Sound
  • The sound for burning entities is now differentiated better for entities of different sizes


[h3]Balancing[/h3]

Gameplay
  • Removed the 50% damage bonus crowned players used to receive, and instead slightly increased base damage of all weapons
  • All weapons’ final ground combo attack deals significant bonus damage
  • Generally decreased the costs of later research nodes, and reduced the amount of nodes that require Components to research
  • Reduced the percentage of outlaws who started a raid that needs to be defeated to cause them to rout
  • Slightly increased the initial amount of stored Wood when starting a new playthrough
  • Increased the Composter’s work radius


[h3]Fixes[/h3]

Gameplay
  • Fixed being unable to load any save after failing to load a save once
  • Fixed Mutant Woolies loaded with a save being unable to move at all, and not disappearing after being defeated
  • Fixed NPCs being entirely unable to execute attacks anymore after defeating another NPC with an attack
  • Fixed Tuskars being able to get stuck in place during their charge attack
  • Fixed human NPCs often failing to jump onto terrain that’s higher than the water surface. They will now climb ledges at those heights, rather than attempting to jump onto them
  • Fixed wet entities being able to burn from effects that apply burning immediately, such as Powder Keg explosions
  • Fixed jumping next to tall bushes causing the player to float
  • Fixed being able to root existing objects or build new ones partially inside castle arches
  • Fixed being able to raise terrain into arches using the shovel
  • Fixed demolishing arches leaving any entities that were rooted to them rooted in midair
    • For all the players who were enjoying this exploit to create incredible builds: we love you, so you can now enter
      disableFoundationLossUprooting true
      in the console to disable objects being destroyed or becoming uprooted when the foundations they're rooted to are destroyed or altered. If you’re unsure how to use the console, you can refer to our cheat guide here: https://steamcommunity.com/app/1133500/discussions/0/601889972151212260/
  • Fixed Builders being unable to construct castle block blueprints (as well as Commoners, now that they’re allowed to construct blueprints again)
  • Fixed thrown NPCs being able to pass through other NPCs under some circumstances
  • Fixed player charge run and Tuskar charge attack impacts not pushing friendly NPCs out of the way
  • Fixed thrown entities being able to collide with the thrower, causing their trajectory to deviate
  • Fixed fruiting apple trees not dropping apples if destroyed due to being uprooted
  • Fixed apple trees sometimes being able to create floating apples that can’t be interacted with
  • Fixed some jarring camera field of view transitions when charge and dash running
  • Adjusted all NPC water buoyancy heights to look better, also taking individual character height into account


Graphics
  • Fixed burning Mutant Woolies having their flame VFX obscured almost entirely due to their size
  • Fixed build mode grid not adjusting its height to castle blocks built and demolished on top of terrain in some cases
  • Fixed Z-fighting between some overlapping terrain tile types, causing them to flicker back and forth
  • Fixed small fir tree foliage impostors (which replace the tree models when seen from far away) having their Summer and Spring colors swapped
  • Fixed player movement VFX not matching snow and Highland grass


Performance
  • Fixed performance degradation during long play sessions
  • Reduced autosaves’ impact on framerate
  • Improved performance in worlds with lots of farmland, infrastructure and/or buildings
  • Implemented castle block LODs for far castle block columns, improving rendering performance
  • Implemented dynamic reduction in the accuracy of throw trajectory preview calculations to drastically speed them up for large, complex objects like oak trees. This will be further optimized in the future to allow for less accuracy loss on such objects
  • Reduced the duration of every level load by a few flat seconds




The Nature Update Goes Live March 24!

Hello Citizens!


It's almost time for yet another update! Part 1 of the Nature Update will be releasing on March 24th! We have a lot of new changes to the game with this update such as updated UI, lighting, new buildings and citizens, mutants and a new weapon! We'll be sharing a full list of all the changes when it goes live.

Once more a big massive thank you to everyone for playing and also all your amazing feedback! With that, let's take a quick gander at just a bit of the content coming to the game next week.

[h2]Mutant Tuskars[/h2]



The Mutant version of Tuskars are now doing an Akira slide to the game next week! These big boys will mutate from their smaller versions, and are much angrier than before.

[h2]Greathammer[/h2]



Greathammer is the newest weapon to the game (and made even bigger thanks to everyones amazing feedback) that can cause knockout and stun on enemies. Also it gives you extra cool points because who doesn't want to carry around a ridiculously large hammer?

[h2]Lantern[/h2]



His name is Igni and he is everything. Igni the Fire Elemental lives within your Royal Lantern and can set fire to anything you smack your lantern with so you can commit arson. Igni loves crime.

[h2]New UI[/h2]



It's here! We've been working on replacing the UI in the game - and while there is still a lot more to do, it's definitely starting to come together and should give way more clarity to the game!

ʕ •ᴥ• ʔ That's it for the sneak peeks and we'll see you folks next week with the first part of our major update!

Also thank you for the book recommendations in the last post! Definitely going to grab a bunch of those!

Surprise! A Mini Update is Live!

Hello Citizens!


Happy Semla Day! And also happy birthday to our technical co-founder TF! And also Happy Update Day!

It's time for our (not so mini) Mini Update! We've been able to get a lil update done for you folks that adds a few new buildings, map icons, and quite a few new quality of life updates based off of everyones amazing feedback!

Giant thank you to every single one of our community members for playing the game, testing new features and bugs, and letting us know what changes you'd like to see!

While you can jump into everyone down below we also have a neat little devlog ready for you folks that also shows off just a few things visual things, such as new UI, coming in the next major content update!

[previewyoutube][/previewyoutube]

But lets jump right on into the rest of this lil steam post ദ്ദി •⩊• )

[h2]New Buildings![/h2]

[h3]Builder’s Barracks[/h3]



This new building employs three Builders on rotating shifts who build and repair kingdom structures.

[h3]Builder’s Post[/h3]



Builders will stand guard by Builder’s Posts like Halberdiers and Musketeers do with their respective posts.

[h2]New Map Icons![/h2]

New and improved



[h2]Patch Notes[/h2]

[h3]Features[/h3]
  • New building: Builder’s Barracks
    • Employs three Builders on rotating shifts who build and repair kingdom structures
  • Commoners can no longer build or repair structures
  • New building: Builder’s Post
    • Builders will stand guard by Builder’s Posts like Halberdiers and Musketeers do with their respective posts
  • Added Steam Cloud support. Saves will now be backed up on and synced from Steam Cloud if an internet connection is available
  • Map mode icons have been added for various entities:
  • Citizens — icons indicate their job and change to show relevant issues affecting them (e.g. fighting, starving, etc.)
  • Construction holograms — icons indicate construction state
  • Crop plots — icons are displayed for every contiguous group of plots
  • Natural world entity groups (e.g. plants, boulders) — if they contain a harvestable entity, an icon of the relevant resource will be shown
  • Added a basic fog of war system allowing players, citizens and friendly structures to reveal hostile entities, causing them to display a map mode icon. Enemy structures will display an icon after being revealed once, and enemy characters will display an icon as long as they are actively revealed
  • NPCs can now sleep
  • Sleeping NPCs have no vision and their hearing distance is cut in half
  • Outlaws will now sleep at their tents at night, or on the ground if they have no tent
  • Tuskars will now sleep next to their nest at night, or on the spot if they have no nest
  • Woolies will now sleep on the spot at evening and night if they have no barn
  • Citizens collapsing from exhaustion now have appropriate animations (but still no facial animations, so it’s only slightly creepy for now), and enter a new sleeping state rather than effectively being knocked down
  • Resources dropped as a result of an interaction or melee attack will now be absorbed by the interactor or attacker automatically, if possible
  • Players can now interact with or dash into mature crops, wild plants and fluffy Woolies to instantly harvest them
  • While on ground, shovel terraforming input (both raising and lowering) can now be held to terraform once every time the targeted tile changes, allowing for much smoother continuous terraforming
  • Added a “[HOLD]” suffix to related contextual prompts
  • While holding the seed bag or shovel, a preview of targeted tiles is now shown
  • The color of the preview indicates whether the action is possible or not
  • The opacity of the preview indicates whether it corresponds to a regular or alt action (e.g. lowering or raising terrain, respectively, with the shovel)
  • Map mode now has a virtual cursor when using gamepad to allow inspecting entities and selecting zones. Moving the cursor close to the edge of the screen will pan the camera
  • Changed panning on gamepad to right stick (from left stick) and zooming to D-pad up/down (from right stick up/down), as left stick is now used for virtual cursor movement
  • Added option to toggle screen shake under the general tab of the settings menu
  • The sound effect indicating when damage is fully absorbed by a character’s armor now varies to make a distinction between the local player, other players, enemy NPCs and friendly NPCs
  • Added VFX for shearing Woolies
  • Added more VFX to indicate an entity is burning
  • Added VFX to indicate an entity is wet
  • Added smoke VFX to indicate an entity is extinguished
  • Added chimney smoke and rooting/uprooting VFX and animation to the Alehouse
  • Added chimney smoke and rooting/uprooting VFX and animation to the Bakery
  • Added operation and rooting/uprooting VFX and animation to the Weaving Mill
  • Added chimney smoke VFX to the Pie Shop and the Soaper’s Workshop


[h3]Changes[/h3]
  • All wild plants can now be lifted, thrown around and rooted, and are no longer destroyed upon being uprooted or thrown. They also have cute little roots!
  • Crops in their growing stage are now destroyed when lifted (instead of just mature ones)
  • In map mode, on mouse and keyboard, middle mouse button can now be used to demolish structures targeted by the cursor (rather than the structure in front of player)
  • Sunflowers and herbs, as well as planted wheat and garden crops, now disappear in Winter
  • On the last day of Fall, farmers will no longer sow crops and players will also be unable to, since those crops will disappear in Winter anyway
  • Player are now unable to sow during Winter
  • When first starting a new world, no natural entities (trees, boulders, etc.) will spawn close to the player and crown spawn positions
  • In map mode, there is now a restriction on the maximum distance from the player within which buildings can be constructed. Buildings placed outside this range will appear as holograms instead of being constructed immediately, even if they can be afforded
  • In map mode, there is now a restriction on the maximum distance from the player within which lifted entities can be rooted
  • Construction holograms are now hidden when far enough away from the player outside of map mode, or when zoomed out enough in map mode, unless build mode is enabled
  • Raising/lowering terrain on the spot with the shovel pogo is now faster
  • Map mode icons that are currently displaying an override icon (to indicate an issue) will now alternate between that and the base icon (e.g. the building’s icon)
  • Low priority map mode icons no longer disappear when zooming out; instead, icons of the same type will fade away when overlapping
  • Changed default keybind for map mode drag panning on mouse and keyboard to left mouse button (from middle mouse button)
  • Removed buildings and wildlife counters from map mode UI, since that information is now more clearly conveyed via map mode icons
  • In map mode, only the boundaries of the currently selected zone and the boundaries between playable and non-playable zones are shown now (rather than all boundaries between all zones)
  • The “Shoot” contextual prompt appearing when players are inside Hunting and Mortar Towers are now greyed out while the tower is not reloaded
  • Updated the Powder Keg explosion VFX size to match its damaging radius
  • Updated Mortar Tower and Field Mortar firing, shell, and impact VFX
  • The Halberdier’s Post and the Musketeer’s Post models have been updated, matching the new Builder’s Post
  • Charcoal Burners (employed by the Charcoal Kiln) now have their own models, rather than reusing the Sawyer models
  • Tree foliage now becomes transparent when the player or camera intersects it, instead of fading out completely
  • Grass tiles now visually overlap dirt and stone tiles, rather than the other way around
  • Fire sounds now vary based on the burning object’s size
  • NPCs harvesting entities will no longer cause resources to drop in a lower than normal arc, since that was done to make it easier for them to immediately target and pick up the resources. This is no longer needed as NPCs will now automatically absorb the harvested resources (see Features section)
  • The Tuskar walk cycle has been polished
  • The “Bread and Games” research has been renamed to “Entertainment”


[h3]Balancing[/h3]
  • Fortified entities (castle walls, stairs, battlements and arches) are now resistant to explosive damage and take 50% of the damage rather than 100%
  • Increased health of arches to match castle blocks


[h3]Fixes[/h3]
  • Fixed build mode being unavailable if the "build a town hall" objective is reached but then gets overridden (e.g. when dying and dropping the crown)
  • Fixed build mode being entirely unavailable in some old saves
  • Fixed failure to join server when another (non-host) client on that server is attacking
  • Fixed NPCs spawned in some places (like inside completely enclosed walls) being unable to path to targets
  • Fixed NPCs sometimes keeping themselves in a state where they can’t path, even though they should already be able to
  • Fixed enemies never picking up the crown
  • Fixed localization formatting errors causing the game to stop
  • Fixed foliage rustling effects sometimes causing the game to stop
  • Fixed entering buildings causing the game to stop under rare circumstances
  • Fixed certain ongoing NPC interactions being able to carry over logic when exiting to main menu, causing issues when then loading other levels
  • Fixed resource storage cap being 10,000 instead of 50,000 despite what was stated in a previous change log
  • Fixed raising/lowering terrain underneath a blueprint's footprint (most notably from explosions) not canceling the blueprint
  • Fixed NPC camp objects not leveling terrain when respawning on day change, making them able to spawn in midair or overlapping terrain
  • Fixed NPCs being able to start performing some job-related actions after reserving the job but before actually claiming it, such as idling at the workplace
  • Fixed outlaws being unable to claim jobs at tents at all once they’ve been interrupted from claiming a reserved job once (e.g. by engaging them in combat while they’re on their way to claim the job)
  • Fixed fences not displaying map mode icons when damaged
  • Fixed fences not being repairable with wrench attacks
  • Fixed knocked down NPCs not bouncing correctly off the ground some of the time
  • Fixed various systems checking for objects overlapping a certain volume sometimes also getting false overlaps from previous checks. This fixes some minor issues in some cases and is simply less wasteful in others
  • Fixed various plants not being rendered from too near of a distance, making them disappear and reappear noticeably
  • Fixed large objects sometimes being incorrectly occluded, causing them to visibly appear and disappear
  • Fixed armor hit VFX not appearing for non-host players
  • Fixed various plants flowering during Fall
  • Summoned back the night sky
  • Fixed building blocks not setting their footprint to the Construction biome when placed as a hologram
  • Fixed holograms that were automatically placed by a destroyed building, which set tiles underneath their footprint to the Destroyed biome, not resetting the biome to Barren when canceled
  • Fixed crop plot tile biomes being rendered as Dirt rather than their respective biomes when placed at Highland elevation
  • Added missing Mutated Woolie sounds
  • Fixed some wrong Mutated Woolie sounds
  • Fixed rooted sunflowers not rotating when other entities collide with them
  • Fixed plant destruction VFX sometimes stretching into long lines
  • Added tooltips to the join world menu which display long player/world/level names that have been truncated


[h3]Performance[/h3]
  • Optimized memory usage during save and level loading, which sometimes allocated too much memory and slowed down loading
  • Reduced memory allocations during loading, further speeding it up
  • Optimized water buoyancy checks for loose objects, reducing their performance cost
  • Slightly optimized occlusion culling, speeding it up
  • Fixed certain effects being able to break render batching, incurring extra rendering costs when they do



⊹₊。ꕤ˚₊⊹ Lastly, if anyone is reading any cool books - let me know i finally got a library card ⊹₊。ꕤ˚₊⊹