Update 5 provides AI that is more than the encampments (that will still populate your lands). These AI, are colonies!
There are 4 colonies- Port Keepers, Woodland, Hill People, and Mining- All colonies have a relationship with you. They trade your food, wood, stone and coal with you.
When you find a colony, their whole space will be revealed to you- in this area you cannot collect resources or build. But you can interact with each colony in 2 very different ways:
- Making them an ally- e.g. By trading wood, you will fund the port keepers, who will build up their area. More ports, and more developed ports as their requirements grow. Making them your friend or ally increases your production of in this case- food. When they produce more- you get a cut! (more details will be added to the guide shortly).
- Making them an enemy- Colonies will not harm you unless you harm them! You can anger them by attacking their beafy town centre, or their resource buildings. Attacking and especially destroying what they own will anger them, causing them to refuse trading their goods with you. Making them an enemy will result in them attacking you, a lot like the camps. You can make an unfriendly colony friendly again, but you must give them time and resources- so think wisely!
Colonies provide another place for your resources to go, a place for those excess stores of stone- but trading goods to them only works once you have discovered their colony.
What else has been done?
[X] Explored ruins animations are added!
[X] Spaced out the early farm sounds (annoying cuckoo) and quietened.
[X] Music quietened.
[X] Update brief info area added in main menu- this is for just the most important info.
Patch/Fixed:
[X] Some display text improvements.
[X] Removing health text and insta-heal tiles on building on them
[X] Initial flag setting not placing the same mini-flag in profile panel - fixed.
[X] All worker text being set to the special item value.
[X] Exploration icons now disappear again on exploration complete.
[X] Resource expanding button created on start of new map.
[X] Tile collision boundaries for ruins and others fixed.
[X] Various combat related fixed including:
[X] Buildings not autorepairing fixed.
[X] Attack calculations.
[X] Sound settings are now be muted on sound slider at the bottom.
[X] Re-creating a map now works properly without ending game session.
[X] Settings do not load when reopening the Game. (all of them seem unaffected by changes in an earlier game session)
[X] Showing initial build requirements in click-out UI works now.
[X] Menu for shrine upgrades were showing market- sorted.
[X] On pop = 0 coal rateno longer changes (as houses still exist)
There is a big chance if you reported an issue it is now fixed!
The plan for the coming week is not to add any big features but work on the existing game. Some smaller features will be added and i'll be looking out for any forum posts about issues that need a fix- so next weekend should see some new smaller things- and hopefully no restart requirement!
Should include:
[ ] New building menu background for your own
[ ] - for enemy camps
[ ] - for colonies
[ ] Add a way to rename yourself and your lands mid-game.
[ ] Add an alternate map mode that shows symbols and not beautiful tiles- symbol on profile panel.
[ ] Add a tonne of new sound settings.
[ ] Reduce UI sizes on more panels.
[ ] Placing walls on walls should replace them, etc.
[ ] Add a tile UI button to everything for mirroring the tile - You can press 'R' currently!
[ ] Add a settings option for day/night cycle- 3 options = Off, Seasonal, Real World (matches computer time)
[ ] Event pop-up to show when camp in range of attacking, when camps attack paid off time ends, and when youve built enough to be attacked.
[ ] Add a hide all ui toggle- keyboard- great for screenshots!
Thanks to Arken for this great screenshot of their developing lands!
Thank you all for the support and patience- I can see many of you are putting in many hours which is fantastic! I'm sure as updates continue to come out, the more time spent in one map will grow considerably!
P.S I need your help- in the last update i proposed that each townhall created (level 2+) would start a new settlement with its own resource collection, that connects to each other. Does that sound like a pointless chore to create new settlements, or a fun way to increase what there is to do?