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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


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