Beta 7.3 - Meaningful Moods and More
The Meaningful Moods update is here! Better mood tracking, more effects (both good and bad) for moods, and a bunch of other changes.
All times mentioned below are in-game time.
[h3]Mood Tracking[/h3]
In addition to seeing the mood lists from the Townspeople Manager menu, you can view an individual Dwarf's mood buffs and debuffs though the conversation menu.

[h3]Mood Buff and Debuff Changes[/h3]
Mood Calculation: The overall calculation for mood has been updated so that higher moods are a bit easier to achieve.
Town Status Moods: Townspeople now start with three negative moods, lack of water, town is dirty, and town is ugly. Existing townspeople (from loading a save prior to this update) will have these moods unless their homes are buffed from structures. Placing sewers, wells, and beauty related structures will remove these debuffs and replace them with the mood buff, creating a nice overall boost in mood.
Starting Mood Increase: Because Dwarves will start with three negative moods, the "I just moved here" mood has been increased from +20 to +50. This buff also lasts twice as long - four in-game days. Over time the buff amount from this mood decreases for new townspeople down to 20. This gives you a chance to build structures that affect mood without the initial "I just moved here" mood buff being too high once you have built mood structures in the mid to later stages of the game. Note, this change only affects newly arriving Dwarves. So, if you load a save with existing Dwarves they'll still be set using the current mood buff from "I just moved here".
Grumpy: The mood debuff from the "grumpy" trait has been reduced from -15 to -10.
Beauty: The mood buff from beauty has been increased from +5 to +10 to match the other structure related mood buffs.
Death: Dying now resets the timer on the "champion died" debuff back to one full in-game day. This makes death a bit more meaningful, but not crushing.
Mood Effects, Good and Bad
A Dwarf's mood affects a lot more things, both good and bad.
Resource Gathering: High mood increases the amount of resources (wood, stone, leather, etc.) a Dwarf drops off at the storehouse. Low mood can reduce this amount.
Town Crafting: High mood increases the amount of crafted items (meals, clothing, tools, etc.) a Dwarf can make for the town. The additional craftables do not consume more resources. Low mood can reduce this amount.
Master-crafted and Poor: High mood increases the chance of a "master-crafted" item if the Dwarf has the "meticulous" trait. Low mood increases the chance of a "poor" item, even if the Dwarf isn't "clumsy". Low mood will also mean a "meticulous" Dwarf will not craft anything "master-crafted".
[h3]House Upgrades[/h3]
Sustained Mood: If the homeowners of a house both have sustained good mood for one in-game day, their house will upgrade to include planter boxes outside. Once this occurs, the planter boxes remain even if one or both of the homeowners has their mood lowered. This timer is paused during the Orc Quest so you don't lose momentum towards this goal. When a house or houses are upgraded in this way you will receive an alert.

[h3]Other Updates[/h3]
This update also includes the following:
Thank you again everyone for all of your feedback and support!
-Jonathan "Calandryll" Hanna
[email protected]
All times mentioned below are in-game time.
[h3]Mood Tracking[/h3]
In addition to seeing the mood lists from the Townspeople Manager menu, you can view an individual Dwarf's mood buffs and debuffs though the conversation menu.

[h3]Mood Buff and Debuff Changes[/h3]
Mood Calculation: The overall calculation for mood has been updated so that higher moods are a bit easier to achieve.
Town Status Moods: Townspeople now start with three negative moods, lack of water, town is dirty, and town is ugly. Existing townspeople (from loading a save prior to this update) will have these moods unless their homes are buffed from structures. Placing sewers, wells, and beauty related structures will remove these debuffs and replace them with the mood buff, creating a nice overall boost in mood.
Starting Mood Increase: Because Dwarves will start with three negative moods, the "I just moved here" mood has been increased from +20 to +50. This buff also lasts twice as long - four in-game days. Over time the buff amount from this mood decreases for new townspeople down to 20. This gives you a chance to build structures that affect mood without the initial "I just moved here" mood buff being too high once you have built mood structures in the mid to later stages of the game. Note, this change only affects newly arriving Dwarves. So, if you load a save with existing Dwarves they'll still be set using the current mood buff from "I just moved here".
Grumpy: The mood debuff from the "grumpy" trait has been reduced from -15 to -10.
Beauty: The mood buff from beauty has been increased from +5 to +10 to match the other structure related mood buffs.
Death: Dying now resets the timer on the "champion died" debuff back to one full in-game day. This makes death a bit more meaningful, but not crushing.
Mood Effects, Good and Bad
A Dwarf's mood affects a lot more things, both good and bad.
Resource Gathering: High mood increases the amount of resources (wood, stone, leather, etc.) a Dwarf drops off at the storehouse. Low mood can reduce this amount.
Town Crafting: High mood increases the amount of crafted items (meals, clothing, tools, etc.) a Dwarf can make for the town. The additional craftables do not consume more resources. Low mood can reduce this amount.
Master-crafted and Poor: High mood increases the chance of a "master-crafted" item if the Dwarf has the "meticulous" trait. Low mood increases the chance of a "poor" item, even if the Dwarf isn't "clumsy". Low mood will also mean a "meticulous" Dwarf will not craft anything "master-crafted".
[h3]House Upgrades[/h3]
Sustained Mood: If the homeowners of a house both have sustained good mood for one in-game day, their house will upgrade to include planter boxes outside. Once this occurs, the planter boxes remain even if one or both of the homeowners has their mood lowered. This timer is paused during the Orc Quest so you don't lose momentum towards this goal. When a house or houses are upgraded in this way you will receive an alert.

[h3]Other Updates[/h3]
This update also includes the following:
- Fixed a bug that sometimes caused workers to forget to build a structure.
- Reduced the number of trees that spawn when using the two lowest tree settings. This helps improve performance while still allowing the forest to look full.
- Replaced the jump animation when standing still.
- Added invisible walls around the island to prevent the character from going underwater. I might add a swim animation at some point, but there really isn't any point to going in the ocean so the walls prevent the weird teleport back to town system I was previously using.
- Replaced the Metalworkers axe with the new axe (they were still using the old one).
- Updated the animations in the title screen to use the new townspeople animations.
Thank you again everyone for all of your feedback and support!
-Jonathan "Calandryll" Hanna
[email protected]
- My Twitter: https://twitter.com/SuperSixStudios
- Discord Channel: discord.gg/soedesco