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The Coastal Update is Live!

Hello Citizens!
[p]The Coastal Update is now available! [/p][p]Let's dive into what's new: [/p][p][/p][p]🐟 New cutie pie creature: Snappers[/p][p]🏠 New building and vehicle: Wharf and Fishing Boat[/p][p]🗡️ New weapon: Spear[/p][p]📷 New mechanic: Lock-on camera[/p][p]🌱 New plants


Thank you all once again for joining us on this journey! Your support and feedback mean the world to us as we continue to grow and improve the game! ⸜(。˃ ᵕ ˂ )⸝♡[/p][p]
You can find the full patch notes below! [/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][p][/p][h2]PATCH NOTES[/h2][p][/p][h3]Content & Gameplay Additions[/h3][p] [/p][p]- New creature: Snapper[/p][p]    - Amphibians consisting mostly of a big mouth that spawn in the water![/p][p]- New resource: Raw Fish[/p][p]    - Drops from Snappers[/p][p]- New construct: Fishing Boat[/p][p]    - An autonomous boat that hunts down Snappers using its powerful harpoon and electric coil, and collects Raw Fish[/p][p]- New building: Fishing Wharf[/p][p]    - Can be built right above water height to construct a Fishing Boat[/p][p]    - Repairs its Fishing Boat when nearby[/p][p]- New resource: Fried Fish[/p][p]    - Can be consumed by citizens[/p][p]- New building: Fishmonger’s Shop[/p][p]    - Fries Raw Fish![/p][p]- New weapon: Spear[/p][p]    - An agile, precise weapon that can be used underwater and for jousting on land[/p][p]- Added target lock-on for players[/p][p]    - Soft lock-on: nearby hostile targets are automatically locked onto, causing the player to face the targeted entity[/p][p]        - All standard player attacks triggered while soft lock-on is enabled will be executed in the direction of the target, unless explicitly moving away from it[/p][p]        - Non-friendly entities (such as plants and boulders) hit with an attack while no hostile entities are nearby will be temporarily soft locked onto, until the player moves far enough away or a hostile entity enters soft lock-on range[/p][p]        - Soft lock-on can be disabled entirely in the controls tab of the settings menu[/p][p]    - Hard lock-on: you can now hard lock onto targets to have the player character face them at all times, and the camera keep the target centered onscreen[/p][p]        - Toggled using middle mouse click on mouse and keyboard, or right stick click on controller by default[/p][p]            - On controller, map mode is now toggled using D-pad right by default (previously right stick click)[/p][p]        - Onscreen hard lock-on targets can be cycled between by flicking the mouse or controller right stick in the direction of the desired target[/p][p]- New building: Apothecary[/p][p]    - While operational the Apothecary will continuously heal injured citizens and players, one at a time, at the cost of Herbs[/p][p]- New plant: Tall Grass[/p][p]    - Exclusively grows in grasslands and can be harvested for Fodder. Useful for sneaking around![/p][p]- New plant: Cattail[/p][p]    - Grows on coasts and can be harvested for Fiber. Also useful for sneaking![/p][p]- Added an arrow that guides the player to the Crown when it is dropped[/p][p]- Reserve Stamina is now stored in the Crown, and is only usable by the player wearing the Crown[/p][p]- The Crown can now be dropped by clicking the Crown icon in the Character menu. Pass it to a friend on demand![/p][p]- When the Crown is dropped it can now be claimed by interacting with it, rather than simply walking up to it[/p][p]- The souls of defeated NPCs will now visibly be absorbed by the crown and charge it[/p][p] [/p][h3]Changes & Improvements[/h3][p] [/p][p]- The Shield is now unlocked by default[/p][p]- Strafing in all directions is now as fast as regular forward movement[/p][p]- While charged running on water, pressing crouch will now transition into a charged swim[/p][p]- When dolphin jumping out of the water during a charged swim, holding jump while landing back in water will transition into a charged run on the water[/p][p]- The Greathammer charged run attack now sends out a shockwave, dealing massive damage, sending entities flying and stunning enemies[/p][p]- Creature nests and outlaw camps can no longer spawn within 200 meters of the Crown tile[/p][p]- The logic for the amount of creature nests appearing in each zone has been simplified for more consistent results and better randomization[/p][p]- NPCs will no longer attack creature nests, allowing the player to better decide whether or not to destroy them[/p][p]- Ore Deposits are no longer prioritized to spawn on outcrop (rock) tiles, but can now spawn with equal probability on any type of tile[/p][p]- Replaced the dots on the compass bar representing NPCs with their corresponding icon, with their friendly/neutral/hostile status now being shown above the icon[/p][p]- Building map mode icons have been updated, and now display unique alternate icons to inform of pressing conditions such as when damaged, on fire, or missing resources[/p][p]- In map mode, overlapping NPC icons of the same faction are now merged into a single faction icon, showing the number of NPCs it represents[/p][p]- The dot above NPCs showing awareness of the player is now red when hostile towards the player[/p][p]- An issue tracker message will now be shown when a player or kingdom entity is under enemy mortar fire[/p][p]- Adjusted map mode camera movement to be less restricted around the map’s bounds while still providing a good view of the level[/p][p]- In map mode, moving the cursor over an icon in the Local Resources info box will display entities containing that resource on the map, and clicking the icon will do so until anything else is clicked[/p][p]- In map mode, entities containing relevant resources are now shown when build mode is enabled and a building is selected or lifted[/p][p]- When a building is selected in build mode, only resources required for its construction are shown in the HUD resource display[/p][p]- When the Mine is selected or lifted while in build mode, Ore Deposits are now highlighted on the compass and with in-world icons within a certain range[/p][p]- Map mode icons will now show tooltips when hovered over with the cursor[/p][p]- Increased the size of map mode icons[/p][p]- Updated many build menu icons[/p][p]- Resources that have not yet been gathered are now greyed out in the HUD resource display[/p][p]- Replaced the placeholder icon for a dropped Crown on the compass and improved its visibility[/p][p]- All NPCs now have proper attack animations while swimming[/p][p]- Players and all NPCs now play appropriate animations when knocked down in water[/p][p]- Players now play water-specific animations when damaged while swimming[/p][p]- Oak and Fir Saplings and Bushes now have appropriate visuals for every season[/p][p]- Added collision animation and destruction VFX to all plants[/p][p]- The midair held attacks for all weapons now have proper sounds and VFX[/p][p]- VFX are now shown when a player hits terrain with an attack[/p][p]- Added sounds to the Tuskars, Mutant Tuskars and Mutant Woolies warning nearby neutral entities[/p][p]- Added sounds and VFX for taming a Woolie[/p][p]- Added polish to the UI[/p][p]    - Map mode icons now animate as they appear onscreen[/p][p]    - Updated the look of notification badges[/p][p]    - Unlocked menu hotkeys in the bottom-left of the HUD now show a badge until opened for the first time[/p][p]    - Hotkey icons now animate when a menu is newly available to the player[/p][p]    - Compass icons now fade and scale down as they get closer to the ends of the bar[/p][p]    - Damage numbers increase in size based on the number of successive hits on the same entity[/p][p]    - The day counter of the HUD clock is now animated[/p][p]    - Added animation and VFX to the HUD clock matching the current season[/p][p]    - The HUD resource display key icon under the clock now displays a timer indicating when it will be automatically hidden again[/p][p]    - Updated the burn icon beside the player’s health bar[/p][p]    - Updated the highlight color of the selected item in the equipment bar[/p][p]- The alternate HUD inventory bar has been removed, and now only the equipment bar is ever shown[/p][p]- Equipment is now permanently added to the HUD equipment bar when unlocked[/p][p]- The equipment bar in the HUD now has two off-hand slots[/p][p]- In the Character menu, the equipment bar has been simplified and equipment can be moved around more freely[/p][p]- In the inventory view, the resources wheel has been removed[/p][p]- Replaced the placeholder icon for unequipping off-hand equipment in the equipment wheel[/p][p]- Replaced the empty off-hand icon in the equipment bar to better match the style of other icons[/p][p]- Updated the background art in the main menu[/p][p] [/p][h3]Optimization & Fixes[/h3][p] [/p][p]- Massively reduced the time it takes to launch the game and enter the main menu[/p][p]- Optimized NPC physics, reducing CPU usage[/p][p]- Reduced runtime memory usage. On Xbox, overall stability is improved[/p][p]- Implemented new and improved occlusion culling, which is both faster than the previous system and produces fewer artifacts[/p][p]- Fixed a memory leak during world generation, improving stability on all platforms[/p][p]- Fixed a potential crash related to mortars[/p][p]- Fixed plants not being rootable outside of the elevation range they naturally grow in (but rooting them there will now prevent them from growing or propagating)[/p][p]- Fixed explosions (from Powder Kegs, Mortars or Fire Bombs) sometimes not damaging objects in their range[/p][p]- Fixed NPC pathfinding not taking Castle Blocks into account correctly[/p][p]- Fixed equipment icons getting stuck in the Character menu if dragging them while closing the menu[/p][p]- Fixed the Stamina wheel not always showing the correct amount when using reserve charge[/p][p]- Fixed NPC awareness UI sometimes not disappearing when the NPC is defeated[/p][p]- Fixed an issue with entities being revealed while still in fog of war[/p][p]- Fixed an issue with non-host clients not being informed correctly of the initial objective being completed when the Crown is first picked up[/p][p]- Fixed an issue with resources in the HUD resource display not being correctly initialized when loading a save[/p][p]- Fixed equipped player equipment not persisting when loading a save[/p][p]- Fixed Field Mortar and Mortar Tower not being audible from far away when firing[/p][p]- Fixed movement being able to interrupt ground combo attacks before a buffered follow-up attack has a chance to execute, causing the buffered attack to be canceled as well[/p][p]- Fixed the unarmed ground combo’s 3rd attack being able to send enemies up in the air, making it harder to keep hitting them[/p][p]- Fixed growing Ember Roots not having their trajectory preview collide with anything when aiming a throw, and a performance hitch when hitting them[/p][p]- Fixed charged swimming collisions not matching up well with the player character’s orientation[/p][p]- Fixed charged running and swimming directly into terrain or an object at a slight angle when already touching it causing the player to skim it rather than hitting it immediately[/p][p]- Fixed the out of bounds warning message timer only counting down while player is moving[/p][p]- Fixed Ore Deposit tiles being generated atop existing ones every time the game is saved and loaded, potentially worsening performance in saves (although this is highly unlikely as the game would have to be saved and loaded hundreds or thousands of times). The fix retroactively addresses saves already affected by this issue[/p][p]- Fixed tuskars with no nest never going to sleep[/p][p]- Fixed Oak Saplings’ footprint preview only filling out three quarters of a tile when lifting them and with build mode active[/p][p]- Fixed NPC attack sounds not following the NPCs as they move during the attack[/p][p]- Fixed players not seeing each other pitching up and down while charged swimming[/p][p]- Fixed player equipment being held while dolphin jumping out of water (during a charged swim)[/p][p]- Fixed falling into water while charged run attacking causing the player to keep falling unimpeded through the water at high speed until the attack is finished[/p][p]- Fixed unarmed and Greathammer charged ground attacks depleting crown charge immediately once initiated and while still cancelable, rather than when they can begin hitting and are no longer cancelable[/p][p]- Fixed resource absorption preview numbers not displaying correctly when aiming a throw with a creature at a building that can absorb them[/p][p]- Fixed the Greathammer not having equip and unequip sounds[/p][p]- Fixed some buildings lacking workers not displaying the corresponding inspection UI[/p][p][/p][p][/p][p][/p][p][/p]

The Coastal Update Launches August 21st!

Hello Citizens!
[p](๑'ᵕ'๑) It's almost time for our next update! The Coastal Update arrives with a splash on August 21st! [/p][p][/p][p]Here's some of what you can expect.[/p][p][/p][h2]Snappers[/h2][p][/p][p]These cutie pies are called Snappers! They are legged piranha-like creatures that spawn in underwater coastal nests. Snappers can be a threat to citizens, especially in swarms, and can even make their way inland to attack. They can also be hunted for fish meat, so have a boat or two ready. Speaking of boats...[/p][p][/p][h2]New building and vehicle: Wharf and Fishing Boat[/h2][p]Night fishing, anyone?[/p][p][/p][p]Start your own seaside village with the new Wharf and Fishing Boat. The boart is armed with a harpoon for range, and underwater-mounted tesla coils as defense against anything attacking from below. It specializes in hunting Snappers.[/p][p][/p][h2]New weapon: Spear[/h2][p][/p][p]Partake in underwater combat for the first time with the new spear for underwater combat (since other weapons cannot be used there)! This is the most unique weapon type so far, since it can be used for actions like jousting when sprinting, stunning enemies, and pole vaulting (instead of sprint sliding) for extra high jumps.[/p][p][/p][h2]New mechanic: Lock-on camera[/h2][p]Melee attacks will have a soft lock targeting system to make fights more fluid (similar to Witcher 3) and/or can manually lock-onto enemies, so the camera tracks them and keeps the target in view at all times.[/p][p][/p][h2]Other Major New Content:[/h2][p][/p][p]New plants[/p][p]1) Seaweed grows on beaches and counts as Fertilizer, useful for farming.[/p][p]2) Kelp grows tall on underwater reef tiles and provides concealment when diving from aggressive snappers.[/p][p]3) Cattails grow on beaches and shallow water as an alternative for Fiber (Wool).[/p][p]4) Tall Grass provides concealment in grasslands.[/p][p]5) New larger Tree Saplings provides concealment in grasslands and forests.[/p][p][/p][p]Full patch notes will come when the Coastal Update goes live on the 21st.[/p][p][/p][p][/p]

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!