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Development Summary - December 2025

Hey there,
the Monthly Summary for December is here!
Because of Christmas, Holidays etc. December wasn't as productive as other months, but still I got some stuff done:

TFE Development Summary - December 2025

Character Related

🛠️ Carrier Logic refactored into State Trees for better robustness and refactorability
🛠️ Movement Logic now works with State Trees
🛠️ Timeout for path avoidance revamped
🛠️ Carriers walk away from spawnpoint after spawn
🛠️ Carriers make space after they finished task like e.g. delivering a good
🛠️ Settlers get pushed to building boundary after construction site was finished if needed

Building Preview

🎨 Terrain Hilliness preview is now more robust
🎨 Blocking actors are now drawing a blocked area onto the landscape, so the player can quickly spot where buildings can be placed (this can be water bodies, harvestables, static environment objects, etc.) <- this was more work than it should be 🥵)
🎨 Preview of blocked areas is now also context aware, e.g. the ocean is visualized as non blocking for a harbor but shows as blocking for other buildings

More Stuff

🛠️ A couple of fixes in the music subsystem
🛠️ Fixed a couple of bugs across the board
🛠️ Ship arrival at harbor check is now fps independent
🛠️ Ongoing performance improvements
🎨 Fix ocean foam flickering
🎨 Fix river surface & foam mismatch
✨ Secrets

Thanks for your attention and let me know in the comments what you think about the update!
See you next time!

Best,
Sebastian 🙂