V67 beta - many small things
Greetings friends!
Finally some progress from your beloved developer (now with some company).
This patch is special in that it's save-game compatible with V66. However, it will not move to stable, and it will not be translated, as I want to make more of these patches. Note that you can't load a V67 save in V66 though, so keep backups.
It revolves around what is already in the game and making it better and live up to its potential. Some highlights are maintenance, raiders and events.
You can access the game by selecting it as a beta in the steam-thing (V67).
I will now go back to coding V68. This patch should be relatively bug and issue free, although I've probably made a few oopsies here and there that I will fix in the coming days.
[previewyoutube][/previewyoutube]
Here are the patchnotes. It's not all of my work though, and it might not make sense or have correct spelling.
Finally some progress from your beloved developer (now with some company).
This patch is special in that it's save-game compatible with V66. However, it will not move to stable, and it will not be translated, as I want to make more of these patches. Note that you can't load a V67 save in V66 though, so keep backups.
It revolves around what is already in the game and making it better and live up to its potential. Some highlights are maintenance, raiders and events.
You can access the game by selecting it as a beta in the steam-thing (V67).
I will now go back to coding V68. This patch should be relatively bug and issue free, although I've probably made a few oopsies here and there that I will fix in the coming days.
[previewyoutube][/previewyoutube]
Here are the patchnotes. It's not all of my work though, and it might not make sense or have correct spelling.
- I've remade the priorities (priorities visible in the property tab) to make a more dependable schedule for subjects.
- All activities a subject can do have a need to them, which can be tempered with through mods and events.
- There are now essential services, such as food. And non essential, of which 2 is selected each day and consumed.
- A proximity stat that is tracked for each citizen. Is added to production calculations. Measures the time they're doing other things than actually working while working, such as hauling goods. Good for optimising industries.
- Onx pasture produce more cotton
- Special amount setting for warehouses, lets you use one crate with a specific capacity. Needed for the new maintenance overhaul.
- Both the new setting and pull orders are now copied when pasting a warehouse.
- Fulfilment formula made a lot easier for early game, and harder for late.
- Maintenance is now a science instead of something flimsy. There are strict rules, and as such the cost can be estimated. I've added the estimates to the UI where they are needed. Maintenance will now be a much bigger factor in your economy.
- Retirement age made more important, and set it to start at half. It will slowly make its way to whatever you set as the target, so you hopefully can't cheese it.
- Services fulfilment rebalanced. More diminishing returns.
- Some changes to fishery deep sea access.
- Upgrades available for monuments with fulfillment in regards to it.
- Torch have upgrades.
- New upgrade placer tool.
- Better saved blueprint UI and functionality.
- Guard post has upgrades
- Light removes snow
- Encyclopedia has been redone. Some functionality added.
- Nursery UI facelift
- Tourism fixes. Increased amount and money from tourism. Added more races.
- Added diplomatic penalty for disallowing tourists.
- Changed disease. Disease can be avoided with near infinite tech upgrades late game. Will later be replaced by a medical research facility.
- Crimes should also increase as you grow indefinitely, but has tech to offset it. Will later be replaced by police buildings.
- New revolutionary event mechanics. Makes it easy to add many events, and have them affect the game. Over 100 events added.
- Fixes of Dondorian and Cretonain portraits.
- New biographies for subjects, deeply tied to traits, and custom for races.
- The wishes of subjects are much more colourful and race specific.
- Religion conversion now works for both shrines and temples.
- Many more rooms now have more upgrade stages, and the upgrades are expensive to maintain.
- Pastures now have useless cubs for 6 days. Slaughter all output is increased though.
- Transports have radius, increased capacity, and can be loaded when they're away.
- Food and drink production increase, but higher food/drink rations possible. You only get this bonus if rations are > 1. Rations can now be fractions.
- Removed water need for baths. (I'm not sure what I/you want. Either water should play a substantial role in city planning, or just for agriculture)
- New raider mechanics
- - a fixed number of raider groups are pre-spawned and known from the start.
- - these come in different powers
- - only a span of raiders are interested in you at any given stage of the game.
- - This span are the ones that can pose a challenge to you, and the ones that think you are worthwhile.
- - The system is self-balancing, sort of like a ladder that you climb with your wealth. If the raids are too hard, they will grab your stuff and bump you down the ladder. If it's too easy, you'll climb the ladder.
- - start difficulty determines the offset of the span you are currently in.
- - raiders can be killed, either by attacking them manually, or defeating them in an invasion.
- - you get a bounty for killing raiders.
- - a killed-off raider can be respawned. If all raiders are killed, a new raider will spawn every 10 years, so that's the max rate. Don't want it to feel endless, but also don't want to completely kill the system.
- - raiders will spawn like in V66, or at the edge of your realm as a rebel army.
- Made some changes to borderless window creation. Let me know if I broke / fixed something.
- Added army supply consumption to tooltips.
- Better room ordering in lists.
- Room name based on amount of room, not iteration of room.
- Special floors for rooms override by race. For instance Garthimi have their organic floors for them. This can be implemented for every race.
- Auto immigration only counts adults.
- Nurseries have local limits.
- Toggle for automatic roads underneath benches etc.
- Better on-hover on the world map.
- Culvert overlay
- Room build overview tweaks
- Archery speed tech
- Cobblestone repainted
- Better search for bottom panel
- Indicator for planning mode
- Historic data for available technology points
- Extra cost when constructing room more prominent.
- Indoor pastures gate placement improved.
- Some indoctrination/education changes.
- Saved bluprints work on unfinished rooms.
- Auto immigration has numerical input.
- Minimum treasury setting for imports
- Room problem overlay
- Tilapi happy in slaver and cannibal
- Janitor overlay show all combined radiuses.
- Indoor pastures get boost in mountains.
- Warehouses start with 100% radius.
- toggle all select for pull orders
- Fill tool improvements
- Woodcutter items can be placed on trees.
- Moved tooltip when managing equipment of divisions.
- reconstructing rooms and cancelling rebuilds them instantly.
- Hotspots left click to navigate, right to edit.
- Overlays remove the hard shadows in mountains.
- Resolution UI problems.
- Trade price added to resource tooltip.
- minimap settings are saved.
- Added equipped tool consumption to resource tooltip.
- Made minimap entity coloring a bit better.
- Race filter for minimap
- A bit less forest generated on the world map.
- Mural of the main menu completed.
- Service proximity is now impossible to get to 100%. But the upside is you can always find a better layout for your city.
- Much more accurate workload values.
- Temporary loyalty boost when invaded or when there is an epidemic.
- Experience bonuses for industries rebalanced.
- All industries construction materials have been balanced to be uniform, and prevent early upgrades (through the maintenance cost).
- New icons here and there.
- Trade tariff increased.
- Inflation increased.
- the two above might decrease again once I fix more world mechanics.
- Roundness change. Now both roundness and squareness exist. Humans like both, so you need a good 50:50 ratio for it. This is not registered in rooms.
- New Revolutionary trading system. Lets you export machinery with the same profits as grain if your trade partners are big enough. Also affects wood prices when trading furniture.
- Accidents more rare, and more severe.
- Livestock is now a recipe in all pastures, and can be traded normally.
- some logistics QoL
- Fixed world fortifications
- snow and ice removed when the weather setting is off.
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- Contributions
- Roberto Díaz Pérez - more and better place types.
- Vanir - lots of the above
- Krastor - lots of the visuals above