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Patch #17: Reduced Steam Engine Steam Consumption

[p]Patch #17[/p][p]After last patch a large number of players came forward and strongly objected to the increase in steam engine costs. Based on their well sourced and measured reasonings, and inspecting save files myself, I concluded they were correct. The last patch's increase in Steam Engine Steam consumption indeed hurt the game's balance.[/p][p]As such I am releasing this rapid patch to both role back the increase but go further and reduce steam engine consumption of steam below where it was prior to the last patch. Thus if prior to yesterday's patch you felt Steam Engines were of mediocre value, I strongly suggest you evaluate them again under this new balance.[/p][p]As a team we think the Steam Engine is one of our favourite elements in Whiskerwood. We like how it extends the existing buildings and systems without the typical "now build a better version of X". Instead you can build and expand ontop of your existing town. It would be a shame if I broke the tuning of such an important gameplay element, double so for one we intend to take lessons from in the future when expanding the game.[/p][p][/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.180 Patch #17[/p][p]Gameplay[/p]
  • [p]Reduce steam consumption of Steam Engine boosting Factories by 87.5%[/p]
  • [p]Reduce steam consumption of Steam Engine boosted elevators by 75%[/p]
  • [p]Halve pollution generated by Steam Boilers[/p]
  • [p]Double production cycle time of Steam Boilers[/p]
[p]Bugs[/p]
  • [p]Fix building next/last not working for bathing docks[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to Khemoterropy for reporting how the next and last buttons do not properly cycle bathing docks[/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]

Whiskerwood News Roundup at the Hooded Horse January Publisher Sale

Ever since Whiskerwood launched into Early Access back in November, the development team has been hard at work delivering patches that improve both the player experience and the lives of their Whisker colonists. 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 January Publisher Sale at 35% off.

Hooded Horse January Publisher Sale

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[h3]Whiskerwood: Now with Mods! [/h3][hr][/hr]Perhaps the biggest development to hit Whiskerwood since its launch is the addition of mod support in Update #8! Modders have already been hard at work in the Whiskerwood Steam Workshop, adding mods for everything from camera tweaks to new decorations for Whisker colonies.

[h3]New Mechanics, New Buildings, & Loads 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, and streamlining certain mechanics for more efficient colony management.
  • Patch #12 added in-place upgrades for houses, saving players a ton of time on demolishing housing just to rebuild a better version.

  • Patch #13 added left/right mirroring for asymmetric buildings and extra variations for certain decorations. This update also brought major CPU optimizations to address performance issues for Whisker colonies with populations over 300. Thanks to these changes, most players should be able to push their populations as high as 700 Whiskers or more with no issues!

  • Patch #14 added truss platforms, which mitigated the "pillar spam" that players were experiencing when building large bridges or building towns inside of caverns. This patch also optimized several pathfinding scenarios for large colonies and increased the capacity of mine carts.

  • Patch #15, the most recent update, addressed work and service ranges. Now, several buildings and camps have a configurable service range that allows players to expand and contract freely in service of their colony's unique logistical needs.
Check out the latest patch notes for a more complete look at the most recent balance changes and optimization updates:

https://store.steampowered.com/news/app/2489330/view/501718945006356997?l=english
Thanks for reading and happy gaming!

- The Hooded Horse Team

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

Patch #16: Faster Load Times, Belt Socket Indicators, MemLeak Fix

[p]Patch #16[/p][p]Do you feel a bit overwhelmed after Christmas? Fear not, our Patch #16 is a low key down to earth make-things-better patch! Nothing that should force you to replan your colony but a lot of improvements which will make the game feel better to play long term.[/p][p]Two big headlines on that point:[/p]
  1. [p]Large save files will now load much quicker thanks to a rewrite of our terrain data lighting computation.[/p]
  2. [p]We finally debugged the elusive memory leak which triggered when the game was paused in the background![/p]
[p]Other changes you should be aware of is that Farmers now respect the production limits. Plus Triages should now behave better during winter.[/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p]PS: Please do check out the Whiskerwood Wiki. A number of community members are working hard to expand it and I'd love for more players to use it: https://wiki.hoodedhorse.com/Whiskerwood/Whiskerwood_Official_Wiki[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.179 Patch #16[/p][p]Features[/p]
  • [p]Optimize load times for large save files[/p]
  • [p]Add connection indicators for belt sockets on warehouses[/p]
[p]Gameplay[/p]
  • [p]Double steam consumption of Steam Engines boosting Elevators[/p]
  • [p]Quadruple steam consumption of Steam Engine boosting Factories[/p]
  • [p]Increase Vises production cycle time from 144 to 377 seconds[/p]
  • [p]Make Triages stop operating at cold temperatures[/p]
  • [p]Increase Triage capacity from 4 beds to 5 beds[/p]
  • [p]Make Water Towers no longer fill with rainwater if blocked by overhead terrain or buildings.[/p]
  • [p]Farmers now stop harvesting when a crop’s production limit has been reached[/p]
[p]UI[/p]
  • [p]Add link to wiki on main menu[/p]
  • [p]Fix world effect reward not exposed to translations[/p]
  • [p]Improve camera tilt behavior when either high up or deep underground[/p]
  • [p]Valid conveyor belt destinations now are highlighted when placing belts or selecting a building with a conveyor input[/p]
[p]Bugs[/p]
  • [p]Fix windsock not fully refunding construction cost[/p]
  • [p]Fix work radius choices not being consistent between default and later settings[/p]
  • [p]Fix Whiskers sleepwalking out of their houses at night when loading a save[/p]
  • [p]Make idle logistics workers seek healthcare when ill[/p]
  • [p]Increase chances of Whiskers receiving injury if workplace explodes[/p]
  • [p]Fix farmers being able to lose resources if night begins while carrying resources back to the farm.[/p]
  • [p]Fix a memory leak that could occur when tabbing out while hovering a field[/p]
  • [p]Fix Camps/Farms that are assigned to deliver to specific industries sometimes getting stuck waiting for space[/p]
  • [p]Updated Dining Hall visuals to not clip into empty space overhead.[/p]
[p]Crash Fixes[/p]
  • [p]Fix infinite loop when building 4 tile belt loop[/p]
[p]Mod API[/p]
  • [p]Add modapi call to add objects to game instance reference objects list[/p]
  • [p]Add modapi for quick accessing actor's CDOs[/p]
  • [p]Add modapi for getting default subobjects[/p]
  • [p]Add modapi for getting default component object[/p]
  • [p]Make english string addition not override other languages[/p]
  • [p]Fix linkage between mod name and lookup folder even for steam installed mods[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to Kralmir for reporting the windsock was not refunding fully, and for reporting that the default work radiuses could not be reselected after initial changing[/p]
  • [p]Thank you to Distroier and Kralmir for reporting the sleepwalking bug.[/p]
  • [p]Thank you to Buckminster on the Discord for suggesting string injection logic should prioritize preference set languages despite injected lower priority strings[/p]
  • [p]Thank you to Buckminster on the Discord for requesting several effective API additions to unlock new modding capabilities[/p]
  • [p]Thank you to Kralmir for reporting the lost resources during farming bug[/p]
  • [p]Thank you to Eitri Ymir on the Discord for reporting the infinite belt loop soft lock[/p]
  • [p]Thank you to Zeion on the Discord for reporting incorrect dining hall height[/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]

Save 35% on Whiskerwood

Whiskerwood is currently 35% off during the Hooded Horse January 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 January Publisher Sale

[previewyoutube][/previewyoutube]
[dynamiclink][/dynamiclink]

Patch #15: Range Control for Camps & Services, Jump to next building Hotkey

[p][/p][p]Patch #15[/p][p]Thank you for everyone's patience over the past two weeks! Last week we skipped releasing the patch and instead pushed all the changes into today's patch.[/p][p][/p][p]Our major addition this patch is related to work and service ranges. Now Fire Tenders and Luxury Suppliers have a service limit range. Not just a range: but a configurable range. The resource camps now also have this configurable range. In the future we intend to add range configuration to the earthworks and farm as well.[/p][p][/p][p]I've noticed some players requesting further ranges, and that is now possible! You can expand the ranges of mines, foragers, and loggers. Just watch out for the increased travel times! When you move your camps is of course up to you, but do not using the longer ranges if you find yourself forgetting to move camps closer to their work area.[/p][p][/p][p][/p][p]Another feature new in this patch is the T hotkey, when a building is selected, can now iterate through all buildings of that type. This widget also now provides a count of how many such buildings exist on the map.[/p][p][/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.178 Patch #15[/p][p]Features[/p]
  • [p]Add hotkey for iterating through all instances of a structure type. Either via buttons in header or hotkey T[/p]
  • [p]Add service ranges to Fire Tender and Luxury Supplier[/p]
  • [p]Make work ranges for Woodcutter, Mining Camp, Forage Hut, Fire Tender, and Luxury Supplier configurable in their Logistics tab.[/p]
  • [p]Add 17 extra random whisker names[/p]
[p]Gameplay[/p]
  • [p]Add an extra minute to day length, work days increase from 6 to 7 minutes[/p]
  • [p]Add 20% chance for whiskers on ships to be non-monarchist whisker under Monarchist scenario. Applies to both new and existing saves.[/p]
  • [p]Reduce construction time of Log Houses from 144 seconds to 89 seconds[/p]
  • [p]Reduce construction time of Stone House from 89 to 55 seconds[/p]
  • [p]Reduce construction time of Campfires from 21 to 13 seconds[/p]
  • [p]Reduce construction time of Central Warehouse from 89 to 55 seconds[/p]
  • [p]Increase construction time of Plank Row House from 144 to 233 seconds[/p]
  • [p]Increase construction time of Stone Row House from 233 to 377 seconds[/p]
  • [p]Increase population scaling tax cost to compensate for longer work days[/p]
  • [p]Overtime workers will still replace clothing at night if in need of replacement[/p]
[p]UI[/p]
  • [p]Show population on save files[/p]
  • [p]Add explanation tooltips on toggles[/p]
  • [p]Show remaining clothing durability in Whisker detail view[/p]
[p]Bugs[/p]
  • [p]Fix pipes not costing correct support cost when building vertical pipes.[/p]
  • [p]Fix exploit to generate wood from building and bulldozing vertical pipes[/p]
  • [p]Fix Show Icons None not hiding all icons[/p]
  • [p]Fix pipe vertical construction not costing wood but refunding wood[/p]
  • [p]Fix Bronze, Steel, and Iron ingots using a world position centered material instead of object position thus causing pattern to shift when item is carried[/p]
  • [p]Fix z-clipping with underground fog edge pieces[/p]
  • [p]Fix warm core trait and sickly trait appearing together[/p]
  • [p]Fix Diligent trait never appearing together with Monarchist trait[/p]
  • [p]Fix problem icons not expanding text over Triage and Boiler when selected[/p]
  • [p]Fix logistic assignment lines drawing to wrong locations if destination is above slice level.[/p]
  • [p]Fix cells with ladders blocking pollution flow more than intended.[/p]
[p]Crash Fixes[/p]
  • [p]Fix crash caused by too many objects[/p]
[p]Mod API[/p]
  • [p]Fix hole in blueprint sandbox[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to daameer on the Discord for suggesting we show the population on save files[/p]
  • [p]Thank you to ZakaryX on the Steam Forum for suggesting we add explanation tooltips to the mode toggles[/p]
  • [p]Thank you to Batat and Dulces on the Discord for reporting that the None option was not hiding all icon[/p]
  • [p]Thank you to Dulces on the Discord for reporting the uobject overflow crash[/p]
  • [p]Thank you to Cpl_Battlefield for reporting the wood duplication glitch[/p]
  • [p]Thank you to guessimfine on the r/BaseBuildingGames subreddit and many other players for suggesting slightly faster construction and slightly longer days[/p]
  • [p]Thank you to Dasuke on the Discord for suggesting Warmcore and Sickly should not appear together[/p]
  • [p]Thank you to Vendan on the Discord for reporting the hole in the mod sandbox[/p]
  • [p]Thank you to yogomove on Discord for reporting the incorrect assignment lines in slice view[/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]