Post by ScottFarRoad on Apr 26, 2019 18:46:55 GMT
After a long, difficult start to the year featuring some serious illness on the team, I’m pleased to say things are back to normal again and we’ve been able to finish off the next update to the game.
Version 1.0.1.5 is now available to play. Full patch notes are below.
This version is the last of the “polish” updates, I suppose you could call it, but we have already started on much bigger changes to the game, including more brand new buildings and challenges. The next version is going to be 90% new content/things to do, which should be fun (if you like the game already). We hope you enjoy all this update has to offer though in the meantime though.
Fingers crossed the next update will be out a lot sooner than this one took (assuming nobody on the team dies or gets sick again). I shall write a dev blog about talking about our plans for the next version in more detail, and what a crazy year it’s been so far.
Thanks for your patience and I hope you enjoy the new version!
Scott & The Team
VERSION 1.0.1.5 PATCH NOTES (FINAL)
Note: Due to many code changes behind the scenes, this version is not compatible with existing saves. Sorry for the inconvenience.
Major New Content:
Flogging added. The final ethical solution has now been added to the game and you can choose to flog your citizens for their crimes at the Punishment Centre. Flogging is a quick and cheap but violent solution that will greatly reduce the health and morale of the punished person.
Gateway building added. A new building has been added. The Gateway acts as an optional gathering spot for new migrants to your town, rather than them all going to the first storehouse you make. This will make it much easier to create multiple small towns or to spread out where people arrive.
Worker priority panel added. A new panel is now available at the Town Hall once you have built one. This panel shows you every building in your town, and how many workers it has and how many it needs. You can tick boxes beside the workplaces and any unemployed people you have will go and work in those structures first.
New optional day/night cycle feature has been added. The sun now moves around the sky on each map causing the lighting and shadows to change and things get dark at night. The night length is a lot shorter than the day. A new button has been added to the top left information panel that lets players pause the sun’s rotation, and also lets you manually choose what time of day to play at using a slider so you can adjust the game’s appearance to your heart’s content.
Other New Content & Changes
Building placement graphics added. You can now see the range and radius of several more buildings when placing them, such as repair shacks, prisons, artwork, etc, making it easier to arrange the town the way you want it.
The optional camera mode is now the default camera mode. The camera no longer automatically snaps to the town leader when giving orders, making controlling the leader smoother and easier. If you prefer the old way, you can switch to it in the options.
The missing social side-effects for picking certain punishments have now all been implemented.
Several balance/difficulty changes. Various buildings have had their prices and performance somewhat adjusted. In general food and drink production has been slowed down greatly to make it much harder to get a surplus until the end-game. This also means you need more workers to make food, so there a far fewer unemployed people hanging around. Also migration speed has been slowed slightly so you have to be more careful about how many staff you use at each workplace.
The raiders now come at 250 citizens (up 50).
The 3 different demands of the raiders have been softened greatly to make building guard towers less important. In theory, it should now be possible to have a “peaceful” life surrendering to them for a while if you want to.
All town hall stats now have a glowing border whenever a number changes, making it easier to spot what’s changing.
Several new help messages have been added the first time you place certain structures if they have unique gameplay features.
Citizens now choose a random bit of ground to stand in when they leave a building rather than all standing inside each other.
Enforcer and arrested citizen’s status text has been improved showing you what they’re doing in more detail. You can now also mouse over the icon of someone after they’ve been hung and it will tell you what crime they died for as well.
New sound effects added in certain places.
Buildings now have a slightly longer durability before they need repairs. In addition to that scavenger huts no longer need repairs at all so you can place them wherever you want.
The text and impact of some of the side-effects when you change your laws has been rewritten and improved somewhat.
Various small UI tweaks have been made here and there to tidy things up. For example, star icons are now used to show stock levels at certain buildings.
This will not appear in game, but we have now finished all the behind-the-scenes work on getting the game text files ready to translate and can move onto the next step of actually translating the words in future versions. Stay tuned.
Important Bug Fixes:
(Thanks to everybody who contacted us to let us know about any bugs!)
Fixed: A rare bug where the need bars of your town could appear to crash to zero suddenly and people would randomly die of thirst.
Fixed: A bug where sometimes the raiders would stop interacting with you entirely if you saved and loaded after ignoring them.
Fixed: A potential memory leak problem that could cause the game to slow down slightly over time.
Fixed: A bug where it said “building is too far away” and stopped you building at max camera zoom.
Fixed: A bug where engineers and citizen builders sometimes became stuck and stopped working if they exited a structure at the exact time as the leader.
Fixed: A bug where sometimes the leader would get stuck within a building’s structure after exiting it.
Fixed: Several issues where information on the Town Halls stats screen wasn’t accurate, or wasn’t being preserved correctly after saving and loading.
Fixed: A bug where submitting to the raiders could reset the cooldown timer for setting laws unnecessarily.
Fixed: A bug where sometimes the town leader would stop going back to the nearest storehouse to drop off items.
Version 1.0.1.5 is now available to play. Full patch notes are below.
This version is the last of the “polish” updates, I suppose you could call it, but we have already started on much bigger changes to the game, including more brand new buildings and challenges. The next version is going to be 90% new content/things to do, which should be fun (if you like the game already). We hope you enjoy all this update has to offer though in the meantime though.
Fingers crossed the next update will be out a lot sooner than this one took (assuming nobody on the team dies or gets sick again). I shall write a dev blog about talking about our plans for the next version in more detail, and what a crazy year it’s been so far.
Thanks for your patience and I hope you enjoy the new version!
Scott & The Team
VERSION 1.0.1.5 PATCH NOTES (FINAL)
Note: Due to many code changes behind the scenes, this version is not compatible with existing saves. Sorry for the inconvenience.
Major New Content:
Flogging added. The final ethical solution has now been added to the game and you can choose to flog your citizens for their crimes at the Punishment Centre. Flogging is a quick and cheap but violent solution that will greatly reduce the health and morale of the punished person.
Gateway building added. A new building has been added. The Gateway acts as an optional gathering spot for new migrants to your town, rather than them all going to the first storehouse you make. This will make it much easier to create multiple small towns or to spread out where people arrive.
Worker priority panel added. A new panel is now available at the Town Hall once you have built one. This panel shows you every building in your town, and how many workers it has and how many it needs. You can tick boxes beside the workplaces and any unemployed people you have will go and work in those structures first.
New optional day/night cycle feature has been added. The sun now moves around the sky on each map causing the lighting and shadows to change and things get dark at night. The night length is a lot shorter than the day. A new button has been added to the top left information panel that lets players pause the sun’s rotation, and also lets you manually choose what time of day to play at using a slider so you can adjust the game’s appearance to your heart’s content.
Other New Content & Changes
Building placement graphics added. You can now see the range and radius of several more buildings when placing them, such as repair shacks, prisons, artwork, etc, making it easier to arrange the town the way you want it.
The optional camera mode is now the default camera mode. The camera no longer automatically snaps to the town leader when giving orders, making controlling the leader smoother and easier. If you prefer the old way, you can switch to it in the options.
The missing social side-effects for picking certain punishments have now all been implemented.
Several balance/difficulty changes. Various buildings have had their prices and performance somewhat adjusted. In general food and drink production has been slowed down greatly to make it much harder to get a surplus until the end-game. This also means you need more workers to make food, so there a far fewer unemployed people hanging around. Also migration speed has been slowed slightly so you have to be more careful about how many staff you use at each workplace.
The raiders now come at 250 citizens (up 50).
The 3 different demands of the raiders have been softened greatly to make building guard towers less important. In theory, it should now be possible to have a “peaceful” life surrendering to them for a while if you want to.
All town hall stats now have a glowing border whenever a number changes, making it easier to spot what’s changing.
Several new help messages have been added the first time you place certain structures if they have unique gameplay features.
Citizens now choose a random bit of ground to stand in when they leave a building rather than all standing inside each other.
Enforcer and arrested citizen’s status text has been improved showing you what they’re doing in more detail. You can now also mouse over the icon of someone after they’ve been hung and it will tell you what crime they died for as well.
New sound effects added in certain places.
Buildings now have a slightly longer durability before they need repairs. In addition to that scavenger huts no longer need repairs at all so you can place them wherever you want.
The text and impact of some of the side-effects when you change your laws has been rewritten and improved somewhat.
Various small UI tweaks have been made here and there to tidy things up. For example, star icons are now used to show stock levels at certain buildings.
This will not appear in game, but we have now finished all the behind-the-scenes work on getting the game text files ready to translate and can move onto the next step of actually translating the words in future versions. Stay tuned.
Important Bug Fixes:
(Thanks to everybody who contacted us to let us know about any bugs!)
Fixed: A rare bug where the need bars of your town could appear to crash to zero suddenly and people would randomly die of thirst.
Fixed: A bug where sometimes the raiders would stop interacting with you entirely if you saved and loaded after ignoring them.
Fixed: A potential memory leak problem that could cause the game to slow down slightly over time.
Fixed: A bug where it said “building is too far away” and stopped you building at max camera zoom.
Fixed: A bug where engineers and citizen builders sometimes became stuck and stopped working if they exited a structure at the exact time as the leader.
Fixed: A bug where sometimes the leader would get stuck within a building’s structure after exiting it.
Fixed: Several issues where information on the Town Halls stats screen wasn’t accurate, or wasn’t being preserved correctly after saving and loading.
Fixed: A bug where submitting to the raiders could reset the cooldown timer for setting laws unnecessarily.
Fixed: A bug where sometimes the town leader would stop going back to the nearest storehouse to drop off items.