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Tavern, Hunting Grounds, and Workshop - Beta 0.11.0.10 Patch Notes

Good evening (or morning, or... day?!)!

Today's patch has some great fixes and tuning changes, but it also has some new rooms. Well, the Tavern won't be new to some of you as, once upon a time, it used to be a room in the game. But enough reminiscing! Let's take a look.

[h2]Tavern Room[/h2]



It's time to re-enable this room as I am starting to feel like it has an actual purpose. That is, to improve the spirits (heh) of the masses. Right now, the Tavern has one job you can give it, and that's, "Relax With Drink." Entities will grab a drink, and go sit at a seat in the tavern, and refill their Will (happiness). I'm going to add a bunch more little jobs for this room. It won't just be this one job. But this is a start! There are even plans to have travelling bards which could come and play at your Tavern, but that's getting ahead of myself.

One thing about tuning I'll mention related to this. Alcohol no longer has the same buffs as things like water. Alcohol now provides a smaller thirst buff, a negative energy buff, BUT increases happiness for a time.

[h2]Hunting Grounds Room[/h2]



Much like the Tavern, this is the early stage of this room. For now, it provides one job which is the automation of capturing entities in cages. I will soon be giving it the added job of having hunters actively hunting prey and the sort.

[h2]Workshop[/h2]



The Workshop is a new room which provides job automation for the most rudimentary of jobs out there. Those jobs that don't really have a specific profession or skill that can be associated with them. You know, making coal, wicker objects, and, oh, I don't know, BONE ARMOR!



Yep, you can now unlock bone armor from the War tech tree. I will be adding more bone items soon!

[h2]Integrating Captured Entities[/h2]

There's a new job, "Integrate As Citizen," which lets you convert captured sentient entities into full citizens. This coincides with a slight naming change for the research skill. This skill is now called writing. I made this change because I feel writing can be more broadly used than research. For example, the aforementioned integrate job requires someone with the writing skill to draft up the documents to make the captured prisoner a citizen. Captured, sentient entities are given permission (lol) to have relationships, change profession, and unlock their technology in the Saga window. But, keep in mind, they need to also be happy! So, make sure they have a bed to sleep on and, hey, maybe let them go to the Tavern for a drink every once in a while?

[h2]Notes On Tuning[/h2]

I've done a bunch of balancing for the Ardyn race. Namely, they will no longer take 1:1 age off animals they retroanimate. Instead, 1 year of the animal gets multiplied by the Ardyn survival skill. Also, animals live a tiny bit longer. These things should keep your critters around for much longer.

I've also gone ahead and merged the fishing rod unlocks into the industry materials progression nodes. This is to make some space for new agriculture tech, but also because it was annoying to unlock fishing in the agriculture tree.

There are some other tunings mentioned below...

Here are the notes:
-Content: Added 4 bone armor items.
-Content: Added bone armor node to War research tree.
-Content: Added workshop room. This is where super basic crafting jobs can be done. i.e., bone/clay/thatch item crafting.
-Content: Added hunting grounds room. This is where capture jobs can be automated.
-Content: Re-enabled the Tavern room.
-Content: Added relax with drink job to Tavern. This improves settler happiness.
-Bug Fix: Some items would appear as inaccessible for containers surrounded by other containers on their four adjacent sides.
-Bug Fix: Unreachable item notifications would sometimes show the wrong item when the job required a type of item, rather than a specific item.
-Bug Fix: The item slots weren't updating after an item wasn't added/removed.
-Bug Fix: Some Nyctium items had incorrect inline icons.
-Bug Fix: The missing diet items in room notification was firing even when a room didn't have the diet items toggle enabled.
-Bug Fix: Sometimes entities (mostly animals) could start a gather item job.
-Bug Fix: Entities could sometimes start the same job at the same time.
-Bug Fix: The profession 'unused2' will no longer show up in the default skills list.
-Bug Fix: A typo where the Raw Food tooltip said it provides a worse bonus than Raw Food.
-Bug Fix: Companion statuses were being reset which would cause entities to leave/join homes constantly.
-Bug Fix: Inline icons on the room edit screen would appear duplicate for additional room owner group entries.
-Bug Fix: Newly spawned entities would show healing FX.
-Bug Fix: Fish would get stuck at the bottom of bodies of water.
-Bug Fix: Stone Dart and Stone Spear would not spawn a projectile.
-Bug Fix/Tuning: Hauling jobs weren't being created when there were other hauling jobs present.
-Tuning: Alcohols now provide less of a thirst buff, an energy debuff, and a new happiness buff.
-Tuning: Tired entities will now receive a small debuff to happiness.
-Tuning: Sleeping on the ground will lower entity happiness, and sleeping on a bed will raise it.
-Tuning: Non-sapient entities now get a small buff, "Ignorance Is Bliss", to happiness.
-Tuning: The manual input for room auto jobs was displaying incorrect text for queueing jobs. This has been changed to accurately describe that the jobs are manual. Additionally, if no manual jobs can be added, it explains why.
-Tuning: The default skills page now lists professions alphabetically.
-Tuning: Animal Enclosure stockpiles now start with a default priority of 2.
-Tuning: Beverage and food provide higher hydration/metabolism buffs.
-Tuning: Raised entity age to become elder for several animals.
-Tuning: Retroanimation now only adds 1 age to the target entity on each use. The amount lost for the Ardyn caster is based on their survival skill, so they'll still get a good return back.
-Tuning: Added extra action text to show when the source entity receives a bonus from their attack. i.e., when an Ardyn lowers their age from retroanimation.
-Tuning: Captured non-sapient entities will no longer jump into combat unless given an attack order.
-Tuning: Research has been renamed to Writing.
-Tuning: Coal, rope buckler, and pointy stick are now made at the workshop and requires misc skill.
-Tuning: Fishing rods are now unlocked in industry instead of agriculture.
-Tuning: The melt threshold for ice blocks has been raised.
-Optimization: Reduced memory allocation within pathfinding.

That's all I've got for now! I meant to add some more tools for various professions into the patch, but I didn't have the time so I'll save them for next week's update.

Special thanks to those constantly giving me bug reports, save files, and feedback. You are stars!

Have a great weekend!

Waylon

Hotfixes - Beta 0.11.0.9 Patch Notes

Suuuper quick little post. Some folks found some game breaking bugs that I missed, so I thought I'd put out this quick hotfix patch.

The issues that were addressed are:

-Bug Fix: Entities would not eat/drink if they were alchemists and the player loaded a save from before the alchemist version.
-Bug Fix: Entities would not remove their hungry/thirsty status when at full hunger/thirst.
-Bug Fix: Entities would ignore eat/drink jobs to work.

Thanks to those that brought these to my attention. Have a great day! :)

Waylon

Alchemy & Resurrection! - Beta 0.11.0.8 Patch Notes

Hi everyone!

Hope you are having a great start to your weekends.

I've just uploaded version 0.11.0.8 and this one is more of a content patch for once. There's a bunch of stuff I haven't added to the Ardyn expansion yet, and, now, I'm working on adding these things. And, it's not only the Ardyn race that I'm focusing on for content. I'm working on lots of stuff for the Humans and, especially, the Ancients.

[h2]Resurrection[/h2]



You'll notice the Arcana research tech tree is a bit sparse. I've moved a lot of stuff over to the Ancient tech tree, to round out some of their uniqueness. Magic isn't intended to be this easily obtained thing. It's supposed to be difficult to achieve. Unless, of course, you're the Ancients and have thousands of years of mastery to work from. Don't worry, I'm adding much more stuff to the Arcana tree.

The first of these additions, as you'll see, is the Dark Magic I node. This introduces a new job (done at the Arcane Study) which lets summoners resurrect entities. This required the addition of some new code to assign more unique information to items. Later on, I want players to be able to edit this information and make their own unique items, but, for now, it is being used by entity remains to connect an entity to an item. For example, a Human remains item having the information for the Human that created it. These remains can then be used to resurrect that past entity.



Resurrected entities have all the same stats as their previous selves, with the exceptions of a few things. They don't get hungry, thirsty, or lose energy, but they also don't naturally heal, or procreate. Now, they will still die from old age, but I'm a bit on the fence as to whether this is good or bad. The intention is to keep Ardyn players from cheesing this ability to have an infinite supply of resurrected bodies to retroanimate. But, who knows, maybe I'll change this down the road based on feedback.

Lastly, coffins and tombs will keep remains from decaying. I think I'm going to add some sort of graveyard/tomb room soon to make it easier to organize and stockpile the dead into coffins and such. For now, you can use a regular old stockpile with just remains enabled to have them carry the remains into those props. They are a great way to preserve the dead for later resurrection. >:)

[h2]Alchemy & Apothecary[/h2]



You can now unlock the Alchemist profession, and the Apothecary room in the Saga, cooking tree. This is very, very early days for alchemy. I have so much planned for this profession. I will be introducing strange and unique diseases to the game soon and the alchemist will be a big part of fighting those afflictions. As well, and this is far down the road, I want players (perhaps the more sinister ones) to be able to infect other kingdoms with diseases using their alchemists and merchants.



For now, I've added two items to make here. Health Potions, and Sablixian Tar. Also, you'll notice the new item category, Potions. Health potions can be used to heal wounded entities, while Sablixian Tar is a rare refined material that is created with Sable Chunks. It is used by the resurrection process, but will also be used by maaaany other dark magic focused things in the future.

I want to also add the ability for entities to hold types of items for quick use. For example, in uniforms, you would be able to tell certain entities to hold, say, potions. That way, in combat, they could quickly consume a potion instead of having to go to the alchemist for healing. I'd also set this up for food and drink items to be quickly consumed.

[h2]Tuning[/h2]
You'll notice a lot of stuff has moved around in the Saga window, and you *might* have to unlock some things again. I'm in the process of tuning these progressions as well as making space for things. The war tree, for example, has seen a huge consolidation of nodes. This is to free up some room, but most importantly, remove a lot of grind just to get material specific gear. I'm working on adding some fun new research for the War tree, so, stay tuned for that!

Ok, let's take a look at the patch notes:

-Content: Added merchants for Ardyn and Ancient settlements.
-Content: Added Sablixian Tar item which can be made from Sable Chunks at the Apothecary.
-Content: Added Apothecary room, Alchemist profession, and Alchemy skill.
-Content: Added resurrection job to Arcane Study. This brings entities back to life. Resurrected entities are slower, and cannot rest, eat, sleep, or procreate.
-Content: Added Dark Magic I research node.
-Content: Added Healing I research node.
-Content: Added Alchemy I research node.
-Content: Added health potion and heal patient jobs.
-Content: Added icons for each summon. This also fixes the incorrect sizing of the entity icon for the auto-job window.
-Content: Items can now have unique names. This means items like remains will keep the information of the entity which is tied to them. This will be used later on to create unique named items too.
-Content: Bunch of new audio for various crafting things.
-Content: Added Potions item category.
-Bug Fix: Adding jobs to a room manually would not do anything, and was also spitting out a serious error which would interfere with lots of other systems.
-Bug Fix: An entity would get stuck if they were the target of a job and couldn't find a path to the job point.
-Bug Fix: Lectern of knowledge had an incorrect inline icon.
-Bug Fix: A save file corruption related to a very rare entity state in combat.
-Bug Fix: Entities would snap to land when swimming.
-Bug Fix: Entities would play idle timeout animation when working.
-Bug Fix: Drag camera with mouse wasn't working in overworld map.
-Bug Fix: Some drag movement glitches. Movement should be smoother when dragging the camera with the middle mouse button.
-Bug Fix: Entities were not being selected even though they were highlighted by the cursor when 1z layer up from the entity.
-Bug Fix: Certain research trees would repeat. i.e., The industry research tree showing up under the Ardyn research tree.
-Bug Fix: Entities wouldn't leave a room after limit to family was turned on.
-Bug Fix: Previous camera zoom was not loading correctly.
-Bug Fix: Capturing Humans would enable the settler wave event.
-Bug Fix: Entities would not use the bow animation when firing arrows.
-Bug Fix: Settlement music could start playing when the overworld map was open.
-Bug Fix: The camera zoom level number wasn't updating in the overworld map.
-Bug Fix: Population max wasn't always being considered when entities procreated, resulting in populations going over the set number.
-Bug Fix: Settlements would stop having children after longer player sessions.
-Bug Fix: Props that can rotate weren't snapping to fixtures.
-Bug Fix: Entities that were companions were getting stuck in separate houses (as owners).
-Tuning: When searching blueprints, if the search text also includes the name of the room associated with the blueprint, it will appear. i.e., searching Immortality Tomb, will show the Voidweave Sarcophagi.
-Tuning: The coffin and tomb now keep remains from decaying forever.
-Tuning: Added a green flash to indicate healing.
-Tuning: Tuned the required items for all the tomes to be a bit more difficult to make.
-Tuning: The Chaos Construct and Transmutation Chamber are now unlocked in the Ancient research tree only.
-Tuning: All weapons, and armor for the War research tree have been consolidated into one row.
-Tuning: Ardyn are now included as enabled by default for certain notifications like death.
-Tuning: Bone no longer decays.

And there you have it! I'm going to continue working on lots of new content. I've got some fun new Ancient related summons on the way! As well, I'm working on some new Sable blocks to build.

Thank you for the support, feedback, and for playing!

Waylon

Tuning, Bug Fixes & Polish - Beta 0.11.0.6 Patch Notes

Hey gang,

The latest patch has just been uploaded. I made a goof in the last patch which messed up uniforms and caused people to get stuck in idle. That should be fixed.

I've also done some work to smooth out the camera and entity movement. This will be very noticeable when following entities. No longer will it be all jittery.

Bunch of other things in there. Check it out:

-Polish: Auto-jobs will now show an orange warning that says, "Work point is in use," instead of a red warning that says the props is missing. This is to avoid confusion where the prop exists in the room but jobs can't be added because they already exists at the workstation.
-Polish: The selection box no longer snaps to a grid when selecting entities.
-Polish: Smoothed some of the camera movements. Especially when following entities.
-Polish: Smoothed some of the entity movements.
-Bug Fix: Not all mod data objects were being loaded.
-Bug Fix: Mods caching even without being enabled. This caused conflicts with other mods.
-Bug Fix: Entities could get stuck with the hover outline active even when the cursor was not hovering over them.
-Bug Fix: Entities get stuck in a mating job where they are both the targets of their own respective mating job. This also fixes an issue where entities wouldn't start other jobs if they were the target of a job which would never start.
-Bug Fix: Certain buffs on attributes were being saved and then never removed. This would cause bugs like Ardyn entities living forever.
-Bug Fix: Setting up a uniform could lock up entities in idle. This would cause them to start dying of thirst/hunger.
-Bug Fix: Platforms were not dirtying the neighbor paths and this could cause entities to get stuck pathfinding to places they can't actually reach.
-Tuning: Ice Blocks are now unlocked in Thaumaturgy I, and need the Thaumaturgy skill to make.

Thanks everyone! Hope you are all having a great weekend. :)

Waylon

Tuning & Bug Fixes - Beta 0.11.0.5 Patch Notes

Happy Monday everyone!

Here's another stability patch with a bunch of fixes and some tuning changes. I also have some modding fixes in the works, but they aren't quite ready. As well, I'm currently setting up the Workshop steam page. It involves some SDK setup, so it's taking a tad bit longer than expected. I'll keep you posted about that.

This patch really focus fires on some stockpile bugs. Hope that is starting to feel better for most people. Let me know if you continue to get any stockpile weirdness.

Here are the notes:

-Modding: Replaced the JSON data field for scenario actions in GDEScenariosData with c# data classes.
-Bug Fix: Scenario entities would spawn with incorrect appearance and age.
-Bug Fix: Entities would get stuck trying to eat/drink/gather items that were inaccessible from the entity's position.
-Bug Fix: Updated the chicken race portrait to match the entity portraits.
-Bug Fix: Entities were not moving items from one stockpile to another if the origin stockpile didn't permit the item. Instead they would just bring the items outside the room.
-Bug Fix: Entities would not warm up in cold biomes.
-Bug Fix: Pre-0.11.0.0 saves would sometimes not load.
-Bug Fix: Entities were assigned sleep on ground jobs for unreachable points.
-Bug Fix: Auto-jobs weren't being checked based on priority. This could cause lower priority jobs to be added to workbenches first.
-Bug Fix: Entity default skills could have a visual glitch if the notifications list was opened before.
-Performance Improvement: Removed some redundant item checks related to managing storage items.
-Tuning: Stoneleaf bags will now only be created for killed entities if the item count is > 5.
-Tuning: Max storage default item count is now 9999, instead of 999.
-Tuning: Increased default room owner size to 99.
-Tuning/Bug Fix: Harvest Nyctoid and Harvest Chronoblast jobs in the Hortichron room are now just Harvest Plant. This also fixes a bug where the two former jobs would be applied to the wrong plants.
-Content: Added 1 Patreon item, Axeward, for Dustin Pundt. Thanks for your support!

Going to aim for another patch this Friday!

Thanks everyone and have a great week. :)

Waylon