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Heard of the Story? News

V0.11.10 - Bug Fixes & Improvements

  • Villagers will now equip and wear any clothing or accessories you give them :)
  • Added leafy sounds for some horticulture items and fixed basket sounding wooden
  • Items are now handed over to a villager immediately upon quest completion
  • Fixed construction not showing the new number of contributed items if you have the panel open while someone else contributes
  • Fixed villagers writing book names in 'wingdings'
  • Fixed thinking you can bake any new crafting idea
  • Fixed rare situations where villagers would collectively stop doing stuff
  • Fixed villagers throwing the book on the ground when writing in an uncomfortable position

V0.11.9 - Hot Fixes

Just a small patch to address some player feedback :)

  • Fixed not writing down what villagers say in your journal
  • Fixed tailoring hats wrecking havoc upon the world by infinitely creating them
  • Fixed player not smiling
  • Fixed not being able to drag belts into the right slot
  • Fixed villagers getting stuck when trying to call over other villagers
  • Made villagers in general less likely to get stuck

V0.11.8 - Refactor, Goals, & Improvements

First of all, I apologise for the (very) long time since the previous update! To summarise, I've been working on a major code overhaul (explained in more detail below) which ended up taking much longer than expected to implement and finalise. This update is not directly related to the major one centered around villager agency and governance, but rather mainly behind-the-scenes changes which were long overdue to improve development speed and game quality overall. Fortunately, this is a sort of once-in-a-gametime overhaul, so there will definitely not be anything nearly as big and delayed as this in the future, and I expect the development timeline to resume with a more regular schedule from this point on!

To be honest, I'm actually really hyped that this is now out of the way and I get back to the more exciting stuff - stay tuned!

[h2]🔧 The Refactor[/h2]
Since the main change took so much time, I think it warrants an explanation of what it was and why it was required, but this will be mainly sort of half technical talk - so feel free to skip it if you're not interested in that sort of thing!

Once upon a time, a long long while ago, development on Heard of the Story? began as a web game that was split into two parts: the Visuals (front-end) and the Brains (back-end). These two parts spoke in different languages and had to communicate with each other.

Eventually, the visuals were upgraded from BabylonJS (a web framework) to Unity, however, the Brains stayed the same and continued to communicate with Unity as a separate entity. When a new game was started, this Brains process was started, which is why you would strangely get a firewall pop-up from Windows at this time.

Structurally, the two-entity approach remained like this for a few years. Both the Unity Visuals and the Brains grew dramatically. This approach had several advantages, but its limitations also became very apparent over time. Mainly, it slowed the development of new features and placed a development penalty for anything that required a high bandwidth between villager understanding and world information. For example, small things like managing items in your inventory, or bigger things like villagers having a constant understanding of the environmental context around them.

This mission of this code overhaul was unify these two entities, or better put, deprecate the Brains as a separate entity in favour of an all C# / Unity approach. If you can imagine spending half of your programming time for 4 years on one project, and having to re-write that project, then you would expect it to take a long time. Fortunately, due to today's tooling, that 4-years worth of work was able to be rewritten in about a month and a half - which was awesome! The other time was essentially spent testing the new unified system, smoothing out some parts, re-working others to fit, and finding & fixing all the new inevitable bugs.

Having spent some time with this unified system already, I can say that there are indeed some negatives as well, in particular, Unity seems to be handling this large number of ASMDEFs and larger number of files rather poorly, simply crashing a lot of times I make any change, or just being exhaustingly slow (right now 10 mins to open, 20 mins to build, etc). Though I do believe that these issues are more minor to resolve and tractably optimisable. I've already made some helper scripts to help me manage some of them.

Despite this, I think this change will bear great fruit and I'm pretty excited to be working with this improved system. More tangibly, you should see improved rate of feature development, less bugs, more interesting features that better make use of the full data and villager thinking stack, as well as a much smoother game-start experience that is more compatible with a wider range of devices (yes I'm looking at you Linux players). Psychologically, it's also a huge weight off my shoulders to have a much cleaner and better aligned codebase to work with.

That being said, for the moment this is a fresh major change, so if you see find any new bugs that slipped past my testing, please let me know and I'll aim to have them fixed in the next update - if need-be as a stand-alone quick hot-fix.

[h2]🎯 Goals[/h2]
In general, this update also brings with it a few changes aimed to make villagers much more capable of completing goals and hard buildings over time - and with good success! Specifically, villagers:
  • Review previously failed goals every morning to see if they now have the skills to complete them
  • Review goals upon learning a new recipe too
  • Better take into account their skills during planning, such that even if they don't currently have the items they need, they can start that goal
  • Always decide equally randomly between building and crafting goals, rather than eventually getting crowded by crafting goals


[h2]🤏 Small improvements[/h2]
  • As a side-effect of the overall refactor and no longer needing ports for communication between processes, you can now have more than 1 game open at the same time!
  • Villagers start actions much faster and are more likely to pick an action they can actually succeed in
  • Made it easier for villagers to pick up stone
  • Increased the spawn rate for tiny stones
  • Added another little easter egg to the main menu :)


[h2]🐛 Minor changes[/h2]
  • Fixed not being able to contribute to the jewellery from one side
  • Fixed various glitches when previewing wall placements like the wall showing when it's not connected
  • Fixed crafting goals not being talked about despite villagers having them and them showing up in the journal
  • Fixed migration of old saves causing villagers to want to eat themselves
  • Fixed villagers not talking to new villagers
  • Fixed typos in dialogue
  • Fixed merchant issues
  • Fixed story telling sometimes failing
  • Fixed some saves not loading due to LODs in mastery signs
  • Removed a bunch of old files and now-deprecated EXEs from the game folder. The new install should be about 40% smaller on disk

Devblog: Autonomy & Governance

[p]Hey everyone! Sorry for the lack of updates recently, the summer holidays are upon us so I have been taking some time off to see family and old friends, but development progress should be returning to normal soon and you can expected regular updates in the coming weeks. In this blog post, I'd like to give you an update on the progress for the next major update.[/p][p][/p][h2]👑 Autonomy & Governance[/h2][p]Counting the votes across the Steam and Discord, it seems that Autonomy & Governance is by far the most preferred option from the last feature poll, so that will be the focus for the next major release! Thanks to everyone that chipped in and gave their feedback :)[/p][p]For full autonomy (and for the town to actually look good), the town layout planning is the most important step and something I've been recently tackling. This is essentially the villager's decision-making process behind the zoning and the placement of buildings and roads. I've created a nice visual tool for me easily develop and test this, so here's some nice sneak peaks from it![/p][p][/p][p]Since this game is set in the middle ages, it would be fitting for this to function on the basis of medieval governance at the time, specifically feudalism and how settlements evolved and governance changed during this process. The following is a rough plan, so things may change and I'm open to feedback if you have better ideas or disagree with this approach - always looking for ways to improve things! :)[/p][p][/p][h2]📖 Beginnings[/h2][p]As you are thinking about starting a new adventure, you will gain the option to start as either a lord / lady (let's say Leader to be simple) or a serf. The development of the town will be in the hands of whoever is the Leader at the time. If you choose not to start as the Leader, one of the other adventurers will be appointed as the Leader instead. If you do start as a Leader, you will be able to appoint or unappoint a steward to handle the planning by talking to one of your fellow villagers.[/p][p][/p][h2]🏠 Village[/h2][p][/p][p]The first building to construct as you start out will be the new manor house for the Leader. Inside, you'll be able to see the current plan of the town and the various zones. The land at the beginning will be split into housing, communal, and manor. Villagers will cooperate and work under the Leader, collaborating to complete any new projects. [/p][p][/p][h2]🏘️ Town[/h2][p][/p][p]To turn your village into a town, you'll have to fulfil a few additional requirements. You'll have to construct a new town hall building, the initial infrastructure to attract a few more villagers to join you, and then erect a wall around your settlement. After you fulfil these, you'll be able to purchase your town charter. From that point on, you'll be able to hold markets and you'll be able to rent the land to prospective merchants or craftsmen in exchange for control over that land - if you wish, or you can continue as you were :)[/p][p][/p][h2]📜 Governance[/h2][p]Inside the new town hall, you'll be able to define the rules of living in the town. These can be area-based such as deciding on where the town square or the communal gardens will be. Meanwhile, the rules can also be about what villagers can and can't do, whether that's encouraging the collection and planting of tulips, forbidding the extraction of iron, or making stealing legal! One of the ideas here is to experiment with different rules in different worlds, and see what the consequences will be and how your civilisation will pan out.[/p][p][/p][h2]🙂 As always...[/h2][p]...small updates with bug fixes, quality of life things, and minor features will continue regularly in the coming weeks, meanwhile work on this major update will continue in the background.[/p][p]Thanks for listening to this story :)[/p]

V0.11.7 - Improvements & Bug Fixes

Lots of behind the scenes work these last couple of weeks to improve the quality of updates and dialogue management. Expect less bugs in the future and villagers to be saying many more things in the coming updates! :)

  • Overhauled asking for help: there's now a small dialogue tree so that you can choose exactly what you want to know. I've also added a lot of new dialogue explaining how exactly all the important parts of the game work, based on commonly asked questions
  • Changed some existing dialogue lines and what villagers consider a large town
  • Improved performance by adding LODs for the most common decorations
  • Added the ability to skip the intro tutorial with F1 or Select
  • Added an icon for the game when shown in your taskbar (finally!)
  • Added a back button to the new game screen and improved transitions on that screen
  • Added a small sound when you begin a new game
  • Improved visibility of fields and especially grown flax fields
  • Fixed glitchy new skill animation
  • Fixed visual glitch during sleeping if it's past midnight
  • Fixed decoration rotation being frame-dependant
  • Fixed pine trees not being semi-transparent when you're in front of them
  • Improved tavern collisions
  • Fixed merchants sometimes appearing / not appearing at the wrong times
  • Fixed being able to use pickaxes without wear in the mine if switching tools
  • Fixed placement of mine not finishing correctly
  • Fixed jewellery and masonry signs not moving the wind
  • Fixed tree particles moving with the tree as it falls and adjusted colours slightly
  • Fixed villagers overwriting books
  • Fixed settings sliders being unmovable in the title screen
  • Fixed rebind overlay not covering whole screen