patch_notes
patch_notes
955
Minor changes:
-Localization updates
-Tweaked the manor gate visit mode collision to allow the lord through
-Fixed building names always appearing in English in wiki in the available for
section
Cosmetics:
-Added lv2 church stairs
//-------------------------------------------------------------------------------
Version 0.7.954
Minor changes:
-Tuned the plot tool FSR mask slightly to further reduce glitches
-Increased the updates of proximity triggers for tasks ("proximityAction") to make
sure eg. woodcutters are more responsive and don't just stand and stare at the tree
-Optimized the deer startling algorithm
-Optimized animals aligning their rotation to ground to happen less frequently if
far from the camera
-Optimized surface type check for footsteps to happen less frequently far from the
camera for non-handcart characters (unless some building is on fire, then they must
still happen with normal frequency)
//-------------------------------------------------------------------------------
Version 0.7.953
Minor changes:
-Villagers who turn to banditry will try and setup their bandit camps in the forest
far from the buildings (unless they can't find a suitable place or unless they
decide to join an already existing bandit camp)
-Added missing pathfinding/collision data to townhouse lv3 variation H (narrow
yellow + red beams one)
-Minor localization updates for all languages
-Resolved some font issues in the feedback text popup (stance changes etc)
Audio:
-Removed the sowing sfx playing on 12x cause it was a bit too intense
-Replaced the lv3 burgage plot signature cue with the lv1/lv2 burgage plot cue (the
lv3 cue was a placeholder which lacked variation)
Crashfixes:
-Crashfix attempt for a resident being left in resident list even though they are
dead or invalid
-Fixed a fatal freeze that would happen if someone tried to ungarrison a LV3
residential building that got incorrectly positioned far outside map bounds when
loading
Bugfixes:
-Fixed AI moving squads on sync instead of using the async pathfinding, resulting
in lag spikes like in old builds
-Fixed archers reducing the defense of troops opposing them in melee combat instead
of getting a debuff themselves
-Added a simple fix for some lv3 building parts having invalid construction
location which caused it to produce a NaN location, making the camera fly off into
the heaven and cause all other issues potentially. However, still looking for what
exactly caused it.
-Fixed procedural stairs not having collision
Cosmetics:
-Fixed the wrong offset of the Variation E (wide) lv3 townhouse stair location
//-------------------------------------------------------------------------------
Bersion 0.7.952
Minor changes:
-Reduced ghosting of the road build tool under FSR
//-------------------------------------------------------------------------------
Version 0.7.951
Bugfixes:
-fixed XeSS setting displaying twice on Steam
//-------------------------------------------------------------------------------
Version 0.7.95
Minor changes:
-Removed XeSS from WinGDK since Intel said it's not supported yet
Crashfixes:
-Fixed crash when moving an army while rallied and disbanded troops are
simultaneously selected
-Added a crash safety check when an invalid pathfinding point is detected in async
findPathSimple. An error will now be printed to logs (Error: async findPathSimple
invalid ppoint!)
Bugfixes:
-Fixed the "mercenary captain" achievement triggering in "rise to
prosperity/conquest"
-Fixed the gravedigger causing disapproval from seeing "unburied bodies"
-Fixed the flying Trading Post door
-Fixed the market stalls not being selectable ever again if building array order
gets scrambled after demolishing a building with lower index than the market.
[Note, old saves may be forever broken and market rebuild may be required - sorry]
-Fixed the difficulty setting changing the end goal of "on the edge" preset
-Fix attempt for FSR not working on WinGDK
-Fix attempt for DLSS not detecting hardware properly on WinGDK
//-------------------------------------------------------------------------------
Version 0.7.94
Minor changes:
-Removed the optimization which caused the selection check to be ignored if the
camera is over a certain height
-When rallying multiple squads, they rally point formation lines will offset so
that they don't all clump up into a single blob
-Added a reform the line call in the updateSquadAI of rallying squads to make it
look/work smoother
-[Experimenta] If a character gets pushed to the opposite direction of their
steering direction, it won't snap to the next pathfinding point. This should make
characters push less fiercely when they reached their final location and someone
else is trying to push through.
-Increased radius of grabbing equipment for rallying so that rallying is smoother
-Added a bunch of missing character LODs
AI:
-After adding async squad pathfinding I forgot that "merging formation lines" calls
"move squad" after "move squad" was already called by "execute squad command".
Therefore squads had 2 overlapping commands (normal formation and "merged"
formation) which caused them to wiggle in place. I made the "moveSquad" call only
once. at the end of all calculations, and therefore I reduced wiggling on
stationary merged formation commands ("battle_AI_merged_lines" in debug) for
instance when the AI is using the "bait" tactics.
Crashfixes:
-Fixed a crash when a quest is issued after the player already loses all regions
Bugfixes:
-Fixed soldiers not calling verifyPath and thus getting stuck on obstacles
-Fixed water not animating on very very late savefiles due to some continued float
precision errors
-When spawning a new bandit camp, added a check whether an existing abandoned
bandit camp is not still present at that location, because bandit camps sometimes
spawned on top of each other indefinitely, causing a framerate drop
-Fixed "friendly fire" option not always displaying in the army UI
//-------------------------------------------------------------------------------
Version 0.7.93
Minor changes:
-If for whatever reason importing livestock by order fails, the game should no
longer consume regional wealth
Crashfixes:
-Fixed a crash when a non-animal non-regional resident was garrisoned in a building
(possibly someone turend to banditry while being garrisoned at home)
-Added a safety check for a crash to an invalid resident pointer (also should never
happen though)
-Added a safety check for a crash when pathfinding point array has invalid indices
for some weird unexplained reason (use VerifyAsyncPathfindingData checkbox to
debug)
Bugfixes:
-Fix attempt for the baron still claiming his own regions sometimes
-Fixed foreign market supply possibly not rebalancing itself over time
-Fix attempt for farmers not plowing in the harvest season if there's nothing to
harvest
Cosmetics:
-Added missing pathfinding data to the townhouse lv3 variations A (half hip) & E
(widest) [note: it will might cause them to rebuild when loading previous saves]
//-------------------------------------------------------------------------------
Version 0.7.92
Minor changes:
-Added retinue to the population tooltip so that all numbers match
-Corrected Bereneute ->Berenreute
-Removed "raider free years" option 4 and 5 since it was lacking localization keys
and is probably unused anyway
Bugfixes:
-Fixed oxen/animals "turning into banditry" if public order gets low
-Fixed invalid population tooltip details
-Fixed not being able to place building blueprints in the planner mode without
having enough resources
-Fixed fake light bounce setting not saving properly
-Fixed Hildebolt not claiming player Regions on high aggressiveness and possibly
claiming his own regions and getting stuck being inactive for the rest of the
session
Cosmetics:
-Added a placeholder role icon for rallied soldiers for the population list
-Added a placeholder lv3 family icon
//-------------------------------------------------------------------------------
Version 0.7.91
Minor changes:
-Made sure "assigned families" meter accounts artisans and servants so that
unassigned+assigned = family count
Crashfixes:
-Fixed a crash after importing all horses and then exporting all horses and then
importing all horses again
Bugfixes:
-Fixed the tax collector blueprint not saving properly
-Fixed wrong "no mercenary companies available" text visibility
-Fixed family members not spawning
-Another fix attempt or people not moving in when there's rubble
-Fixed people not constructing if they happen to be all already standing within the
buildingBounds of the unconstructed building and exceed the maxBuilders limit
//-------------------------------------------------------------------------------
Version 0.7.9
Major changes:
Minor changes:
-Added a soft clamp to reduce camera jolting far away when a lag spike occurs for
whatever reason
-[Experimental] XeSS added
-Added "pawn_cash" checkbox to debug baron's funds
-Added save chunking for windows GDK to avoid saves deleting/not saving if they
cross 16mb blob limit
-Reimplemented the sowing algorithm's "closest unreserved plant" check cause on the
big fields it really mattered - they walked around too much sowing just by plantID
instead of by "closest unreserved plant"
-Added wax to be properly produced if advanced beekeeping branch is unlocked
-Added the ability to rotate the camera with keyboard (F,G by default) and to
rebind those keys
-Quantized the fertility limits for savefiles to make savefiles much smaller at the
cost of sub 1% approximation error
-[Experimental] Pack station workers and people outside their home region will
display their origin region next to their name
-[Experimental] Pack station workers will display what they are bartering at the
moment in the tooltip
-[Experimental, untested] Added a flag to keep the audio playing in the background
if the game is minimized
-Increased LOD aggressiveness on wheat cause it caused some fps drops
-Horses will now return a carrying rider task when mounted
-Horses will unequip the wagon after being dismounted by traders who are rallied or
change profession
-Added a "no mercenary companies available" text when all are bought
-Added missing bound checks for old plot collision detection functions to make them
more optimized
-Made disbanded unit cards more paper toned to make it easier to see which squad is
disbanded
-[Experimental] handcarts will adjust their rotation to the ground slope when
dropped
-Made sure fps gets capped to 60 by default since some players reported overheating
hardware
-Medium/Low shader quality will no longer turn off animation interpolation
(resulting in choppy animations)
-[Experimental] Added a "10 simultaneous transport task for trading post limit" for
when wareouse workers are retrieving stuff that's no longer exported from trading
posts, in order to limit trading post mobs
-Fixed "being claimed" text overlapping the claim progress bar
-If the mount somehow dies but the rider lives, it will now call forced dismount
(done in a failed attempt to bugfix riders walking around without their mounts)
-Optimized terrainHeight calls a bit by periodically caching mine/sawpit/corpse pit
proximity and doing pit collision traces only if bInLandscapeDeformationProximity
is set to true
-Added a mechanism that should fix so called 'crackhouse' bugs for older saves by
splitting broken bunched families (like, 200 husbands in a single family broke)
into new individual families
-Optimized the "hover unit check" function
-When the game boots, cursor should position itself near the bottom of the welcome
message, more or less
-Lowered the precision of collision avoidance to increase optimization in very
large towns
-Added a few missing character LODs, including female dressess
Audio:
-Transaction sound cue (coins) won't play if it's happening far from the camera
Bugfixes:
-Fixed being able to open the same building panel multiple times when clicking over
the log prompts
-Fixed opening an invalid building panel if the building the log prompt leads to
was destroeyd
-Fixed the player being able to build plots with one corner outside the map, also
leading to a possible crash
-Fixed the camera zoom being too slow sub 60 fps
-Further fix attempts for available upscaler detection (DLSS etc)
-Fixed being able to trigger the cinematic mode in the map mode
-Fix attempt for "start the game" achievemnt not triggering on Steam
-Fixed the years not matching if starting a new game and loading, right now game
should always start at year 1
-Fixed unlimited livestock list which disappeared if it couldn't fit into the
screen because it had too many entries
-Fixed the garrison tower not respecting the 1/region limit after placing by LMB
-Fixed the manor palace not saving properly if manor was constructed using the
"close" button when placing the first time
-Fixed the rename function not working for livestock
-Fixed the rebuild button being obstructed by the extension widget after a burgage
plot burns down
-Fixed some buildings getting stuck in eternal fire and not collapsing
-Fixed the woodcutters overfilling their workplaces with small logs if the storage
for firewood is full
-Fixed water not being marked as transitionary and thus an itemID228 debug string
being present when rallying a citizen who transports the Water
-Fixed carrying capacity not being increased from having a mule on the way back
from the barter partner region
-Fixed villagers getting stuck in following/guiding task if they're guiding a human
for some reason. Note, I don't know why it happened in Monsterfish's save, it's not
possible afaik and I've added a warning message "human guiding human" so that we
can hunt down the moment it happens.
-Fixed the game breaking after the player spends over 30 years in the game because
of the float precision limits for storing adjusted game time
-Fixed the vigilantes achievement not triggering
-Fixed plot tool detecting invalid collision with certain roads which were very
straight (mostly kings roads), effectively blocking the plot placement after
completing the 4th plot point
-Fixed tithe giving wrong amount of influence and possibly also consuming the wrong
amount of food
-Fixed wagon riders having wrong offsets
-Fixed the player not being able to import mules via the livestock trader
-Fixed too many families moving into houses
-Added a safety check to disable rider-horse collisions cause for some reason they
were ON in Monsterfish's save. However, ideally it should never happen and now a
warning will display: "mountActor has collision!"
-Fixed units not getting unstuck if they are detected stuck, aka failsafe not
triggering properly
-Fixed the manor breaking pathfinding if the wall is too close to the entrance,
NOTE: this needs some extra work later cause the player can just wall off buildings
without consequence
-Fixed people navigating to the center of the small granary (inaccessible location)
for goods that don't have visual representation in this building at the moment
-Fix attempt for victory not triggering in conquest mode and growth mode
-Fixed free merchants always ignoring clogging behavior
-Fixed villagers sitting at wrong locations/rotations when drinking at the tavern
Crashfixes:
-Fixed a possible crash when issuing a raider tracking quest
Cosmetics:
-[Experimental] Added some transparency to the top panel after someone's suggestion
-An updated lv2 storehouse with proper collision pathfinding data and doors
-Fixed smoke coming from the wrong place for cottage lv2 variation B
-Fixed leaves floating over the corpse pit
-AAD combat animation combos cleanups
-2 New patron saints for unit banners, st Martin and st Florian
-Added missing death animations to sheep so that they don't transform into modern
sculptures
-Tweaked mines/corpse pits not adjusting to ground slope
-2 new horse idle animations
-Lowered the vigniette after someone commented on some video that it's like
watching the game through a periscope...lol.
-Returned the random clay roofiles hue variation
-Lightning bolt sprite will now fade out near the camera
//-------------------------------------------------------------------------------
Version 0.7.8
//-------------------------------------------------------------------------------
Version 0.7.2
Minor changes:
-Made EA welcome message contextual for WinGDK
-Changed the config configuration to "1" so that app manifest is satisfied
Crashfixes:
-Fix attempt for a very rare crash that happened on loading (~1/600 attempts) due
to an error in the loading screen plugin
//-------------------------------------------------------------------------------
Version 0.7.1
Minor changes:
-Added camera collision to the lv2 church
-Decreased the saving times by moving the compression function to async
-When house is set on fire, that now makes the occupants homeless, so that they can
move to another house instantly if it's available. It also unassigns them, so if
it's a manor or an artisan workshop, they get unassigned and turned homeless.
-Removed the aspect ratio limit for adjusting resolutions in case someone wanted to
change to 16:9 even though they have a widescreen monitor
-Added a "findSuitableEncampLocation" function so that bandits don't all go encamp
at 0,0,0 when they want to regenerate after battle
-Made "policies available" notification much rarer
-[Experimental] Added "wagon slots" to the trading post where visiting traders
should "park"
Audio:
-Tuned the voice attenuation to reduce volume spikes at medium-long range
-[Experimental] added door opening sound effect if the camera is close
Crashfixes:
-Fixed a possible crash on disband if the units somehow don't have decals spawned
-Fixed a crash that happens if a merchant somehow dies
Bugfixes:
-Fixed a wrong construction resource consumption check leading to workers stealing
construction resources from upgraded buildings (for instance stealing stone from
the lv2 church, effectively blocking construction)
-Fixed plant instance locations sometimes not loading properly
-Fixed some fields being too sparse / displaying visible plowing lanes if they're
too large
-Fixed villagers sometimes ignoring "supplies" buildings when collecting goods, for
instance after rebuilding and unpausing the Waldbrand granary
-Fixed the excessive "Can't find a Storehouse for excess weapon storage"
notification
-Fixed livestock traders getting stuck at the livestock trading post after a
successful import because the task 40 would not finish
-Fix attempt for DLSS option still being displayed on AMD cards
-Fixed control groups breaking when a squad with lower ID is removed
Cosmetics:
-Changed the hunter walk and idle when he has the bow to have a proper grip
-Added lord's scabbard and polished the cape simulation a bit
-[Experimental] Since shadow bias created problems with mines & sawpits blending
with the terrain, I only try to apply it if the camera is high. It's probably not
noticable and consumes GPU so I might just take it out
-New trading post model with proper collision/pathfinding data
-Added a "puff" wattle helmet variant to avoid clipping with "puffy" bodies like
gambesons
//-------------------------------------------------------------------------------
Versions 0.7.003-0.7.007
//-------------------------------------------------------------------------------
Version 0.7.002
Minor chnages:
-Removed the language selection from the in-game pause menu as well since it caused
some problems. Language now has to be changed in the main menu only.
Crashfixes:
-Fixed a crash when doing a specific build order using the worker camp and hovering
the marketplace
//-------------------------------------------------------------------------------
Version 0.7.001
Minor changes:
-On non-Nvidia cards default AA/upscaler defaults to FSR instead of DLSS
-DLSS is no longer visible if it's not available on user's hardware
Bugfixes:
-Fixed the warehouse workers collecting food from the trading post if the player
stops exporting it
-Fixed the zoom speed being relative to FPS
-Fixed the lower UI being partially active and flickering when playing in 250 FPS
and more
-Fixed handcarts not spawning if the player saves the game during the building
construction
-Fixed the "broken" (on retreat) and "influence" (on church built) feedback text
containing wrong characters
-Fixed the retinue not always being available to buy even though the player has the
treasury. It happened only if upgrades were done and an upgraded retainer was
selected when opening the editor.
-Fixed font errors in Japanese
//-------------------------------------------------------------------------------
Version 0.6.99
Minor changes:
-Disabled all debug messages unless ML.showDebugTools is TRUE
-Unnamed retinues should be named just "retinue" by default in the editor
-Renamed retainers should show the proper name in the squad tooltip
Bugfixes:
-Fixed the bug where the player can't hover over any building after exiting the
retinue editor because it thinks the retinue squad is still selected
-Fixed the baron trying to loot the abandoned windmill cause he thought it's a
bandit camp cause it's not owned by any player
-Fixed the unburied bodies disapproval sticking forever instead of turning into
"past" and disappearing eventually
-Fixed not being able to hire a new retainer if the player has exactly 50 silver in
treasury
-Fixed the "shoot at will" tooltip not displaying correct content
Cosmetics:
-Lowered shadow bias to slithgtly reduce light leaking through contact points with
the ground eg. for walls
//-------------------------------------------------------------------------------
Version 0.6.98
Minor changes:
-Added the missing marketplace tutorial video
-Added the missing marketplace building panel thumbnail
-Updated the retinue idle ("lazy") tasks so that they hang out in the manor more
-[Experimental] Retinue members might help with castle reconstruction
-When a unit is in multiple control groups, multiple numbers will now display in
the unit card and next to the floating icon
-[Experimental] alt+group removes the selected units from the control group
-AI will skip reforming if the line is exactly the same as previously commanded
line, since it created some unneccessary wiggling of units when waiting on the
challenge battlefield
-Added what's missing to the tooltip of extension upgrades. Note: Some localization
might be missing for now.
-Added a call to redistribute militia recruits if any military resources were
granted, for example by the armament delivery quest
-Added how much it costs to hire new retainers to the tooltip
-Added quirks to save data
Audio:
-Lowered individual random voice pitch range to reduce extremes
-Fixed the "region claimed" cue not playing
-Added Steve's stance command + shieldwall and shoot at will voice commands for
militia
Crashfixes:
-Fixed a crash when archers are shooting volleys but one of them aborts their task
for some reason and produces an invalid task pointer
Bugfixes:
-Hidden the credit button from the in game pause menu since it caused problems
-Fixed credits causing a lag spike when entering
-Fixed credits rolling too fast
-Fixed the bell achievement happening when the bell rings and not when the player
changes the bell like the description says
-Fixed the "start the game" achievement happening when the pause menu is opened
instead on game start
-Fixed the event message queue not updating leading to wrong event messages being
displayed
-Fixed castle construction cost not displaying properly for walls and gates
-Fixed the starting season spinner not working in the game setup
-Fixed no tutorial popup about taxation upon building a manor
-Fixed roofs not reveiving the market distribution tint
-Fixed blacksmiths being rallied with smith aprons on (which seemed cute at first
but weird if you actually send them somewhere)
-Fixed the manor palace not costing any resources when commited the first time with
no extra modules
-Fixed castle reconstruction cost not updating after spawning a gate by building a
road through a wall in the castle planner
-Fixed wall ghosts not loading in the castle planner
-Fixed militia required armaments displaying too high values in the residential
panel
-Fixed go pray task having too big random radius which led villagers to use
emergency mode and go through walls
-Removed that random dyer model at 0,0,0
-Fixed control groups breaking after squad with lower ID gets destroyed
-Fixed wrong maximum residing family calculations for burage plots, should be lv1
1+1 lv2 1+1, lv3 2+2 (+ means the optional expansion)
-Fixed player's claims not displaying in the current claim list on the left side UI
if the claim is towards an enemy region
-Fixed the squadfinding failing if the paths are exactly identical and require no
actual movement, leading to AI squads wiggling every second or so if they just have
to stand in one place
-Fixed the player paying twice for livestock imported with orders (once on order,
once on delivery)
-Fixed livestock traders not paying the import fee when importing livestock from
tradepoints even without the better deals dev branch enabled
-Fixed the interior box clipping through the roof of townhouse variation B
Cosmetics:
-Added the cleaned stirring animation + added a stirring stick
-Boosted the selected unit highlight
//-------------------------------------------------------------------------------
Version 0.6.97
Minor changes:
-Added the "type before" data to saves so that rebuilding rubble works properly
-Storehouse workers should now transport goods that are no longer being exported
from the trading post back to the storehouses so that there's room in the trading
post for other types of goods if needed
-Made sure the artisans respect production focus even if they can't temporarily
craft something. For instance if they are set to making polearms and they cost too
much, they won't just create tools in the meantime, and so on.
-Added a few missing building cards & panels (corpse pit, pack station, shrub
removal, dyer)
-Disabled the WIP legacy view in EA
-Removed goats and goat sheds using the pasture space since they aren't really part
of the pasture system
-Language setting will now only appear in the main menu (it's tricky to find all
the widgets and retranslate with how things are set up)
-Created proper tooltips for save and load coat of arms texture (no localization
yet)
-Visit mode should now spawn the player on the nearest road to avoid glitching into
buildings if possible
-Stopped mercenary payment quests to displaying in lower left completely now that
the top right banners are in
-Implemented the missing achievement trigger code and removed the doggo achievement
since there wasn't enough time :(
Crashfixes:
-Fixed a crash on "turn to bandit" if the person is out of map bounds (eg a trader)
Bugfixes:
-"grantResources" function will skip "transitionary" resources, this should avoid
the player receiving back eg. stolen carcasses and game placing them into
granaries. Same with when recruits drop inventory when rallied, those transitionary
resources will then get annihilated instead of being placed into storage.
-Fixed the horse wagon axel not rotating if the horse has no rider
-Added a safety check when loading the game whether the character location wasn't
corrupted (far outside of map bounds), leading to a possible NaN error on
updatePosition
-"clicking the message of goods being stored in warehouse multiple times opens the
ui for said warehouse multiple times" - Fixed by aborting "open building tab" if
tab is flagged to be already open
-Fixed approval loss happening on hard difficulty for lv3 burgages cause they
required levels which are not implemented in the game currently, like level 2 water
-Fixed the assigned and requested military equipment in the residential panel
armament section
-Added a safety check for clogging to ignore whatever is following a character
since it was likely that the trader got clogged with their own pack mule that was
following them, the mule obstructed the target location and they got stuck together
-Added "Hidden" variations to goat and sheep so that they are properly hidden when
garrisoned in a building, like a tradepoint on the map edge
-Added a call to reassign families in the region after converting to artisans since
they were unassigned from their previous jobs and could leave a dangling "searching
for worker" state
-When choosing a position to follow, the animal guides will now attempt to add in
prediction for the animal movement, because I suspect that it might have caused the
ox to get stuck at 16x (collision with their own guide setting obstructed = 1)
-Fixed corpses not disappearing after 30 days of neglect
-Removed the banner carrier's sword from the tradepost (id 312)
-Fixed archers having too high attack (3 instead of 2)
-Fixed the AI aggresiveness game setup tooltip missing strings
-Fixed the track raiders quest not being accurate because the proposal time and
quest accept time might not be the same (if the player doesn't instantly click the
message)
-Fixed the dyer offset within bounds
-Fixed manor wall not costing planks (because of the fix some saved manors might
need replanning or rebuilding)
-Fixed the gatehouse moving every time the player loads a game
-Fixed construction cost showing incorrectly when dragging a wall blueprint in the
castle planner
-Fixed the walls going weirdly sharp in the castle planner because they collided
with already constructed castle bounds
-Fixed the palace rebuilding even though nothing has changed, because it has a
wrong (outdated) preview mesh
-Fixed mercenary companies not breaking if unpaid
Cosmetics:
-Added the missing barrel idle animation
-Added simple metal pots for the dyer
//-------------------------------------------------------------------------------
Version 0.6.96
Minor changes:
-Added the shopping lists (which are needed for trading post workers to import and
export) to save data
-Hidden the goat counter in the livestock tooltip since the player doesn't have to
manage them
-Added the missing "growth" and "conquest" victory condition illustrations
Crashfixes:
-Fixed a crash when a trader reaches destination but their shopping list is empty
-Added a safety check when rallying a retinue that is homeless for some mysterious
reason (manor somehow got destroyed?)
Bugfixes:
-Fixed the storage filter icons being non transparent even though they are set to X
-Fixed "erase crops" function not updating the yield in the UI
-Added a "dismount" call for rallied traders so that they aren't rallied with
wagons or even worse with horse-like running speed
-Fixed gravediggers burying hunted deer
-Fixed black and white markets stalls
-Fixed the horse counter not working in the livestock tooltip
-Fixed the total livestock counter accounting for chickens and goats even though
it's irrelevant for the player
-Fixed a "none" tutorial popup appearing indefinitely if food supplies drop below 2
-Fixed market demand icons displaying over plots with zero inhabitants
//-------------------------------------------------------------------------------
Version 0.6.953
Major changes:
-Changed how manor contents save so manors might no longer load correctly from
previous saves. Sorry!
AI:
-If the player responded to a peace offer in the last 60 days, baron should no
longer spam the player with more peace offers
Audio:
-Added more weight to soldier steps on snow
-Lowered the overall music volume to 80%
-Swapped the enemies declared cue with another one without the watermark
-Helmets clank when transported
Minor changes:
-Removed the language flags since was told some might find them controversial
-Added another override for the main menu so that alt tab brings the cursor back
-Increased max save slots from 100 to 150
-Added a placeholder for the missing "large village" icon and shifted the "town"
settlement icons into their respective places (large town appeared as white before
cause medium town was using large town's icon)
-[Experimental] Player can now also disband mid rallying
-[Experimental] Idle soldiers will change pose from time to time
-[WIP] Hidden "discipline" and "mobility" stats, discipline is not accoutned atm,
instead there is a flat XP bonus for some units and mobility is simply counter
proportional to shield and armor levels
-Added back the ability to check enemy unit squads when holding tab
-If the rallied squad is full and 12 men or more, first soldier rallied becomes a
bannerman
-[Experimental] Tutorial popups shown will now save, so that if you boot up a save
file you won't get spammed with popups that were already shown in that session
before. However if you start a new game, you'll still get the tutorial popups again
(maybe your friend is trying out the game or you want to remind yourself or
something).
-Added a tutorial popup on taxation after Manor gets build
-Added more military wiki entries
-Added a pathfinding emergency mode for characters in squads, for instance bandits
who got spawned inside the tents and cant get out
-Field operation bars will no longer display if the field is set to fallow
-Moved the basic survival tutorial popup to appear AFTER the victory goals message
is accepted
-For now, removed the friendly greeting towards Hildebolt since we can't follow
that "plot" yet in the game
-Made sure livestock exporters respect the trade limitations of other regions when
they export livestock to it.
-Construction blueprints should now spawn obstacle/pathfinding data to reduce how
often people phase through walls during the construction process. Note, this only
matters for buildings that have the data prepped, so mainly lv1 cottages + a few
others, the rest is still WIP. To test you can use the "obstaclesUnderCursor" debug
checkbox.
-Added recipient trait verification for diplomatic paragraphs (so that you can't
send hildebolt only texts to others even though they don't have the "illigitemate"
trait/aren't Hildebolt)
-[Experimental] Travelling Merchant icons don't display unless tab is pressed
-Added a call to align rotation if standing in a stable
-Added 500 storage space to bandit camps since I think the loot was getting
destroyed by the rain
-Added a warning that both regions need to offer goods for barter for it to work
Crashfixes:
-Fixed a crash where a villager would emigrate during a transport or crafting task,
leaving a corrupted cache pointer
-Fixed a crash on save if a trade route merchant somehow dies / gets destroyed
Bugfixes:
-Fix attempt for UI scale not updating at game launch even if it's saved correctly
-Fixed the warehouse workers equipping the cart weirdly if they're unsasigned while
playing the load cart animation
-Made sure the free merchants stop running once they get far from the enemy
-Fixed "battle lost" audio cue playing on "battle victorious"
-Fixed the updateDay logic not being processed if there are any 30 day old dead
bodies in the game world, leading for instance to quests not updating
-Fixed map edge pathfinding points having wrong weights and overall being used too
quickly, leading characters to take detours off map
-Fixed the blue chaperone and older lady portraits not saving correctly
-Fixed squads arriving tired just after being rallied/hired if the game was running
long enough
-Fixed "block" stat not calculating properly for the UI
-Fixed resources annihilating when being carried by villagers who are then rallied
-Fixed oxen getting stuck on map edges again
-Fixed bandit camps not giving enough wealth or treasury as a reward. Should be at
least 100-200 silver in addition to stolen goods or money from stolen goods
depending on choice.
-Fixed field data not updating after loading a game
-Fixed the player not being able to build roads in the castle planner mode
-Fixed castle planner blueprints getting turned into constructed buildings after
loading while removing the old constructed buildings at the same time
-Some items (gambeson, mail, helmet) should now use slot overrides for being
carried so that the carrier no longer "wears" the item when carrying it somewhere
-When for some reasons a villager needs to guide a horse to the stable, they will
no longer get stuck once they finish their task
-Fixed handcarts not aligning / levitating on slopes
-Fixed the squad indices in quest punishments not being shifted after a squad gets
destroyed, leading to wrong squad IDs in mercenary payment quests, leading to
merchant squads being destroyed after a payment failure, leading to merchants
disappearing and horse wagons getting stuck in a loop, and leading to a crash if
the player then tries to save the game
-Fixed the villager getting stuck in clogging after loading because "closeToFinal"
was not updated and the character occupying that position didn't know that it is on
final location and should move to make space. The exact reproducable example for me
was when forester was trying to plant a tree where the horse was standing in the
stable - the horse wasn't marked as "closeToFinal" and thus the forester was stuck
in "clogging" forever, waiting for the horse to move and make space.
-Fixed the "Happy metropolis" achievement not triggering
-Another fix attempt for "raiders near" quests spamming forever it the player
declines
-Fixed buildings counted as deselected even though their panels are pinned, leading
to eg. people arcs not drawing for some building panels. Result of very old code
where selection was not equal to having the tab open.
-Fixed blacksmiths still not refueling if fuel reserves are at 0
-Fixed AI retreating from no apparent reason from the bandit camps it went to
conquer
-Found a rare instance where a lady was exactly on top of the obstacle segment and
refused to move. The obstacle segment and path were collinear to the point of being
identical so my best guess is floating point error in collision detection. I tried
many things but could not get her to solve it so I added a temp workaround to
ignore obstacles if the character is stuck directly on top (2cm distance or less).
This fixed her but might add a few more rare instances of phasing through
pathfinding obstacles.
Cosmetics:
-When a tree is toppled, it writes to the forest litter mask to tone it down a bit
in that place before it gets redrawn during the winter
-[Experimental] Made the unit target location decals black on snow
-Fixed the weird snow pile on the corpse pit
-Added a bale representation to carried gambesons, cloaks and clothing
-Added missing helmet resource representation when carried
-[Experimental] Added some faraway fake trees
-[Experimental] Played with some procedural field bump maps again
-[Experimental] Lowered and densened field edge shrubbery cause it was looking a
bit too bushy for me
-[Experimental] Scattered some micro pebbles
-Added a bow carry animation & bow walk for archers
-Added blend padding frames for charge impacts to make the blend back to fighting
pose smoother
-Added barrel rolling animations for ale
-Replaced the idle, walk and run animations for sheep
//-------------------------------------------------------------------------------
Minor changes:
-ESC should now work in the main menu
-Camera pitch will now save with saved camera locations
-Farm workers should now move wheat/rye from the trading post to the faram for
threshing
-Birds should now pause animation properly on pause
-Added missing pathfinding data, smoke, door and stairs to the cottage lv2
variation A
-Made the approval factors in the tooltip respect widget borders better
Audio:
-Reworked the Manor sound signature
Crashfixes:
-Fixed a crash when calculating expected trade expenditure
Bugfixes:
-Fixed predicted approval loss from taxes returning a wild value if no burgage
plots are present
-Fixed the whole castle rebuilding when remodelling via the planner
-Fixed the ox guides getting stuck on fences too often
-Fixed people running for 1 tick when you change game speed from 16x to 1x
-Fixed unit hp regenerating over 100, leading to immortal or superpowered soldiers
-Fixed bloomery workers not refueling the bloomery if fuel reserves are set to 0
-When homeless move into artisan houses (for instance cause the player deleted
their cottage), they now unassign from their previous job and become artisans
Cosmetic:
-Reworked the model of LV2 Cottage variation A
//-------------------------------------------------------------------------------
Version 0.6.9.3
Major changes:
-Asynchronous unit pathfinding implementation. Whatever I tried, we had lag spikes
from units navigating the late game cities which can be quite a complex maze.
Therefore I had no choice but to also rewrite unit pathfinding ("squadfinding") to
be done on another thread. It should result in a huge performance increase but
might come with some new quirks.
-Rewrote the "squadfinding" algorithm to further improve unit locomotion in towns
-Implemented the "better deals" development branch (devID 110) which removes the
trade tariff from imports
Minor changes:
-Fixed the stream bank roads in Zweieau not connecting
-Added "skip future tutorials" to the small tutorial popups too
-[Experimental] you can no longer select buildings while units are selected. This
was done because commanding units on fields was ultra finicky.
-Added pathfinding data to the windmill
-Added forester planted trees to the save data
-[Experimental] Because unit pathfinding in towns isn't super obvious to predict,
the game will draw arrows showcasing which path the unit will take after the unit
is moved
-If a person is inside their home and rallied, they will dress in military
equipment before ungarrisoning. This should save some time and make rallying
smoother, because earlier the person would ungarrison, set task to equip equipment,
equip and only then run to the rallying point.
-Added a limit of how many people can seek shelter in a single building at the same
time to limit crazy mobs. Note, they can still garrison in it later, just not at
the same time.
-Tweaked collision resolving / path verification when a characters get pushed into
an obstacle and stray of the valid path, get stuck
-[Experimental] Double click RMB to charge will change the stance to "push"
-[Experimental] Readded the close button when first time placing the manor.
Experimental cause it does the same thing as commit since the building has
technically been build... Ideally we have another cancel button that behaves like
demolish but there's no time to add it now.
-[Experimtanl] Oxen bumping into digging villagers will make them finish their
digging quicker so that oxen can pass to the construction site
-Fixed the wrong victory goal message & tooltip for "growth"
-[Experimental] Added the ability to save and recall camera locations using
ctrl+shift+number and shift+number (eg ctrl+shift+1)
-Recoded the reprojection of formations for multi unit movement commands so that
they hold the formation better, ended up in more or less the same place but I think
it's just a bit better now
-Added the region name below the taxation option header to indicate that this is
for this region only
-Brought back game speed controls in photo mode
-Running out of food/fuel log alert should now show the relevant region if multiple
regions are under command
-Added back the predicted approval loss for taxes. Note, it will never be precise,
because there's too many moving variables, especially with the trade tax.
-Oxen should no longer add a "go home" task if there is enemy near the home
-Neutral characters will now consider bandits as enemies. Added a check for
travelling merchants to run from them if detected near.
-[Experimental] Added a "zoom to mouse location" setting
-When storing the coat of arms design, added a popup "save finished"
-Disabled the ability to place markets over wells, it appeared as a bug
-Removed the contact shadow setting, I can never decide if it's good or not, it's
nice but it adds a lot of noise to the image
Audio:
-Heavy plate individual step sfx added
-Added male variations of marketplace voicelines
-Added an audio cue to the "goods stolen" prompt
-[Experimental] Each villager has a slight voice pitch modulation to make them
sound more unique
-Some voicelines were split into smaller chunks, this way they sound sighlty less
repetitive
Crashfixes:
-Fixed a potential crash when animation systm of the mount is not ready yet for the
horse but the rider already calls to update it
-Fixed an occasional crash when disbanding a mercenary unit
Bugfixes:
-Fixed the mail tabbard retinue variations using the wrong palette
-Fixed castle planner tutorial not disappearing
-Fixed the trees turning into floating rectangles on low & medium shader quality
settings
-Fixed the outer tower cost displaying logs twice
-Fixed plowing station upgrade button not disappearing after clicking it
-Fixed irrigation not requiring apple orchards to be unlocked before it's available
-Fixed wool stored "inside" sheep counting as stock before it's even harvested
-Fixed the cursor setting to "attack" (a sword/bow cursor) over fleeing enemy units
which are not a viable attack target in the game currently
-Fixed militia equipment required displayed in the tooltip in red even though it's
full (for example 30/30 sidearms)
-Fixed sidearm requirement not displaying the militia squad tooltip
-Fixed polearm requirements and stock not displaying correctly in the militia
recruitment panel
-Fixed trade not working properly after loading a game unless the player changes
trade rule again
-Fixed units sometimes getting caught up getting engaged to invalid (non enemy)
squads for no reason (message displayed: updateSquadEngagement: getting caught up
with a wrong squad (non enemy!))
-Fixed archers not drawing sidearms from time to time in close combat
-Fixed retinue not having a "hold" button [new saves only]
-Fixed the mine and the corpse pit sticking out too much above the ground
-Fixed additional corpse drop locations not working for the corpse pit
-Fixed the levitating piece of ground over the corpse pit
-Fixed stamina and morale sometimes reseting to full when hovering over the squad
due to equipment calculations reseting averaged values
-Removed obsolete resoure "Woad" (itemID_229) from the resource list in the region
panel
-Fixed the tithe policy still displaying even though it's now a tax in the tax
panel
-Fixed the doubling members of rallied squads in the unit array on load, leading to
for instance retinue member numbers doubling when disbanding or not being able to
finish rallying again
-Fixed characters sometimes levitating after loading the game
-Fixed sheep/lambs getting stuck if they cross the region border, for instance if
you build a pasture right on the edge
-Fixed sheep herders sometimes getting stuck on task 20 (grab wool) because the
target location is overlapping with the sheep collision radius
-Fixed the unit target location decals glitching when holding tab
-Fixed the mercenary payment schedule getting longer and longer with every month
-Fixed a weird bug where a forester lady was stuck following a Mule. I fixed it
with an override though and I'm not 100% sure why she was following it in the first
place. The tag said "guiding an ox", task 41 (follow/guide) and the target was the
pack station mule. Happened after loading a savefile.
-Fixed water animating on paused game
-Fixed animals rolling on slopes
-Fixed soldiers running at speedfactor 3x because they were stuck in tactical
retreat (to debug check flag "speedfactors" and check "hoverUnitLogs")
-Fixed AI aggressiveness setting not changing properly in the game setup menu
-Fixed newborn lambs not getting a name
-Fixed some lv 3 buildings loading as unconstructed due to the random algorithm
being non deterministic (hp didn't match since sometimes the big house filled the
whole plot and sometimes it added a side gate). It also possibly made the house
exceed plot bounds.
-Fixed collision/pathfinding data not spawning on building elements without a
construction process animation (eg simple fences on the tavern, weaver or
storehouse lv2)
-Fixed people not putting out the fire cause of a badly implemented max people per
well limit
-Fixed the mule guide getting stuck because the pack station no longer barters some
kind of item and the guide already has a bunch of it in the inventory and isn't
sure if they can drop it or not
-Fixed dirt footstep sounds coming from buildings with people garrisoned in them
-Fixed soldiers getting stuck in a wrong speedfactor (formation speed multiplier)
if they are the only one left from the whole unit
-Fixed development branch tooltips not displaying unlocked upgrade info
-Fixed next level requirement checkboxes not checking in the settlement level
tooltip
-Fixed the orientation rotation of the smith's hammer
-Fixed the anvil sound not playing when smithing
-Fixed the shimmer black rope artifacts
-Fixed a serious bug that possibly caused forester trees to endlessly multiply
which could tank framerate on longer sessions
-Fixed foresters planting 2 trees at the same place and time due to each digging
animation repetition having 2 "hits" with the shovel
-Fixed blacksmith family members not redressing back to normal clothes after being
unassigned
-Fixed trade route traders not trading properly, for instance not buying sidearms
that are set to be exported
-Fixed snow not covering cliff sides
-Fixed oxen getting stuck on the map edge because they're out of bounds of the
spatial grid, meaning they couldn't find their guide even though they're standing
right next to them. Side effect could also be fixing characters sometimes getting
stuck because they didn't know they're near each other when entering from outside
of the map bounds.
-Fixed the black box appearing during the construction of Cottage LV2 B house
variation
-Fixed timber beam elements not being visible on partially constructed buildings if
loaded mid-construction
Cosmetics:
-Swapped light blue for gold for the rich textile palette
-Disabled the fertility overlay road mask
-Windmill: Added grain & flour bags, added a ladder lying on the ground, fixed the
blurry base beam texture upclose, added some processed logs for construction viz
-Updated the polearm icon incl. missing polearm production focus icon
-8 new polearm variations
-Another one handed tired walk + two handed tired walk animation added
-Remodeled lv1 manor palace, polished the collision and pathfinding data, added
doors and smoke slot
-UI polish (tried to unify everything more again, added some more medieval patterns
poking through)
-Added a height cap for outhouse attachments to limit them clipping through roofs
on slopes
-Tweaked the ox resting locations for the small stable
-Increased the collision radius of wagons to make them intersect a bit less
-Added missing collision data for the surface mine platform
-[Experimental] since a lot of people missed the old mountain bg, I brought it in
again, though flatter, and lowered the fog levels a bit so that they're visible
-Made horse asses thicker
-Added collision & pathfinding data to market stalls
-Stall items should actually lie on the stall shelves and not clip
-[Experimental] hitting the shield sometimes spawns some chip particles
-Had to add the roads/dirt back to the overlay again cause there was no way to
place fields with it on
-New goat idle and walk animations + addedd a death animation
-Added the missing ox death animation
-[Experimental] Reduced the bounced light approximation nodes to be present only on
lv3 since it caused some artifacts when lv1 cottages were packed tight. Might need
to remove it altogether since it might not be worth the effect.
-Added pathfinding collision data to Cottage LV2 B house variation including the
door, stairs and chimney smoke locations
-[Experimental] Medium-far grass texture tiling will adjust to screen resolution
because the grass appeared fine in 1080 but blurry on 4k
//-------------------------------------------------------------------------------
Version 0.6.9.2
Major changes:
-Tax rework
a) Reintroduced the tax menu, but now it's a part of the manor building
b) You can use the sliders to precisely manage taxes again an the tax policy is
gone
c) Taxes now cause a proper approval memory to be generated for taxed villagers,
meaning approval will go down after collection
d) Demolishing the manor will stop taxes from being collected
e) For now tax office remains cosmetic only. In the future it could unlock advanced
taxes.
Minor changes:
-Empty (0 soldiers) mercenary units will get removed, and if it's the last unit
from the company, the company gets disbanded and removed from the mercenary UI
-When stored in the buildings, some resources have a tag "inside" which disallows
them to be picked up by carts and oxen directly. This is done to avoid handcarts
and mule going inside buildings like sawpits to get stuff.
-updateSquadAI method now checks if the target squad is still an enemy, if not,
squad aborts the attack
-Baron should now loot and dismantle the bandit camps
-Added a log notification when mercenary pool is rerolled
-"Domination" victory condition should no longer be available without AI players
-[Experimental] Moved the upgrade icons onto the building thumbnail to save some
space
-[Experimental] Moved "work area" settings and road connection status to the
advanced tab
-Tweaked the floating tooltip to clip less with screen edges and have a distinct
snapping point at (?) icon
-Tweaked the livestock tooltip to show unassigned livestock workforce
-Added new tutorials (region's strengths and weaknessess, supplies, growth, unit
controls, game speed, livestock workforce sharing) and tweaked the existing ones
-Language dropdown comes with flags and text in appropriate language
-Cleaned and prepared all settings for translation. Due to this some setting
functionality might have to be rechecked (sorry).
-Moved the remaining debug stuff to the debug panel
-Added rebindable control groups
-Added FSR 2.0
-Markets will now display available stall locations
-In the unit tooltip, it will say 30/30 instead of eg. 254/30 if militia equipment
stocks are exceeded
-[WIP] a new event prompt when the baron claims any player's region
-Mercenary banner should now also show in the unit tooltip
-Linear assingment solution for formation projection with quick RMB. Basically if
you rotated a formation 180 degrees without drawing a line (select 3 units, right
click to send them backwards), it caused a lot of path crossing even if the new
formation was just a line with 3x of the same type - top unit is now the bottom
unit after rotating 180 degrees etc. We don't want to reassign unit positions in
the formation for different unit types (it would potentially swap archers for
spears) BUT what we can do is swap different spear units between each other if it
leads to the formation being practically the same but less crossing paths.
-Capped number of villagers trying to grab buckets from the same well when there's
fire
-When holding TAB, building floaters will not show if squad tooltip is visible. The
game will assume the player reads squad info.
-Added a prompt how much wealth was gained after looting the bandit camp
Crashfixes:
-Fixed a crash that happens when morale loss triggered unit disband
-Fixed a potential crash when an ox which is employed at the farm runs away due to
not enough stable space
-Fixed a possible freeze when a challenge widget gets erased from the screen
Bugfixes:
-Fixed the ground deformation disappearing during surface mine and sawpit
construction
-Fixed artisan blacksmiths smithing even if the house is not refueled if production
focus is set
-Fixed ladies changing bodies to male if family is blacksmiths due to the lack of
female blacksmith bodies at the moment
-Fixed the "show battlefield" tooltip not displaying
-Fixed another instance of the NaN bug that occasionaly made squads freeze in place
(aka zombie bug), this time it came from a non normalized right direction vector
when calculating squad pathfinding
-Fixed the map view region details not accounting Challenges when checking if
region is already being claimed, allowing the player to claim it multiple times
-Fixed regional wealth highlighting red in the upgrade tooltip even though the
region has the wealth
-Fixed the retinue editor not being accessible
-Fixed the tents and log sometimes not adjusting to ground properly
-Fixed the trade route merchant leaving his cart at the edge of the map, possibly
blocking spawning more merchants, which in turn lead to some trade not happening
(like Wicca's selling shoes)
-Fixed the trade wagon horses sometimes walking in slow motion or super fast
-Fixed that one townhouse roof with missing snow on the LOD model
-Fixed soldiers pushing each other away way too much on collisions on 16x
-Fixed an epic stutter happening when group pathfinding ("squadfinding") fails and
the unit resorts to individual pathfinding, which for long distances meant
calculating very long paths for 30, 60 soldiers or more, thus, lag spike.
-Fixed the baron pressing claim towards the same territory multiple times over
-Another fix attempt at people going to drink at the tavern with handcarts equipped
-Fix attempt for villagers getting stuck in collision very rarely at 16x speed,
mostly inside their homes
-Fix for characters getting stuck in collision when ungarrisoning from a building
and when getting spawned
-Reversed pathfinding to fix lag spikes (or long queries in the case of async)
caused from agents stubbornly trying to navigate into spaces with no entry or exit
(eg. inside a fireplace)
-Fixed charge not triggering sometimes if attack is commanded from very far
-Fixed sheep not following the traders when importing
Audio:
-Added sawpit sawing sfx
-Policy signed/unsigned sfx added
Cosmetics:
-Numerous combat animation pose improvements
-[Experimental] new sawpit design with better functionality in mind
-Fixed the sawpit ground gap
-Readded the saw tool for sawyers
-The processed log should now be moved inside before it's sawed into planks
-Removed the interpolation when teleporting soldiers back home when rallied from
far away
-Updated the lv1 church model
-[Experimental] Some outhouses will now be attached to the residential building to
reduce plot uniformity
-Added the leather piece being washed missing for tanners
-[Experimental] Added a new spear idle variation but nto sure if I like it
-[Experimental] Clamped the rainy fog strength
//-------------------------------------------------------------------------------
Version 0.6.9.1
Minor changes:
-Tweaked the upgrade tooltip to always display what is missing for the upgrade to
be available
Crashfixes:
-Crash when a unit wihdrawing from the map is reaching the map bounds and is about
to be removed
Bugfixes:
-Fixed polearm crafting not outputting anything
-Fixed rallying and disbanding never being available
-Fixed job assignment not updating after pausing or unpausing a building
-Fixed squad tooltip flickering and not updating between full and compact view when
switching from the unit card hover to the floating unit icon hover
-Fixed the mercenary panel staying up after disbanding mercenaries
-Fixed cohesion value going way too much into the nevative for example when
rallying. Not it should be capped at -40%
-Fixed quest region not saving properly, leading to eg. armament delivery breaking
on load
-Fixed road dummy disappearing after collision is detected
-Fixed the UI scale setting freaking out when dragged and not saving/updating
properly
//-------------------------------------------------------------------------------
Version 0.6.9.0
Major changes:
-AI will now consider fighting bandits on unclaimed territories for profit. This
should hopefully make the map more alive again.\
-Added multiple start position options within a single region
-Added a new victory condition - Dominance (taking over all opponent regions
without having to conquer the whole map)
-Added Polearm item, production focus and unlocked the polearm militia unit (weak
to arrows, better vs heavy armor)
-[Experimental] Changed "Advantage" (+1, +2...) to "Effectiveness" in % so that
it's easier to interpret. Thesis: A unit fighting at 40% effectiveness is easier to
understand than a unit with -4 advantage.
-[Experimental] Dropped the previous "Unity" factor, which was too organic and
unpredictable. Instead added a new "cohesion" factor which should be directly tied
on how uniformy the formation is. Untrained units (bandits) don't benefit from good
cohesion at all.
-[Experimental] cohesion is reduced if multiple squads are overlapped / cramped
AI:
-The AI won't recruit units for a challenge if there are les than 50 days left
-The AI won't ask for peace if it it considers it has an advantage
-Readded the ability for the AI to extort others if they have a "villain" trait
-The AI should no longer use shieldwall if the unit is very far from any enemy unit
-AI will no longer try to reform lines with squads which are already engaged
-Tuned the retreat action scores when shot in the back by archers
-Reduced command score for possible actions that are far from the battle center if
fighting in a challenge
-Commands to retreat beyond map bounds (but as a part of combat and not just going
off-map to disband) should now be discarded
-Lowered score for attacking a unit if previous command was to retreat from it.
Adds a bit more consistency.
-"Merge lines" should not trigger for units already close to the enemy anymore. It
caused some units to behave as if the enemy units in front didn't exist.
-If AI has missile AND melee superiority AND is in enemy proximity AND the enemy
only has archers, AI might just push forward instead of retreating and finishing
the job with his archers like before
-The AI should now offer a reasonable amount for peace if it feels like it's gonna
lose the claim. The amount is limited by how much treasury the AI actually has,
even if it's an off map lord.
-When comparing strength, the AI instead of just adding money to power calculation,
checks what mercenaries can it actually hire with these money. So if there are no
mercenaries to hire, the extra money isn't added to the power value and t he AI
might offer money for peace.
-All off map lord's scripted armies reset after a 60 days. This was done so that
Hildebolt can keep coming to fight claims even if he already called his troops to
battle and there is no mercenaries available.
-[Experimental] Reduced score of retreating from archers if another archer unit
shoots at the attacker's backs, in case the enemy army has mostly archers. Cause it
sometimes caused cycle of attack-retreat-attack-retreat.
Minor changes:
-Tweaked pushing triggers to reduce bumping while marching in formation
-Changed the barter UI to be easier to understand
-Removed the resource distribution setting since it no longer works with the new
system
-Squads store a "time last seen" variable to avoid "army sighted" notifications
every single time a unit pops in and out of a forest. The popups for each squad
should be no more frequent than 15 seconds.
-Added more possible battlefield locations
-When spawned, mercenaries will keep moving forward for a while as if they just
arrived
-Group cheer sfx are now limited to 2 at the same time
-[Experimental] Greatly simplified the unit tooltip if hovering the world unit and
not the unit card
-After declaring peace, units will stop chasing their previous targeted enemies
-Added squad origin info to the squad tooltip (mercenary company if applies, if not
then origin region, if not then owning lord's name)
-Added a simple coat of arms generator for AIs so that the Baron can finally have
his coat again
-Only the hovered squad soldier decals will now display instead of also showing the
engaged squad decals as well
-[Experimental] An run-stop animation will trigger when commanding a sprinting unit
to turn >180 degrees
-[Experimental] Added extra movement interpolation to make turning smoother
-[Experimental] Squads should not trigger retreat in the middle of a charge. Looked
a bit too weird just nope-ing like that.
-Event popups should no longer show in non-gameplay modes (eg cinematic, summary)
-Added production focus to the game saves
-[Very very WIP] Modified the ending cinematic so that it involves combat if it's
happening or to showcase some units if they're still doing cheering or fighting
-Added victory music to the game summary screen if the player was victorious
-Made sure the victory music plays only once and doesn't annoyingly loop
-Added a few simple statistics to the victory screen like buildings constructed,
enemies killed etc
-[Experimental] Changed the victory cinematic to play in slow motion
-Log prompt added for soldiers breaking
-Added walk/sprint to the squad icon (rallied only)
-Minor updates to unit pathfinding in towns
-[Experimental] Retinue and militia can only disband in their home region
-[Experimental] Reduced soldier collision radius IF they're from a different squad.
This should help units pass through each other much more efficiently. However,
radius goes back to full if the squad is engaged. This is done to reduce how dense
clumps can get in combat which happened with smaller collision radii.
-[Experimental] Units on "missile alert" stance will prioritize facing enemy
archers always
-Charge impacts should now disturb archer shooting actions
-Shieldwall should no longer be toggleable during a charge
-[Experimental] The resource node spawner checks for surrounding biome when looking
to place a forest node, so it will try to place a forest node if it's also
surrounded by a forest
-[Experimental] Firs will also trigger the forest biome
-Goods no longer become reserved when being transported to the trading post for
export, it screwed with the surplus calculations
-Bandit will now sit on the camp sitting logs
-[Experimental] Bandits might practice combat in the camp sometimes
-Added tradepoint road near Goldhof
-Changed displaying effectiveness (former advantage) as icons (triangles) instead
of numbers on the small squad ribbons
-Added soldier stamina to savefiles
-If a unit skill is not available, the tooltip should show reasons why, for example
that it's engaged (shieldwall) or in a forest (also shieldwall)
-Added a fatigue bar to the unit card (rallied) since it's more important
-Fixed being able to toggle sprint mode with the keyboard shortcut (R) for units
that should have it disabled (like units in shieldwall) if multiple units are
selected and the first unit in selection has sprint mode available
-Added a log prompt if a storage type building is missing for barter to proceed (eg
you try to import hides but have no storehouse)
-[Experimental] Added fertility symbols for colorblind but actually left it as
always on
Crashfixes:
-Fixed a crash during a battle with Hildebolt on 16x
-Fixed a crash when deleting/replacing some plots with vegetable gardens
Bugfixes:
-Fixed berries not being killed by deforestation
-Fixed "other ruler army sighted" prompt leading to (0,0,0) after click
-Fixed the field being plowed by a ghost if ox is standing somewhere with a plow
task but is waiting for a guide (technically target location has been reached cause
target location was to stand still and wait for a guide, which triggered the plow
action)
-Fixed some peaceful mode difficulty presets changing the game goal to conquest
-Fixed guides sometimes getting stuck with oxen on obstacles because they couldn't
push them away
-[Untested fix attempt] Fixed fertility texture not redrawing when loading the game
after the game was shut down and reopened
-Fixed the player not being able to move a mercenary unit with sinmple single non-
drag RMB just after it spawns on the map edge
-Fixed yet another instance of bandit camp resources landing in weird places (eg
tools in a granary) and amounts not matching
-Fixed villagers being cold even though there is a ton of firewood on the
marketplace
-Fixed squad icons going invisible if fighting inside a forest with an enemy with
high concealement level
-Fixed soldiers having inconsistent sprint individual sprint mode (few were running
and few were walking) after reform happens
-Fixed villages sometimes wearing both hood up and hood down variations at the same
time
-Fixed enemy unit decals not being red after loading a game when already at war
-Shieldwall will no longer trigger battle music if there are no enemies around
-Fixed mercenary squads showing size X/0 on unit cards
-Fixed ranged units not having the bow attack cursor if they have a banner carrier
-When projecting a line formation for multiple squads, added more space between
each squads so that units on the edges don't bump into each other as often
-Fixed move decals ("X") not showing after sending squads with drag formation
-Fixed soldiers attacking members of their own squad very rarely during combat
-Fixed squads getting stuck in tactical retreat mode, pushing soldiers away
excessively as if they're trying to squeeze their way out
-Fixed soldiers sometimes getting stuck on "proximityAction_task24_outOfRange" when
obstructed by their own allies during a charge
-Fixed archer target arc drawing too early for the enemy units, making their
actions predictable. For enemy squads, they should draw only when archers are
already in range and ready to shoot.
-Fixed victory camera/screen not triggering
-"Enemies declared" event message won't trigger if challenging a claim while
already being enemies
-When Ox somehow got himself positioned out of the home region bounds, he would
report "not within home region" in hoverUnit Logs and get permanently stuck. Now he
should trigger a task to go back home.
-Fixed zero morale units refusing to break after loading the game
-Fixed "SFX" audio slider not having any effect on combat sounds
-Fixed cheering animation not triggering after enemy squad is broken
-Fixed mercenaries not being removed from the pool after hiring
-Fixed mercenaries being able to be available again after monthly re-roll even
though they are already on the map hired by someone
-Fixed squads not finishing task 39 (flee) after reform is triggered, leading them
to run away forever and ignoring player commands
-Fixed speed factors (the value that modulates individual soldier speed in
formation so that the formation sticks together) not accounting for 1 soldier in a
unit, leading to eg. soldiers visibly walking in slow motion if there are only 2
soldiers left in a unit.
-Fixed people stopping going to the church after some time
-Fixed the stance icon on the squad tooltip
-Fixed a bug in unit pathfinding mostly visible in towns which made the unit resort
to emergency pathfidning way too often (after selecting "pathfiding" debug checkbox
it was displaying "Wide squadfinding failed, switching to a simple one")
-Fixed units running for a single tick when passing a pathfinding checkpoint even
though they are set to "walk"
-Fixed tactical retreat mode possibly not turning off after squad is reformed
-Fixed multiple challenge widgets not spawning if the game was saved when more than
1 challenge was active
-Fixed the "Hold position" voiceline spamming when archers call "hold" if they are
in range
-Fixed getCurrentSquadLineProjection returning bad values if the unit has 2
soldiers or less
-Fixed livestock not looking for accomodation after breeding (for now it only
concerns sheepbreeding)
-Fixed the player being able to build development branch limited buildings (like
charcoal kilns) in all of their regions if they are unlocked in any single of the
player regions already
-Fixed oxen dropping logs sideways at the logging camp
-Fixed the ability to place road points outside of map bounds. You can curve them
to be partially behind map bounds but I think that's fine.
-Fixed garrison tower not increasing the retinue limit by 12
-Fixed horse carts importing livestock and putting it in the inventory
-Fixed bandits spawning inside the tents, making them stuck in collision
potentially
-Fixed the order related livestock trader annihilating after loading the game,
leading to the ordered ox being stuck forever
-Fixed mercenary companies sometimes spawning on top of each other, making the
units stuck forever in collision
-Fixed the mule not increasing carrying capacity sometimes
Audio:
-Take out tool scrape fx added
-New hammer hit variation added
-Army sighted alert sfx added
-Restored menu music loudness
-Added back charge impact sfx
-Temporarily disabled dark music when region is struggling to survive [rework]
-Added new mid/late game town track (Vil_Lieber_Grusse_Susse, WIP version)
-New group army shouts
-Reworked the quiver draw sfx
-Group march soundscape rework
-More grass step sound variations
-Added a metal layer for group heavy retinue march
-Group unit idle ambience added
-Changed unit skill button sounds to be less loud and obnoxious
-Added an audio cue to "region claimed" event message
Cosmetics:
-New sword and shield walk variation
-Charge animation polish + new 1h charge variation + 1h and 2h idle polish + 1h run
animation polish + 1h run variation
-Fixed invisibe legs poking through some of the male tunics
-Fixed the stream bank grass
-Environment art updates
-[Experimental, WIP] Added a test cliff to Nusslohe
-Mercenary companies will now display their symbol on the banners (if the regiment
symbol asset was created for them)
-New light mercenary body variation
-Added back the mail tabbard variation
-New banner assets for the mercenary companies
-Tweaked snow textures
-Made skull cap come with a hood as default, the scale helmet always has mail
aventail and the banded leather helemt comes with a padded aventail
-Converted the unit move decal component (the little dot/X that is drawn when
dragging formations) from a decal to a static mesh, which will make it not distort
on grass and thus be more readable
-[Experimental] Did the same for the unit decal component (the selection circle)
-Added 50% small step animation for battle walk one handed and two handed forward
to slightly reduce feet sliding on small location corrections in formation while
engaged
-Arrows will now fly 1m higher and therefore should no longer look as if archers
aim at enemy feet. However, arrows still get snapped and stuck in ground if hit
calculations say the arrow missed.
-Separate idle and locomotion animations for bannermen
-[Experimental] Removed the civilian hats from the helmetless militia
-Added a bit more randomness to distribution of plants with low density
-[Experimental] Added a "weak" walk animation when fatigued (one handed + shield)
-Fixed the crooked horse wagon axel
-Fixed the wiggly ox idle log
-Updated the old knight portrait armor to be more historically accurate
//-------------------------------------------------------------------------------
Version 0.6.8.9
Gameplay:
-Bandits get spawned with 100% hp instead of 50%
-Reduced approval loss rate from unburied bodies from 0.25 per villager per body to
0.03 per villager per body
-As a last resort, Gravediggers will now throw corpses of friendly villagers into
the corpse pit if there is no church in the region.
-Added back the sheepbreeding development branch
-Swapped Rye and Orchard branch order
-Reduced the cost of the plowing station upgrade to allow a quick farming rush
strategy
-[Experimental] Order horse button added to the trading post
Minor changes:
-Reduced specular reflection angle to reduce flickering blob artifacts which were
especially visible in FXAA
-When building burgage plots, the fences will only start at 75% so that oxen have
more space to navigate
-Villagers will now go to dig and flatten ground in the early construction phase.
This should allow more time for oxen to haul stuff without seeming as if the
construction is not progressing.
-Rich deposit stones are less clumped
-Updated the assigned family stall tooltip in the building panel
-Market stall locations get a visual previvew
-Made sure that entering photo mode hides borders
-When getting a bunch of resources, for example from clearing a bandit camp, they
will try to all go into appropriate places (for example weapons to the storehouse,
food to the granary) and to those with storage space left. If it's impossible to
find such a place, they will go to existing supply dumps. If all fails, as a temp
workaround, they just go to any building.
-Added a tooltip explaining the reason the button to claim is blocked (if there are
enemy squads blocking the claim)
-Disabled dynamic FOV cause it was changing between gameplay, photomode and
cinematic without a strong enough reason
-Added pack station settings to saving
-Villagers prioritize eating from the market to eating from home. This should
ensure more veggies and apples actually get to the marketplace.
-Added a log alert when treasury changes with sfx and icon
-People going for a drink will now not stand and wait for a drinking partner
anymore, instead they just get right to it. They will have a solo drinking
animation added later. It was a fun idea to always go in pairs but execution was
too problematic.
-The algorithm for sheep finding a random point on pasture is now more equally
distributed
Bugfixes:
-Fixed the "reassign family" header not disappearing
-Fixed work area not working for some granary workers
-Fixed storage filters not always working for the granary
-Fixed ctrl+scrollwheel not adjusting the work area size
-Fixed going into the map mode via scrolling while being in the photo mode
-Fixed bandit stealing not erasing empty supply dumps
-Fixed jittery NPC movement in visit mode
-Added missing storage & pantry space to the laborer camp
-Fixed male bodies disappearing when upgrading to lv2+ and possibly being replaced
by a horse wagon
-Fixed goods being able to cost 0 on the market (firewood)
-Fixed grass exclusion box problems (floating leaves over mines again or grass not
regenerating after mine is deleted)
-Fixed characters rarely getting stuck on obtacles forever if they also somehow
reach their final pathpoint (for me it happened with 2 raiders getting stuck on a
fence after squad started fleeing from my village)
-Fixed "Bodies need burial" problem not disappearing after the bodies disappear
after a certain time passes
-Fixed a potential bug where retainers loaded up with empty bodies after loading
-Fixed the animal habitat decal STILL not moving when deer are migrating
-Fixed clearing bandit camps not giving food but instead giving double generic
goods
-Fixed choosing "get money" when clearing a bandit camp not doing anything
-Fixed sheep farm workers anihhilating sheep while collecting wool
-Fixed ox worker not being accepted in the logging camp and sawpit
-Fixed the livestock tooltip not summing the animals
-Fixed the livestock counter not counting
-Fixed horses sometimes walking in slow motion after loading the game
-Fixed riders sometimes not finding their horses if they were far from the camera
when savefile was done (note: old saves may still appear broken)
Cosmetics:
-[Experimental] Bounced sunlight approximation for some buildings with setting
-A new wattle helmet model for helmet-less militias
-Falling leaf particles may spawn in fall in the forest or near the edge
-Readded the missing shepherd's crook
//-------------------------------------------------------------------------------
Version 0.6.8.8
Major changes:
-[Experimental] Burgage plots no longer keep reserves in storage, done as a measure
to once and for all avoid confusion between market supply, residential requirements
and actual items stored. The families eat and refuel directly from the market
instead. Fuel reserves setting was removed from residential plots.
-[WIP, experimental] Added the first iteration of the Legacy view. This view will
help keep track the player's quests, ranks and traits.
-[very WIP, experimental] Working on adding an "opportunity" system - a set of
randomized quests available to the player to pick from every month or so, that
enable the player to increase Renown and rise in rank.
-New mount & mounted animation system. Rider and horse animations will now be
synchronised, instead of just playing on top of each other at their own paces as
before. Motion capture is now utilized for horses and thus the model had to be
redone to fit the motion capture skeleton proportions. The harness and wagon were
also redone to be more historically accurate.
-A "Livestock" tab was added to the building panel for relevant buildings, which
lists all the livestock employed/living in the building and allows to rename
them/monitor them
-Other lord's claims to unclaimed lands now display in the claim UI with the option
to challange or refute them
-Added a new building "corpse pit" to get rid of bandit corpses easily
Minor changes:
-Split death approval factor into "death" and "unburied" approval factors. Death is
malus from natural causes like starving, while unburied shows if you are missing
church or corpse pit to dispose of corpses.
-New job - gravedigger, available for the church and the corpse pit. They take care
of the dead.
-Replaced the RVT method with a render target method for baking the landscape
offset for stuff like mines, sawpits, carts etc. Should be more optimized nad
hopefully remove any leftover problems with "floating" objects.
-Added a new building "cosmetic' category
-[Untested] Added a cosmetic tool to erase shrubbery
-Increased the default camera smoothness
-Lowered regional wealth gained from bandit camps to 100-200
-[Experimental] FOV should now stay the same in all aspect ratios (in previous
builds, fov decreased as the width of the window increased)
-[Experimental] Changed the "adjustment to ground" for animals to be done on cpu vs
gpu, to free up some vertex shader capacity
-Added a tooltip to crafting focus buttons including what is needed to make that
good type and how much output there is
-Added a tutorial popup for production focus
-The default production focus is now automatically set when upgrading to an artisan
workshop
-[Experimental] Added a separate "Trade" tab for the trading post and livestock
trading post building panels
-RMB on building cards will now lead to wiki
-A log alert is added when ordering livestock
-Instead of disabling follow mode on higher game speed, the game will force the
camera higher so that the player can still follow the villager but with minimized
benny hill effect
-"Storage" building category changed to "Logistics" since it will have hitching
posts and stables for horses now
-Added missing tooltips for add/remove livestock worker buttons
-Locked the ability to assign a livestock worker while it's still being brought to
the region + added an assignment update when order is complete
-Addeed a limit of 5 people going to the church to pray simultaneously in order to
avoid mobs clumping
-When AI presses a claim, the log prompt will have more info (who and what region)
-When a claim is pressed, the flag in the claiming UI will colorize with the
claimant's color
-Added a tooltip to the claim progress bar explaining who is claiming and who is
contesting if applicable
-Zooming on the battlefield will not animate the camera instead of jumping
instantly
-You can now hold ALT not to trigger the automatic map mode when zooming out
-Added sound cue for livestock orders
-When searching for a resource to be harvested from a deposit (eg stone deposit),
the worker will now take into account the shortest distance between the >workplace<
and available deposits instead comparing current >worker< location and deposit
location
-Added a tooltip popup saysing that you can use T to cycle between commanded
regions which shows up after you claim your second region
-Added the region name to the building panel to make micromanaging buildings in
different regions easier
-Increased priority of setting up new stalls - now it will be considered even if
some stall is not completely filled, number of families in the settlement and
having any workplace surplus are the main factors now
-Made town ambience reserved for busy markets and high level buildings
-To avoid the music changing depending on the region too often, it will now pick
the highest settlement level commanded when picking the mood (for early town vs
developed town music categories)
-A log alert will be added if a corpse is lying in the town and there is nowhere to
bury it
-Added the windmill ambience when it's rotating
-Added a field size calculation to the tooltip when placing fields
-Policy tooltips will now use proper translation keys (WIP: some names and
descriptions are missing)
-Road tool / road snap point calculation improvements
Crashfixes:
-Fixed a crash when upgrading the extension and holding tab (or waiting long
enough) after having deleted a vegetable garden
Bugfixes:
-Fixed bandits stealing transitionary resources (like deer carcasses)
-Added missing Honey from the food market supply tooltip
-[Unconfirmed] Fix attempt at "animData not found for id = 143", assumed it
triggers after disbanding archer militia with "fire at will" turned ON if a hunter
was part of the unit. Disbanding command should now set "fire at will" to off.
-Fixed tree stumps not removing when placing fields etc
-Increased push force radius for oxen because they sometimes got stuck with their
guides on 16x
-Added a task reset for tasks of which the target unit is being rallied. For
instance, when ox is following a livestock trader, the livestock trader gets
rallied, the ox should stop following the recruit.
-Fixed worker assingment UI not updating after converting villgers to artisans
-Fixed entities sometimes getting wrong region assignment after loading the game,
resulting in for instance the ox freezing "waiting". If it ever happens again, the
ox will show "no owner region" in hover unit logs.
-If you employ the ox/horse while it's still being transferred, the game should now
make the livestock trader disappear instead of getting them stuck
-Fixed animal living space data displaying incorrectly after loading the game
-Fixed Advanced Skinning branch not being unlockable.
-Fixed granary workers stealing unthreshed rye from farms & fields (again)
-Fixed the "Claminig progress" widget being left in the region panel after changing
the region selection from a claimed region to a one that is not being claimed
-Fixed "Region claimed" message displaying placeholder region names instead of
actual region names
-Fixed the claim & challenge UIs not appearing after loading
-Fixed player's active claims being mistakenly copied to other rulers (including
bandit leader) during save game leading to all kind of weird claim related issues
after loading that savefile
-Fixed lord tags not being saved leading to Hildebolt being able to spawn multiple
armies after loading a challenge
-Fixed some challenge data not saving properly (like days left, the battiefield and
more)
-Fixed bandits stealing 0 items sometimes
-Fixed deposit richness not saving properly
-Fixed dead bodies (itemID 233) being buried in supply dumps if a person died early
game (and possibly being brought to a warehouse)
-Fixed the ability to select a building while the cinematic mode is on
-Fixed trading post road connection not updating on loading
-Zoom should now smoothly stop when hovering the UI instead of pausing and
unpausing when UI is unhovered
-Fixed more than 1 ambient node picking the same sound, resulting in for example
mutiple coockoo birds being overlapped at the same time
-Fixed homeless problem banner not appearing after loading a game with homeless
people in the region
-Fixed animal habitat decals not moving after animal migration
-Fixed workers supplying abandoned stalls instead of taking them over (if it's in
the same category as their assigned workplace, eg food->food stall)
Cosmetics:
-Environment tweaks
-Made the map edge line nicer looking and cleaned up the border intersections a
little bit
-A new "burgher" pourpoint reserved for lv2+ villagers
-Reserved the felt hat for lv2+ and straw hat for lv1 only
-Reintroduced scattered leaf layer + yarrow and clover layers
-Tweaked the loading menu to fill the space more evenly
-New hoe animation
-Updated the rich textile palette
-New gambeson variant
-Added the missing spade model
-New digging animation + sound effect + particle effects
//-------------------------------------------------------------------------------
Version 0.6.8.7
Collision changes:
-Made the static collision algorithm more percise. The character will now try to
"snap" to the obstacle if it has enough velocity left to do so. This should prevent
the unit from just freezing in place if its movement vector is large enough so that
it crosses an obstacle but there is still some room to move. This may hurt
optimization of large crowds a little. Said freezing often happened in large
crowds, especially on 16x - this gave the impression that the pathfinding was
broken since it was similar to that one previous pathfinding bug.
Minor changes:
-If the enemy squad is within an uninhabited, but claimed region, they will only
trigger battle music intensity of 1 (quieter rolling drums), however if the region
has worker families, the battle intensity will ramp up to 2 (faster drums and
strumming)
-When rallying a squad, if a person is very far from home and not near to the
camera, it will sneakily teleport home. This is added so that rallying times are
shorter and to reduce squads getting stuck at rallying because someone was planting
a tree somewhere far away from their home etc.
-Increased check frequency for ungarrisoning if being rallied to decrease the
rallying times
-Disabled hardware occlusion culling to reduce stutter caused by the RVT (landscape
texture) especially on ultra. Occlusion culling is very rarely a useful
optimization in ML anyway.
-[Experimental] Squads that aren't fully rallied don't display a floating icon
-Eroding market paths system is disabled in the snowy weather (it produced ugly
snow squares since RVT updates tiles slowly for optimization reasons)
Bugfixes:
-Fixed bandits stealing negative surplus (for instace when lacking militia
equipment), thus... ADDING items to the player's inventory
-Archery cursor being too big fixed
-Another attempt to fix some objects floating due to wrongly outputted landscape
height, especially when loading a game. This time I made the game wait 1 second
with a black screen when the session begins and flush the RVT by force.
-Fixed the proposed and declined quests not storing, resulting in player receiving
the "track bandit" quest indefinitely if they choose the option not to track
-Fixed battle music looping forever after a region was attacked
-Fixed control groups not saving properly (they were saved for squads but not for
the player so couldn't be used)
-Fixed Deep mine upgrade converting to a stable instead
-Fixed the Foreign suppliers development branch being disabled by mistake
-Fixed bandit camps dropping supplies to the ground
-Fixed residential requirement bias setting being the opposite (hard was easy and
easy was hard)
-Fixed the bugged "changeActiveLivestockWorkers" function which allowed the user to
add ox workers over the limit for instance to the sawpit
-Fixed bandits stealing... Water from the well (itemID_228)
-Fixed deer breeding over limit
-Fixed the resource icon ring not displaying properly over some wild animal lairs
-Fixed a single livestock worker (ox/horse) being assigned to multiple slots and
possibly multiple buildings, effectively blocking employment of other livestock
workers
Crashfixes:
-Fixed the game crashing when loading certain savefiles
Cosmetics:
-Added a wobble to the lv3 walls and fences to make them look more organic (similar
to what lv1-2 fences already had)
-[Experimental] Added more landscape polygon density to make the snow deformation
less jagged on ultra material quality, but removed landscape shadow casting to save
some rendering cost
//-------------------------------------------------------------------------------
Version 0.6.8.6
Trade changes:
-In the trade panel, goods are now visibly divided as basic and advanced (naming
TBD)
-Advanced goods now require establishing a permanent trade route before the player
can trade which costs regional wealth. In theory this should force the players to
produce more themselves unless they are commited to a trade focused build.
-Permanent trade routes make 1 travelling merchant spawn and constantly circle
between the tradepoint and the trading post, trading only this single type of good
-"Trade logistics" development branch reduces the money needed to open a new trade
route to 10
-Bandit camps will now cause theft events to happen in the nearby towns. Players
will get a log prompt about the stolen goods.
-When leaving camp, the bandit tents will no longer disappear. Instead, the player
is able to send their soldiers to dismantle the camp and collect the reward.
-The reward is based on how much they have stolen so far + a little extra on top
-The player can send the resources to one of their regions or add them to their
treasury
-Bandit camps are not stealing for the first 90 days to give the player a less
stressful start
Major changes:
-Added a yearly tool upkeep for employed workers. If tools are not replenished,
there is a 30% of botching the crafting and destroying resources in the process.
Similar effects for other essential commodities are still WIP.
-Divided resource deposits into basic and rich. Every region gets 2 random rich
deposits which have boosted yields.
-The player can now upgrade their mining pits to deep mines on rich iron & clay
deposits. Deep mines can extract resources from the deposit indefinitely.
-Tools removed as a construction resource (farm, vegetable garden) and moved from
"construction" category into "commodities"
-[Experimental] Changed the cost of settling the new region to 200 treasury
-Added "penalty free zones" to the pathfinding system. Usually this is the target
building for a task, because villagers instructed to follow roads liked to search
for a direct road connection to get to their veggies and chicken coops and didn't
want to use "non road" pathpoints generated by the building, resulting in overly
long path searches
-Added one extra pathfinding thread and reserved one for short paths only - this
way short paths aren't stuck behind calculations of the other 2 workers if they're
busy working out some kind of impossible or long path
-Added pathfinding link precalculation to the loading phase so that loading a mid
game city doesn't create a ton of failed paths while the links are being calculated
-When dragging a line formation over obstacles, the game calculates proposed
soldier positions differently (something was broken in the previous version).
-Tweaks to how pushing forces are applied when colliding in order to reduce
soldiers wiggling in place when someone is trying to squeeze to a location and has
to push their way through a group of soldiers
Minor changes:
-[Temporary] Removed the trading wagons upgrde from the trading post UI since it's
not properly implemented and takes up space
-[Experimental] Hidden the building image from the trading post building panel,
because it was taking too much UI space
-Wild animals now have proper resource deposit type icons with capacity and all
-Added missing info that 5 cottages are needed to get the Armament delivery
-When considering a crafting task, the villagers now have more accurate
calculations on whether it will or won't exceed the storage limits after they're
done. Hopefully this should avoid overfilling the storage spaces when multiple
family members are crafting different types of items (Not sure if it even occured
in the game at all. I've added it cause actually I got hit with a "storage full"
prompt on the sawpit, even though it wasn't full at all, and I'm not sure if it's
even related but maybe will help).
-[Experimental] Finishing an idle action (like streching, crossing arms) sets "was
idle" counter to 0. This is done to avoid streaks of doing one idle animation after
another (looked a bit weird when they were wiping their brows continously). This
can have unforseen consequences with idle behavior, but I couldn't come up with
scenarios where it actually would nor noticed anything wrong.
Gameplay/Balance:
Bugfixes:
-Fixed tithe tax giving away way too much food instead of 10%
-Fixed charges aborting instantly after starting because of the gap in async path
calculation
-Added a scheduled collision radius increase. When villagers become soldiers, their
collision radius increases a little so that their spears etc clip less when tightly
packed in combat. This can potentially lead to getting them stuck if they turn to
soldiers exactly when being in a tight clump, so instead, they schedule that radius
increase and do it only when it won't cause a problem.
-Fixed unit selection circles lagging behind (especially when hovering a moving
unit while the game is paused)
-Fixed "no storage left for production" triggering early for the sawpit
-Fixed the castle planner overreserving construction goods when the manor is first
placed
-Fixed rallying leading to the last commanded line instead of the rally point in
case the squad was already disbanded at least once
-Fixed lv3 not being attainable because there is no lv3 church yet and so on
(clamped the requirements for now)
-Fixed current region not changing in the region panel if the player owns multiple
regions
Cosmetics:
-New idle animations & few animation fixes
//-------------------------------------------------------------------------------
Version 0.6.8.5
Major changes:
-I couldn't get rid of some grass related bugs so I ditched UE4's landscape grass
system and wrote a custom one. It may come with different pros and cons - in theory
we should have more FPS, but in practice we'll see, hopefully it's not a huge
difference just more or less the same just without shrubs levitating over the
mines.
-Fields will now rotate at the end of harvest season (September), regardless of
anything. If there's still unharvested crops growing, they get erased.
-Changed minimum growth of a plant to be harvested from 15% to 30%, because 15% was
short enough to have harvests in September and October, which is a bit crazy
-[Experimental] Market supply carts no longer pay the import transportation fee
-[Experimental] Moved Grain to the crafting material category since in theory it's
used for crafting Flour and technically it's not a crop type (wheat is)
-[Experimental] Added a new building and job - Dyer. Dyer converts Berries into
Dyes.
-[Experimental] Dyes are now required to make Linen Clothes and Wool Cloaks.
-[Experimental, untested] Added back Fertilization development branch, this time it
enables a new "Fence up" upgrade for fields. Building the fence enables using
fallow fields as pastures in order to quickly restore ferility.
Minor changes:
-Added camera collision to a few buildings. The camera will now try not to go
inside, hopefullly hiding the "fake" interior stuff.
-Added a tutorial box about ox timber transportation that pops up when the ox first
wants to transport something
-Quest/diplomatic messages should now hide in reassign mode, work area and castle
planner mode
-Upgraded the ox shed (used in the logging camp and small stable) and added
collision/pathfinding/ox spot data
-[Experimental] All newly placed manor modules except the very first one must be
placed within a certain range from the nearest manor module. The player is also
forbidden to drag manor module blueprints too far away from each other. A special
"blob" overlay was added to display the module placement range.
-The castle planner will now open instantly after placing the Manor
-[Experimental] Obstacles and pathfinding data will postpone setting until any kind
of construction process has visually started. That should make resource
transportation more efficientm, especially for buildings with a lot of required
construction resources like the church and the manor.
-Manor walls & gates will now use proper collision boxes to detect cursor hits
-Added a transparency blend to the game setup settings and a hover sound effect in
order to make it easier to know what is being hovered
-Added "harvest season started" and "harvest season ended" log alerts
-Added a log alert if the player has have available policies to sign [Not tested]
-Merged the camera and key binding setting categories into a "controls" category
-Edited the engine setup for garbage collection (enabled clustering, disabled
multithreading) and async asset loading (enabled multithreading) in an attempt to
potentially kill some lag spikes
-Added a cursor forced preload to avoid a hitches when cursors are loaded at
runtime (for instance when a villager is first hovered)
-Couldn't fix mysteriously broken wind ambience components so I just rewrote them
-When you hold tab, on the floaters, fields will now show their yields, crop types
and whether they have rotation turned on
-Added a field size tutorial popup and a farming cycles tutorial popup
-When you place a plot, before placing the 3rd point, the direction of the arrow
will flip based on game's best guess of player's intentions. For example if you
start from left to right near the top of the screen, the game will assume that you
will place 3rd and 4th points below it, and the facade arrow will point upwards. It
will also check the nearest roads to see if the player likely wants to snap the
facade to the road.
-Icreased the number of attempts for fitting the cottage during residential plot
projection, which results in vertically skewed plot shapes resolving correctly
without resolving to reducing the number of plot slices
-When placing a road, the road snapping algorithm will no longer discard the
position snapped to the nearest road center if it finds a building's road snap
point nearby but it's not close enough to snap to it. Road tool still prioritizes
snapping to the building's road snap point, but if it's far, it will snap to the
center of the nearest road if the cursor is close enough. To debug, check
"roadTools" debug and notice the orange line.
-If a development branch is missing for building construction, it will now display
in red in the building tooltip. Otherwise, it will be hidden.
-Building tooltips will also now show in red if the building requires another
building to be built beforehand, and construction resources missing will also
highlight in red
-Resource outlines should now highlight when placing a building (for example
forager highlights berry deposits). The outlines turn red if the building is
overlapping the resources directly and will erase them.
-"Trees overlapped" tooltip will no longer account young trees that aren't used for
timber production anyway
-Roads will now destroy resources, for example if you place a road over berry
shrubs
-[Experimental] In overlay material, set the road mask to a render target instead
of an RVT in an attempt to reduce stutter when overlays are ON
-Links will no longer generate between plot points if both left hand side and right
hand side are obstructed
-Added manual desctruction calls for async tasks when removing the manager actor,
hopefully this should avoid any memory leaks or crashes that could potentially
happen eg. when alt tabbing or reloading
-Added the "pause" button to the market supply carts buildings to allow turning
them off when the player is low on cash
-Finished the orchard implementation (fixed the name, description and made sure
harvests work)
-Related building card images will now show in the development branch tooltips
-You can now click "?" next to the building name to go to the wiki entry about it
-Rallied citizens will ignore anti clogging behaviors - their task is too
important!
-When a soldier finishes rallying, the squad will reform at the player defined line
IF the player has already commanded the squad while it's being rallied
-Seasonal deposits will now show the max capacity and whether they are currently
"growing" or "shrinking"
Bugfixes:
-Added an extra check whether the spot is occupied by another unit (like ox) when
searching for a spot to plant a tree (forester)
-Fixed castle planner getting stuck in wall mode which would make all cost tooltips
invisible
-Fixed castle planner modules not counting when checking the maximum building limit
data (Garrison tower was limited to 1 all this time)
-Fixed the map view opening by scrolling while in the castle planner
-Fixed one situation where clogging system had an impossible to solve situation and
everyone would just freeze. [This is very rare and might be hard to test. Happened
while I was building the Manor, during dropping all the construction materials,
when it got very congested]
-Fixed resource not equipping on queued pickup action (for instance the fierwood
cutter picking up the small log)
-Fixed firewood pieces going through the chopping blocks instead of physically
interacting with it
-Fixed harvest tasks not caching properly, leading farmers to believe field always
has 0 workers harvesting it [To check, in debug logs see |numWorkers my field"]
-Fixed the field sometimes culling its own road snap points
-Fix attempt for Uneral Engine not locking the cursor inside the window properly
after alt tabbing, making edge scrolling impossible
-Fixed cursor not changing to default when entering the pause menu
-Fixed stable data not updating after relocating the hitching post/stable
-Fixed plant growth visual representation (scale transforms) not saving correctly
if saved after harvest and before sowing
-Fixed plant transforms not updating after harvest because LOD tree was not being
updated
-Fixed field snap points not generating on road forks when loading the game
-Fixed pasture fences not generating on loading a saved game
-Added another mask to reduce snow bumpiness around mining pits because the ground
deformation could not match between the landscape and the building ground (epic
material quality) (eh)
-Using the quick cottage keyboard shortut (H) during the cinematic pans is now
disabled
-Fixed a bug where builders would hammer indefinitely and couldn't finish the
construction in the rare case the building got to max hp (each hammer action
increases the hp) before all resources were delivered
-If the camera was stationary, DLSS would stop updating motion vectors and cause
smudges. To mitigate that I've added a microscoping constant camera movement.
Sound:
Cosmetics:
-Reimported the new structure/rig for all human animations. The new rig has joints
for cloth simulation, extra bone for tool animations (flail) and improved facial
expressions.
-Added a new system to populate the handcart with transported goods. These meshes
are independent from the animation system and therefore each good can have its own
dedicated "hadcart model". [Note: It will take some time to add meshes for all the
goods in the game]
-Reworked the chicken coops to make them less repetitive and based on actual
manuscript reference
-Added carrying visualizations for planks, small logs for firewood, empty forager
basket
-Reworked Cottage LV1 C model to match the new beam & daub texture set
-[Experimental] Rain drops render as drops instead of streaks when the game is
paused
-[Experimental] Berry bushes will now actually display berries if there are any
-Apple trees will now change their model depending on if the orchard extension has
any yields currently. Apples will change their color as they mature.
//-------------------------------------------------------------------------------
Bugfixes:
-Fixed a bug in the crafting function that resulted in most workers "waiting"
forever instead of crafting goods
//-------------------------------------------------------------------------------
Version 0.6.8.4
-When left mouse clicking a module, it won't teleport to the mouse location any
more. Instead it calculates the offset from the initial click position and will
transpose only if dragged.
-Added a rotation gizmo that appears after a module is clicked. The gizmo can be
grabbed to rotate the module.
-Ghosts that are perfectly overlapped with blueprints will now be hidden
-The player can now access the road placement from the castleplanner
-When placing a road in the planner mode, it will auto spawn gates on walls that
the road crosses
-Added actual collision boxes to planner blueprints, to make selecting eg. the
tower less janky
-The manor will no longer rebuild from scratch with every change. Instead, it will
only rebuild the modules which changed.
-Construction costs are now properly calculated and depend on the number of changed
elements
-The player now can't commit construction if there's not enough surplus resources
-Wall markers will now create ghosts of former locations when dragged
-Wall markers will now also snap to ghosts of wall markers when dragged
-Change of population growth algorithm, from a chance based (percentage chance each
day), to a more predictable one (+1 family at the start of the month if approval >=
50, another +1 family on the 15th if approval >= 75). Example: If approval is
higher than 50 at the start of the month, a new family is always guaranteed to come
to town.
-Experimental: Cycle family members visiting inn, so that the family whole drinks 1
ale per month instead of every family member drinking for themself. Should be
easier to calculate and manage.
-There is an import fee of 10 silver for every good that's brought in from an
tradepoint
-All men run at max speed while the squad is being rallied
-Lack of clothing will now trigger disapproval for lv2 and lv3 burgage plots
Minor changes:
-Tavern drinking animation gets its repetitions back instead of running just once
-Militias should now actually equip the stored body armor when rallied (gambeson or
mail, depending on availability and house level)
-Screen percantage & Anti Aliasing settings will hide if DLSS is on. Advanced DLSS
options will show only if it's on.
-After selecting borderless fullscreen, the resolution dropdown should grey out and
display a padlock (because this mode uses the desktop resolution)
-Disabled resizing the game window in windowed mode to avoid weird resolutions like
1234x1234 populating within the resolution selection dropdown
-Moved the settings categories to the top since 2 people were very annoyed by it
being at the bottom and now I have a trauma. Also made it stay highlighted after
selection.
-Locomotion system tweaks (trying to reduce soldiers bumping into each other if in
the same squad & slowing down more gradually when approaching the target location
running)
-Also added back the snow cover on clothing in the winters to make the characters
blend better with the environment (Epic material quality only)
-Buildings being upgraded now still count as living space in the region panel
-Pasture space from goat sheds should now account in the livestock tooltip, so that
there's no 6/0 situation if you have 6 goat sheds and no pasture
Bugfixes:
-Fixed cloth market supply resulting in church approval
-Fixed clay furnace costing leather & stone instead of timber & stone
-Fixed characters getting stuck because they skipped path verification if they are
actively applying collision avoidance steering [Debug panel: "pathfinding" (red
line, stuck on the obstacle), "avoidance", "shouldVerifypath" (black box + black
debug string "skipping path verification")]
-Fixed farm workers not transporting crop yields if the field is set to fallow
-Fixed the garrison point being left outside the buidling after relocating the
palace via the castle planner
-Fixed reasons for lack of migration displaying wrong in the population tooltip
-Fixed region supplies showing 0 after loading a save, triggering a 'running out of
food' alert even though there is a ton of food in the region
-Fixed hunters wiggling weirdly in place when hunting because the deer were running
around invaliding the hunter's pathfinding
-Fixed another case of the market being oversupplied over demand while there are
multiple workers transporting goods simultaneously (mostly related to clothing)
-Fixed "no well" and "lack of firewood" causing disapproval on lv3 even though
there is a well and there is firewood
-Fixed the main menu music being too quiet because it partially used the old way of
storing sound settings
Crashfixes:
-Crashfix attempt for when the homeless camp gets deleted after all homeless got
accomodated and it removes the pathfinding obstacles and tries to free some memory
Cosmetics:
-[Experimental] When starting the locomotion animation, the game will try to
randomize the first step
-[Experimental] Boosted tall grass on procedural forest edges & added a nettle
layer there
//-------------------------------------------------------------------------------
Version 0.6.8.3
Minor changes:
-Lowered the threshold of the road tool update so that it's more precise again
-Made sure the road tool updates on curvature changes even if the player is not
moving their cursor
-Villagers that are outside their home region no longer equip backpacks when coming
home (eg after disbanding)
-Deleted a bunch of very old code that was not used anymore. I hope.
-If a destination building gets deleted, villagers and oxen will try to dump
whatever they're hauling at any building that produces or consumes this building
(in the previous patches they would just check their assigned workplace). Note: For
now, it mostly ignores the storage limits.
-Fixed the road resampling cache being a bit too eager, resulting in roads
sometimes not being curvy enough
-Fix attempt for goods randomly ending up in the wrong buildings (like ale ending
up in a hunting camp). My assumption was that it was caused by demolishing a
building while some item in someone's inventory is set to belong to the building
being demolished, but because the array index is shifted, the pointer was still
valid (just leading to a wrong building).
-If the target building got demolished while someone was hauling something there,
the last resort of action after trying to drop the item anywhere was to annihilate
the item. However, the item was still visually equipped even after its
annihilation, which should now be fixed.
-Fixed the wrong translation script being used for the log reserve tooltip
Cosmetics:
-Set the empty basket as the temporary resource visualization for eggs
//-------------------------------------------------------------------------------
Version 0.6.8.2
Minor changes:
-Reenabled the Rye cultivation branch & moved the apples up on the tree
-Added Rye as a separate resource which, similar to Emmer wheat, converts into
Grain via threshing it on the Farm
-Reduced path verification checks to limit the number of times the pathfinder gets
overwhelmed by pointless periodic find path calls every time someone gets bumped
too hard and strays off their path even a little
-People can now go for a drink at the tavern even though they have no drinking
buddy.
-Brought back the closest plant check for harvesting, turned out I overoptimized it
and it actually mattered
-Added a limit to how many road points can the player place for a single road
segment (20)
-When clicking the tiny market stall button on the worker family icon, the player
can now only open the stall tab once
-Brought back crop selection tooltips
-Added an offset for stone harvesting animations to reduce triggering the action
while clipping through a rock (though it might still happen from time to time, it's
fine)
-Brought back the "next harvest: X in Y days" text in the crop resource category in
the region panel
-Manual field workers should avoid fields that are plowed by oxen
-Made the overlay legend consume the cursor click to avoid placing a building by
mistake when changing overlays
-Made all resources in the off map tradepoints inifnite (at least for now)
-When changing target surplus in the trade panel, all trader tasks will update so
that they abort if import is canceled
-Surplus of individual goods now updates after transactions in the trading post
panel
-Added stone blocks to the construction category in the region panel, added
gambsons to the military category, removed a buch of leftover items from the top
bar and the market panel
-The trading post no longer reserves its storage when calculating surplus
-A log prompt was added if there aren't enough funds for import
-Pasture space details will now update in the building panel after animal is
accomodated in that building
-Removed the generic storage from the following buildings since it was never
supposed to be used anyway: Wooden church, Small stone church, Well, Shrine,
Hitching post, Marketplace, Forester's hut, Pasture, Windmill, Communal oven,
Livestock Trading Post
Optimization:
-Cached the crafting tasks to speed up checks whether a workbench is already taken
by someone else
-Fixed the tavern getting clogged because it's not taking all residents into
account when checking spot reservations
-Fixed granary workers transporting goods from a granary to another granary if it's
perfectly filled (2500/2500 pantry)
-Fixed the worker not unequipping the plow after they finish plowing
-Fixed the tanners behaving weird and sometimes going in circles around tubs,
triggering "resources missing" in their hoverUnitLog
-Fixed random color offset for autumn trees not matching for LODs
-Fix attempt for people's clothing changing color scheme after a new villager
spawns with the same type of clothing
-Fixed the millers not getting more grain if there is already some grain in the
mill
-Added the missing problem banners for "no builders" and "no free oxen"
-Fixed fieldstone not being gathered properly from the fieldstone deposits
-Fixd the ox not partaking in transporting harvested crops to the Farm if employed
at it [WIP note: big cart is temporarily invisible]
-Fixed travelling merchants selling goods to the trading post while employed trader
worker is already on the way to the tradepoint which resulted in the region
importing too many goods and exceeding target surplus. Also rewrote the checks for
assigned trader families so that they account correctly for what other people are
already importing/exporting to avoid overbuying and overselling.
-Fixed travelling merchants not adding stops on the trading posts properly (if the
trading posts are within radius 80m to their route to the tradepoint)
-Fixed traders not checking if the region has enough funds before starting their
journey to the tradepoint to import
-Fixed the animal not using the proper transfer function while being imported,
resulting in it not being properly accomodated in the new region, wrong pasture
space data showing up in the livestock trader & possibly running away on the way to
the new home
-Fixed "order another ox" (from hitching post) not working properly
-Fixed warehouse workers requesting to build a fuel stall even though there is no
fuel in the warehouse
-Fixed warehouse workers supplying fuel stalls 1 item at a time even though they
have carts
-Fix attempt to reduce flickering of the landscape textures underneath the sawpit
Crashfixes:
Cosmetics:
-Added fieldstone baskets carried on the backs + a special walk animation for them
//-------------------------------------------------------------------------------
Version 0.6.8.1
Crashfixes:
-Fixed a crash from when villager wants to transport produced food to the
marketplace while not having a family stall themselves
Minor changes:
//-------------------------------------------------------------------------------
Version 0.6.8
Major changes:
The whole family system was added late in development, so a lot of subsystems still
thought of individual "workers". This compounded into a lot of small weird errors,
cause after the family system was added, only the Husband was a "worker" and the
other family members just followed his lead and were technically "unemployed".
However, if the Husband died or got drafted, the rest of the family had no
reference of their previous assignment.
Therefore, it was time to officially add a "family" structure that would hold all
this information. This also meant I had to rework worker assignment functions and
can also affect ox assigments, population growth, homelessness (including pasture
space and stable space), stall ownership, emigration due to crime or low approval,
"people" tabs (including yellow connection arcs), every job logic, census and
possibly more.
-Auto idle jobs were REMOVED. The system turned out to be totally confusing,
unoptimized, and didn't solve what it was supposed to solve in the first place
(having to reassign people every year for seasonal work). Now every family is
assigned to a job, and does the job they are assigned to do, if unassigned, they
focus on construction and reparir, just like the tooltips say.
-Removed the census panel since apparently it was quite useless. I'll watch what
the players actually need & request and implement it if needed.
-Each building has a limit to how many people can access it at once, to prevent
overly large blobs of people. However, this lead some workers to be stuck as they
can never get to access their destination because it's always too busy. I've added
a counter to how many access attempts have been done, and after a few attempts, the
access limit is ignored.
-Significant field worker distribution algorithm updates. Villagers are now allowed
to start sowing even before the field is fully plowed, which should in theory cause
less idle time.
-Development tree changes: Basic skinning removed (hunting gives hides by default
again), Herbalism removed (herbs garden is available by default but costs
resources), Goatkeeping branch removed and goat sheds enabled by default.
Beekeeping, trapping and orchardry moved to be starting choices.
Minor changes:
-[WIP] new backyard extension - Orchard & a new WIP food resource - Apples
-Brought back the "get nearest plant" distance check when plowing, which is less
optimized but testers seemingly liked better
-Farming algorithm updates for more equal worker distribution accounting for
secondary family members
-Crop predictions will no longer show up in the resource list in the region panel
(was anyone even using it?)
-You can now click on the small stall icon next to the worker family to open the
stall window
-When relocating a workplace, it should now keep assigned families & assigned
livestock workers
-Removed "Level" from the Burgage plot names, it polluted the log entries too much
-New villagers will spawn garrisoned inside the house, which should cause less
collision problems
-Made homeless livestock running away more consistent (should happen afte 30 days,
counting starts when the livestock reaches the target region)
-Changed the building floaters & the building panel to show number of families
instead of total occupants, still family sizes might be inconsistent in the future
builds (on purpose)
-Increased the plate armor defense from 30 to 60, changed block to 0 since now it's
a shield typical stat
-Transport limits were increased to 16 for storage buildings and 8 for other
buildings
-To avoid people bumping into fences while there are too many async pathfinding
requests, units will now remain immobile while the path is being calculated
-[Experimental] when crops aren't growing and field is plowed, then under a cover
of snow it will reset to unplowed instantly (in previous builds random spots on
fields were reset every day, which was possibly inefficient). Note, to check, in
Saved/Logs added an entry "updateDay: resetting a plowed field under snow"
-Plowmen can now speed up a little to catch up with the ox if they got too far
behind
-Since manor servants can't build now as they are "assigned" to work at the palace,
homeless families can no longer move into the manor. Otherwise, there was a chance
that the player locks themself.
-Added colored migration rate description to the population tooltip & colored the
approval rates
-Tweaked the estimated harvest counter for fields with 'force early harvest' ticked
on so that it measures time to the very first plant that's available to harvest
[QUESTION: is forced harvest even a good mechanic?]
-[Experiemental] Removed max field worker limits for fields, as now they have a
nearest distance check to other field workers to not clump too much (~4 meters)
-Adjusted the season tooltips to be more accurate (Harvests start 1st September in
the game currently)
-Instead of sorting by the save slot number, saves will now sort by the creation
date.
-To reduce a hitch if there are a lot of saves, loading thumbnails is now time
sliced (they load slowly over time)
-Added a problem banner for when there are no free construction workers and
construction is pending
-Added a log alert and problem banner if all oxen are assigned and construction is
pending and requires log transportation
-[Experimental] Night time changes all idle actions to "go home" and blocks
marketplace peddling & fetching water from the well (those actions had no gameplay
effect anyway)
-Reenabled anti-clogging for the case of the person occupying the target location
performing an action, like getting water from the well. The villager should now
wait for their turn instead of trying to push the person performing action out of
their way.
-[Experimental] Added a "bad logistics" problem banner that should pop up if the
player has a ton of resource (like firewood) but the market workers are unable to
transport it to the stall themselves
-Optimized generation of plant locations on vegetable gardens
-Added an extra check to plant location generator to see if the generated plant
location is too close to the edge and would creep out onto the grass texture too
much
-[Experimental] Added a WIP "no free ox guide" log alert for where there are no
unassigned families to guide the ox to finish its task
Audio:
Crashfixes:
-Fixed a very rare crash when building relocation, after mouse button is pressed,
tried to access & edit the obstacle memory while obstacle array is already being
accessed by another thread
Bugfixes:
-Fixed armorers not producing armor even if production focus is set correctly
-Fixed granary workers supplying windmills with grain only 1 piece at a time with
handcarts (even if there is storage space for more)
-Fixed residential buildings not accounting as consuming supplies for the supply
counter when being upgraded
-Fixed milling process not calling updateResources(), possibly leading to bakers &
granary workers ignoring this building even though there's flour stored in it
-Fixed Level 3 Villagers losing their bodies after reserving Mail Armor in their
Burgage storage
-Fixed new plots not marking as close to camera immediately after construction,
leading to the cursor not snapping to the road snap point unless the camera moves a
little
-Fixed "update day" actually advancing the date by 1 day when being called during
game loading, resulting in calling "updateFreeMerchants" and some other unnecessary
functions during the loading procedure
-Fixed one of the bird ambience sounds not looping properly, causing an audible pop
from time to time
-Fixed a single wheat resource being left unthreshed forever, because 2 crafting
spots were accidentaly copy pasted and had an identical location
-Fixed the ox pausing for a second after every plowed point as it's waiting for the
async pathfinder to process
-Fixed the map being accessible during cinematic shot mode, for example during the
intro camera pan
-Fixed a potential bug when rallied militiaman gets turned into a bandit because of
low public order
-Fixed clutter (barrels, bales and all the other random dressing) not spawning at
all
-Fixed tanners getting stuck when trying to produce leather, because the hide
visualization is placed on the rope and not inside the tub for some reason
-Fixed granary workers supplying the windmill 1 unit of grain at a time even though
they should move up to 10
-Fixed people not giving back some of the military equipment if the residential
plots are oversupplied (for example, 2 recruits turn from bowmen to spearmen, they
should place the bows back into a warehouse if the region has one)
-Fixed some transportation tasks not caching properly, leading for example to
people oversupplying homes with military equipment (3/2 spears for instance)
Cosmetics:
-[Experimental] Oxen waiting for guides will not update their rotation anymore, to
prevent rotating in place
-Removed snow cover from charcoal kilns since they should be warm in theory (?)
-Fixed removing and adding back a vegetable garden extension potentially breaking
its functionality
-Fixed road snap points not spawning on very skewed burgage plots
//-------------------------------------------------------------------------------
Version 0.6.7.3
Major changes:
-Added Claims & Challenges saving functionality (if you've been challenged to a
battle for a region or are claiming one, it should now save properly) [Note:
Untested]
-Added a "verifyAsyncPathfindingData" checkbox that will force check all the data
in async pathfinder for any errors.
[Note: Enabling it will cause some stutter. It's advised to playtest this version
with this ON because at some unknown point the data in 0.6.7.2 corrupted!]
Minor changes:
-Made the logbox less transparent cause it was too easily ignored by the players
-If you only have 1 region, log prompts won't display the region name
[experimental]
-Added sound effects and icons to many other log entry alerts
-Made the log alert display time longer (5 sec -> 8 sec)
-Added color tints to log alerts & extra highlight animation [experimental]
-Added the missing road between Immenreuth and the tradepoint, as well as a few
more tradepoint spawn options
-Plot direction arrow will already show if only a single point was placed,
suggesting where the front might be [experimental]
Crashfixes:
Bugfixes:
-Fixed the infinite plowing bug for other fields than the very first one
-Fixed logbox not scrolling back down to the latest message after it's unhovered
-Fixed travelling merchants not adding stops along their way at the player's
trading posts
-Fixed the empty region loading as the current region in the region panel,
including displaying a ton of problem banners, if the player saved the game outside
of their owned territory and then loaded that savefile
-Fixed dead people not loading correctly. [Note: They will all just use the same
animation/pose for now, WIP]
-Fixed people dying <possibly> not removing the problem banners connected to them
(like hunger or homelessness)
-Fixed the default militia equipment not saving correctly, leading to wrong (too
high) equippedRecruits numbers being calculated for militia squads, as well as
militias having no weapons or shields when rallied
-Fixed regional wealth being consumed when extensions are spawned during loading
the game
-Fixed wheel rotation stopping when the camera is still close enough to see it, now
it should be more acceptable
-Fixed buildings sometimes not connecting to road properly if there was another
building blocking space around the road snap point, most likely located on the
opposite side of the road
//-------------------------------------------------------------------------------
Version 0.6.7.2
Pathfinding updates:
-Multithreaded pathfinding: Most pathfinding calls are now done on separate threads
asynchronously. That should reduce stutter coming from pathfinding to a minimum.
Important note: To test performance gain/impact on different machines, you may use
the "forceSynchronousFindPath" checkbox in the debug panel to compare it to the old
algorithm
-If pathfinding calculation limit triggers, but there is a direct connection found
(which is not ideal cause it's off road), the pathfinder will select this path as
valid and the cart is allowed to go off-road
-When exploring nodes for agents following roads, if the node is further from the
source than the target is, all nodes are considered as penalty nodes. This is to
prevent the pathfinder from wandering around the whole road network hoping that
eventually it will find a direct connection to the target without any penalty. This
should also prevent characters from taking overly long detours.
-Travelling merchants updateTask timer rate increased in case they need to verify
path cause they bumped into something that didn't exist when they were calculating
the path originally
Major changes:
-Floater widgets added when pressing TAB that show most essential info for every
building on screen. These are also depth sorted.
-Gave 1 extra month of cold resistance to spawned villagers so that they have time
to accomodate and refuel properly
-Lv2 residential upgrade no longer increases the max family count, and lv3
increases it to just 2 families per residential building (so up to 4 per burgage
plot with accounting the living space expansion)
-Changed max number of adult sons per family to be, for now, always 1. The number
of those scaling per lv was not communicated by the game at all and was mostly
treated as a bug. In the future, this could be randomized per family or something.
Optimization:
-After placing a building, the game updated AI of every citizen so that builders
would be more responsive. This apparently completely clogged pathfinding with it
taking over 1 second to update.
Added a limitation so that max 10 citizens get updated AI, to keep that early game
responsiveness boost, hopefully should fix the problem.
-Added a stored surplus cache for each building so that it's not recalculated every
time a villager AI checks storage
-Skipped checking distances to every plant to see which one is closest when picking
which one to sow or harvest. It took some computation time and the gain was
minimal.
-Optimized crop growth so that it's growing only half field in one update and
another half in another update to reduce stutter [may need to move it async in the
future as well or time slice it]
-Culled dust from being rendered on plowing animations if the camera is far
-Reworked async snap point links generator - now copies less memory around so
should cause less hitches, plus works more incrementally ensuring results are
transfered to the game quicker (meaning the player, when building plots, will be
able to snap the cursor to the field border quicker, especially early game, since
results will be copied to the game thread quicker)
-Transportation tasks cache. Every time someone does a transport task, the game
stores a pointer to the person in the building. When others are checking how much
is being brought already not to overfill storage, they don't have to check against
everyone in the town anymore, they just use this list. Note: There is a small risk
that someone might do something unexpected instead of finishing their task properly
or aborting properly and pollute this list.
-Added entries to logs to optimize loading times (what takes how many seconds)
-Experimental: Removed snap point generation from loading cauase it was taking up
to 90 seconds. Instead, it's being done asynchronously. This might mean that some
field snapping might not fully work for the first minute of gameplay so gotta see
if it works out.
-Weird as it sounds I've disconnected the heads and hats from the bodies so that
they don't have to calculate relative transformations and just copy the main
transform instead (the offset is baked into the animations anyway). Later I think
I'm going to do it for all equipment parts.
-Added a farming task cache for buildings that grow plants. Similar to
transportation, this should ensure that when checking what to plow or sow or
harvest, peeps don't have to check the entire village.
-Cart wheels won't rotate if they're too far from the camera to even see it
-Added limits to how many villager step sounds can be played at once
Minor changes:
-Added a check for harvesting vegetables to avoid a few occupants going to harvest
the same plant
-[Experimental] further declumping check added for farming tasks to ensure people
form less blobs, especially on home vegetable gardens
-Added another double check so that if someone is freezing but there IS fuel
somewhere in the settlement, the game won't let them freeze
-Decreased the off road speed penalty for handcarts cause it was a bit too extreme
-Thickened the hitching post collision so that the ox is pushed into it less often
Crashfixes:
-When slicing a vegetable garden subplot when it fails to slice one of the fields
during upgrade to lv2 [weird, can be rare and will still result in a fail, just
should not crash]
Bugfixes:
-People not leaving homes when leaving the town due to crime or low approval,
possibly still showing in the "people" tab in their homes [unconfirmed if it
actually happened, but the code suggested so]
-Water not being used up, making people use wells just a single time per plot
-After loading the game, origin region of non-origin characters (like travelling
merchants) could set to region on 0,0,0 (Waldbrand), and after claiming Waldbrand
it would lead to the player taking over the units there, leading to the player
claiming uncontrollable units potentially (like merchants)
-Ox cart not spawning properly for the plowing shed upgrade
-Plants trying to spawn on vegetable gardens when loading the extension data and
calling "changeExtension", even though plant data is loaded separately anyway and
it's all redundant
-Because plants are saving while extensions get recreated on load, it would lead to
plants growing ouside of the generated dirt area. I've made the algorithm more
deterministic to eliminate the randomness.
-Wrong or none production focus choices showing for joiner and armorer artisans.
Joiner should be ablet to produce gear and shields, while armorer helmets by
default and mail and plate armor with development upgrades.
-Added more safety checks when triggering battle music, cause sometimes it didn't
turn off after combat
-If you had one unit of militia with 10 assigned and equipped recruits and you
added a second squad of bow militia, those 10 already assigned would stay assigned
to the same unit, leading to an imbalance in force distribution
-Too many extra families spawning after adding the B-part while the building is
already lv2 or lv3
-Problems with hovering over market stalls and some borders staying visible after
unhovering, because building borders of the market area and stalls overlapped
-Missing recruits status would not show in the squad tooltip for the retinue if it
was under 5 people (Question: Should the player be allowed to rally even a single
retainer? It's very weird to control such tiny squads in the game but up to debate)
-Number of mouths to feed cache not regenerating on load game leading to random
game overs every time anyone died
Cosmetics:
-Tweaked winter tree far away billboards so that less vertical snow stripes appear
//-------------------------------------------------------------------------------
Version 0.6.7.1
Major changes:
Minor changes:
-Added the 'armament delivery' game setup option since it will no longer
automatically always trigger
-Added a safety check in case a house is not refueled but has fuel resources
-Added more bandit camp spawning points to make sure 5 camps can spawn even if some
regions are taken
-Added functionality to the storage filter buttons in the storage buttons & missing
good name tooltips
-When cursor hovers over a building and a villager at the same time, it will
prioritize selecting the building when clicked, unless the unit is very close to
the camera
-Tweaked how the field progress bars work, including showing harvest only when it's
actually harvest time
-Tweaked the trade panel design - added a bit of color coding to make it easier to
find the items player is trading
-Victory condition setting added to the game setup screen [growth victory might not
trigger properly yet]
-Living space stat was added to the region panel since people don't move in as
eagerly
-When assigning recruits to units, a method was added to make sure recruits which
are already assigned to unit Y with higher ID stay with it, even if unit X with
lower ID gets destroyed or deleted. Before, recruits from the deleted units would
populate the ranks of unit Y, and sometimes need to switch equipment, making the
unit ineffective for a while. (also a bug connected to this was found below)
-Added icons on unit cards to show when a unit is missing recruits or collecting
equipment
-[Experimental] made squad tooltip follow the cursor again, cause I think it was
too easy to ignore it
-When multiple building panels are open and player presses the add or remove worker
keyboard shortcut, only the last opened panel will get affected
-Unit proximity to camera is now updating also when the game is paused, to make
sure that cursor behavior which depends on camera distance is more accurate (for
example, even though building hovering is prioritized when camera is high, it
should still hover over villagers when the camera is low)
-Tweaked the "Dark" music to trigger less eagerly (in case 25% of the region is
struggling or approval is below -75%, instead of when even 1 person is hungry or
cold as before)
Optimization:
-Tweaked the instanced component code in the engine not to override custom data
every frame - that should save a few miliseconds with a lot of characters being
rendered
Bugfixes:
-Some actions (planting trees, producing iron slabs) stuck in infinite loops
-Added missing info in the armorer about building converting residents to artisans
-Wrongly distributed passive regional wealth yields from lv2 and lv3 burgages
-Fixed wrong translation script used in the common event popups (eg. hunger) &
construction reserve in the sawpit
-Fixed family members not displaying in the "people" tab if eg. the wife moves in
BEFORE the husband does
-Herbs not being visible in the herbs garden cause they were culled by the dirt
mask
-Retinue editor: Broken armor upgrade with funds button, hidden equipment stats for
ministerialis hiring, ugprade buttons not disappearing after upgrades are already
done for the selected retainer
-Harvest Season was set to start in August in the game logic but in September in UI
logic. Unified it both to September.
-For balancing reasons, only 1 in 6 plants actually gives yields. This is also
better for optimization, as only 1/6 plants read & write to fertility grid.
However, when reading the fertility value in the UI, 6/6 plants were taken in the
account, including those without cached updated fertility. This resulted in wrong
(too high) fertility values being displayed in the field UI.
-Not enough helmets counting as reserved for militia recruits during surplus
calculations
-Sons and wives spawning into empty houses without husbands & not counting as
separate families
-Assigned squad index cache was not shifting after a squad is deleted, resulting in
mixing recruits between units after squad deletion, and thus possibly requiring the
unit to be reequipped as recruits get swapped around
-Recruits would sometimes get confused what equipment they need so I made sure all
militia equipment reserves are unified with a single getRequiredMilitaryEquipment
algorithm
-Being able to open the construction panel during the cinematic pans
-Unemployment culling occupying the same primitive custom data index as random daub
color value, potentially leading to errors with fireplaces being invisible or
visible randomly instead being on when people are employed/present (hard to verify
if it was actually happening)
-Hunters trying to pick up bandit corpses and skin them if they stolen some meat,
because they are technically dead characters with meat on them
-Simply opening the trading post panel triggering a lot of silmuatenous button sfx
if multiple trade items are currently trading
-Moved the weather setup code to a more predictable place, cause depending on
random factors it could be triggered at different moments when loading, leading to
sometimes possibly displaying snow when it's april after loading a saved game and
other bugs
-Disbanded retinue status showing as missing recruits if you have less than max
size retainer unit
Cosmetics:
-Made house icons visible on the snow dark for improved readability
-Added a shader trick that should make snow edge less pixelated on non-ultra
landscape texture quality settings
-Boosted overlays opacity over snow, increased sort order to make sure it draws
OVER the field decals
-[Experimental] Went back to some flat shaded icons in the region panel to make it
more unified (stats = flat, physical resources = shaded)
//-------------------------------------------------------------------------------
Major changes:
-Reenabled the settler camp building to allow settling new regions again
-Added 2 start region options for the Restoring the Peace map
-Passive wealth income from high level housing added (1/family for lv2 and 2/family
for lv3)
a) Scenario selector was removed as a separate screen. Now scenarios work as game
setup templates.
c) All the scenario options like win conditions, Baron's presence, bandits, raiders
and so on can be adjusted separately for more replayability
d) Added a difficulty preset for each scenario template so that players don't have
to spend time on customization if they don't want to
e) Added a requirement bias setting which offsets the residential level required to
make residents angry cause of their unfilled requirements
a) A new workbuilding & job (WIP) - clay furnace. Tilemakers convert clay to clay
tiles. Needs to be refueled.
b) Tiles are now required for lv3 upgrades and lv2 church
b) Gambesons and mail armor actually being reserved for lv2 and lv3 villagers
respectively
-Pathfinding updates:
b) Made sure to verify free radius around the pp again if the obstacle is deleted
c) When adding an obstacle - individual paths are marked for verification. The
pathfinding agents will now only check the newly created obstacle instead of all of
them again.
Optimization:
-Added a visual location update stagger for units far from camera
-Disabled the velocity buffer pass for units if camera is high anyway and it's not
noticable
-Experimental: Medium and Low material quality settings disable frame interpolation
for animation, and low material quality disables transitions to try and make potato
machines cope better
Deposit updates:
-Deposits have new icons similar to berries which show how exhausted they are
Gameplay/balance:
-Changed bandits to not always get baited into attacking other armies if they're
far (example, if raiders spawned while hildebolt is fighting a bandit camp, raiders
would go attack hildebolt instead of going for the raid)
-AI won't chase after bandits if the bandits don't target the AI terrotory
specifically (to reduce the amount of cases Hildebolt protects the player without a
reason - room for diplomacy later)
-All approval requirements have been toned down, to focus on rewarding upgrades
instead of punishing unfilled requirements from the get go
-Increased the trading post storage to 500 pantry and 500 generic
-All starting villagers start with one of their family members to make the starts
quicker + assigning starting families more predictable.
-Increased the construction cost of the lv3 upgrade (added planks and clay tiles)
-Family members will always join the initial settler (husband) after a while,
regardless of approval, for balance reasons
-However, new families won't join if approval is below 50, in order to have any
citybuilding challenge for achieving growth (since approval won't fall as easily)
[experimental]
Minor changes:
-When deleting a market, only 1 collective resource clump will be created, in order
to avoid a glitch when a ton of supply dumps are spawned. (We might have a problem
with people clumping though... To be tested)
-Combined retinue XP will now show on the progress bar (nothing happens when you
reach it yet)
-Treasury and number of plate armor resources will now show and update in the
retinue editor
-You can now upgrade retainer armor if you have enough funds. You can also use the
local resources to buy half price and make the region wealthier.
-Advanced and Master armormaking branches added in order to produce mail armor and
plate armor (no animations yet etc)
-"Goods looted" text replaced with a log entry (limited 1 per building) and "fire
started" text will pop up only if NOT under raid, cause it was spamming way too
much
-Added missing head LODs
-Made random clutter generation & residential variations more deterministic to make
saves more consistent
-Bandit camps won't spawn within already settled regions unless it's due to public
order
-Made sure that travelling merchants stick to roads even though they don't have
horses temporarily
-Workplaces will show a problem banner if the storage is full and they can't
produce goods no more
-When replanning the castle layout, construction animations for each module will
trigger properly
-Added the minimum required house level info to the extension tooltips
-Experimental: Disabled triggering voicelines when people are playing the talking
animations. They were repeating a lot, maybe ambient voices are a better way. I
could add back some mumbling for the animations.
Crashfixes:
Bugfixes:
-Wrong idle animation when starting a battle for one handed units that would cause
shield clipping
-Weapons showing blood on them in the retinue screen for no reason
-Foliage not erasing properly on load game, making some trees which should be gone
regrow
-Units not showing their full size number correctly in the battle mode
-All retainers using 1 handed animations in the editor (not sure if was there in
0.6.6.4 or added in development)
-Removed collision from dirt projecting meshes (lord collided with them in visit
mode)
-Connected to the above - villagers would not switch places when hammering on
construction, resulting to the animation awkwardly looping in place
-Added check to make sure that if there's a homeless family and the husband moves
in first to a new home, extra wifes and sons won't spawn before the old ones can
move in
-Bucket walk not triggering properly when carrying an empty bucket to refill water
-Animation variation not changing if action is the same (eg. idle action would
always play "cross arms" or "kill fly" instead of randomizing them)
-Sheds not erasing properly after expanding living space on lv3 burgage plots
-Development branch required showing in the tooltip even though the development
branch was already unlocked
-Travelling merchants not veryfing pathfindinf when they bump into a newly built
fence [possible that it will only work in the next upload since I can't remember if
I added it before or after I cooked the build]
Cosmetic:
-Implementation of standards for armor & helmets + a system that picks a specific
variation based on the shape of the armor (eg. hood for civilians and hood_puffy
for gambesons)
-Readded the cloth roll meshes (cloth, hide & leather rolls) & sickle mesh
//-------------------------------------------------------------------------------
Version 0.6.6.4
Minor changes:
-If someone is outside the region and gets drafted, he will be teleported back to
his home, so that rallying is not stuck [to be tested]
-Updated the "living space" in the building panel to make some sense [to be tested]
-Market stalls will now list the connected families [to be tested]
-Added a special icon for "transitionary resources" that occupy storage space, but
aren't officially resources yet (small log, carcass, slag) [to be tested]
Crashfixes:
-Rallying squads when fighting crashing because a recruit is invalid (died maybe)
Bugfixes:
-People's arcs not drawing when inspecting the building
-Good reservation bug that would forbid eg. people to take tools from the smithy or
flour from the windmill (reserving produce instead of the crafting material
required to make it)
//-------------------------------------------------------------------------------
Version 0.6.6.3
Major changes:
-Made custom structs for saved inventory, plant, letter, squad, mercenary company,
extension & task data instead of using the existing gameplay ones. Maybe it will
fix the mysterious ox bug and reduce some lag as it was writing to the debug log
like crazy
-Added "save descriptor" files that are generated with saves, so that the load/save
menu doesn't have to load a huge chungus of a file just to read what date/name the
user set. In absence of the descriptor, the full file should be opened, but the
game will try to do that on a separate thread.
-Reworked the deer herd lair location to be stored inside the squad data and not
inside each deer separately (can cause new bugs potentially)
-Reworked the core "get resource" function to account better for what is an actual
surplus and what is going to be consumed by the building [it's possible I missed
some cases, so new bugs are possible, but some transportation ammount
miscalculation bugs might be gone too]
-Changed the home stockpiles to be 1 food/plot & default residential fuel reserves
to 2
Minor changes:
Crashfixes:
-On saving the game when the portrait is missing or some reason
-When relocating the building at the same exact moment as someone is depleting a
resource node (like converting a fallen tree to a gatherable log)
-Added a safety check for a possible crash when releasing double click RMB while
the squad leader dies or his corpse gets erased
-Added a safety check for update egagement lines so that it won't crash if the
squadID is no longer valid (should not be the case but happened)
-Vertex animation plugin crashfix attempt on going to main menu while there is a
remaining null notify event
Bugfixes:
-Save/load menu not filling the whole screen with some resolutions and potentially
cutting off some buttons in some
-When you upgraded the storehouse and had a unconstructed building with a higher
construction priority, people would not be able to get the construction resources
from the storehouse since they couldn't take construction resources from a building
that is under construction
-Sheep not prioritizing pastures over other buildings when searching for home
-Some stall covers not updating on load even though the stall is not abandoned
//-------------------------------------------------------------------------------
Version 0.6.6.2
Minor changes:
-Changed the raid frequency in "restoring the peace" from 50-90 days to 180-365
days
-If you are out of pasture/stable space, animals will only run away if they reach
their home region (and not eg. on the way there)
-Edited the approval tooltip to tell migration thresholds (English only for now)
-Hildebolt declaring total war on the player as soon as he gets 1000 influence -
total war disabled for him since he's OP anyway (up to debate!)
Crashfixes:
-When the enemy squad is destroying on the edge of the map and the player has
currently selected a squadID that is higher than the squadID being destroyed
Bugfixes:
-People having trouble navigating to beyond the map edge (like retreating) since
the pathfinding data is not present there, leading to eg. bandits getting stuck
after raids
-Added a workaround to travelling merchants losing their jobID, though ideally I'd
love to find out when it happens and why
-Construction progress not saving (still may display an empty timber frame though)
-Building being not clickable if the player saved a plot with the living space
extension
-Fixed one instance of the NaN errors happening randomly in the "form a line"
function
//-------------------------------------------------------------------------------
Version 0.6.6.1
Minor changes:
-Sheep will look for open pastures first when searching for a new home and only
later settle with slots in livestock trading posts
Crashfixes:
Bugfixes:
-After travelling merchant buys from the trading post, the storage limits would not
update
-After deleting a well, if the player has exactly one left, the region would think
it has no well at all
-Fixed the "shiny look" in the retinue editor when it's raining
-NaN formation line errors fix attempt [but still happens I think, don't know why
or when]
Cosmetics:
//-------------------------------------------------------------------------------
Version 0.6.6
Gameplay/Balance:
-Tweaked residential requirements for clothing to make sure tier 1 requires basic
materials and tier 2 commodities.
-For now, changed all prices to be static and consistent, until we have a new
dynamic price system
-Increased priority score of transporting consumable food to the granary over non-
consumable (like flour)
-Added a touch of extra complexity to the ambush scenario setup + added more units
to the field battle
-Increased the range when AI considers itself "in battle", plus in the battle
scenarios made sure it always assumes it is "in battle"
-AI using front attacks with non-frontline units even though it uses
"spears_push_front_archers_flank" tactics
-Fixed a bug with AI not clearing its battle tags properly, which would lead to
inconsistencies (battle tags show in the old debug, under "show general debug"
checkbox in the settings)
-Fixed enemy using only 1 frontline unit in "spears front, others flank" tactic
-New algorithm for composing the frontline for tactics like "spears front, others
flank" that is more flexible (can use other troop types if their more numerous or
have better overall defense)
-Adjusted the stamina effect on the army power calculation (it would trigger the
"missile inferiority" tag even before the skirmishing began, because the AI
repositioned troops and lost some stamina on the way)
-Added a wiggle threshold for units that are in a merged formation line but see
higher ground and fall into a corrective infinite loop
-New algorithm for seeking the best high ground defensive spot
-Made archers avoid running through the enemy archer fire zone to get to a target
squad
-Added "arching" if the direct line betweeen the unit and its flanking position is
too close to the enemy
-Added a check that blocks AI from sending more than 2 squads against a single
squad, unless it's flanking it
-Limited distance to which the AI finds its own flanks (calculated from the army
center)
-Added AI decision weight for archers returning fire to prefer weaker targets, and
made stronger targets less enticing to skirmish with
-A better algorithm for calculating danger of arrow fire when choosing potential
destinations, doing actual substeps
-Reenabled the ability to retreat if for example the squad is engaged and being
shot in the back
-Made sure units protecting the backs of other units / following other units match
their sprint mode
-Dedicated frontlines will prefer binding enemy frontlines while the flanks do
their jobs in "spears_push_front_archers_flank" & "push_front_chargers_flank"
tactics
Minor changes:
-Added an ordered distribution system to the market distribution to have more even
variety distirbution of goods
-Added a safety check that noone can freeze or starve as long as there is at least
1 unit of food or fuel in the region
-Added extra logic to the fabric stall owners & warehouse workers to ensure having
variety of cloth goods more rigidly
-Also because the warehouse workers bring 10 goods at once with the cart, they
could easily clog the market with poop goods. Therefore, they only will help to
supply stalls that are at least half empty.
-Updates to the vertex animation plugin that SHOULD solve some weird issues, like
people animating while paused + fix some crashes on going to the main menu and
loading. I already saw some flickering though...
-Tweaked the unit position updates to ensure smoother movement on 60+ fps
-Construction and field priority will now display as names (low, medium, high etc)
-Set "missile alert" stance to disable when the morale is too low
-Adjusted attack rates to be higher (and bound them to the unit stance again, so
that push attacks more often)
-Adjusted soldier spawning locations in the battle mode so that the formations are
less tight and less perfectly even
-Tuned the stances to have a bigger impact (defensive to rise defense and missile
alrt to rise missile defense and lower melee defense)
-Added refueling, unit individual cosmetics & unit consumption dates to save data
-Added a "no demand" text so that there's no confusion to why they don't put cloaks
on the market if you don't have lv2 houses yet
-Market UI should now dynamically update as it's being resupplies and with daily
goods redistribution update
-Added a "being pet" action so that the animal doesn't move and clip while it's
being pet
-Added a tutorial about how militia unit recruitment works (no video yet)
-Sick people will now return the cart before going home to rest
-Game over camera pan may trigger if all the player units are routed in the battle
scenarios [untested!]
-Changed the retinue squad icon to a star to make it stand out more, banadits also
get a maul icon
-Rewrote the friendly fire line of sight algorithm for archers although turned out
there was nothing wrong with it. Maybe made it worse!
Audio:
-Swapped gentle cold track for a more finalized, less dramatic version
Bugfixes:
-Villagers not being able to find handcarts & not being able to equip them
-Market peddler chatter not being constrained by game speed / camera distance
-Two bandit leaders spawning sometimes when there should be only one
-Added extra check for oxen not to overfill logging camp storage
-Assigned sawpit ox possibly not bringing logs to the sawpit from logging camps
-People vanishing together with handcarts if the approval gets too low
-Wrong pathpoint indices probably being removed when deleting a building, leading
to possible long term pathfinding errors ("removePathPoints: REMOVE PP INVALID
INDEX.." message popping up)
-Ox starting to "run" without a running animation when it's within a border of a
building that it's on fire, and never stopping "running"
-Fallen trees not saving properly (there might still be a mismatch of the tree
cosmetic appearance)
-"get all enemies in the way" function breaking because of improperly calcualated
bounds, leading eg. AI to not attacking
-The "friendly fire" icon (crossed eye) won't display when archers are out of range
-Freeze and a possible crash when demolishing a building while field snap points
are being regenerated. Especially common after loading the game, where the game
needs to work through a few thousands of points.
-Church lv2 scaffollding always spawning on load even if the church is completed
-Pasture space and stable space not displaying correctly in the building panel (+
added tooltips to them)
-Sheep having a prancing animation when they "carry" wool. They will still
occasionally run - for fun.
Cosmetics:
-Hats converted to animated meshes as a workaround to the weird 1 frame offset bug
-Increased wheat draw distance & field border shrubs draw distance
-Added a carrying walk for the empty water bucket & a bucket idle animation
-Added missing bag texture & berry/bread baskets (baskets contents are still
missing due to the animation rework)
-Added some fields and shrubs to the field battle scenario (WIP) + made the fields
non selectable
//-------------------------------------------------------------------------------
Version 0.6.5.3
Bugfixes:
-Added a check if demand has been reached to the warehouse workers too so that they
don't oversupply stalls with basic goods, leaving no room for advanced goods like
clothes
//-------------------------------------------------------------------------------
Version 0.6.5.2
Minor changes:
-Made iron deposits have 999 stored iron while deep mining is not implemented yet
-Winter start changed from January to December, and Summer start set to June
-Blocked market stall workers from supplying goods if the region supply/demand is
already met, in order to make sure that there's enough space on the market for more
good variety (example workers filling all the clothing stalls with leather and not
leaving enough space for cloaks or clothes)
-Handcarts are no longer required for barrel transportation, villagers will roll
those barrels in the future. Remove the handcarts from the tavern.
Crashfixes:
-Rare crash when someone was trying to pickup a resource (or handcart) that got
removed and is no longer valid
-Load game: Misaligned storage for good ownership assignment on load game
Bugfixes:
-Loading a saved game will remove mining deposits and Regional Wealth
-After setting custom resolution and enabling Fullscreen mode, the title will
improperly detect position of the cursor
-Servants do not get back to their task after unpausing the Manor
-Loading the battle scenario would double spawn units and do all kind of weird
things
-Fixed the bad offset overlap and missing translation key for the production focus
window
-Enemy status not saving, leading to bandits being friendly after loading
-Beekeeper's torso disappearing due to the old robes model being discarded
//-------------------------------------------------------------------------------
Version 0.6.5.1
-Achievments fix attempt for Steam [might still require more steps sadly]
-Fixed a very common crash whenever a unit died/got erased and polluted the
spatialization cache with an invalid pointer (oops)
-Implemented a vertex animation plugin fix that should reduce stutter from asset
loading suddenly flushing all async loading
//-------------------------------------------------------------------------------
Version 0.6.5
Major changes:
-Cloud saves functionality added for Steam and Microsoft Live [Warning: hasn't been
tested yet]
-Introduced an extra unit spatialization grid to make checks for nearby units more
performant [Warning: A small risk of units getting stuck in collision while some
settings are still being fine tuned. If it happens, use the boop tool for now. Hope
it doesn't happen though.]
-Moved unit instance build tree to async [Warning: A small risk of "ghost"
equipment being left after unequipping, for example floating logs. Fingers
crossed.]
-First localization pass implemented [still experimental, lots of keys missing, but
feel free to test your languages!]
*Full retinue
*Survive a year
*Defeat Hildebolt
*The merchant
*Cheerful Metropolis
*The vigilantes
Minor changes:
-Added the ability to rebuild the scenario mill and granary ruins
-Added a function to store last 3 voicelines and check for repetition when picking
the next one
-Boosted archer effectiveness again (reduced the shield & armor bonuses for the
defender, for more detailed info on calculations use hoverUnit logs in the debug
panel)
-Increased archer's effective range from 7100 to 8500 units (~75 meters)
-Reduced the distance to target penalty when AI is thinking how to position their
archers. So what if they have to run far? (experimental)
-Building collision data gets preloaded and startup, should cause less hitching
-Removed the cost from the herbs garden to make the herbs vs hides starts balance
more equal
-Tweaked AI to score higher on retreat command depending on how far the command
target squad is (prefer to run away from the closest enemy ratehr than some further
but stronger one)
-Fixed incorrect icon for clothes in the description of the Tailor's Workshop
upgrade
Crashfxies:
-Pausing an artisan building laying off the perma assigned artisans and thus
causing a crash
Bugfixes:
-The player can increase the work size area after reaching the limit of the
"work_area_size" bar
-UI scale setting will now save properly (including between the main menu settings
and in game quick settings)
-"Game paused" being visible on the game start even though it's not paused
-Clicking "back" in the player customization menu going all the way to the main
menu instead of to the scenario selector
-Color options visibility not updating if you switch fields in coat of arms creator
(for example, switching from a field with no symbol to a field with a symbol would
not make symbol color options visible)
-When you first open the coat of arms creator, the secondary background color was
visible even though there is no secondary color on the default background (it's
solid red)
-A short freeze when starting the battle scenario because collision was trying it's
best to inverse a 0,0,0 matrix
-Pressing home, cottage or road keyboard hotkeys unlocked in the battle mode (also
caused a crash)
-"Loserville" showing as the log entry region name when no region is specified in
the log entry
-Fog not triggering unless the user enters map mode at least once
-Villagers not refilling other people's stalls, for example if a cobbler owns a
stall and there is a tailor in town, the tailor would not be able to sell their
produce without setting up another stall (which could possibly be hampered by
supply/demend being too low to justify building another stall, effectively blocking
the tailor from selling their produce completely)
-"Early food" tutorial (about berries and hunting) not displaying correctly
-Secondary family members showing as unassigned even though they have a job
-If AI got too separated during the battle, it would sometimes consider it won and
stop the AI systems too early
-Fleeing squads not being removed from the game properly (if they are bandits or if
in battle mode and if reached the map edge)
-Iron not produced when the mine is placed on the very edge of deposit
-Enemy units may remain at the edge of the map after retreating from the battle
-Soldiers not facing the right way when they finish pathfinding
-Tuned the fog settings to make sure there is a layer of it during the winter
//-------------------------------------------------------------------------------
Version 0.6.4
Minor changes:
-When rallying an incomplete squad, other assigned recruits that didn't find
equipment will be returned to the recruitment pool
-Added drop points to market stalls that are on the left and right of the stall
-Reworked the main menu & settings menu layout to reduce issues with certain
resolutions and UI scale
-Build version will now disappear when entering settings in the main menu
-Bandit units will no longer reform after their morale is broken, they'll always
run away and disappear on the map edge instead
-Game pause and alert won't trigger if an enemy unit came out from the fog of war,
but is fleeing anyway
-Disabled stabbing for sidearms (since spears had to have corrected offset, and it
created visual errors for short weapons where they were sliding into air on some
attacks)
Bugfixes:
-Map not accessible via M hotkey if militia units are being selected
-Wrong translation key for the camera settings and "on" settings
-Wrong equipment allocation for militia recruits (eg counting recruit as "equipped"
even though there is not enough equipment stored in the house for everyone)
-Adding too many militia recruits and exceeding the max squad limit
-If one squad would reach full, it would abort recruit distribution and effectievly
block following squads from being filled with recruits
-Rally button broken and rallying units even before a destination is placed
-Pressing rally on multiple squads selected of which some are already rallied
leading to unexpected results
-Lv3 burgage plot upgrades not taking residential requirements into account and
allowing the upgrade even if they are unfilled
-"Not timed" quests counting days anyway and triggering "quest finished" after time
has passed
-Quest marked as 'successful' even though not all objectives have been completed
(skipped a check if all the buildings are indeed constructed)
-Being able to scale the work area above the maximum value
-Market stalls should now not get clogged, or at least should happen far less often
-Building not connected the road network problem banner triggering on unconstructed
buildings
-Added a function to force remove the weird autogenerated 0x0 resolution option
Cosmetics:
-Added the missing deer carcass carrying animation and resource visualization
Version 0.6.3
Major changes:
-Weapons are no longer given from the start, instead there is a new hidden quest
called "weapons delivery" that will reward the player with weapons once he builds 5
houses and a warehouse (restoring the peace scenario)
a) All residential walls and fences now instanced (should run much faster)
c) The fence pathfinding obstacles are spawned only after construction of the fence
segment is finished, making it easier for villagers and oxen to navigate into an
empty construction site
a) Fixed the settlement level requirements for all 6 levels, from small village to
a large town. Together with settlers camp (level 0) it adds up 7 settlement levels
and 6 development points.
c) Lv3 plots will now count to lv1 and lv2 settlement level requirements, and so on
(it became number of plots minimum of level X)
d) After reaching max settlement level, the tooltip will say so and no longer
display a requirement of 999 houses
-Mushroom resource removed. It was creating design inconsistencies and didn't end
up serving its original purpose - fixing the forager vs hunter start balance.
-Bandit squads won't start raiding until there are a minimum of 5 of them
-Made hunters not produce hides until you unlock skinning development branch, to
make hunting and gathering starts more equal, and make dev branches more juicy to
unlock
-Every region can sustain up to 2 apiares by default. Having more than 2 apiaries
doesn't increase the output.
-Boosted bakery extension output compared to the less efficient communal oven
Minor changes:
-Capped holes in lv3 facades without expansion upgrades with gates and walls [WIP:
"right anchored" trapezoid plots may still show some holes]
-Bludgeon idle anim override added to avoid bandits holding bludgeons like it's a
halberd [requires confirmation]
-Symbol color dropdowns in the coat of arms editor will only display if any symbol
was selected
-Automatic Sir/Lady prefix removed from the player customization menu (might cause
translation trouble and then some)
-Tutorial pop-up messages which are pausing the game got updated, they will no
longer auto-unpause on clicking "got it" as the user might have tinkered with the
game speed already
-Changed "restoring the peace" quest objective tooltip when accepting the quest not
to list all the regions individually and instead just say "claim all regions"
-Development tree tooltips now show detailed descriptions of things they unlock,
like buildings and upgrades
Crashfixes:
Bugfixes:
-The ox and market stall straw stretching to the heavens occasionally when the
vertex shader RVT samples the wrong mip (Forced the pixel shader to sample RVT mips
of the heightmap to fix t)
-Clicking "got it" on tutorial pop-up not affected by the sound settings
Cosmetics:
//-------------------------------------------------------------------------------
Version 0.6.2
Minor changes:
-If a stall owner happens to have a cart equipped, they will consider bringing more
units of food or fuel to their stall
-Because of the horse rework, all merchants will temporarily travel on foot.
Placeholder asset was replaced with the backpack guy.
-Overlays won't draw over dirt anymore to make it easier to read where roads go
during field placing [experimental]
-Added a timer on squad retreat/reform so that it doesn't trigger like crazy when
it's on the very edge
Bugfixes:
-Granary workers not unequipping their work carts when collecting home supplies
[debatable but easier for consistency]
-Construction workers not working and building not getting finished due to logs for
fallen trees being counted twice and disappearing
//-------------------------------------------------------------------------------
Gameplay:
Minor changes:
-Draw distances: Increased draw distance of the ox log, fixed the infinite draw
distance of some animals, doubled shield draw distance
-Extra raider spawns option disabled in the Restoring the Peace scenario
-Hildebolt is now forbidden from hiring only archer mercs to clear bandit camps
unless he already has melee units to support them
-AI armies are now discouraged from navigating to locations occupied by buildings
-Finishing moves will now align to ground slope to avoid clipping through ground
Bugfixes:
-Handcart animations not overriding other locomotion (for example being sick)
-Exclamation mark showing in requirements even though it's been fulfilled [to be
tested]
-AI toggling shieldwall too quickly for the archer bait tactic
//-------------------------------------------------------------------------------
Major changes:
-Complete rework of the unit animation & rendering system
a) Far more optimized for VRAM, allows for more frames of animation, more model
variety and custom notifies for extra effects
b) Complete rework of the humanoid rig that includes bones for physics simulation,
finger animation and facial expressions incl. head retopology with added tongue,
teeth and animated eyes
a) The baron owns regions in the north, bandits camps pop up randomly
b) You can press claim to regions once you clear the enemy forces
-Complete makeover of unit role code (who is an artisan, who is a wife, a son, a
soldier etc), should result in less confusion when eg. unit is changing role to
soldier while being rallied to combat
-New plot slicing algorithm with actual previews of where the initial cottage,
expansion and extension will be placed
-A new simple cinematic sequence system, for now used for a few game over pans over
the dead village before showing the summary screen and the intro screen (without a
"jump glitch" anymore on transition to gameplay)
-Addeed a different, auto playing non-fullscreen popup message system for very
significat alerts (for now it's famine)
-Building animation subsystem added + first animation (for now: the well)
b) Concealment level 1 means squads are hidden while moving through the forests,
but become visible if encamped or outside the forest zone (default for all units
right now)
c) Concealment level 2 means squads are always hidden while in the forests and if
far away from any of the player squads
d) More color options added, including setting individual colors for different
equipment slots
Minor changes:
-Added a simple combat experience stat which affects morale and is gained while
fighting (not in UI yet)
-Road guide points created pathfinding points too, making pathfinding without any
roads smoother. These points are more attractive than points created by the
building parts, so villagers should be more eager to go around the building instead
of forcing their way through it
-Readded Tithe as policy - gives out 10% of food to the church monthly, 1 food = 10
influence
-Cleaned sheep behavior to always stay on their home pasture (it will get a small
shed on the pasture later)
-Corpses are added to the region regardless of whether the unit has migrated there
(eg. bandit corpses will be accounted for)
-Dead units are removed as region residents to avoid unnecessary calculations for
them. To balance this a "mourning period" variable was added to ensure 30 day delay
until a new person can move into the building.
-Blood will disappear off combatants after a while & when disbanding [Note: blood
visuals temporarily disabled because of the unit rendering rework]
-Changes to rallying family members behavior: Artisan family members will continue
working at their shops, while basic families (serfs?) will turn unassigned and only
do idle jobs
-Placing new plot points is no longer locked if the player can't afford them
-Short extension plots will have less sheds on them, so that they hopefully don't
extend over the plot length
-"Expand residential" won't show anymore on plots that are too narrow anyway
-When relocating a building, the task building targets will switch (eg a unit that
was trying to put something down there will now navigate to the moved place)
-Road tool won't add a point if it's obstructed and will play a indicative sfx
-Road tool won't add a point if it's practically on top of the starting one if only
1 point has been placed so far. Otherwise it's allowed to enable creating loops.
-Offseted shadows quality settings to start at previous medium and end at higher
than previous ultra (removed the potato mode)
-Changed how hammering points are generated for construction process, should cause
less random walking around
-Bird flocks added back, but now they're simplified & optimized (just circling
around) but are actually noticable
-Dynamic FOV is now part of the cameraMovement function, should remove 1 frame
stagger that was visible on low FPS
-Market supply UI completion (shows actual % of demand met plus in the tooltips
shows which tier of commodity requests will it satisfy)
-When you hover on market supply categories, residential buildings will tint to
show individual supply/demand
-Added another update call when ox guides are nearing the ox to make them more
responsive
-Deprecated player coat of arms are removed from the region panel view, instead a
border is added to help identify which regions belong to which character
-Added a log notify when other lord's squads become visible even if they arent
enemies
-Tweaked AI not to abrubtly change its mind after it already committed to a charge
-New forest litter mask that should no longer flicker, it's redrawn oncce per year
(so after the winter, the grass should regrow on the deforested areas)
-Soundtrack updates
Gameplay/balance:
-Squad power calculation ignores the ranged attack of archers engaged in melee
-Converted stone resource clumps to fieldstone, removed old fieldstone that was
scattered all over the place and hard to see, prepared a new WIP resource called
stone blocks that wil have to be quarried in future builds
-Slightly increased the walking speed, increased the construction hammering speed
-Not filling some requirements for residentials lowers approval again. They are
marked with an exclamation mark.
-Berry capacity changes based on the starting month and their starting capacity is
maxxed at 75%. Berry bushes reduced from 12-18 to 8 per deposit.
-Husbands also setup market stalls now that approval depends so much on it. Also,
the priority of setting them up by AI is drastically increased.
-When someone dies or leaves, the approval memories connected to the person are
erased. This is done to prevent death spirals of approval loss because someone left
rising the proportion of the effect based on lower population size.
-Pressing a claim is blocked if any enemy army is present in the region (eg bandit
presence)
-Priority of refueling houses increased so that they don't get cold even though
there is firewood available on the market
-Early construction is allowed even when logs aren't delivered, but the
construction speed is only at 25%
-Stall owners won't go and just peddle if there is more pressing stuff to do and
noone to replace them
-Ranged units morale army impact effect is proportional to their shooting range
-Morale squad completness factor removed from army proportion and will be re-added
as a separate morale factor (dead companions)
Bugfixes:
-Road tool sometimes flickering when it's on the very exact edge of collision
-Rallying stall owners to militia having the family be stuck with that stall
forever and potentially selling weird stuff like planks or iron on the market
-Status tooltips not displaying over warning signs in the family list
-No hover tooltip over imported oxen also fixed the problem of imported oxen
getting stuck when delivering logs (game thought they're trying to import them
cause the ox was not owner by the player)
-If a unit dies while its squad is being rallied, it will check if the squad should
now consider itself fully rallied (caused the squad to be forever marked as still
rallying if happened)
-Army cards will update every time a unit gets rallied successfully, rising the
squad number properly
-Fixes to "split plot in 2" function resulting in some plots not dividing properly
-Fences still spawning double due to the cottage not registering as a residential
building when it's checked
-Preview road snap points not displaying for some residential plots
-Spawning livestock merchant failing because the position is obstructed (now gets
an extra 100 failsasfe attempts)
-Vegetable garden path stretching all the way to 0,0,0 if B-part can't be fitted
-Vegetable garden shrubbery not being deleted after deleting the extension
-Not being able to snap fields to one of the plot corners sometimes
-Collision avoidance treating idle units in the way as if they were still moving
and failing
-Residential plots with extensions not removing foliage from the construction site
-Deer detecting sneaky hunters too quickly, making them often ineffective
-Ox guides being chosen as conversation partners when they are supposed to be
working
-Conversation task not aborting for the listener if the initiator was delegated to
a task and is no longer available
-Livestock transfer not completing if the hitching post was moved or deleted
-Player not being notified when deer are migrating because a tree was chopped down
in their habitat
-Plots not generating snap points on subdivided edges if first corner was snapped
to a road
-Relocating a building with employed workers would mess up the active worker count
-Villagers running away from raiders will no longer hide inside the homeless tents
-Raider AI fixes
-Corrected people sometimes spawning inside the tents when starting a new game
-Obstacle avoidance having problems when units are of the same squad and one of the
units already finished pathfinding
-Homeless entering their camps if they're sick and disappearing (maybe I could
actually show them lying there in the future?)
-Road guide point links not removing when placing a new structure over them
-AI updating tasks (and enemies shouting) sometimes when the game is paused
-Squads getting partially 'glued' to another target squad, making the AI units
dance back and forth
-When colliding with the enemy, some units would abort tactical retreat
-Enemy units stopping the charge when AI sets the sprint mode on
-Enemy units sometimes navigating to the very same singular point instead of
following formation trajectories [to be tested and confirmed!]
-Squad status icons not displaying & wrong squad status text
-Going back from map view mode would not set the game speed to the one that was set
before entering map mode
Crashfixes:
-When closing the game/exiting to the menu if the field point links are being
calculated in the background
-Trees in settled regions will now output motion vectors to produce less blur when
it's windy
-Game crashing when all squad members were killed and the music system is trying to
check the battle intensity
Cosmetics:
-Wind impacts the raindrop angle, making storms look more violent
-Made building bounds output to the velocity buffer to cause less smudging when
placing buildings
-Added a small progress bar indicating month progress near the date [looked as if
it was the progress of the season and not the month]
//-------------------------------------------------------------------------------
Version 0.5.8.6
Minor changes:
-When playing the talking animation, voicelines won't trigger on faster game speeds
(was very weird how quickly they triggered)
-Changed the order of where to drop resources if the original destination got
deleted: Granaries/storehouses are prioritized and if there's no warehouse space
anywhere then the item gets destroyed not to cause random "why are there tools in
my firewood stall" situations.
-If not consuming firewood yet, the supply meter will display "No consumption"
instead of 999
Gameplay/balance:
-Instead of putting down fires, rain slows them down and makes them not spread.
Reason: Thunderstorms causing fires were instantly extinguished
Audio:
-Increased the attenuation on pickup/putdown resource sfx to make the town sound
less quiet when camera is high up
Bugfixes:
-Plot border not subdividing for snapping if one of the corners touches the road
-Residential buildings not refueling properly due to day of the month being
calculated AFTER the refueling function
-Avoidance system triggering for the ox & its guide if he or she is guiding but not
"reserved" somehow, leading to a kind of a weird wiggle dance
-Ox not setting the guide as "reserved" if they are a pro guide, possibly leading
to other bugs
-Disabled collision of dirt that was glitching out the visit mode lord
-Villages producing goods (like planks) even if there won't be enough space to
store them due to not accounting other parallel workers and producing multiple
instances out of 1 item (eg. deer carcass->skin AND meat requiring both pantry and
generic storage)
-Handcarts not always going via roads even though they were ordered to
Cosmetics:
//-------------------------------------------------------------------------------
Version 0.5.8.5
Pathfinding/collision changes:
-When two units are near their destination and they fight to get to the same spot,
without any task to perform, they just consider their path as complete and stop
bumping
-Humans don't push oxen anymore unless they're in rest position
-Units getting stuck on static obstacles like fences bug fixed (obstruction==2 in
debug if someone is curious)
-Clogged path point detection distance increased & general clogging system fixes.
Clogging on roads no longer triggers.
-If a unit collides with stationary unit, it will ask that stationary unit to move
out of their frickin way
-When projecting a squad line, the projected positions will collide with obstacles
like town fences and push the unit down the formation if needed
-Squadfinding with ignore the line width limitations on road and adjust the
formation to have less columns instead
-Hard limit of how much squadfinding will attempt to find a wide path instead just
using the narrow one
-Extra path postprocessing added for individual pathfinding to smoothen out those
sharp turns [experimental!]
-Improved unit movement staggering issues on higher game speeds caused by internal
squad collisions
-Close units are sorted by distance when cached, should improve collision
resolutions (and speed) when doing collision queries [experimental!]
-Once a unit reaches a target path point, but has leftover velocity, it will
continue the movement algorithm. Should make movement appear much smoother on
higher game speeds, but at a higher cpu cost. [experimental!]
-Ox "mindfulness" system. Oxen try to space out and calculate their priority. They
will let the higher priority ox go first, eg when it's trying to leave a plot
through a tiny gate...
-New collision avoidance system. Units project their velocity vector and try avoid
potential collisions with other units either by slowing down or changing their
movement vector [very experimental]
-Plots generate additional pathfinding points further from the border to help
squads navigate better around them
-Fixed pathfinding bug where after optimizing a rotation function rotating right
outputted rotating left.. resulting in wrong formation projections when squads
where moving around obstacles
-"Challenge to battle" diplomacy paragraph added for the baron scenario (WIP)
Minor changes:
-When praying over a dead body, villagers will face the corpse. They will also
avoid standing on it while doing it...
-Villagers don't go hammering until all logs are delivered so oxen don't have to
squeeze through a huge crowd with their logs
-Moved that road near Leyfeld cliff that screwed with the merchants
-Villagers will now gather home food supplies from the supply dumps too
-Changed the send letter button to be more obvious and made overall changes to the
screen design
-Also made region view hide the main tabs [experimental] [WIP]
-On the event screen, quest objectives and time constraints now show when hovering
the "accept" button to make more room for the main text
-Quest fulfillment check added when construction gets completed and removed from
timer for extra optimization
-Optimized quest objective GUI not to re-spawn them every time objectives are
updated (can cause new bugs?)
Gameplay/balance:
-Handcarts no longer are hard locked by the lack of roads. Instead, they go 1/2
slower off road. [EXPERIMENTAL. I'm not sure it improved things since connecting
starting supplies is preferable anyway, and snapping roads to road connection
points now doesn't mean anything.]
-Each plot consumes 1 firewood per month during warm months and 2 in the winter.
[EXPERIMENTAL]
-Reduced egg yields from chicken coops to 1/15 days (from 1/4 days)
Bugfixes:
-Bug when speedfactor (syncing speed to remain in formation) was badly calculated
for units that have to avoid obstacles
-Grass meshes not culling from the marketplace unless you build something near
-Fixed pathfinding bug where after optimizing a rotation function rotating right
outputted rotating left.. resulting in wrong formation projections when squads
where moving around obstacles
-Attempt at forcing engine to flush RVT to fix levitating tree trunks [doesn't
always help sadly]
-After spending your last dev point, the top button would still show that it's
available
-Enabled unit collision for the travelling livestock merchant (can't remember why
it was disabled.. debug?)
-Two squad icons overlapping forever if spawned directly on top of each other
-Merchants sometimes spawning inside each other and being forever stuck
-Field snap points not spawning densely enough on non-subdivided plot segments
making some L-shapes impossible
-Buildings near the camera cache not updating, resulting in invisible road snap
positions for the starting buildings as well as worse optimization later
-Helmets not displaying in the editor for retinue members that were disbanded [WIP:
They aren't 100% matched to the correct variety yet]
-Fixed the glitch when a unit is being destroyed and it messes instance arrays for
other units, making eg. dead units do run animations
Crashfixes:
-Crash when a trader emigrated (or something) and lost reference to the home region
Cosmetics:
-Exposure brightens when looking straight top-down when it's cloudy [experimental]
//-------------------------------------------------------------------------------
Version 0.5.8.4
Major changes:
-Disease updates:
Minor changes:
-If there are no servants living in the manor, the retinue will get supplies
themselves
-Mobilized soldiers will use region's resources for warming up even if their homes
are not refueled due to them not being present
-When you first build the manor, 2 servant families are spawned and permanently
assigned to it
-Because of that, homeless no longer may move into the manor because they would be
locked from worker pool [experimental]
-Immigration will happen even without the well being built (lack of well will cause
approval loss instead)
-Fields and pastures can no longer be looted and set on fire by storms/raiders
-Vegetable yield lowered from 1/3 chance per plant point to 1/10 chance
-Vegetable garden growing speed reduced from 2.0x of base speed to 1.5x
-Made sound cue louder when thunder is hitting one of the buildings + added extra
prompt when it happens
-Removed the settlement level icon from the region panel and changed the dev point
wrapper to a pentagon to reinforce the pentagon=dev points idea
-Wild animals icon will cling to their lair regardless of if they're temporarily
startled
-When unassigning a family from workplace, it will first try to unassign one
without a market stall attached [experimental]
Bugfixes:
-Not being able to build the herbs garden upgrade for the forager
-Homeless tents never disappearing if one of the homeless dies before they all find
accomodation
-Goat pens not locked properly if you don't have the goatkeeping dev branch
-Crash when workbuilding was set on fire and game couldn't validate a worker to
unassign
-Crash when field was on fire and fire was put out
-Crash when constructing a tailor extension for a plot that has wrongly calculated
corner points (due to an unresolved plot shape)
Optimization:
-Slowed the continuous virtual texture updates from 60 to 1 (mainly making market
dirt update slower)
Cosmetics:
-Flowers take longer to grow after the winter and cull quicker in the late autumn
Experimental:
//-------------------------------------------------------------------------------
Version 0.5.8.3
Major changes:
a) New branch: Foreign suppliers, allows setting up market cart "stalls" that will
always provide bread and firewood as long as the region can afford it
b) Goat pen requires the "goatkeeping" branch
Minor changes:
-If raiders are near, peasants will run to the nearest shelter in the priority
order: Manor, Church, Home.
-Raiders throw torches to set the building on fire (cliche I know but I think it
was needed)
-"Goods looted" feedback text added so that the player knows when bandits are
stealing
-Equalized stamina consumption when fighting (to be depleted over time when engaged
instead on attack animation)
-Squad cards show max squad size consistently instead of switching to how many were
rallied
-Optimized voice response audio tags to be stored per squad and not per unit
Bugfixes:
-Enemy squads not being able to pathfinding to the center of the region because it
was built over
-Raiders getting stuck trying to torch buildings in the rain while the rain puts
the fire down
-Raiders getting stuck in murder loop even though their friends have ran away
-After moving a building, people kept working in it before it was fully constructed
-Peasants who died of fire while garrisoned inside were stuck in idle pose looking
goofy
-Region not marked as "under attack" properly, not turning the battle music on and
possibly breaking other things
-After building the manor and selecting it, not being able to select anything or
building panels turned grey
-Not being able to hire retinue after it was wiped out in combat
-Retinue head icon not generating after hiring a new retinue member
-Hiring new members of the retinue not updating the squad card UI
-Circular building preview bounds and rally point preview not displaying
-Removing a squad screwing with bound retinue squad ID, making retinue rally as ..
archers for example
Crashfixes:
-Random crashes probably caused by the extra debug lines being drawn asynchronously
-Crash when right clicking a unit card after squad got wiped out and then refilled
with fresh recruits
-Right clicking the retinue card would disband them and cause a crash
Cosmetic:
-AO adjustments
Optimization:
-Moved detail tree wind from the pixel shader to the vertex shader
//-------------------------------------------------------------------------------
Version 0.5.8.2
Major changes:
-"Prepare for raid" quest added for the robber scenario (WIP)
c) Water level in streams is lowers, sun rises, light tint changes, grass gets
drier, ambience changes
Balance:
-Goat pen extensions now gives animal hides instead of milk (2/moth)
Minor changes:
-Settlement button in the region panel shines when there are devpoints to spend
-Tiny market stall icon added for worker families who own a stall
-Optimized field snap points to be only generated for roads around settled regions
(hope it won't cause bugs)
-Plot snapping points disabled for circular buildings like supply piles which are
gonna look weird anyway
-Lambs do "baah"
-Neighbouring buildings will check if their fences overlap, if yes then they won't
be constructed double
-"storage full" problem won't trigger if it doesn't overflow, for example 2/2 logs
in a sawmill
-Added setting to adjust the landscape texture resolution incl. a higher value than
was available before
-Lazy task algorithm changed to always pick something instead of just.. staring
into the void
Bugfixes:
-Preview bounds now bend on slopes again
-Field snap point links didn't regenerate after road was deleted
-Rotating the plot using the button and removing some field points breaking the
arrow direction and possibly other things
Cosmetics/Look development:
-Swapped textures to show actual soil below grass instead of fake grass texture
[experimental]
//-------------------------------------------------------------------------------
Version 0.5.8.1
Minor changes:
-An extra arrow displays the front when placing a residential plot
-Plot algorithm extra collision checks when snapping and general tweaks (WIP)
-Reenabled the baron scenario but made him an off-map entity (WIP)
Cosmetics:
-Preview building bounds are no longer distorted by grass (but not working on
slopes yet)
Crashfixes:
-Crash when a raider hits someone without a squad leader (like a peasant)
Bugfixes:
Experimental:
-Show-offy building border highlighting on hover and click (with one extra bug
added)
//-------------------------------------------------------------------------------
Version 0.5.8
Major changes:
a) Public order works similar to approval, the peasants memories are stored and
summed. Past memories have smaller effect.
h) Having a Manor increases public order and the lack of it decreases it after
village level is reached.
-Peasants now might decide to leave the town if the approval rate is low
a) Bandit groups may now decide to stay on the map (for now they just go to 0,0,0).
b) Squads can now use an encamp skill that causes them to become immobile and spawn
tents. In the future it will make them rest, heal and possibly consume rations.
Note: Encamp button is not yet enabled for the player to use.
c) ... But bandits do use it to encamp when they reach their home destination.
d) When an encamped squad notices an enemy near, the soldiers get mobilized again
a) Charcoal burning added back. Makes 2 charcoal out of 1 firewood, making fuel
consumption more efficient.
c) Herbalism branch unlocks a herbs garden upgrade for the forager. Herbs can help
to heal ilnessess quicker.
d) Bee spots and the Beekeeping branch reenabled (the beekepers outfit is disabled,
will be reworked)
-Retinue updates
Minor changes:
-New sound alerts when enemy is sighted, when family turns to banditry and when
emigration happens
-Now every region can sustain at least 1 apiary and the Flower Meadows became a
significant boost
-Raider frequencies adjusted and the raider-free guaranteed period rised to 400
days
-Oxen will prioritize moving logs from exposed supply piles to the logging camps
-Audio sliders functionality unified, master slider added, alert slider added
-Enemy mercenary/raider armies don't get baited unless you approach them
-"Home" button functionality reworked to work even if "home" building was deleted
and navigates to the center calculated based on constructed buildings rather than
just region position
-A warning displays when placing a mining pit outside of any deposit range
Bugfixes:
-Thunderstorms get darker than normal rain, not the other way around
-Some cases of houses extending beyond plot border or fences not spawning fixed
-A very certain shape of plot with short left side breaking the extension spawning
-After rallying and right clicking to send squad without dragging, the squad
wouldn't move correctly and potentially crash
-Fixed the camera moving left instead down when touching the bottom edge of the
screen
-Fixed colored desposit decals not displaying (and made their range more clear)
-After being demolished, leftover parts of the building persisting (eg. homeless
tent or two)
Cosmetics:
//-------------------------------------------------------------------------------
Version 0.5.7
Major changes:
Minor changes:
-New fence algorithm that hopefully corrects the fence spawning on roads with more
complex plot shapes
-Housing extensions give 1 family space per lv (eg lv3 gives 3 extra family spaces)
Cosmetics:
Bugfixes:
//-------------------------------------------------------------------------------
Version 0.5.6
Major changes:
-Player can now set production focus for some building which produce multiple types
of goods (blacksmith, tailor, joiner)
-New debug filter window. This will allow turning on/off various overlays for
cleaner future debugging.
-Simple field of vision system: Enemy squads icons will stay hidden if far enough
or the line of sight is obscured by a forest.
-A new game mode was set in place to make testing battles easier
-A new more balanced random resource spawning algorithm with 3 game settings
(balanced, fair random and total random)
Minor changes:
-By default, construction resources are bunched in the region panel. They get
'unbunched' after entering the construction menu. [experimental]
-Militia will now try to stock helmets and grab them from home when rallying
-Stalls will check whether they can fit into the market plot completely
-Clamped the number of concurrent breathing sounds for running squads and
concurrent deer steps playing
-Army cheers when the last unit from enemy squad is killed and the squad is
destroyed
-Hit algorithm tuned to make sure even armored enemies have a chance to die
eventually
-Bandit units always retreat to the map's edge and get destroyed when they reach it
-Nearby squad power is more important than far squad power for morale calculation
-How squad is affected by army strength balance varies to how full the squad is -
squads which suffered casualties take more of a hit
-Archers front facing the enemy distance reduced for added repositioning
flexibility
-Archers moving into firing position will stop and shoot if the enemy is running
towards them and enters the firing range
-When repositioning while shooting bows, archers cancel their action to be more
responsive
-Everyone dying doesn't trigger game over (maybe new people come?)
-When on fire, all building sub-parts demolish at the same time instead of
sequentially
-Construction progress circle displaying over buildings which are on fire removed
-Bandits adapt their random formation and clump up more when squad is engaged in
combat
-Game setting added to slow or pause the game when a new enemy squad is spotted
-Pushing forces increased for resolving squad collisions, but reduced for when the
unit is engaged in combat
-When squad get caught up fighting with another squad, it aborts the previous
charge command to adjust the line to the new enemy
-Squad pathfinding improvements (extra path postprocessing added to make them less
jagged)
-Units mid charge abort their attack if player changes their mind and clicks them
away
-Tweaked pathfinding weights again to reduce people going through random buildings
-Pathfinding optimization that makes it faster - but potentially we can see some
new bugs.
-Tuned engagement distance for units with stance set to give ground
Crashfixes:
Bugfixes:
-Bloomery / Smithy and other fuel consuming buildings not refueling even if they
still have fuel stocks
-"Not enough men" warning blocking the user from rallying militia
-Random finisher selector choosing wrong animations, sometimes making dead units
stuck in locomotion animations
-Non spear units counting to the AI as spear units because they have a bannerman
who had a tiny bit of impale damage
-Sons and mothers causing a 'animals lacks enclosure' problem after their house is
demolished
-AI using shieldwall with squads that don't have that skill
-AI setting sprint mode off when it should be on if the command region is not
defined in AI command
-When dragging a formation over the enemy, it will or will not trigger an attack
command based on if the target locations overlap enemy locations (instead of being
based on what mouse is hovering)
-Tooltip will show warning if the plot tool is blocked because resources are
missing
Cosmetic:
-Elements like thatch and wattle have an extra burning effect to make the whole
animation more gradual
//-------------------------------------------------------------------------------
Version 0.5.5
Major changes:
-Militia recruitment rework:
a) Recruitment main tab was removed. All recruitment is done within the army tab
again.
b) Players can create 'empty' militia squads choosing from unit templates.
c) Weapon and armor turned into many more resources that must be produced or
imported.[production chains WIP]
d) Militia squads fill automatically with recruits as soon as they get the
appropriate equipment.
e) Peasants try to find weapons and armour based on their house level & squad
assignment
f) Rallying code rework - should be more immediate. The rallying flag is no longer
a building.
Audio:
-New UI and militia rally sound effects. The church bells now ring when rallying.
-Extra rustling from cloth, shields, weapons etc on movement [and idle]
-Coughs, sniffs, breathing when tiered/running and other ambient human sounds
-Audio concurrency limits added for some sound effect layers like steps or rustles
- this limits the number of concurrent sounds that can play at once
-Two new music tracks, reworked "the peasants" (pre mix) and so called "grace
track" (work in progress)
Minor changes:
-Overall code cleanup (can solve some weird bugs due to variable naming duplicates
etc)
-Army UI updates
-Settings updates
-Logbox, questlog, overlays selection will hide while placing roads, plots &
buildings
Crashfixes:
-Game freezing after a building is being moved/demolished while road guide points
are being generated
Bugfixes:
Cosmetics:
//-------------------------------------------------------------------------------
Version 0.5.4.2
Major changes:
-When demolishing, the supplies stored in the building will drop on the ground
Minor changes:
Crashfixes:
-Constructing extension without enough subplot corner points (will throw an error
instead)
Bugfixes:
-Supply pile not disappearing when starting supplies are set to 0 in game settings
-After moving the hitching post and ordering a new ox, it refused to work
//-------------------------------------------------------------------------------
Version 0.5.4.1
Minor chnges:
-Only larger market areas leave some empty space inside + the empty plaza was made
smaller
-Warehouse workers and trading post workers will also setup clothing stalls and
supply them
-Buildings with missing pathfinding data will still generate one pathfinding point
to help reduce pathfinding errors during testing
Gameplay balance:
Sound:
-Ambience system changed from 5 nodes to 3 but double layered so that there is no
silent gaps when switching from one ambience type to another
Optimization:
Crashfixes:
-An async loading crash if the user deleted the building before it could load
Bugfixes:
-Peasants not selling food from gardens if they work at places that can sell other
good types like cloth
Cosmetics:
-Inside module paths distance limit (eg. market stall connection to the market
entrance point)
//-------------------------------------------------------------------------------
Version 0.5.4
Major changes
-Player can drag a gate, it creates a wall point there, gate sticks to roads
(unless placed manually and not auto-generated)
-When dragging a module with walls snapped to it, the walls will stick
-When dragging modules, they can snap to the ghosts in case the player wants to
keep things as they were
-Once the castle build is commited, a new plot area is calculated that restricts
the player from placing "normal" buildings within
-Traders now pick their destination randomly, it can be either another tradepoint
on the map edge or a trading post
-They plan stops along the way using all possible trading post buildings
Optimization:
-No more periodic update for buildings, instead updates are called on demand
Other:
-Stall cloth will rollout if the stall has an owner family (instead of if it has
inventory)
-Fuel status for residential buildings moved to the general tab to avoid confusing
it with market supply
-Trading post workers will travel to the tradepoint only if they have a family to
take care of the warehouse when they're gone or the warehouse is already full
-Requirements UI split into amenities and market supply for more clarity
Bugfixes:
Cosmetic:
-Stall will only generate a path to the nearest market exit instead of all exits
//-------------------------------------------------------------------------------
Version 0.5.3
Major changes:
a) Buildings consuming fuel do it once per month, residential consume only in the
winters while workplaces only if they're staffed or have idle labourers turned on
b) You can change how much stock you want the building to reserve, by default it's
1 month for workplaces and 3 months for residential buildings
a) Good based house requirements are all merged into a "Prosperity" stat
d) When they're unassigned, their stall goes vacant and other sellers can take over
c) Snapping is based on cursor screen position rather than 3d position for more
accuracy
-Livestock updates
Minor changes:
-Pathfinding override limits increased to prevent merchants from going off road
-Optimization: pathfinding link cost caching & heuristic value is more cheaply
calculated
-When assinging hitching post workers they will look to override the idle people
reserved to oxen and replace them
-Pathfinding algorithm optimization & added extra road right hand road offset fence
collision avoidance
-Selecting residential area won't trigger water overlays anymore (it was confused
as a bug)
-Verify path function changes when someone bumps into the obstacle, it doesn't
check path points already visited anymore and does additional check for potential
off-trail position
-Road snap points will not show as valid if a road would collide if you snap it to
that point
-Find road path - path length limit, so that the tool doesn't go around the
obstacles TOO crazy
-Extra collision segment added to the tent to prevent people entering and clipping
through it
Gameplay:
-Field storage removed, storage warning removed, crops won't rot during harvest
[TODO]
-People will wait until construction resources are brought to site before they
start hammering
-Oxen will gather logs to whatever building is closer, so they might skip
woodcutters and bring them directly to storage houses - saving 1 extra trip
Cosmetics:
-Building height adjustment is clamped, it will start sinking parts of the building
at some point instead of doing infinitely large foundation
-Some buildings (church) adjust height to both their doors and the other part can
sink into the ground a bit if required
-All building borders have unified appearance, regardless whether it's a plot or a
fixed border building
-New ox topology and animations (including a separate walk cycle when pulling)
Bugfixes:
-Residential construction not being blocked even though entrances are blocked [o
rly]
-Zombie bug should be fixed (hopefully) Note from the future: It isn't
-Units that should follow roads sometimes taking detours through buildings fixed
[requires confirmation]
Version 0.5.2
Minor changes:
-Improved traffic flow: Unified peasant speed, tweaked the pathfinding to have a
right hand offset on roads, to cause less bumping into others
-Tweaked the clogging of pathfinding chokepoints (peasants might wait for others to
pass first)
-Splash sound effect cue added when picking up water from the well
-"Male" icons get a mustache to make it clearer they are not kids, and the previous
icon is used for Sons
-Tried clarifying in design which region panel items are clickable and which are
not - added a separate "Census" button to view the population list and moved the
population counters into the census
-Population lists bunches the families together to make it more obvious that
they're connected, button functionality changed
-Home buttons in the population list that zoom in on the house the family lives in
-Market stalls won't report storage overflow (if they're overfilled by mistake)
-Increased ox task update frequency, increased ox response time when plotting a new
building
-Added a 'limit texture memory to VRAM' setting and a streaming pool setting to
prevent some possible crashes on some video cards
-Divided landscape texture into more tiles to try and prevent big blurry tiles when
streaming it to memory
Bugfixes:
-Attempt at fixing the zombie apocalypse bug (ALL peasants freezing) but this one
is tricky to pinpoint
-Forager weirdly placed berry resources that resulted in path obstructions fixed
Crashfixes:
-Placing an extension (eg. vegetable garden) without a valid empty plot clutter
model & game trying to erase that non existing clutter - fixed
//-------------------------------------------------------------------------------
Version 0.5.11
-Turned off gamepad control override that I used for trailer making (makes the
camera fly away at the start of the sessions if you had your controller plugged in)
-Bugfix: After deleting homes, homeless would not find a new home
//-------------------------------------------------------------------------------
Version 0.5.1
//-------------------------------------------------------------------------------
Version 0.5
-Demolition algorithm removing pathfinding points and road guiding points altered
Bugfixes:
-Storage workers taking wheat from the farm to the storehouse fixed (requires
confirmation!)
-Storage workers moving deer carcasses from the hunting camp (requires
confirmation!)
Crashfix:
//-------------------------------------------------------------------------------
Version 0.4.9.4
Minor changes:
-Bailey limit per region set to 1
Bugfixes:
//-------------------------------------------------------------------------------
Version 0.4.9.3
-Landscape rework
Minor changes:
-Control group hotkeys locked for the demo, claiming buttons locked as well
-Manor palace & fences collision added (sleeping chambers are still todo), palace
animated door added
-Very basic polish of baker and brewer (added rolling pin and proper animation
locations)
-Cleaned'royal taxes' tooltip a bit
-Added a check for passing merchants selling you stuff not to exceed the target
inventory
-Removed the line where stall sellers would leave it to their family members to
haul goods to the stall so they can peddle, peddling action disabled for stalls
with no inventory
-Dead units should now stay for 30 days, giving time for people to bury them
-Gatehouse is now free to place since it's required for bailey and replaces the
wall piece
-Peasants should drop their carts before going drink at the tavern (might drop
abruptly, for now)
-Toppled Fir model added (didn't have chance to test if all is good)
Crashfix:
Bugfixes:
-Storage capacity not updating when peasants eat from a building fixed
-Trading post inventory not updating when merchants sell items to you fixed
-Ox bug: Can't be sure. Added some safeguards to force guides out of their homes
and make them less likely to go home.
//-------------------------------------------------------------------------------
Version 0.4.9.2
Minor changes:
-Blacksmith: added smithing animation, gloves, hammer, iron rod, iron slabs
visualization, anvil sound and sparks flying
-Stall workers no longer stop at 3 items of each item type, they fill the stall to
the max (cycling good types if possible)
-Homes will now add their stashed supplies to market supplies when calculating
requirements
-Market stall "storage full" won't trigger if it's perfectly at the limit as it
should be
-New annoying complicated algorithm for supplying stalls calculating needed variety
and best distance
-Possibly fixed hit checks not occuring on some speeds during some animations
(confirmation required)
-Yarn is back
Crashfixes:
Bugfixes:
-Modules not counted as connected with road even though their area is connected
fixed
-Locked the ability to trigger visit mode & see lord's stuff from the development
view (froze the game forever)
-Plots have red outlines during construction at all time now, even when nothing's
wrong - fixed
-Ability to set build priority fixed
-Clicking somewhere during construction (eg selecting a building) would leave the
overlays on - fixed
-Peasants can't lead ox cause stuck in buildings another fix (different function)
//-------------------------------------------------------------------------------
Version 0.4.9.1
Minor changes:
-Readded road snap points to supplies so that handcart 'road only' logic is applied
-New algorithm for removing overlapped wall pieces when snapping manor modules
-Building placement code rewok to fix all the rotation, snapping bugs & bad
tooltips
-Church bells added, played in the 1st of the month. Can be selectable per church.
-When consuming food, peasants will always eat from their homes first, then from
the food markets, and only then from other sources
-Starvation and freezing re-added (now it's a 50% chance rather than certainty)
-Another task update call when the ox starts moving for the guide to reduce initial
lag
-Weather damage and approval rate game settings are now active
Crashfix:
-Playing incidental sound for a building not longer valid (eg, got to visit mode,
close buildings stop updating, supplies get destroyed)
Bugfixes:
-Random billions of money glitch cause of royal taxes not updating properly fixed
-Field priority reset after reentering the UI + need to click it twice fixed
Cosmetics:
-Dynamic shadow sharpness added and added extra soft shadows to the heads
//-------------------------------------------------------------------------------
Version 0.4.9
Major changes:
-Progression rework:
a) Settlement levels now have specific requirements other than just population
b) Dev points are not granted by residential upgrades anymore, instead by reaching
new settlement levels
-Trade updates:
a)Travelling merchants trade with your trading posts when they pass them. The goods
for sale must be hauled to the warehouse by the workers.
b) By default Trading Post workers move goods to the Trading Post so that they can
be bought by Travellnig Merchants, but you can also set the numer of your own
travelling traders they will work as before, walking to the nearest tradepoint on
the map border
a) Approval memories are stored per region instead of per unit, added every day and
mostly per plot (instead per unit).
b) There is also a threshold so that if food is missing from the market for only a
few days, approval won't fall.
c) If you fill extra requirements you get bonus approval [except tavern, WIP todo]
b) Walkaround lord model added and debug features like switching meshes locked
Minor changes:
-New quest added before the manor for bringing the town to lv2 [no text yet]
-Resources that are being exported should mark as reserved [requires testing]
Bugfixes:
-Mining pit slope not working with custom building rotation fixed
-Warped sound effects of 4x speed stay when clicking a peasant (putting the visual
back in real time but not the sounds)
Cosmetic:
-Water vein material tweaks + should look the same on all settings
Temp:
//-------------------------------------------------------------------------------
Version 0.4.8.3
Bugfixes:
-Peasant problem alert in pop list hover tooltip not showing fixed
-Homeless workers not fixing full storage of their workplaces even though there is
a storehouse/granary fixed
-When reassigning the ox handler his ox reservation would cancel, however he would
be stuck with guiding ox task and ox would not see him as guide cause he wasn't
reserved. Fixed.
Temp:
//-------------------------------------------------------------------------------
Version 0.4.8.2
Major changes:
-Bailey rework: it is now placed using the road tool for extra flexibility
-Peasants won't start construction on the bailey until the gatehouse is placed, to
prevent them getting stuck inside
-Manor, Tower and Gatehouse now snap to the walls, replace the wall bits that
overlap and connect to the remaining wall
-Note: There's still no Manor collision yet and one of the fences might flip
occasionally. To do.
Minor changes:
-Tutorial updates
-CLicking demolish with poeple inside will force them to go out first (might need a
couple of clicks then to make it happen)
-Manor/Bailey polish: Construction timber required adjusted & shows in the tooltip
-When changing the unit's name, it updates dynamically even if user doesn't click
enter
-Field and farm resource piles added - should help mob de-clumping too
-Grain, flour to other categories in the region panel, tools removed from
commodities since they're 'kinda' used for construction
-Updated shading & texture filtering on the coat of arm creator icons
-Locked ability to delete homeless tents & supplies, added a tooltip so that
everyone knows it's a WIP feature
Bugfixes:
-Can't delete a house with people in it anymore cause it made them forever stuck
-Storehouse workers unable to gather supplies fixed (or gather anything from
buildings unconnected to roads for that matter)
-Another embarassing pathfinding bug found (bounds not updating after adding new
segments to an existing obstacle)
Crashfix:
//-------------------------------------------------------------------------------
Version 0.4.8.1
Major changes:
-Requirements now have 2 types, essential (will cause disapproval if not fulfilled)
and unessential (required for upgrading)
-You can set trading targets within the trader's building panel
Minor changes:
-Tools moved to 'construction' category, meaning they won't get destroyed by rain
-Ladies won't mine ore, hammer slag, do smithing leaving that to their husbands
Gameplay:
-More tradepoints
-Peasants will supply their houses from marketplace first and other sources second
-Only every second rainfall is damaging to the supplies - trying to make the
mechanic less frustrating
Sound:
-Zoom on peasant sfx has now a toned down variation for when the camera is already
low
Bugfixes:
-Peasants getting stuck if their crafting resource somehow gets moved fixed
-Construction resources not being consumed for veggie garden upgrade fixed
-Peasants not accounting for other peasants trying to grab the same resource fixed
-Setting game speed cancels the follow mode (looked too silly)
-Fixed issue where sometimes when game speed was changed, the ambience audio
filters wouldn't adjust [WIP]
-Duplicating handcart bug
Cosmetics:
Experimental:
//-------------------------------------------------------------------------------
Major changes:
a) A lot of previously locked buildings are now unlocked from the start (eg. farm,
windmill, weaver, tanner, forester, malthouse)
b) Grain is now non eatable, it requires to be processed into flour and then bread.
Bread added as a starting supply instead of grain.
d) Per residential level requirements added - they range from water access to food
and clothing and must be fulfilled for upgrade to be available
e) Because silver is now reserved for mid game, iron tools were added as a
requirement for vegetable gardens (and farms, to provide an early game choice),
also the whole iron chain was re-added as a base level feature to make those tools
b) Everyone has their own "consumption day" to make sure they all don't rush to eat
at the same time
c) Supplies counter reworked to account for that change + should be much more
optimized now
-Loyalty rework
b) Peasants now have their individual approval memory, diminishing the approval
rate up to a year after something affected it (like hunger)
c) Public order doesn't have effects yet but will cause crime if low in the future
builds
d) A new approval summary showing all the current and past events influencing it
e) Multi stage need system: For example hunger goes from 2 (full) to 1 (hungry) to
0 (starving) and only then death
-Firewood rework:
c) Woodcutter camp changed to Logging Camp and ability to chop firewood was removed
from it to keep the function of two buildings very clear.
-Marketplace rework
a) Instead of placing modules close to each other, you need to plot the area first
and place the modules on top
d) Market stalls no longer sell goods to travelling merchants, instead they supply
residential houses with goods. There is a food stall, firewood stall and a clothes
stall.
-Rewrote the animation system to run more reliably and more efficiently
a) Peasants now will say voice lines when you click on them, relevant to the
current situation more will be implemented gradually]
b) Added speech bubbles to clarify who's speaking and added the reason in
parenthesis (for example: is homeless or recent fire)
b) Some buildings (tanner, flax pond) cause bad smell, limiting upgrade levels of
nearby residential plots [WIP]
-Missing collision/socket data added: Cottage LV1 (all variations), Forager, Tent,
Church, Farm (core)
Minor changes:
-Homeless camps added next to the starting Hitching Post. They disappear once
homeless got accommodated
-Few so called "Lazy actions" added back, for example peasants might sit around
when there's nothing to do
-Starting supplies are now separate form the Hitching Post. They auto demolish when
exhausted.
-When placing roads, only the closest road snapping point of a building will
highlight
-Some buildings (supplies, tents) have zero road snapping points since they aren't
really needed
-Relocated the "enable idle labourers" button to make it more a part of the main
gameplay
-Algorithm tweaks governing where to put the resource when peasant drops it into
the building (av. slots are sorted by distance to avoid teleportation)
-Emergency pathfinding mode activates if someone gets pushed into a terrible corner
and can't get out
-Some building construction sites have visible log stands that workers process,
some have ladder props too
-Woodcutters don't guide their own oxen anymore, the ox needs an unassigned worker
or a worker assigned to the hitching post
-Guide reservation system: The ox won't let that guide go until all the work is
done
Gameplay:
-Gatherers harvest brushwood from Pollard Trees instead of Woodcutters, however,
Pollard trees are temporarily removed from the game for demo purposes
-Hunting bow range increased (can make hunters more efficient), hunting camp
storage changed to 12 pantry & 4 generic
-Woad and Yarn resources REMOVED. Linen changed to Cloth and Cloth can be made both
from Wool and from Flax (future: fiber)
-Instead of generating with the region center in mind, water veins generate through
the spawn position to ensure more balanced generation
-"Tools" resource (re)added and it's needed for farms and veggie gardens
Optimization:
-Level of Detail meshes added: Outhouse, Tent, Fireplace, Peasant Cottage Lv1
(variations A, B, C), Woodcutter Lodge, Small Granary
-Global material unification to reduce proxy LOD draw calls with as smooth
transitions as possible
-Rebaked the fence posts to parallax mapping to save polygons, also reduced
flickering
-Skipped landscape stencil depth pass for outlines and replaced it with a fake
transluscent plane
-Greatly optimized the 'is connected to road network' check for former wells (and
current market areas)
Sound:
-New building signatures: Weaver, Well, Homeless camp, Firewood cutter, Tannery,
Farm, Storehouse
Bugfixes:
-Peasants hijacking the handcart from their workplace to supply their homes fixed
-Oxen not being able to collect logs for more than 1 woodcutter camp fixed
-If someone snatches a resource from someone else, the person with the missing
resource won't perform the grab animation
-People supplying their homes take into account what others are already bringing
-Population stats will now show burghers (lv2 residents) correctly, even if they're
drafted
-Peasants supplying workplaces from their own workplaces weird loop fixed
-Firing all workers erases the 'work area empty' problem banner
-Idle workers won't cause 'work area empty' problems to arise anymore
Cosmetic:
-Tree details setting added with further LOD fade outs on ultra
Experimental/Temporary/Lookdev:
-Removed the emissive material on the arrows to make them blend in more (less
readability tho)
-Switched to 8bit distance fields (soft shadows) from 16bit to 8bit. Less smooth
transitions but half the memory cost.
-Pollarding removed
-"Can relocate" building card symbol removed (cluttered, shows in the tooltip
already)
-"Snap to neighbours" checkbox removed (didn't work properly with border rounding)
-Binaural fx disabled - was never sure if it even worked correctly so not worth the
extra processing power
//-------------------------------------------------------------------------------
Version 0.4.7.1
Minor changes:
-A double check so that peasants can't die from basic needs if there is
food/firewood present
Gameplay:
Crashfixes:
Bugfixes:
-Builders who work on one site tend to change their mind and go to another site
fixed [to be verified]
-Woodcutters not chopping down trees because there are abandoned logs outside the
work area fixed
-Wrong construction meshes used for the Trading Post and Livestock Trader fixed
Cosmetics:
-Crops are invisible during winter no matter if they're technically growing or not
Experimental/Temporary/Lookdev:
-Brought back the ability for traders to import/export again without the cart
update
-Ambient occlusion noise layer + fog tweaks to make rainy weather less flat looking
-Added a dim fake closeup light for cloudy weather to make the shots less flat
looking
//-------------------------------------------------------------------------------
Major changes:
-A game setup screen with difficulty settings (more settings will be enabled as we
go)
-Forager is now a Gatherer's Hut and gathers all kind of forest things (for now:
brushwood, berries)
-Ability to define the work area for the Gatherer Hut, Woodcutters lodge, Hunting
Camp, Granary, Storehouse, Farm (more buildings will be added later as requested)
-Reforestation system:
d) The forest litter generates and erases dynamically when the forest area changes
a) The tree is now larger. You can drag to scroll around it and use mouse wheel to
zoom in and out.
Minor changes:
-A label override system to get more precise task descriptions, eg Oxen will
display if it's waiting for a guide and not stuck
-Peasants will now not travel again home to eat to reduce the commute times
-Road tool won't allow to begin a road if the cursor is blocked anyway
-Added a problem banner where there's no resources left to harvest in the work area
-Well now has a single road snap point to make making roundabouts less tempting
-"Work area empty" problem won't show if other workers in the workplace are still
in the process of gathering resources from it
-Optimization work
-Plot slicing algorithm changes
-"AI aggressiveness" setting moved from scenario picker to the game setting screen
Gameplay:
-10% more slope tolerance for plots on uneven terrain, but less tolerance for the
Large Granary
-Max logs lying to be collected before chopping down more trees increased x2
Crashfixes:
Bugfixes:
-Peasants should now properly eat food stored in their homes as priority
-Livestock traders stealing oxen from AI fixed
-If money transfer for livestock trade is not successful, the animal won't follow
the buyer
-When joining a new workplace, the idle timer gets reset, removing unnecessary
extra delays
-Oxen (and other units too as a matter of fact) bringing too many construction
supplies fixed
-Woodcutters getting blocked if a tree falls on a house, more algorithm tweaks [to
be verified]
-All road guide points updating without reason on road construction fixed
-Deer lair not updating after being moved by deforestation fixed
-Hunters stuck if reached hunting limit but another herd is present in the region
fixed
Cosmetic:
-New coat of arms symbols: Wheel, Wall, Triple Leg, Sword, 2 Dragons, Crown
(curved), Bear, Griffin head, Hydra, Ox, Troll, Wyvern
Experimental/Temporary/Lookdev:
-For the convinience of the alpha testing, technologies will show their
implementation status in the tooltip, for example "Fully implemented", "Broken" or
"Not implemented"
-If a peasant has a family, the wives and sons supply the house while the husband
stays at work
-Cinematic mode letterbox hidden
//-------------------------------------------------------------------------------
//-------------------------------------------------------------------------------
Version 0.4.6
Major changes:
-Updated NDA
-Tax updates
b) Tax collector now is a Manor Module, and taxes are controlled via the Manor once
the module is built
-Trade update:
b) When Free Merchants visit the town, Trading Post employees automatically try to
fulfill commodity requests for the townsfolk
c) Livestock Trading Post - added new UI to set trading targets directly in the
building
e) Changed the auto supply function into a checkbox enabling trading post to
fulfill commodity needs
-Firewood rework
b) Changed the top bar's firewood into a resource collection called "Fuel"
a) Other family members (ladies, sons) will try to help with whatever the husband
is working on [MIGHT CAUSE NEW BUGS]
-Logistics update:
b) Every worker will help transport goods to the Warehouse/Granary if the workspace
storage space is 3/4 full
c) Same with homes and occupants [MAY CAUSE BUGS]
Note: Warehouse workers aren't using handcarts properly yet, nor storing logs -
it's still WIP
Minor changes:
-Road tool update: Trying to match the organic smoothness from earlier builds with
guided precision when avoiding obstacles of the later system
-Added new settings: Light Propagation Volume, Light Shaft, specular mode (to limit
flickering with FXAA)
-"Town square" and "Manor" hubs display name change after module expansion unified
-Per capita tax (currently called "Geld") changed to a "per family" calculation
-If oxen is walking on its own and the guide is far, the guide can run to catch up
to it. The oxen might stop, too.
-When picking up stuff, the task instantly changes to a drop resource task
-Added a storage category "Hidden" so that water doesn't take storage space [I
think it didn't solve the market storage bug however]
-Building placement won't collide with "soft" resources like Berries or Brushwood,
instead it will delete them (: Note: Needs a red outline.
-Fertility grid now updates slowly in the background, should be far more optimized
-If a unit is inside a house/garrison and the entrance is obstructed, it will try
to push the other person out of the way
Gameplay:
-Family members will start moving in even before all homelessness is solved
-Oxen value increased 5x, Firewood/Brushwood value halved [it's rounded, low values
may come out similar after hidden calculations]
-Berries and woad getting dropped all over the place fixed
-Camera & construction elements should not rise over obstacles like felled logs
anymore
-Travelling merchants not taking the stock when buying goods fixed
-If you expand the retinue, all members should now properly rally
-Archers not facing the enemy when shooting fixed [requires extra testing]
-Auto select trade tab when selecting town square fix [Needs verification, works in
editor but not always in a shipped build]
Crashfixes:
Cosmetic:
-Wobbliness on moving objects adjusting to ground height reduced (eg. wobbly oxen,
horse)
-Randomized banner wind that is connected to to the global wind (but always has a
minimum value)
Temporary/Experimental:
-If player coat of arms not found (eg in example battle), it defaults to the st.
George's cross
//-------------------------------------------------------------------------------
Version 0.4.5
Minor changes:
-Town square stalls list: "available" changed to "relevant" and now showing also
your current stalls
-After connecting market stalls to the well it will be displayed as the "town
square" [for now only in the building details panel, not on hover]
-Discarded the placeholder dies irae chant track & the "Gentle Cold" winter track
updated with new live instruments.
-You can cursor hover over the animals [not follow yet]
-Fixed a crash when failed to pay mercenaries cause they are probably dead
Bugfixes:
-When selling goods on the markets, the value not multiplying by the number of
goods sold fixed
Cosmetic:
Temporary/Experimental/Lookdev:
-Hitching post insta builds (as a workaround to the missing settler wagon)
//-------------------------------------------------------------------------------
Version 0.4.4
Minor changes:
-If placing a building module while having multiple module cores in the region (eg
2 wells), it will join the first module core IN RANGE it can find
Gameplay:
Crashfixes:
Bugfixes:
-Crafters will check if the goods they're using aren't reserved already (eg logs
for construction)
-Unified the house/extension icons visibility with the field border visibility when
hovering the UI
-Manors should now show the retinue size and max capacity correctly
-Retinue members have names
Cosmetics:
-Lv 1 Manor Palace roof fixed [still needs work] and element ordering improved
//-------------------------------------------------------------------------------
Version 0.4.3
Minor changes:
-Rebellions don't trigger for Lords with 'villain' trait (for now it means the
Baron)
-Road snapping "pathfinding" precision improved, and it also tends to avoid already
placed roads
-Road dummy collision check added before placing any road point
-AI won't try to fight the bandits if they are pestering other players
-Message requests will temporarily fade out when displaying important event
notifications
-Squad icons & resource icons conform to flattened map in the map view instead of
levitating high up
Gameplay:
Crashfixes:
Bugfixes:
-Peasants transporting something will also try to avoid raiders if they're close
-Raiders won't loot worthless goods... like water from the well or transitionary
crafting resources
-Fixed peasants stuck in a back and forth loop when running away from falling tree
on time speed 16
-Woodcutters refusing to do any kind of work if too many logs are lying around
waiting to be transported fixed
-Town labels fade out with distance (dependent on the zoom level)
Temporary/Experimental:
-Peasants drop the inventory they're carrying they're under attack [for now it gets
destroyed]
//-------------------------------------------------------------------------------
Version 0.4.2
Minor changes:
Bugfixes:
-Fixed the problem banner of 'storage/pantry full' not properly showing after
crafting output exceedes the storage limit
Crashfixes:
-Militia targeting rebels crashfix
//-------------------------------------------------------------------------------
Version 0.4.1
Minor changes:
-Woodcutters won't chop new trees until all the logs are collected
-If AI can't connect road somewhere, it will stop trying after a few attempts
-ESC will now break the intro camera sweep and exit cinematic mode
Crashfixes:
Bugfixes:
-Baron scenario buildings & roads properly remove from the other modes
-"No command over the region" / building dummy getting stuck off map fixed
-Ploughing speed bug fixed
Cosmetic:
-Increased virtual texture overlap on the map edge to prevent weird smugdes
Temporary/Experimental/Look dev:
//-------------------------------------------------------------------------------
Version 0.4
Major changes:
-Scenario selector
a) A "Robber baron" scenario where the there is a powerful hostile lord to defeat.
d) Texture updates
i) Advanced region triangulation that allows for more complicated, concave region
borders
-Diplomacy improvements
b) Requests create quests to track if the player is fulfilling them, forcing the
players to respond
e) [WIP] Lords can now have traits and these traits can limit or expand diplomacy
options (for now no way to gain traits yet)
g) Lords can now offer to pay in a longer time, triggering a timed quest
-Tradepoint rework
b) They're stacked with various goods ready for import from the beginning of the
session
d) Silk and spice shops removed (they were disabled anyway in the recent versions)
b) You have to place the extra modules close to the existing module zone
c) Market modules will provide seller slots to the town center, and market stalls
will roll out as you employ workers
b) Extra collision check to prevent units pushing themselves into walls and getting
stuck there
d) Major reworks to how squads calculate paths, including stuterring fixes for very
far queries
a) Back to the circle! But this time more orderly and structured
b) Animal trapping branch prototype: Hunters will leave rabbit traps in the forest
and they will occasionally provide extra meat
c) New crop unlocked by the "Cultivation" branch: Rye, which is less resilliant to
Wheat but gives larger yields
-Extra family members per household (adult sons, 1 per house level).
a) [WIP] Sons help with the job the family was assigned to
-Fertility rework
a) Fertilities for crops are spatially randomized at the start of the session
-Recruitment update
e) "Distribute equipment" mechanic removed (because the armour will be bound with
residential level now)
Minor changes:
-Granary workers now have a scoring system (inverse distance from the granary
multiplied by number of goods waiting to be moved). This should ensure they will
collect that 99 wheat faster than the 1 berry.
-Added more filters to the population list incl. livestock to find missing oxen
-Plot placement tool will avoid overly sharp angles to prevent some weird ass plots
being placed
-Firewood slider changed into "chop firewood" checkbox in the woodcutter lodge
-New Ox moo's
-Hunting slider changed to "+" and "-" buttons with editable text box, and
shift+click 10x multiplier for faster editing of larger numbers
-Added a "Transitionary" resource category like the deer carcasses being skinned,
and some resources like water are now hidden from the UI unless in debug mode
-Quest titles and objectives will now look for a translation key
-Units will now slow down on extremely sharp downhill slopes instead of speed up
-Battle music now triggers when enemy squads are in the region or a battle
challenge is active, and "town" music triggers when you reach settlement lv 2
-Squads will try to reform their line after their enemy tactically retreats or
breaks
-AI will turn off tight formation after the battle is over
-AI can disband units when there's no need for them (crudely)
-Task update optimizations: No longer always ending the current task after
animation finishes (better optimization but can cause new bugs)
Gameplay/Balance:
-Denser water veins + a vein point in the center of the region that should make the
starting positions more balanced
-Base fertility for every crop is now spatially randomized at the start of every
session
-Food spoiling threshold increased to 100 units (food will only start to spoil
after you have over 100 units stored in a non-granary building). This is different
to it being destroyed by the rain.
-Changed ox priority - prefers taking logs to the woodcutter and then construction
(to prevent a firewood crisis), also flip flops between the two to prevent getting
stuck and not constructing
-It won't account logs into your stocks until they are brought to the woodcutter's
lodge
-Farm and field don't require a dev branch anymore, instead they require Settlement
Level 2
-Soil fertility regenerates for crops other than growed, up to the local limit
Bugfixes:
-If a tree falls down on a pathfinding obstacle like a fence, the code will try to
adjust the debranching positions until it can somehow resolve it
-Firewood makers will now count other firewood makers to match the target limit
better
-After deleting the manor, retinue would become homeless and would never find home
if you rebuild it
-Soldiers will now properly consume food from the nearest friendly region
-Questlog bugfixes
-New diplo message prompt is now properly centered [TODO: stick it into a side
thing?]
-Peasants won't try to start conversations with rallied troops, pulling them out of
formations randomly
-When sending multiple units far away, one would go to (0,0,0) - fixed
-Fixed soil fertility lookup not working closer to the map edge
-Fleeing squads should now properly reform after reaching their retreat point
Cosmetics:
Temporary/Experimental:
-Screen space shadows disabled. Dynamic contact shadow adjustment should help grass
blending in when zooming
-Tactical retreat forces slow backtracking for ALL the units in the squad so that
it doesn't "stretch" too much
-Field displacement/tesselation
-Young but broad trees are consider old (wasn't clear why noone is cutting them
down)
//-------------------------------------------------------------------------------
Version 0.3.1a
Bugfixes:
Trying to hunt down a specific rare crash that happens when placing residential
plots.
//-------------------------------------------------------------------------------
Version 0.3.1
Minor changes:
-Church dirt paths added, graves added back, granary paths added
-AI won't build hunting camps if there are still empty worker slots in any of the
present ones
-"Adjust height sockets" implemented so that buildings like wells adjust height to
a specific point of the mesh(to prevent wells from levitatnig too high)
-When running away, deer will blend the startle vector and the direction to their
home vector in attempt to go back to the lair
-Quest panel fades out when going into the map view
-Added max steepness check for fields/plots + a landscape overlay to preview hill
steepness
-Granary workers should now also use handcarts to collect all food
-Added "remove worker" tooltip with a key shortcut
Gameplay/Balance:
-Added a follow up quest with more residential, storehouse, and granary, and
another follow up quest to build a Manor
-Peasants will stop plowing their home gardens if winter is near anyway
Bugfixes:
-Oxen getting stuck in collision with peasants while transporting logs to buildings
fixed
-Virtual texture fixes (levitating oxen, fireplaces, flickering roads - please let
me know if it still happens!)
-"Old style"/deprecated timber removed from the market. Actually all construction
resources were removed from trade - they will require extra heavy carts.
-Item placement that would get peasants stuck sometimes fixed (looking at you,
small granary)
-Road tool breaking if you place two points on top of each other fixed
-Ox counted twice screwed with the log count in the top panel, fixed
-Market stall settings now won't display until the town center is fully constructed
-Fixed a cart pathfinding bug when two road points were placed on top of each other
Cosmetic:
-Road ends are extended a bit to solve gaps between two roads
-Dirt drawing prioritized over road drawing to make markets more separated from
roads + more dirt blending adjustments
-Small granary gets a permanent door, since nobody is entering that ladder now
anyway [to do: the door adjusting to ground properly]
Temporary/Experimental:
-AI temporarily capped to settlement level 1 (needs more work with more mid game
stuff)
//-------------------------------------------------------------------------------
Version 0.3
Major changes:
-Architectural rework
a) All the building models were remade or are in the process of being remade in
order to be consistent and unified in accurate style of XIV cenutry Southern
Germany
b) Some of the new buildings now have proper collision (more will be added in the
next updates as it has to be handmade)
-Trade rework
c) Traders hired in the Livestock Trading Post and Trading Post automatically
import/export goods based on your settings in the trade overview panel
d) Livestock Market removed (it was also an awkward building, sitting in the middle
of the road and not great looking) and Livestock Trader added as a replacement
-General AI rework
a) AI will now construct towns and sell goods, buy upgrades and collect taxes.
b) Though far from perfect, AI is now able to declare war, press and refute claims,
muster the soldiers and go to battle.
b) For optimization, a check was added if somebody strayed from the path -
pathfinding update will be skipped if not.
c) Some cliffs have pathfinding obstacles, but not all (waiting on the environment
fixes).
a) By building the first Manor you get a small (12 person) Retinue unit
c) [WIP] Groundworks for future retinue experience system, perks and cosmetics that
come with it
e) [WIP] Being able to expand the retinue both with money, hiring lower nobles, and
ministerialis - hiring from population and using the armoury inventory
a) A system for units to enter buildings (there is no garrison command for military
squads yet)
-Calculating "field snap point connections" now uses multithreading which should
cause less stuttering
a) More items stored in the building inventories can be viewed in the game world,
and will be grabbed/placed at their respective places
b) Multi stage resource processing visualization system - for example when skinning
deer the skin is now gradually removed and meat is slowly exposed. This system can
be used for more resources in future updates.
c) Each building now has an inventory limit for three types of goods: Large,
generic and food.
d) When the inventory exceedes storage limits it can be destroyed by bad weather.
-Heavy transport system basics:
b) Hitching Post Ox handles transport of Timber. In the future it will help bring
threshed grain to the Granary too.
c) Oxen require someone to lead them. Ladies will now sometimes help with this.
b) Disabled the blobby organic paths in favour of more detailed predetermined dirt
paths
c) Sadly because of engine bugs this can sometimes cause flickering and levitating
objects - to be fixed.
a) Vegetable gardens will fill the whole extension area, making wide plots better
for agricultural regions (future: tighter plots will give "district" crafting
bonuses to balance this)
-Woodcutting rework:
-Sound rework
a) Added 5 layers of ambience sound that rotate around the camera and adapt to the
surroundings
c) Sounds will now have added processing when time is sped up (ambience layer has
lowpass, incidental sounds have reverb)
d) A 3 band compressor is sitting on top of the audio mix (to make the loudness
more even)
h) New building sound signatures - made of layers that are randomized for less
repetition. Each time you click on a building the sound effect will be a tiny bit
different.
-Combat improvements
c) Untrained troops don't follow stances, and have less precise formation positions
i) Slope [climbing] factor will only affect marching and running soldiers
k) Hit reactions
p) Combat AI will now take more aggressive or defensive stance depending on its
objective
b) Scale curvature function disabled, as they don't really go hand in hand {OR WAS
IT LOL}
b) Reworked the battle challenge system, for battling over territory Claims
Minor changes:
-Peasants will accumulate basic supply reserve in a shed on their home plot
(firewood and food, equal to 2x the current number of occupants)
-Individual AI rework of the construction workers, now splitting jobs between the
animals (oxen) and the people
-You need to get acquainted before any more options open in diplomacy
-UI Arcs showing peasants connected to the building only show after entering the
"People" tab
-Ability to zoom in on the citizens and check what they're doing quickly by
pressing left mouse button on them
-Regional foliage system: For optimization all foliage meshes in settled regions
are spatialized per Region
-Peasants will now 'excuse' other peasants if they're just idle and blocking their
way
-When snapping a building to another building, the game will try to choose the
closest rotation angle to the current dummy rotation, in 90 degree increments
-The "watch out for wood" tutorial will now react to residential plots [needs
testing]
-Ability to turn off the resource & deposit icons in the settings
-Memory optimizations: Price and Trading arrays will only be setup for settled
regions
-Construction optimization: Parts of logic moved from blueprints to C++ for faster
element sorting
-Ability to build "empty" residential plots that can't fit a house blocked
-Warehouse workers will now collect produce from all buildings (to do: good type
filters)
-Wood and Timber changed into Firewood and Timber. Firewood is for heating, Timber
is for construction, and has to be transported by the storage yard ox. Both are
made by the Woodcutters.
-Additional extension slot cost removed. Considering higher upgrade cost instead.
Bugfixes:
-Foliage should now properly erase from all the building sites
-"Broken" peasant arcs fixed: The UI arcs won't be drawn if the screen location
can't be properly reprojected
-If the game starts with the muted music and you unmute it, the music now plays
properly
-Hunters sometimes not skinning the deer AI bugfix
-Fixed: Homes were considered empty and peasants would spawn if the locators were
rallied to militia
Cosmetics:
-Face models and textures are now interchanged in batches of 4 to create more head
variations proceduralry (eg. 4 models x 4 textures = 16 unique heads)
-No more blinking [since eyes now have separate geometry, it can't be as easily
faked by the pixel shader]
-Separate material for short roads so that the road fades out on both sides
properly
-Clouds will remain semi-transparent when zooming out to block less view on the map
+ general cloud shader tweaks
-Falling leaf particles added when felling a tree (for now Firs as well) + particle
spawn center adjusted, new bark particles
-Trunks now have visible damage deformation when being chopped down, on high and
ultra material settings (only for the main player, for optimization)
-Trees have proper meshes when toppled down (accurate tree stumps are work in
progress)
-Nicer overall looking plots with more vegetable types growing in the gardens,
carrots, beets and so on
-Due to the plot rework, for now you can only build one extension per plot.
-Food won't spoil if storing less than 20 units (to give the player a chance to
construct a Granary)
-Construction animations don't update when the player camera is far, for
optimization
-Regional wealth moved to the left side of the region panel, cause it acts a bit
differently than "normal" resources
//-------------------------------------------------------------------------------
Version 0.2.3
Major changes:
Minor changes:
-Silver stocked in the market that could not propagate, will try to repropagate on
the next transaction
-In game menu appears when pressing ESC, with options to save, load, quit etc
-Current game version is displayed on the screen in the main menu/paused menu &
saved slots
-When building tab is opened and food is consumed, a popup text will be displayed
(to provide more feedback to why the food is disappearing)
-"Allow idle laborers" hidden for the Merchant (to avoid idle peasants wandering
off region)
Balance/Gameplay:
Bugfixes:
-Fixed: Extension available banner appearing, when extension can't be built yet
because of the low housing level
-Peasants could have possibly be still assigned to a building after it's deleted
-Fixed: Deleted chicken coups and vegetable gardens remain after you destroyed the
house
Cosmetics:
//-------------------------------------------------------------------------------
Version 0.2.2b/c/d
-Converting a large town house to a cobbler doesn't remove the vegetable farm
Minor changes:
-Peasants won't eat from the Market Square unless they have no choice
-When changing the road mode, "alt key pressed" is switched to false, in case
lifting alt doesn't register
-Building roads outside of the controlled regions is blocked, unless in debug mode
-Merchants buy only goods actively sold on the market square, instead of the whole
storage as before
Bugfixes:
-Fixed: I can convert a large town house into a specialized production building
without any room for it
-Stone church adds Loyalty now (2x more than the wooden church)
-Fixed: the road cursor will rarely disappear when moving around the map
-Fixed: Building very short roads didn't register the road connection sometimes
-[0.2.2d] Road cursor won't collide with the plaza type buildings
Cosmetics:
Temporary/Experimental:
//-------------------------------------------------------------------------------
Version 0.2.2a
Minor changes:
-Road connection point icons now adjust their height to the terrain
Bugfixes:
-Road connection not registering when the roadpoint is on the very end of the road,
fixed
-Removing road will now verify road connections of buildings that were close to
this road
-Fixed: Extension available banner was showing, even though the second extension
was still locked by the cottage level
-Attempt at fixing the lag after pressing the 'upgrade' button [needs testing]
-Deleting a house with an extension should now remove the extension properly
-Deleting a house will kill the chickens/goats from extensions [for now]
//-------------------------------------------------------------------------------
Version 0.2.2
Major changes:
c) There is an idle meter that counts if a peasant is idle for a couple of cycles,
so that he doesn't abandon his "normal" job too hastily
b) Lambs don't produce anything, but they are cheaper, and grow up in a year to
become sheep
c) Sheep pens now count as winter shelter for 20 animals [there is no lack of
shelter penalty yet implemented]
a) The Church now has a cemetery attached that has grave slots
c) Peasants walking closely will pray when they see the corpse
Minor changes:
-Farmers will now transport everything from the Fields to the Farmhouses (incl.
Flax and Barley, so it doesn't rot)
-When a Merchant imports a good from the Tradepoint, the family that requested the
good will have a priority for paying for it. [Before the houses that got built
first always took the toll.]
-New Farm workers distribution algorithm - will try to distribute workers evenly
among prioritized fields
-Builders will now start the construction process, even if some resources are still
being transported
-Construction workers will wait until all higher priority buildings are constructed
before moving to the lower priority ones
-Sheep AI improvements
-Farmer AI improvements
-Farm UI for setting Threshing priority (how many peasants should stay and Thresh
grain even if there is ploughing to do)
-Path point owners are stored: makes sure that deleting a road will still keep a
path point, if it's also connected to a building
-Music system will now play a "death" track when a region has starvation/freezing
peasants
-Regional unit cache, should make the game way more optimized, but can potentially
cause new bugs
-When farmers have two fields of the same priority, but one is fully ploughed, they
will sow it first before going to the next one
-House and Extension icons are explained in the Controls Tooltip when placing
residential
-"Spoiling food" banner should now flicker way less
-Free merchants won't travel to town squares unconnected to the trade network by a
road
-A warning will show if a Market Square is not properly connected to the trade
network
-Shadowcasting disabled in the map view mode for a small performance increase
-Field status cache to optimize farmer calculations [possible new bugs, yay]
-Async hierarchical instance tree update pooling (means just a bit more
optimization when spawning new meshes)
-Time control sound effect now plays only when using the keyboard shortcuts
-Optimization: Cabbage doesn't calculate yields & fertility (as you cannot rotate
the garden crop type, fertility mechanic doesn't make sense here)
-If peasants can't register as cold or hungry, because they're too busy, their
needs should not increase any further, preventing random deaths "on the job"
-"Forest management" Branch added to boost berry yields, and balance berries better
with animals as a starting resource
-Forestry branch name changed to Woodcutting for better separation of the two
-Farming and sheep farming are now locked by the development branches (cultivation
& herding)
-Winters and snowing is now more consistent every year, since temperature
calculations were too obscure before (stuff like when the ploughing can start & end
needed more defined dates)
-Thunderstorm fires chance lowered (because the rain now lasts longer) & there's a
thunder-free guaranteed time of 300 days
-Windmill worker count increased to 3, so that they can transport the Grain faster
Bugfixes:
-Fixed:When having multiple granaries with goods inside, workers move food between
granaries
-Fixed:Buildings no longer register under cursor hit detection after being deleted
-Fixed: Deleting roads and buildings sometimes messed up the pathfinding point id's
-Fixed: Pinned inventory tabs dont stay in the right position when bar pressed
-Fixed: Adding worker as tax collector doesn't decrease unassigned family counter
-Fixed: leftham/dwellmend names are forced to lowercase in top bar, while other
names work fine
-Fixed: hovering the problem banner highlights the enemy peasants too
Cosmetics:
-Erosion normal map applied to the fields (will appear less flat)
-Added back stripes to building bound decals, so players don't confuse area of the
town square with area of influence
Experimental/temporary:
-Cloud tweaks
-Square market squares, with an option to cycle between the shapes by holding ctrl
+ mousewheel
-In game NDA agreement, [should save, but doesn't yet I think]
-Pressing the building card will cycle between circular and square market shapes
[was confusing sometimes, may need a reimplementation later]
//-------------------------------------------------------------------------------
-Cold peasants won't die if too busy to go and warm up (doing long tasks)
-Turning the army mode will force the camera zoom closer, when turning the map view
off
-Cart pathfinding now uses all connected roadpoints (previously just used a single
one)
-Pathfinding tweaks (traders won't get stuck on path points that are too close to
each other)
DISCLAIMER!
A lot of the systems were reworked in this build, some are partially disabled.
Some naming may be confusing as the transformation is not 100% complete, for
example nomenculature of Peasant/Worker/Family or settlement levels.
Due to the amount of changes, this build has not been battle tested - it has a
million bugs to be fixed, however let's focus instead on "is it a good direction",
before I spend a ton of time to polish the hell out of it. If we decide to remove a
feature cause it's not fun, the bugs will remove themselves, right?
Major changes:
-Regions increased twice in size, but there is less regions on the map. Region
borders are still rough & can show wrong colors.
a) No more placing individual cottages, housing area is placed like fields now, and
the area is divided into housing plots
b) Extension system: Slots are now spawned in the cottage backyards. They can be
upgraded if the household accumulates enough silver. Extensions gives passive
resource yields.
-Pacing changes for a clearer gameplay stage separation, and a slower beginning
a) New resource: Berries, and less starting supplies. More starting resource
randomization for increased variety.
b) Herbalist has now become the Gatherer - Gatherers will collect Berries & Woad
from the Berry Deposit
c) Well range is now unlimited (supplies water for the whole region)
d) Soil salination system removed
b) Snap point cache holds all the snapping points, combining building borders,
field borders and road borders together for an improved snappy field behaviour
a) The peasants living in the outpost now start as homeless and need cottages.
b) If you build a cottage, and have homeless peasants, they will move into it
first.
-Food now has to be stored in a larder (meat) or a granary (other foods), otherwise
it will spoil.
-Handcart System:
c) Handcarts can only travel between buildings that are properly connected with
roads
a) No more Ox Farms. Instead a new Farm building employs peasants who work all the
Fields in the region.
d) The Wheat Crop Type now produces Wheat instead of Grain. It has to be processed
into Grain by threshing in the Farm.
e) A new Granary building. Since Barns no longer auto store Grain, Grain now has to
be moved into the Granary for storage, or else it will have a chance to rot.
f) Each individual plant has a 'yield' value. If you leave the crop through the
winter - the yield will keep growing, as the plant absorbs the nutrients and water
from the snow.
h) Crop harvest always starts on the first of September, unless 'Force early
harvest' is ticked. In case of forced harvests the minimum Crop growth is 20%.
i) Oxen removed for now - they will be reintroduced in a later update, as a Farm
Upgrade. Hand ploughing animations/tools added.
j) Fields now show Harvest prediction after they're sown. The predicted harvests
can also be viewed in the "Crops" category in the Region Panel.
k) Adjusted crop yield numbers so that it takes less time to transport, and
threshing procudes 10 grain out of 1 wheat (balance may need to be tweaked).
b) Removed the Prosperity meters (XP), now you just get Development Points for
every upgrade - up to debate.
a) You can convert top tier residential into artisan shops (for now Bakery, Tailor,
Cobbler)
b) Artisans are forever removed from the workforce and can't be reassigned!
-Market rework
a) No more individual Market Stalls. Goods are now sold on the Town Square.
b) One Worker works one Stall and sells one type of good
a) When Travelling Merchants buy Goods, the Wealth propagates outwards to the
nearest Residential Buildings
b) The silver for house upgrades must be stored in a particular building. This
ensures that the town center is more developed than the outskirts.
a) Most problems will be displayed on small banners under the Region Panel
b) Event Notifications are permanently visible in the Event Log under the Region
Panel
d) Problem icons are displayed over units/buildings when hovered, to help easy
identification
-Fire system
a) When building is on fire, peasants will run to the well, grab buckets and try to
put it out
Minor changes:
-Basic Event message queue system to avoid overlapping event messages
-Building Window ("inventory") main tabs rework - now highlight when selected, hide
if there are no multiple tab options.
-A lot of materials now have several shader versions for different quality settings
-Road Tool rework - it is now more accurate to what actually gets built, and more
optimized
-Tooltips stay visible when hovering over "confirm construction" and "rotate plot"
buttons
-Free merchants will travel directly to your town centers, if Market Attractiveness
is high enough
-Different cull distances for equipment & clutter for improved optimization
-Added the Walkaround/Third Person modde (experimental phase featuring the michelin
man)
-Peasants/Artisans now work on repairing and upgrading their own homes, even if
employed
-Peasants stop coming to the region at all once loyalty drops below 0
-Significant UI optimizations
-Some resources (Berries) are seasonal - they will vanish in the winter, and grow
back in the spring
-Opening development tree and opening the map pauses the game
-Resource categories now display short tooltip about what the resources are for
-Sleep and Pause Construction have been merged into one Disable Building button
-By popular demand dirt paths will be now also naturally created wherever peasants
step
-Mills don't cost parts, parts resources got removed. A lot of buildings are
temporarily removed.
-Resources immediately update when the game launches (no more lag)
-Dynamic Music System updates. It will now forcefully fade out the music if it's
not fitting to the season/situation.
-"Dark" music tracks will trigger if: Supplies are below 5, Loyalty is below 0, and
during the winter
-Separated the Development Screen button in the Region Panel since noone could find
it
-Starting positions aren't connected to the road anymore, in order to give more
freedom
-Resource icons will now display the amount of resources left in a deposit
dynamically - for example the amount of berries left
-All building ranges are gone - they harvest 'per region' now.
-Problem Icons display only when you hover the Problem Banner
-Road tool changes: All buildings collide with roads. Camps have 4 procedural
entrances, areas have procedural snapping points.
-The player can build Town Squares in the middle of the road
Bugfixes:
-Snapping the camera to a location (eg by going to the town center) height "bump"
fixed
-Fixed the bug where units would think they're running if you change the game speed
(distance/time wasn't matching game speed accurately)
-Fixed the floating point error bug where units would totally glitch out when
aproaching the edges of the map
-Mesh flicker removed when a new unit of the same type spawns
-Apply and save settings would sometimes cause an infinite loop/freeze - fixed
-Fixed inconsistent crop growth rate (was dependant on the game speed)
-Pressing 'Road mode' in 'Construction mode' will properly hide the bounds decal
and construction preview mesh
-People with handcarts and Free Merchants should avoid cross country much more
-Turning Road Mode/Construction when Field Mode was on left the field border guides
visible - fixed
-Fixed major bug where Carpenters would not work if Logs were left unfinished in
the wrong order
-Upgrade names will now be translated to other languages (if translation key is
found)
-Fixed the peasant animation glitches at the very beginning of the game
-Storage logic optimizations (update less frequently, should cause less hitching)
-& more!
Cosmetics:
-When snapping a road to a building, a dirt path is created between the building
and the road
-When turning, the head rotates first, then torso and finally legs
-Cottages will produce smoke vfx when burning Wood & eating
Experimental/Temporary:
-Hunger rework: Peasants now have to travel home to eat. If they are busy with a
task, they will not show up as hungry untill they finish
-Speed 16x is now simulated less frequent on the CPU (less precision, more fps) +
additional 16x game speed optimizations
-Added specular sheen for broadleaf trees, added SSS to fir trees
-Disabled UDP transport (not necessary, but maybe ate some fps)
-Dynamic FOV (increases slightly when zoomed in for better visibility in tight
alleys)
-Volumetric Fog
-Real time skylight recapture disabled - using a static environment map instead to
reduce blue tint in the shadows
-When in Road Mode, doubleclick commits the road (sometimes produced unexpected
results)
-The "minimalist" music tracks will trigger based on the population of the region
in which player is at the moment (second thoughts on the minimalist tracks and
their feel)
-Sharp corners close to 90 degrees are automatically converted into field points
(sometimes produced unexpected results)
-Added motion blur on timelapse [blurry peasants were cool, but blurry camera very
bad]
-Hunger and cold mechanic rework. Instead of waiting until hunger drops to 0,
peasants just eat 1 food every day. Same with wood - if it's winter they use 1 wood
every day. This makes it easier to calculate how much food and wood do you need.
[Failed because a 30 people town needed 10k food every year - even if grain would
have price of 1 silver, it would mean possibly player could earn 10k silver per
year or more with a tiny village]
-Local fogs system (looked weird for fog to happen only in one region but might
work on it more later on)
-When placing a well on road, the road adapts and widens to encompass it. [Problem:
What if you have built something around it before? & Pathfinding/snapping cache
points did not match with road spline meshes, resulting in general jankiness]
-The buildings upgrade automatically when they reach a new threshold of Wealth, and
each new level gives one new Development Point to spend [it's better to form a
connection between player action and city improvement by the presence of a button?]
-Different town square shapes (square,egg,rectangle). The circle was the least
weird to place cottages around, and the most organic looking, but I might try it
again later.
-Buildings that don't collide with Roads have different Bound Decals (no stripes) -
turned out unnecessary
-Road continuation system (after placing a road, and then starting another road
from its end, it will join them together for better snapping) (not necessary with
the new area system)
//-------------------------------------------------------------------------------
-Fixed streaming poolsize error on GPUs with less than 8gb of memory
-Rendering fixes for units (HISM tree update is now done sync instead of async when
spawning/despawning)
//-------------------------------------------------------------------------------
Major changes:
Minor changes:
-Mining category
//-------------------------------------------------------------------------------
Version 0.1.4d changes:
Minor changes:
Cosmetics:
//-------------------------------------------------------------------------------
//-------------------------------------------------------------------------------
-Firewood replaced back with raw wood as the winter fuel (but used up ONLY in the
winter)
-Loyalty rebalancing
-Increased food supplies from the outpost for a more balanced start
-Some tutorials and descriptions changed. Temporary opening quest now has a
population objective instead of hunting camp objective - this should allow to go
straight to sheep, farming or trade if one prefers
-Tooltips and inventory tabs are now drawn on new separate UI layers to prevent
overlap
-Supply meter now divides days into years if they are over 365, and turns red if
supplies drop under 30 as a warning
-Added fresnel cull to tree branches for less "flat" look upclose
//-------------------------------------------------------------------------------
Major changes:
-New firewood resource connected to the Woodcutter Camp with a limit slider
-Pathfinding updates
-All trees now use octahedral impostors: increased memory usage but no more "flat"
trees when viewed from height
-Buildings in the construction tab now have resource icons to help distinguish them
more easily (some icons are still missing/uncolored/work in progress)
-Peasants no longer use raw wood for cooking meals and can't get sick of consuming
uncooked food
-New system of calculating supplies - takes winters into account for firewood
consumption more accurately
-New options to turn off building snapping
Minor changes:
-Reworked tree shaders - more optimized and more consistent shading to the
impostors
-Fixed bug: Map mode would not switch after pressing the 'V' key
-Camera shadow adjustment now uses ground clearance for tiny performance
improvement
-Control tooltips are now not-hit-testable, preventing them from obscuring cursor
hit detection
-Slaughterhouse bugfixing
-Music system will now play "minimal" tracks only at the very beginning of the game
-Pressing M to turn off the map view remembers your previous zoom level
//-------------------------------------------------------------------------------
Version 0.1.3 changes:
Major changes:
Minor changes:
-Changed Vegetation LOD distances, AO distance and fadeout, cascade distance and
fadeout fraction, increased distance field shadows
-Added far cloud shadow layer and volumetric cloud fadeout when zooming out
-Double click now always zooms in and moves the camera to the mouse location
-Camera rotation is now more limited to accomodate the extended zoom & tree
billboards
-Region borders get much thinner and more transparent when zoomed in
-Decreased volume of "out of food" alert and tweaked other alert loudness (WIP)
-Borders and coat of arms colors should be consistent and more saturated
-Boosted windmill efficiency (more worker slots, 4 flour from 1 grain instead of
previous 2 out of one)
//-------------------------------------------------------------------------------
Major changes:
Minor changes:
-Returned some obscure Engine settings to default in attempt to fix the memory
problem, including disabling Virtual Textures (should make no difference)