
Evening (if it's evening to you fine players),
Day 3, update 3. We're going through the reported issues as fast as we can, but we're also doing our best to test everything out as best as we can.
Yesterday's update introduced the resource locks and got a big chunk of the resource stock caps in place, but as you probably know, not everything was working as intended. We spent most of today looking in that direction, though a few other things were done as well.
Let's talk about resource caps a bit more
If you take a look at the image above, we're calling it smart caps. In essence, we're trying to make these caps do some automatization. If for example you limit a resource on 500, the building producing that resource eyeballs the limit and if the limit is close by, pulls the brakes, but not entirely if there is still room in the stock before the limit is hit. If the building throttles down by 75%, the upkeep is also reduced. Nothing groundbreaking, but it should assist nicely.
Are there any exceptions to the caps?
Yes, and you'll likely notice them. Namely resources that come into the stock in large quantities in a short period of time. That goes mostly for fields, orchards etc. The limit is there, but if a large number of your workers/carriers already grab field produce to get to the stock, before the limit is triggered, they will get the resource into the stock. We were debating whether to enforce a hard limit, but that would mean you could lose quite a bit of resources and that didn't seem right. But hey, do let us know what you think :).
On a side-note, we've buffed the Gatherer's shelter and Fisherman's hut. Nothing major, but to help out a bit. Check the changelog for details.
Oh, and another side-note regarding the later-stage snowballing of villagers. That is being addressed, but it impacts a number of different game systems, so we're being extra careful with it.
That covers the most important bit. Change-log time.
Additions
- Resource stock smart caps (quite a bit was changed, re-done or added since Update 2, so I'll count it as addition
- And something specific for Forester's hut: if lumber is capped in the stock, and the limit reached, the forester will automatically switch to just planting (in the background. he will resume his work when supply drops below limit)
- Added a couple of checks and safeties to make sure the Gatherer's shelter doesn't suddenly stop producing (this and/or similar was reported)
Fixes
- Fixed a potential crash that could happen when lifting fullscreen in non-native screen resolution
- Fixed a potential crash that could happen while interacting with the ranch and adding new animals
- Fixed a number of issues related to Steam achievements that would cause them to display unused stat counters
- Added a number of additional checks for some achievements to make sure they fire off
Tweaks
- Gatherer's shelter production got a boost
- Fisherman's hut production got a boost (both production lines)
- Fisherman's hut (fish production) no longer requires lumber
- Fisherman's hut (crab production) no longer requires iron
- Forester's hut production got a boost
That's it for Update 3. We'll see you again soon!
Overseer
