Major updates:
Added "Race" gameplay.
Added a feeding system, where animals have realistic hunger and lifespan mechanics.
Added 9 new races, each with their own strengths and weaknesses.
Added 4 new mage units and 1 melee unit.
Added new buildings: teleportation gate, restroom, banquet table, and underground huts for communal living.
Added a new monster: mosquitoes (which may cause malaria).
Increased production of gold and silver in mining.
Compatibility notes:
This update is compatible with older saved games.
However, there are three major issues to consider:
The population distribution and power relations of races have been reassigned on the world map, resetting the vassal territories obtained through conquest.
Due to the animals' food requirements, animals at the carriage station may temporarily refuse to go out for transportation if there's no grass available, causing a temporary halt in the logistics system.
Fixed a calculation error in the lifespan increase for residents with the "longevity" trait, which may lead to a large number of long-lived individuals dying after loading the game.
Update notice:
This update will initially be released in the "testing branch" and is likely to have several bugs. It will take some time to reach a stable state.
As the game is developed solely by one person, comprehensive testing couldn't be completed.
Feel free to use the testing branch and assist in improving the game.
If you don't want to be affected by bugs, it is recommended to wait a few days until the stable version branch is updated before experiencing the game.
Other optimization details:
Bug fix: Fixed an issue where cannon shells had a small hit detection area on ships.
Bug fix: Fixed an issue where ships would run out of the shipyard before they were fully built.
Optimization: The cannonball selection list for ships will no longer display asterisks.
Optimization: When merchants leave, they will now find an alternative path to avoid crossing through terrain.
New feature: Sunk ships will turn into shipwrecks, and ghostly octopuses will appear in the summer and autumn seasons near the wreckage.
New feature: Added a new crop, "sugarcane," and a new item, "sugar."
Bug fix: Changed the save file amount to be stored as 64 bits to avoid overflow into negative numbers.
Value adjustment: Increased the duration of learning for students to improve their learning efficiency.
Optimization: In the barracks entry, display information and traits of units.
New feature: Mages can generate shields to protect nearby allies and become immune to cannonballs.
New feature: Ghosts will appear when changing maps if there were chests or graveyards in the previous map, with the number of ghosts corresponding to the quantity of those items.
New feature: Ghosts are now immune to asterisks.
New feature: Added numerical information about soldiers and monsters in the help section.
New feature: Shielded soldiers will display a "Miss" mark when blocking attacks.
New feature: After changing professions, the total count of laborers will be recalculated to avoid counting errors.
Bug fix: Fixed an issue where rotating blueprints with the middle mouse button didn't work.
Optimization: Travelers rescued by logistics soldiers will express gratitude and can be set to be rescued or not.
Optimization: The military order from the barracks will only affect soldiers within the same barracks.
Optimization: Collapsed messages from dismissed workers.
Optimization: Soldiers exiled from the barracks no longer need to return to the barracks but will become laborers on-site, following the exile process (returning equipment and supplies before leaving).
Value adjustment: Titans will take a 10% discount in damage from other Titans' skill attacks.
Optimization: Gathering and logging workers are now prohibited from planting at the exits of buildings.
New feature: Blueprints, including moving or copying operations, can be moved again and will display arrows indicating their orientation.
New feature: NPCs will use restrooms, and waste will be stored and removed from restrooms; if there's no restroom available, waste will be excreted on the spot.
New feature: The harm caused by gastroenteritis is changed to diarrhea (frequent restroom visits affecting efficiency) instead of shock.
Optimization: Priority for carrying precious items such as golden eggs and dragon's blood.
Optimization: Added handles to pots on cooking stations to indicate their orientation.
New feature: Added banquet information in the help documentation.
Optimization: Allow adjustment of the number of workers in gathering camps to maintain consistency.
Bug fix: Fixed an issue where deer, when grouping up, would clip through walls.
Optimization: Adjusted the maximum number of facility workers, allowing direct input of numbers.
Optimization: Added sorting function to the resident list.
Optimization: Added navigation buttons in the building facility window to locate the next building of the same type and open the building list.
Optimization: Border merchants will also accept rare metal ingots.
Optimization: When moving the border trading post, related settings and records will be copied.
Optimization: Auto-saving changed to the 15th day of late summer.
Bug: Fixed an issue where farms would start harvesting before completing fertilization.
Value adjustment: Completed adjustments for ranch animal values.
Optimization: Infectious snails will now appear probabilistically.
New feature: Aged horses in the carriage station will be led back to the ranch. If there's no ranch available, they will be left to roam in place.
New feature: After returning to the carriage station, horses must eat grass to regain their energy before the carriage can be operational.
New feature: When cavalry return to the barracks, if their mount has reached its lifespan limit, it will be sent to the ranch. Aging animals will have reduced movement speed.
New feature: Unused outdoor areas with a high concentration of feces will grow wild grass when the feces disappear. Wild grass will grow naturally and disappear after five years.
New feature: Trapped animals in the wild will also be caught and killed by traps.
Optimization: When duplicating facilities, duplicate the population cap as well.
Optimization: Repairs for beehives, crab traps, and animal traps will be performed by the corresponding occupation workers themselves.
Optimization: When operating soldiers, clicking on large crates or shelves will immediately initiate resupply.
Optimization: ** will turn into skeletons after 30 years of non-collection.
New feature: Added a button to release Titan skills in the UI.
Optimization: Inspiration will no longer trigger based on time but rather on the number of work actions.
Optimization: Resident window will now appear above the resident's head instead of blocking them.
Value adjustment: Castle soldiers and Titans will have fixed higher levels.
Value adjustment: Tribute from occupied villages will be changed to discounted trade deals instead of costless tribute. Players can choose whether to trade or not.
Value adjustment: Maximum span for bridges is limited to 50.
New feature: Deep water areas cannot be filled to create land.
New feature: Soldiers can embark and disembark from ships.
Value adjustment: Two-wheel carriages have slightly less capacity but are faster, while four-wheel carriages have larger capacity but are slower.
Bug fix: Fixed an issue with the drop configuration of Titan Hearts in wilderness tombs.
Optimization: Local tomb's drop of Titan Hearts will now have four types, with one type chosen randomly.
