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Forgotten Towns 0.7.5 - Changelist
C5 and C6 - The Temple of Vesha
- C5 and C6 are available to players through normal campaign progression. C5 follows C4, and completing C5 opens C6: The Temple of Vesha.
- Expanded C5's later defense battles and closing sequence. Voll joins the company, and Ezau provides a supply cart for the journey onward.
- Take Killian, Olivia, Voll, and your chosen company into C6. Establish a jungle base, prepare your equipment, and assault Vesha's temple and its garrison.
- Reworked the temple landscape, terraces, surrounding vegetation, and mountain approach so the site fits its jungle setting.
- C6 victory requires defeating Vesha and eliminating the remaining goblin forces. Added opening and closing conversations for the mission.
- Improved campaign handoffs and save restoration, including transferred citizens, equipment, discoveries, and the supply cart's actual contents.
- Defeating Vesha unlocks the Statue of Vesha and Limestone Snake Statue for ordinary crafting and building. These rewards carry between campaign stages; developer kills do not grant them.
- C7 and later campaign stages remain marked Coming Soon.
Refined artwork and a new look
- Refined a broad selection of terrain, walls, roofs, stairs, doors, furniture, decorations, and vegetation artwork.
- Reworked the Forgotten Towns logo into a flatter, simpler design that better fits the game's visual style, with updated title artwork.
- Refreshed Steam store and library artwork around the new logo and in-game scenery.
- Added new limestone furnishings and dedicated menu icons for the Vesha statue, snake statue, table, and Workshop altar.
- Added distinct icons for Dried Fish, Dried Fruit, Dried Mushrooms, and Seed Salad. Raw sap now uses the sap bowl, while Maple Syrup retains its bottle.
- Improved profession icons and added animated essence effects to visible inventory, storage, merchant, and workstation icons.
Combat, guards, and raids
- Halted guards now defend against reachable nearby enemies without abandoning their assigned position, including enemies attacking a neighboring guard.
- Halted ranged units switch to melee against adjacent threats, then resume ranged attacks when contact ends.
- Added longer melee reach for spear and lance users, with thrusts that can strike enemies along their attack line.
- Improved elevated ranged attacks and tower firing clearance while retaining cover from solid walls.
- Corrected ranged interception against moving and retreating targets, with regression coverage for tower positions and height differences.
- Refined scripted raid composition and stronger-enemy selection, including C5's later assaults.
Arcanum and rituals
- Added the Arcanum room, unlocked by discovering Quartz, with a new floor, room icon, and purple ambient effects.
- The Essence Smithy and Shrine of the Unforgotten now require an Arcanum. Room flooring must also cover their working and participant spaces.
- Added a dedicated Shrine of the Unforgotten ritual panel with clear requirements, progress, and cancellation feedback.
- The shrine ceremony gathers five civilians and a stored Soul Essence offering during a Lightning Storm to summon Moranth for an eligible remembered citizen.
- Improved ritual interruptions, material refunds, blocked-doorway handling, and save restoration.
- Added workstation effects for charging, active work, and ritual outcomes. Deep Quartz deposits are now larger and more connected in newly generated worlds.
Building, storage, and Workshop
- Added stacking support for warehouse crates. Upper crates need access at their own height; their contents remain attached to the correct crate when a stack changes.
- Fixed several warehouse access and hauling cases, including containers on different levels and approaches that become blocked.
- Improved Workshop deletion with protection against accidental double clicks and drags that dig through several layers.
- Made Workshop object selection more responsive in scenes containing large numbers of floors and placeables.
- Improved blueprint support validation, placement, and capture. Campaign landmarks stay out of random sandbox generation.
- Improved build and crafting menu navigation, placement feedback, and workstation access rules.
Controls, readability, and saving
- Added configurable keyboard bindings.
- Added a separate Text Size setting for quest and dialogue text, from 80% to 150%, with improved wrapping and scrolling.
- Added an autosave interval setting from 1 to 60 in-game minutes. Successful saves now show a quiet Game Autosaved notification.
- Added save deletion to the Load menu, with confirmation.
- Added clickable warnings for critical hunger, happiness, and desertion, without repeating the same warning every update.
- Improved Patrol placement feedback and right-click cancellation of competing order and building tools.
- Fixed planting previews and queued planting markers being hidden beneath tilled-soil artwork.
- Citizen names can now be clicked directly to rename them. Added clearer crafting quantity hints, including Shift adjustments by five.
Campaign guidance and smaller fixes
- Improved C1 escort requirements and the timing of Garrick's departure, preventing his temporary role from affecting later stages.
- Fixed wildlife eligibility in mixed-biome worlds, including fresh C2 starts.
- Improved C3 recruitment and resource guidance, added leather to its training cache, and refined the nearby bear-island encounter for new starts.
- Reduced the ordinary Cloth recipe to four Fiber; the separate Silk recipe is unchanged.
- Kept Tree Sap in its pitch-making role and removed it from the cooking-liquid group. Maple Sap supplies maple ale and Maple Syrup production; all syrup recipes use Maple Syrup.
- Updated player-facing text across all 13 supported languages.
Modding
- Added folder-based mod support for resources, recipes, placeables, essences, equipment conversions, and particle profiles.
- Added authoring documentation, asset templates, and example mods, including the Practice Workshop starter.
- Mods are enabled separately; their custom content is not added to an unmodded game automatically.
Existing saves
- Updated terrain, campaign layouts, wildlife placement, and authored caches apply to new worlds. Existing saves retain their saved world and inventory contents.
- Campaign progression and restoration fixes preserve existing identities. C6 becomes available once C5 is recorded as completed.