V190: Cooking pot, personal traits, food resources
Last week, we worked on version 189 and shipped it on Friday night – too late to record a feature review or post a Steam update. Sorry about that! Things happen. In today's update, we cover both version 189 and version 190 (released today).
[h2]CONCEPT[/h2]
Following up on the features that we introduced in the last week's version (sustenance reserve, hunger and starvation; and cooked food items), we bring in a number of awesome things: food resources, cooking pot, ten recipes for cooked food and – finally! – a whole bunch of fully functional personal traits. Let's jump into the details –>
[h2]SUSTENANCE POINTS, PARTY PANEL & COOKED FOOD[/h2]
As a recap from the last week, the party now has a sustenance level that is replenished by consuming cooked food. The current state is displayed in the travel mode, with a detailed tooltip:

At the start of each day, every party member consumes 2 sustenance points (by default – traits and diseases may affect this). When the reserve goes below zero, the party enters the hunger zone (-5 to mood of every character, every day), and when the reserve gets below 50, the party begins to starve (-10 to mood of every character, every day).
To replenish sustenance points, the party needs to consume cooked food, which can be done via party profile:

There are 3 cooked food items which cannot be produced, but can only be found as a part of the event loot:
[h2]FOOD RESOURCES[/h2]
A new feature that we shipped today: food resources.
They are like natural resources –
Food resources are used in cooking, and result in cooked food.
Currently, we have 4 different food resources, related to biomes:
As you can see, a party of mages is not really great at hunting or fishing. As any library-dwelling folk, they can barely pick up what's left by others 😜.

[h2]CHANGES IN HOW CONCOCTING WORKS[/h2]
Before we get to cooking, let's first talk about the changes we've done with concocting:

[h2]INTRODUCING: COOKING![/h2]
Finally, finally, finally: the cooking is in the game!
To cook, you need 2 ingredients, both of which must be food resources. But unlike concocting, they can be the same thing.

[h2]PERSONAL TRAITS[/h2]
This is by far the most important feature that we ship today: now, different characters respond differently to the same situations –>
Back in 2020, we agreed that making different characters respond differently to the same situation was at the heart of the game – and finally it's here!

[h2]WHAT'S NEXT?[/h2]
With a bit over a month left until Steam Next Fest, we've got 2 big issues to chase: the encounter flow – making it faster, but also logging everything in the chronicle – and the campaign screen, which places the specific map (e.g. Prologue) in the context of the whole campaign. We're going to start working on those next week.
Have a great weekend!
[h2]CONCEPT[/h2]
Following up on the features that we introduced in the last week's version (sustenance reserve, hunger and starvation; and cooked food items), we bring in a number of awesome things: food resources, cooking pot, ten recipes for cooked food and – finally! – a whole bunch of fully functional personal traits. Let's jump into the details –>
[h2]SUSTENANCE POINTS, PARTY PANEL & COOKED FOOD[/h2]
As a recap from the last week, the party now has a sustenance level that is replenished by consuming cooked food. The current state is displayed in the travel mode, with a detailed tooltip:

At the start of each day, every party member consumes 2 sustenance points (by default – traits and diseases may affect this). When the reserve goes below zero, the party enters the hunger zone (-5 to mood of every character, every day), and when the reserve gets below 50, the party begins to starve (-10 to mood of every character, every day).
To replenish sustenance points, the party needs to consume cooked food, which can be done via party profile:

There are 3 cooked food items which cannot be produced, but can only be found as a part of the event loot:

- Hardtack (horrible taste, but good sustenance);
- Soldier's ration (the taste is pretty crappy, but not as bad as that of the hardtack);
- Traveller's ration (the taste is neither good nor bad; it's the best that one can have, of the long-lasting food items)
[h2]FOOD RESOURCES[/h2]
A new feature that we shipped today: food resources.
They are like natural resources –
- seeded across the maps
- re-spawned according to their own rules
- collected simply by stepping on them
Food resources are used in cooking, and result in cooked food.
Currently, we have 4 different food resources, related to biomes:
- Wetlands: slugs and locust buds
- Forest: gifts of nature and gnawed carcasses
As you can see, a party of mages is not really great at hunting or fishing. As any library-dwelling folk, they can barely pick up what's left by others 😜.

[h2]CHANGES IN HOW CONCOCTING WORKS[/h2]
Before we get to cooking, let's first talk about the changes we've done with concocting:
- now you need to appoint an alchemist to concoct anything
- every action of concocting costs 4 fatigue to the alchemist (default, traits may change this)
- every action of concocting results in 1 substance, but some traits may change this to 2
- depending on the personal traits, concocting may improve or worsen the alchemist's mood

[h2]INTRODUCING: COOKING![/h2]
Finally, finally, finally: the cooking is in the game!
To cook, you need 2 ingredients, both of which must be food resources. But unlike concocting, they can be the same thing.
- there's currently 10 recipes for cooking food in the game
- generally, taste depends on ingredients
- generally, using ingredients from different biomes results in cooked food that has higher sustenance
- than the food cooked from ingredients belonging to the same biome

[h2]PERSONAL TRAITS[/h2]
This is by far the most important feature that we ship today: now, different characters respond differently to the same situations –>
- some are spooked by ghosts
- some are curious about the dead
- some enjoy cooking, and get a mood boost from it
- some hate concocting, or earn extra fatigue when engaged in it
- some won't mind retreating from any encounter
- some take pleasure in the destruction of their opponent
- some hate to see others die
- etc etc etc
Back in 2020, we agreed that making different characters respond differently to the same situation was at the heart of the game – and finally it's here!

[h2]WHAT'S NEXT?[/h2]
With a bit over a month left until Steam Next Fest, we've got 2 big issues to chase: the encounter flow – making it faster, but also logging everything in the chronicle – and the campaign screen, which places the specific map (e.g. Prologue) in the context of the whole campaign. We're going to start working on those next week.
Have a great weekend!