Patch 1.0.10 - World Generation / Progression Update

[h2]Patch 1.0.10 makes a fundamental overhaul to the world generation algorithm.[/h2]

[h2] We're excited to showcase full village generation for the first Era! [/h2]
- Villages now spawn with houses, torches, roads, town halls, and cooking stations
- Singular village type exists at this time, but will spawn randomly
- Future patches will include seed variations
- Some villages will spawn with specialists such as blacksmiths
- All villages will have cooking stations, rest beds, and tavern shops
- Villages include custom music tracks

[h2] In addition to village generation, we added over a dozen new resources for harvesting! [/h2]
- New ruleset includes denser forests
- New rock assets
- New Ruins assets
- Resource depletion rates will now vary based on size

[h2] Players can now gain experience and leveling through world interactions! [/h2]
- Level progression is marked on the bottom left corner of your screen
- Enemies will drop experience points that are absorbed by the player
- Most interactions will provide experience, including resource depletion and cooking
- No stat changes are present in this build, but in the future they will be class dependent
- New locations will be marked with a discovery event panel
[h2] Lastly, we expanded and improved upon saving to include all customizable game elements! [/h2]
- Experience and level
- Keymapping
- Graphics, sound and gameplay options
- Depleted resources, cooking ingredients and cooked dishes
- Tasklist entries and discoveries


[h3]Attention Steam Deck players ⚠️[/h3]
If you are playing Skyclimbers on Steam Deck we have opened a new branch optimized for Deck.
Use this password for the Beta branch: valvesteamdeck
This Beta branch build is between 10.9.1 and 1.0.10, with some but not all new features.

[h3]Added [/h3]
- Reintroduced village spawning to world generation algorithm
- Added new village assets and props (tavern, houses, landscapes, fences, banners, torches, etc)
- Added new depletable trees (dead trees, stumps, oak variants)
- Added new depletable mossy stones
- Added new ruin assets (larger, more detailed ruin structures)
- Added full screen/windowed options to pause menu
- Added "alert" state for Yagi AI before chase or attacking the player
- Added save support for graphics settings
- Added save support for audio settings
- Added save support for gameplay settings
- Added save support for player progression (experience and level)
- Added wind animations for trees
- Added dissolve effect and additional VFX to despawning voidlings
- Added generic footstep SFX for invalid surface textures
- Added decal rendering system for road pathways and village accents
- Added location discovery events
- Added player experience system v1 (gain xp through resource depletion, cooking or combat)
- Added SFX and VFX on exp gain
- Added season, temperature and time of day data to player HUD
- Added temperature and time notation options to pause menu
- Added new audio event for when player is riding a mount
- Added texture streaming to improve texture quality and performance

[h3] Fixed [/h3]