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Whiskerwood News Roundup at the Hooded Horse Publisher Sale

Much like their hardworking Whisker colonists, the development team for Whiskerwood has been quite industrious with creating and releasing patches. Recent updates have added a number of new buildings and improved key simulation experiences. Here's a roundup of all the recent development news for Whiskerwood that you might have missed!

Whiskerwood is also part of the Hooded Horse Publisher Sale at 35% off. Check it out, and the other games that are included in the Publisher Sale.

Hooded Horse Publisher Sale

[previewyoutube][/previewyoutube]
[h3]New Belts, New Mechanics, & Tons of Optimization[/h3][hr][/hr] In Whiskerwood's most recent patches, lead programmer Daniel has been focused on implementing key pieces of player feedback, optimizing game performance, streamlining certain mechanics for more efficient colony management, and adding entirely new mechanics!

In Patch #17, Daniel returned the Steam Engine Consumption balance to its original state in response to community feedback -- agreeing that the Steam Engine is one of the team's favorite features, as it creates a unique system in Whiskerwood and replaces the typical build better version of "x" mechanic.
https://steamcommunity.com/games/2489330/announcements/detail/532120880970467852
Patch #18 brought 5 new additions to Whiskerwood's belt mechanics: splitters, filters, liftbacks, dropoff sheds, and warehouse extractors. Each new machine serves a very specific purpose and expands your late game logistical abilities. Check out the full changelog for an in-depth breakdown of how each new machine helps with optimization, and an overview of the additional UI improvements, gameplay changes, and bug fixes that were also included in this patch.
https://steamcommunity.com/games/2489330/announcements/detail/500596849929880331
Patch #19 introduced 3 main changes for Whiskerwood. The first is the addition of fully simulated fishing! No longer will a lake full of cod mean unlimited food; you'll have to carefully plan and optimize your fishing docks so that you don't completely collapse your ocean's ecosystem. And speaking of oceans, this update also added the Ocean Dump for quickly disposing of excess materials. If you have too much stone or any other resource, you can now research this new building and watch the problems drop away. The last major change in this patch is mining-centric, expanding the range of vision underground to see further and requiring fewer scouting shafts.
https://steamcommunity.com/games/2489330/announcements/detail/703260282469744876
Patch #20, the most recent patch for Whiskerwood, added a new and very exciting mechanic, Raft Docks and Inter-Island Ferry Transport! This allows Whiskers to travel between islands, so players can expand their reach and gather more resources. This patch lays the groundwork for expanded ocean mechanics, and Daniel hints that players can expect more additions in the future!
https://steamcommunity.com/games/2489330/announcements/detail/527620984317936264

Thanks for reading the roundup!
~ The Hooded Horse Team

https://store.steampowered.com/app/2489330/Whiskerwood/

Save 35% on Whiskerwood

[p]Whiskerwood is currently 35% off during the Hooded Horse Publisher Sale.

In this city builder, you must establish your Whisker colony and build it into an industrious empire. Set up intricate production chains, optimize your cities, and tend to the needs of your mouse colonists. Serve your cat overlords faithfully, or defy their oppressive rule.

Hooded Horse Publisher Sale [/p][previewyoutube][/previewyoutube][p]
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Patch #20: Raft Dock & Inter-Island Ferry Transport

[p]Patch #20[/p][p]Whiskers now have a new method for traveling between islands: the Raft Ferry![/p][p][/p][p]This Patch brings a new building: the Raft Dock. Since the dock is instant build you can construct it anywhere, including on new islands you'd like whiskers to travel to. Any two docks can be linked and whiskers will paddle their way to the destination. No need to staff the docks: riders provide the labor.[/p][p]Unlock the Raft Dock schematic either by researching it from the first tier, or receiving it as a gift from the Claws.[/p][p]This feature has been a major undertaking for our team over the past few patches. I want to thank the modders who saw this work in progress during data mining yet thankfully did not leak the surprise :)[/p][p]Going forward expect more ocean mechanics :)[/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][hr][/hr][h2]Changelog[/h2][p]ChangeLog[/p][p]v0.6.184 Patch #20[/p][p]Features[/p]
  • [p]Add Raft Dock and point to point Ferry transport mechanic[/p]
  • [p]Add high performance ocean plane navmesh for boat navigation[/p]
[p]Gameplay[/p]
  • [p]Production limits now account for resources on belts or logistics carts[/p]
  • [p]Resource tooltips now shows count currently on belts or logistics carts[/p]
  • [p]Reduce fish generated by dumping food using the ocean dump to 25%[/p]
  • [p]New visuals for several resource types[/p]
  • [p]Increase range construction workers can travel[/p]
  • [p]Increase default fire tender range by 50%[/p]
[p]UI[/p]
  • [p]Improve cursor snapping behavior when trying to place extractors against warehouses[/p]
  • [p]Fix construction sites not showing their entrance arrow when selected[/p]
  • [p]Resource statistics rows are now scrollable horizontally[/p]
[p]Bugs[/p]
  • [p]Fix scenario where some resources could be lost on a belt after loading a save[/p]
  • [p]Fix being unable to select other buildings while Extractor’s UI was open[/p]
  • [p]Fix default unreal navigation system active during gameplay[/p]
  • [p]Fix missing prerequisites rejection of research selection using wrong warning message[/p]
  • [p]Fix belt filters holding unlimited items as an infinite buffer[/p]
  • [p]Fix Pirate ships sometimes not spawning until very late into the game[/p]
  • [p]Fix iron bar item material shifting upon movement[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to Prometheus0000 on the Discord for reporting the incorrect warning text[/p]
  • [p]Thank you to an anonymous developer who suggested unreal navigation system optimizations[/p]
  • [p]Thank you to Voidy on the Discord for reporting how belt Filters were seemingly consuming items[/p]
  • [p]Thank you to Lorkenpeist for reporting pirate spawn bug[/p]
[p]
[/p][p][/p][h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. [/p][p][/p][p]We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]

Patch #19: Fishing Simulation, Item Dumping, Easier Spot Mining

[p]Patch #19[/p][p]Got too many of an item? Want to get rid of a warehouse of stone quick? Consider researching the new advanced Ocean Dump! Hook up a belt to this nifty device and watch as all your problems drop away![/p][p][/p][p]WARNING: While dilution is the solution for pollution it can have temporary impacts on localized fish populations.[/p][p][/p][p]Yes that is correct! We've added fully simulated fishing! Now packing a ton of docks into a pond will not result in unlimited food but instead rapid collapse of your cod fishing stocks! In contrast we've boosted the number of fish an optimized fishing dock can catch![/p][p]So gaze above your open ocean, and go catch-them-all![/p][p][/p][p]Every island has a generated fish population driven by the local environment. When a fishing dock performs a fishing cycle its chance of catching anything is driven by the availability of catchable shore fish within range. This range starts at about 5 cells and goes out with weakening strength to about 15 cells.[/p][p]We've known for a while that we wanted to rework the fishing docks. Fishing docks within Whiskerwood's balance exist as a powerful and easy early game source of food. Late game scaling up should require careful planning and strategy. Similar to hunting. Fishing produces a lot of food for only a little labour. To reach this proper balance we knew fishing needed a proper simulation and now we have it![/p][p]Fish populations will slowly recover. A spread out network of fishing docks can catch a vast volume of fish, but be careful to balance the distances between docks to avoid overfishing.[/p][p]The item ocean dump, and pollution system, integrate with this fishing layer. Most items, and pollution, dumped into the ocean will hurt the fish population, while a few will boost fishing. Press L, the new layer hotkey, to see fish populations at any time.[/p][p]For players who's save files are highly dependent on large clumps of fishing docks we've created a backup branch of the last patch. You can switch to this "Beta Branch" to keep playing with the old patch as you rework your colony to accommodate this shift in fishing. This branch is called patch18_old_fishing[/p][p][/p][p][/p][p]A third major change is mining centric. Players who do Minecraft-style tunnel and prospecting mining should have an easier time now. We've expanded the range of vision underground so you can see further and mine fewer scouting shafts.[/p][p][/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p]
[p]Switch to the patch18_old_fishing beta branch if your colony will collapse due to the fishing change. This branch will go away in the future, so please do take the chance to rework your fishing docks to not abuse the old fishing system.[/p]
[p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.183 Patch #19[/p][p]Features[/p]
  • [p]Add item dump to dispose of any items into the endless ocean[/p]
  • [p]Add fishing stock simulation[/p]
  • [p]Rework fishing docks to operate off fish population[/p]
  • [p]Simulate fishing population impact of toxic dumping and nutrient dumping[/p]
  • [p]Beach and ocean floor fertility is now driven by groundwater salinity, which permeates through sandy ground. Terraforming blocks salinity flow and drained ocean floor is often quite fertile after salinity has fallen enough.[/p]
[p]Gameplay[/p]
  • [p]Increase terrain survey depth to 2 cells[/p]
  • [p]Farmers will now sow after tilling on fields with rock removal active, if there are no more rocks to remove[/p]
  • [p]Farmers will never sow a field with rock removal active if there are still rocks to remove[/p]
  • [p]Adjusted internal priorities of some farm tasks[/p]
  • [p]Add variant of Steam Booster with opposite launch direction[/p]
  • [p]Replacing flooring type will no longer remove path decoratives[/p]
[p]UI[/p]
  • [p]Use local timezone for times and dates on load menu[/p]
  • [p]Use locale date & time formatting for load menu based on selected language[/p]
  • [p]Fix Liftback not grouped with other Advanced Belt research locked schematics[/p]
[p]Bugs[/p]
  • [p]Fix a bug where farmer behavior priority could become inaccurate when many farmers were working on a field[/p]
  • [p]Fix unintended text downsizing on farm crop selector[/p]
  • [p]Crops now correctly grow 10% faster during Clear Skies weather[/p]
  • [p]Fix clicking on mine carts sometimes selecting passengers instead of kicking mine cart along track[/p]
  • [p]Fix being able to click out of a reward panel without selecting a reward.[/p]
  • [p]Fix rail tool consuming resources when trying to build rail underwater[/p]
  • [p]Fix rail tool inconsistency in support costs when building ramps[/p]
  • [p]Fix belt corners causing bottlenecks and item slowdowns[/p]
  • [p]Fix buildings with directional smoke vfx not matching wind direction[/p]
  • [p]Fix Extractor sometimes showing an inaccurate warning when changing filter settings.[/p]
[p]Crash Fixes[/p]
  • [p]Fix crash on load if meta save files have been corrupted, instead regenerate a fresh meta savefile[/p]
  • [p]Fix crash with negative relative time when mods reduce day length[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to iceball and Kralmir on Discord for drawing attention to the fact that rock removal affected farmer behavior on fields without rocks[/p]
  • [p]Thank you to Eclipsechris! on Discord for suggesting inverted steam boosters[/p]
  • [p]Thank you to Decado for pointing out path decor issue[/p]
  • [p]Thank you to Lord Yanaek for reporting reward panel issue[/p]
  • [p]Thank you to pomazánka on Discord for reporting the underwater rail bug[/p]
  • [p]Thank you to Iceball12 on the Discord for reporting how corner belt pieces caused slowdowns[/p]
  • [p]Thank you to Creepy Gnome on the Discord for reporting the shown play times were using UTC and not local times[/p]
  • [p]Thank you to Syruptmunster on the Discord for pointing out smoke vfx was not respecting the wind direction[/p]
  • [p]Thank you to Martin over email for reporting the meta save corruption crash[/p]
  • [p]Thank you to Buckminsterfullerene for reporting the crash when his mod reduces the day length[/p]
[p]
[/p][p][/p][h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. [/p][p][/p][p]We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]

Patch #18: Belts Splitters, Filters, Lifts, Warehouse Extractors, & Dropoffs

[p]Patch #18[/p][p]Based on feedback from players, and the hard work of the entire team: I am super proud to announce the addition of 5 new additions to Whiskerwood's belt mechanics![/p][p][/p][p]Each new machine has a specific purpose in mind. We hope players will design their late game logistics around these conveyors. The new machines are:[/p]
  1. [p]A Splitter which takes in 2 paths and outputs 2 paths. It will round robin switch items between the paths and can also be used to cleanly merge two paths or just randomly balance volume between the paths.[/p]
  2. [p]A Filter which takes a path in at the top and will drop any configured item types down to the bottom path[/p]
  3. [p]A C shaped Liftback. It takes items in at the bottom and through a geared ratchet mechanism lifts them back on themselves upwards. This machine comes in 2 high and 3 high varieties.[/p]
  4. [p]A Dropoff Shed. A tiny warehouse meant for usage with Conveyor Belts. It can only be fed by a belt, and allows belts to deliver resources right to the doors of industries. Allowing the Whiskers working in said industries quick pickup of their inputs when supplied by belts. Think of the Dropoff as the inverse of the Input Hopper.[/p]
  5. [p]A Warehouse Extractor. These extractors can pull configured items from any warehouse they touch. Watch out! Roofs do not count as touching.[/p]
[p][/p][p]You can unlock all these new machines by researching the new Advanced Belts schematic.[/p][p]We've also added visual indicators of where machines can be connected by belt for easier setup.[/p][p][/p][p]The warehouse extractors allow you to warehouses to feed belts. Until today all belts were aimed at delivering outputs into warehouses. This extractor closes the loop, allowing warehouses to feed inputs. The dropoff buildings you can see in the above screenshot, in the right, act as belt specific destination warehouses. We expect players to build extractors from buffer warehouses, delivering to Dropoffs near factories. [/p][p][/p][p][/p][p]The Liftback machines should allow for easier integration of belts into vertical mine shafts.[/p][p][/p][p]We've also fixed a number of crash reports. Please do check out the full changelog below, and if you've not reviewed Whiskerwood yet please do consider doing so :)[/p][p][/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.181 Patch #18[/p][p]Features[/p]
  • [p]Add Belt Filters & Splitters[/p]
  • [p]Add Belt Liftback and Taller variety for vertical item lifting[/p]
  • [p]Add Belt Dropoff for delivering industry inputs to industry[/p]
  • [p]Add Warehouse Extractor to pull items from Warehouses onto Belts[/p]
  • [p]Add smarter congestion avoidance when using multiple elevators and rail stations[/p]
  • [p]Add work overview shortcut to sidebar menu[/p]
[p]Gameplay[/p]
  • [p]Reduced injury chance from building explosions from 100% to 50%[/p]
  • [p]Fix tax ship ui promising an inaccurate chance for schematics[/p]
  • [p]Double how much natural fertility increases by fertilizer uses[/p]
  • [p]Crops now completely pause their growth cycle when cold[/p]
  • [p]Flip Stone to CutStone recipe ratio from 2:3 to 3:2[/p]
  • [p]Reduce Stone Cutter cycle time from 377 to 233 seconds.[/p]
  • [p]Prevent Two Whiskers who both already are inspired won’t engage in rebellious conversation[/p]
  • [p]Halve the chance of rebellious remarks[/p]
  • [p]Whisker Launcher vertical range adjusted to max 10 tiles up or 3 tiles down (from 10 up or down). Max range details now shown in destination assigner.[/p]
  • [p]Fix destination assigner not showing all possible valid destinations[/p]
[p]UI[/p]
  • [p]Increase font size on policy menu[/p]
  • [p]Add time of day to save entries in load menu[/p]
  • [p]Make vsync setting greyed out in window and window fullscreen modes[/p]
  • [p]Expand ui hitbox for guild in whisker overview menu[/p]
  • [p]Disable the temperature display on the field UI, since temperature affects individual crop cells[/p]
  • [p]Save order of player tracked resources in hud[/p]
  • [p]Improve readability of selected resource icons on tracked resources and selected crop indicator[/p]
  • [p]Allow cycling between Elevator Shaft and Elevator Platform with variant hotkey (T)[/p]
[p]Bugs[/p]
  • [p]Fix bulldoze tool incorrectly selecting path decoratives behind buildings[/p]
  • [p]Fix range indicator at max height showing opaque bubble[/p]
  • [p]Fix flax/berries/trees growing during winter[/p]
  • [p]Fix storage shed showing incorrect temperature[/p]
  • [p]Fix heat overlay colors fading into the opposite end of the spectrum at the extremes[/p]
  • [p]Fix heat overlay symbols not showing at very high and low temperatures[/p]
  • [p]Fix items on belts resetting position when migrating backwards in the loop computation logic[/p]
[p]Crash Fixes[/p]
  • [p]Fix crash which could occur when draining the ocean[/p]
  • [p]Fix crash when loading a save with corrupted ocean draining data[/p]
  • [p]Fix crash when save file fails to load during the option manager init[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to caneythekid on the Discord for suggesting we increase the font size of text on the policy menu[/p]
  • [p]Thank you to itSaWoolf on the Steam forum for reporting the hitbox on guild selection was too small[/p]
  • [p]Thank you to Khermoterropy for reporting how the work range was showing an opaque bubble at the top of the world space[/p]
  • [p]Thank you to Kralmir on Discord for pointing out that the growth behavior of cold crops wasn’t intuitive[/p]
  • [p]Thank you to Dulces on Discord for reporting that the field UI displayed invalid temperatures[/p]
  • [p]Thank you to Whokuu on Discord for reporting bad temperature on storage shed.[/p]
  • [p]Thank you to Kralmir on Discord for reporting wrong heatmap colors at -30 degrees.[/p]
  • [p]Thank you to an anonymous player for reporting the save file init fail over email[/p]
  • [p]Thank you to Cyanshade on the Discord for reporting the hidden launcher ranges[/p]
  • [p]Thank you to Ama on the Discord for reporting the order of tracked items was shifting after save and load[/p]
  • [p]Thank you to Yan on the Discord for suggesting we improve the NPC pathing AI to better use multiple rail stations[/p]
  • [p]Thank you to Catdalf on the Discord for making the suggestion to invert the stone to cutstone ratios[/p]
[h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. [/p][p][/p][p]We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]