The Castle Update has arrived! A new upgradable camp (replacing the Village Center) has been added to the game. The new camp can be slowly upgraded into a towering castle! This update also brings in a new building limiting system, nomads, wind, a new job type, new music, a completely overhauled tile loading system, and quite a few AI tweaks. Check out the fairly extensive change log below for more details!
This update is actually the first part of a grand plan to add upgrade phases to many of the existing buildings. InDev 24 has technically already been started, and will expand on the new upgrade system mechanics, adding upgradable harvesting, manufacturing and refining buildings. So let me know down in the comments what you think of the new system!
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 23 Change Log
Upgrade System
- Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
- Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!) and the new Ancillary.
- In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.
Construction Limits
- You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) or build an Ancillary to gain additional building slots.
- Wall do not count to your building limit, but fire pits do!
- All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)
Ancillary Building
- The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
- Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
- You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
- Ancillaries can store any resource in the game.
- Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.
Nomads
- Nomads are a new mob that will sometimes visit your region. When they do, they'll attempt to fight their way to your village, and if they survive, they'll join!
- You can increase your chances of nomads visiting by building a large village with a strong defense and plenty of housing.
- Nomads spawn between levels 4 and 6, and are usually well equipped.
- Nomads tend to spawn in large groups, and those groups get larger as the days pass.
Bug Fixes
- Fixed a crash after reloading if a mob is en route to pickup a resource that either decayed or was consumed before the mob arrived.
- Fixed a crash when trying to find a more suitable home, but the home no longer exists when the villager arrives.
- Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
- Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
- Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
- Fixed a bug that would sometimes cause sound effects to not play when they should.
- Fixed a bug that would sometimes return the wrong aggro/line of sight results.
- Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.
- Fixed rain looping sound effect.
Spawning System Changes
- Overall monster spawn creation rates have been cut roughly in half.
- All spawners now have twice as many hit points.
- Spawners take twice as long to build.
- Spawners no longer use an RNG, but rather charge up over time until they have enough energy to spawn.
Miscellaneous Changes
- Fire spreading on objects has been nerfed significantly.
- Wind has been added, including a "High Wind" weather pattern that will slow down your villagers, but also help reduce the overall average temperature.
- Changed the Lumber Shack artwork somewhat.
- Only up to 5 mobs at a time can attack another mob. This is to prevent massive swarming of single targets and reduce path finding lag caused by large amounts of golems.
- Golem Combobulators have been completely rewritten and rebalanced, and they now use the same new charge up system the spawners do, but require energy to charge.
- Raw food has been nerfed slightly, raw food only provides 3 uses instead of 4 (for 30% total rather than 40%)
- Rations now provide only 3 uses instead of 6, but provide 15% food per use instead of 10% (For a total of 45% rather than 60%).
- It now takes longer for villagers to consume food.
- A notification banner is now displayed when a villager grows up.
- Banner message are now no longer in all-caps.
- Reduced overall reproduction rates for villagers. This is to balance out the new Nomad system bringing in a secondary source of new villagers.
- Added three new songs; Finder, Farewell and Feather.
- Updated the help/loading tips.
- The camp (Formally Village Center) can now store any resource in the game.
- The camp (Formally Village Center) can now be destroyed.
- Fixed a crash issue if the camp (Formally Village Center) is destroyed/removed with walls in range of the village.
- Fixed credit theme, now it correctly plays Main Theme Piano again.
- Updated Bibiki's name in the credits.
- All living things generate essence when destroyed.
- Essence can now be "sucked into" the mouse, increasing the influence bar.
- Influence regeneration is no longer tied to village happiness.
- You now start with your influence bar 1/4th full.
- The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
- Villagers break away from being confused faster.
- Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
- Particles in the air now have a slight shadow behind them.
- Increased scale of the splash screen.
- Villagers can now be knocked out if something is dropped on their head.
- Rarely, villagers will be knocked out when you drop them.
- Clicking reclaim on an abandoned object now properly sets its position on the priority list to the bottom.
- Radiance pools no longer consume energy stored unless they're in-use.
- Flipped the "take from" and "send to" limbo spell button icons in the GUI.
- Essence now emits from decaying corpses slowly.
Performance
- Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
- Decreased overall load times.
- Slightly improved range map generation performance.
- The Dissolve spell particle effects have been reduced.
