unstable V55 out!
Hohoho!
Here's a small Chrismas present from your devoted dev. This update changes a lot of things and adds stuff you could only dream about!
Generally, if focuses on production and some basic balancing surrounding it.
I've also updated the demo from V51 to V53!
In short, the game should be much harder. With more workers required for basically everything. The great dev himself could only manage a 100 pop city. There should also be a strong insensitive to build smaller and more thought out with the noise pollution. Maintenance is also boosted severely. Good luck!
Next up will be "law & order". Unfortunately we had a poll in the discord what V56 should and you guys picked the most difficult one. It will feature:
Right now that sounds quite manageable and shouldn't take long, but I'm sure I'll find 50 other things to add along the way as usual, so I'll play it save and say 1st of March as an ETA.
A merry Christmas to you all! Thanks for your support.
/Jake
Here's a small Chrismas present from your devoted dev. This update changes a lot of things and adds stuff you could only dream about!
Generally, if focuses on production and some basic balancing surrounding it.
I've also updated the demo from V51 to V53!
- Sithilion Ore that can be mined. Very rare and at a slow rate.
- Happiness modifier based on resource stored per citizen (modable in race init files). Dondorians like Sithilion ore.
- Stockpile crates size increased from 64 to 255.
- Stockpiles have adjustable radius for their workers.
- Smaller radius for employed subjects that wants to give a hand with odd jobs like hauling, construction or maintenance.
- Bread resource + Bakery industry. Grain is no longer edible, but must be processed into bread. The industry only needs grain to operate.
- Proper hunting rooms. Very effective in the beginning to feet your subjects. Has an adjustable radius that can cover the whole map. Wild game will be exterminated quickly though if overused.
- Proper fisheries. You now place a fishery room on top of shallow water. Expand a bit on land too to be able to place storage and auxiliary items. Fish stock is static and is highlighted when placing the room. Green is best. Red is hardly worth placing a fishery on top.
- When placing your throne at the beginning of the game you have the ability to regenerate (button below "place start"). While the general layout will be the same and dirived from the world tiles you picked, minerals, game, and fish stock will be randomly generated once more.
- Tilling period for farms. No longer will you get an army of workers after harvest, the farmers must remain an "till" the earth until they can sow in spring. Tilling increases the output of next harvest.
- Manual food usage in kitchen. You can now check which raw ingredients to use. Can come in handy if you're saving up some of them, or using them different locally (save the meat for the nobility district)
- Manual usage of specific raw materials in workshops. Now only applies to tailors in practise that can use either pelts or fabric.
- Rates added to industries. The rate is an estimate of the amount of produce per worker per day.
- All industries internal storage reduced and will stop producing if these are full. should prevent carpenter from using up all the wood.
- Tiny saves < 1MB. No need to zip anymore! Things now saved better and faster.
- Fields of minable resources are now much bigger, while having a lower yield. they are also infinite and clearly visible if you right click. they can also generate inside mountains, or under shallow water.
- Room placement undo better.
- Ability to change roof of room when reconstructing it.
- Ability to reconstruct rooms under construction. (Just click them).
- Livestock resource replaces the damned eggs (eggs now a food) and pastures no longer needs them in the construction process. Instead the herders will grab a livestock and haul it into the pasture where it transforms into cattle. Pastures produce livestock at a low rate. Different type pastures are available in different climates and the animals produce different kinds of resources at different rates (meat, pelt, cotton, eggs). Hunters sometimes produce a livestock resource.
- Animals also spawned according to climate and have different resources when hunted.
- Minimap has been a bit revamped with better and more consistent colors and functions.
- Construction panel has been condensed.
- New setting in the launcher allows you to pick both width and height of a windowed window. Should now work well with ultra wide-screeners.
- Service rooms have a reachability map on hover that shows you the area where subjects can reach it. "Distance" also added as a modifier to service happiness. You can never max it out, but you can decrease it by placing services closer to where they're needed.
- Ability to pick multiple mods. The first chosen mod will have residence over the second and so forth.
- 3 more soundtracks. I advise you turn the music volume back up.
- keyboard rework. Ability to assign more keys using ctrl/alt as a modulator. Added keys for saving and zooming. More keys to come. Open to suggestions.
- All rooms and their production now reflected on the world map. What this means is that the AI is playing by the same rules as you are when building your city in terms of manpower and production rates.
- Trade fixed a bit. You will now get special treatment in the algorithms, making sure you're the first who gets to export/import on the world scene, leading to massive trades.
- Baths are now made modable, meaning they are dynamically loaded. So you can add as many variations of a bath as you want and define how it affects happiness.
- Clarified service access happiness a bit. I grouped each "group" (food & sleep)
- Immigrants will now walk to the throne and kiss it.
- Happiness and immigration completely reworked. We now have "expectations" which will increase as your population grows. It affects total population as well as population per species.
- New, rare race added (Cantors). Giants not really good at anything else but fighting. Very picky and demanding.
- Maintenance and upkeep reworked. Should be a higher rate, you now need to pay attention to it. There are settings for road and room maintenance in the room panel.
- More resource expenditure UI. Added maintenance, construction and some other resource usage statistics.
- Temperature according to climate and season. Exposure added to subjects. they have a chance to die from exposure. Exposure can be mitigated by wearing clothes and using hearths /skinnydipping. There is also snow in cold climates.
- Walls now count towards building preference.
- Squareness thing added for room construction. Affects happiness. Species can have a thing for organic looking cities or square ones.
- Isolation added to rooms based on walls surrounding it. Affects maintenance needed greatly.
- Room cost and upkeep is increased by building big rooms. You now need supportive pillars or walls inside the rooms to avoid this extra cost.
- Efficiency/cosiness reworked. Based on actual stations vs knick-knacks/auxiliaries
- Monument Trees now emit harmony. awe, harmony and dread reworked.
- Noise. Noisy rooms disturb subjects. Noise travels through air, but is dampened by walls.
- Paper and papermaker, primarely for libraries that now needs paper, else they'll work at 25% speed.
- Fixed game zooming, should now zoom in and out without disorientation.
- Krull wins if his men reaches the throne.
- Species work priorities draggable.
- Fart sounds reduced.
- Re-added sounds to work rooms
- Service usage number fixed
- New localization method ensuring swift translation.
- Removed coal usage in weaver, reduced efficiency
- Launcher wind sound lowered.
- Faction colors mixup fix.
- CTD when invasion
- CTD when dragging unit cards in dev mode
- CTD when opening room list
- Fixed broken kitchens. No more free food.
- Food preference fixed.
- CTD when deleting room from panel
In short, the game should be much harder. With more workers required for basically everything. The great dev himself could only manage a 100 pop city. There should also be a strong insensitive to build smaller and more thought out with the noise pollution. Maintenance is also boosted severely. Good luck!
Next up will be "law & order". Unfortunately we had a poll in the discord what V56 should and you guys picked the most difficult one. It will feature:
- A room for soldiers. Fixing up army UI.
- Soldiers patrolling the streets through a network of guard posts,
- citizens commits crimes.
- soldiers apprehend criminals
- criminals stored in prisons
- execution square for prisoners and for civic entertainment
- ability to set laws and have them affect happiness / crime
Right now that sounds quite manageable and shouldn't take long, but I'm sure I'll find 50 other things to add along the way as usual, so I'll play it save and say 1st of March as an ETA.
A merry Christmas to you all! Thanks for your support.
/Jake