we added research as a central element in the game
research allows you to unlock buildings
to provide access and execute research, there is a new building: the inventor shed
this building employs a villager as a researcher
the researcher will process 2 new resources (parchment and candles) into research points
research points are used to complete certain research topics
research is laid out as a tree structure where the availability of nodes depends on their parent nodes and the city rank of your current village
Enemy drops and new resources: Candles and Parchment
these two new resources are required by the inventor to produce research points
in contrast to previous resources, candles and parchment are acquired by defeating enemies
each enemy has a certain probability of dropping either one of the resources (certain enemy types drop parchment, other enemy types drop candles)
the long term idea behind this is to change the drops to raw resources (like wax for candles) and then processing them at other buildings in the village instead of dropping the resources directly
New buildings: Wheat Farm & Bakery
in order to increase the options of advanced food production we added two more buildings
the wheat farm produces wheat which serves as a raw material for the baker
the bakery produces one bread, a valuable food source, for each pack of wheat that is provided
Food as an abstract resource
since we added bread as a new food source, food is no longer represented by berries directly, but as an abstract resource (pictured by an apple icon)
one berry amounts to one unit of food while one bread amounts to four units of food
Food storage as a separate building
we removed the global food storage from the city center and instead introduced a new building, the food storage
the food storage stores up to 20 food units, and you can build more than one
every time a villager consumes food, it is taken from one of the food storages that has available food
the food count displayed in the HUD is now the total number of food units from all storages
Decorations
in order to provide more creative options for building and customizing villages we added nine new buildings that are purely for decoration
Changed
we updated the calculation of food production/consumption that is shown in the HUD
previously there was only one value that was supposed to indicate whether food was lost or gained in the long term
now we opted for a more transparent solution and display two values, the total food production per minute (not taking carriers into account) and the total food consumption (based on the number of villagers)
Fixed
Fixed a bug where the Hog played its charge VFX even after dying