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Black Forest News

Patch Notes

New:
  • Reworked the stories. The incomplete "Betrayl" removed and replaced with "Rebuild" - a winter story focussed on resource management and supplying your village with very few attacks.
  • Added the final sandbox level: Ziegwald
  • New: Some levels have experimental setup for automatic paths. When you build houses, a path to the nearest road or other path will be added and peasants will generally follow these paths when going somewhere, except when cutting across grass is much shorter. The levels that have this set up now are Kroburg, Refugee Camp and Swinvale.
  • Added a page about weapons to the manual.



Bugfixes:
  • Fixed: The elusive bug that caused some monsters on some maps to spawn in the sky
  • Fixed: Several bugs in "Children's Tales" where dialogs would repeat when loading a save game.
  • Fixed: A bug where in the demo levels appeared to be available, but would never actually load.
  • Fixed: A few tiny visual errors you probably didn't even notice
  • Fixed: A bug that caused buildings not being available in some stories after finishing specific quests
  • Fixed: A bug in the flow of "Children's Tales"
  • Fixed: Old messages and events in "Founding Kroburg" should no longer repeat after loading a save game
  • Fixed: Wording error when sending individual peasants (now correctly "a peasant is ..." instead of "a peasant are ..."
  • Fixed: Rotation of fishing spots on the Antoburg map
  • Fixed: Some manual pages were outdated, updated them.



Other Changes:
  • Considerably expanded the german translation
  • Improved guards animations and logic
  • Increase peasant character sizes and raised movements speeds accordingly - to make them fit the other models better and make them more visible when zoomed out.
  • Shaved 700 MB off the install size of the game by optimizing. This should also reduce the RAM requirements and make the game run more smoothly on some low-end machines.
  • Removed voice-overs and the voices audio setting. Voice-overs were incomplete and had no serious chance to be completed at a quality level that I would be happy with. If the game sells enough copies to hire proper voice actors, I'll be happy to do that and add them back in.
  • Removed the ballista from the game. It was never finished and in testing just didn't add enough fun for all the complexity it brought with totally new game mechanics.
  • Updated Unity and a bunch of assets to latest versions. Hoping for performance improvements and fewer small bugs.
  • Updated the steamworks and Facepunch (the library I use to manage Steam things like leaderboards)

Patch Notes: Bug fixes and Balancing

  • Fixed: Finally, the game will no longer zoom when you scroll wheel through the peasant list, diary, etc.
  • Fixed: Harvest/Gather tasks on fields/pens being demolished.
  • Fixed: A few buildings were missing repair and demolish sounds, now they’ve got them.
  • Fixed: Detection error for guards that might have caused them to not see monsters
  • Fixed: A number of small code fixes that you probably didn’t even notice existed. :-)
  • Fixed: A number of bugs in the “Darkest Nights” story.
  • Fixed: The elusive bug that caused some monsters on some maps to spawn in the sky
  • Fixed: Several bugs in “Children’s Tales” where dialogues would repeat when loading a save game.
  • Fixed: A bug where in the demo levels appeared to be available, but would never actually load.
  • Balance: Increased field-of-view for guards from 180 to 270 degrees.
  • Expanded the “Darkest Nights” story slightly.
  • Changed the way sounds are managed on construction, repair, and demolish - they are now per peasant, not per building. That means more peasants assigned to a task will make more noise, and the entire soundscape should have more depth.
  • Added more randomness to construction, repair and demolish sounds and slightly higher 3D sound spread.
  • Added a few more German translations
  • Updated Unity engine to 2021.3.25

Small Bundle of Bugfixes

  • Fixed a bug that prevented the armoury from being built.
  • Fixed a dialog line in the tutorial.
  • Fixed: Building a stone mason in the tutorial before receiving the quest should now count it correctly as already built
  • Fixed: Game no longer zooms in/out when you use the mouse-wheel over scrolling lists like the peasants list or logs.
  • Fixed an animation error in the main menu
  • Fixed: Leaderboard entries will no longer show up multiple times if you rapidly press the "show leaderboard" button.
  • Fixed: Can no longer assign peasants to harvest or collect eggs/milk when the field/pen is being demolished
  • Fixed a small text bug in the manual.
  • Change: The tutorial will now disappear from the main menu only after you have successfully completed it, not as soon as you started it once. (it will also be visible again for everyone now)

Release 1.9 - Patch Notes

Version 1.9


A big update containing a ton of bugfixes as well as gameplay improvements and features.

[h2]New[/h2]
  • Monsters will now attack peasants that they encounter, so beware of peasants returning from the forest late.
  • 2 new tables for the Cosmetics DLC furniture set
  • Peasant Details window for every peasant - still a work in progress, post your feedback and comments to the Steam forum.
  • The new peasant show button shows you the graveyard if the peasant is dead
  • On the detail view, you can send peasants to rest for the day (so they heal and don't do dangerous work)
  • On the detail view, you can assign adult men to stand guard during the night (and rest the next morning)
  • New Building: Armoury - stores weapons that are produced in the smithy.
  • New Building: Guard Post - where guardians or armed peasants will stand guard at night
  • New Mercenary: Guardians are now available for hire
  • New Monster: Giant spider (only on some maps and appearing fairly rarely)
  • New font (minimal visible changes) to allow for Cyrillic characters.

Language support/translations are coming. I've added the code now, but only a few words in a few languages are translated at this time.

[h2]Fixed[/h2]
  • Peasants are now assigned the correctly gendered visual model after loading a game.
  • Manor house (in the Friedmarkt story "Darkest Nights") now loads correctly from save games.
  • Buildings can no longer be both repaired and demolished at the same time.
  • Correct gameObject names on peasants after loading a save game - was never visible to players, but will make my debugging easier
  • Hellhafen initial dialog should have proper UI scaling now
  • Hellhafen houses should be initialized properly now
  • Correct icon on the "look into the manual" tip on the loading screen
  • Reworked smithy and smelter: Smelter now allows metal gathering, smithy produces tools and weapons
  • Forging tools and weapons now uses up metal.


[h2]Updates and Balance[/h2]
  • Added some more variety and beauty to the peasant models
  • Updated tutorial dialogs and in-game help texts to reflect the new smelter/smithy roles
  • Smithy now requires 10 metal to be constructed.
  • You can now buy and sell weapons on the market
  • Added smelter building to Friedmarkt and Ziegwald levels
  • Moved the trapper from workshops to defenses
  • Construction speed bonus of tools doubled to 20%
  • Hellhafen fields updated (replaced 2 wheat fields with carrots and cabbages)
  • Score now considers monster attacks, so if the dice roll against you and you get unusually many monsters, you also get a higher score.
  • Some monsters do slightly more damage now
  • Improved steward texts (was in a previous update, I forgot to put it into the changelog)
  • Added some tooltips to various UI elements to make the game easier to discover for new players.
  • You can now click on the status icons (damaged, destroyed, unmanned, etc.) and it will select the proper building
  • Reworked the main menu a bit
  • Updated Unity engine to 2021.3.22
  • Some performance improvements
  • Lots of behind-the-scenes improvements to make the game easier to maintain in the future


Remember to join the Discord server to stay up-to-date on development and provide me with your valuable feedback!

Swap to premium game & upcoming update

Hello everyone!

I have a couple of different updates for you this week.

Now that I have a publisher, I plan to swap to being a premium (paid) game. Current owners of the game will keep the game! This swap will occur later today

Having a publisher has opened up new opportunities to do more with the game and I’d like to take that opportunity and run with it!

Aside from the usual bug fixing and polishing, the next upcoming main update is the addition of buildings, actions and code to enable night guards in the village. Peasants can be armed and ordered to stand guard (they will sleep the next morning) or mercenaries can be hired in the tavern. The code is still simple and will need player feedback and improvement, but it’s there now and will be continuously improved in the next updates. Also, I have added more peasant details, which can be opened by clicking on a peasant in the 3D view or on their name in the peasant list. This also allows players to send peasants to rest (if you want them to heal faster).

Some upcoming minor changes:

  • Fixed: Manor house (in the Friedmarkt story “Darkest Nights”) now loads correctly from save games.
  • New: Peasant Details window for every peasant - still a work in progress, post your feedback and comments to the Steam forum.
  • New: Peasant show button shows you the graveyard if the peasant is dead
  • New: On the detail view, you can send peasants to rest for the day (so they heal and don’t do dangerous work)
  • New: On the detail view, you can assign adult men to stand guard during the night (and rest the next morning)
  • New Building: Armoury - stores weapons that are produced in the smithy.
  • New Building: Guard Post - where guardians or armed peasants will stand guard at night
  • New Monster: Giant spider (only on some maps and appearing fairly rarely)
  • Reworked smithy and smelter: Smelter now allows metal gathering, smithy produces tools and weapons
  • Updated tutorial dialogs and in-game help texts to reflect the new smelter/smithy roles
  • Smithy now requires 10 metal to be constructed.
  • Forging tools and weapons now uses up metal.
  • Balance: Construction speed bonus of tools doubled to 20%
  • Added smelter building to Friedmarkt and Ziegwald levels
  • Move the trapper from workshops to defenses
  • Improved steward texts (was in a previous update, I forgot to put it into the changelog)
  • Balance: Score now considers monster attacks, so if the dice roll against you and you get unusually many monsters, you also get a higher score.
  • Balance: Some monsters do slightly more damage now


We’ve got more coming, so stay tuned! Don’t forget to join our Discord for sneak peeks and more.