InDev 29e is here, this ones a small patch, mostly in response to your guy's feedback about all the balance changes introduced into the much larger InDev 29c patch.
Be sure to checkout the change log below, and if you have not played the game in the last few days you should give InDev 29c much more extensive change log a look over! Nearly all the changes in 29e are addressing 29c issues, so it's important to read them both. :)
Many of the hot keys have changed recently! Be sure to check the settings page and re-familiarize yourself!
InDev 29f *HOTFIX* Change Log
Bug Fixes
Fixed a bug that would sometimes cause monsters to ignore their level caps. This will prevent those boosted 120+ level monsters from spawning and obliterating everything.
Miscellaneous Changes
Boosted mobs are now only 2x their level.
Lowered specter level cap to 30
Raised zombie level cap to 25
Raised headless level cap to 20.
Raised fire elemental level cap to 30
Miscellaneous Changes
Increased the cost of the Earthquake spell.
InDev 29e Change Log
Spells Changes
Increased labor golem influence cost a bit.
You can no longer charm boosted mobs.
Holy golems now get stronger as the days pass.
Big Fixes and Optimizations
Fixed a targeting issue when a ranged mob is attacked by a tower. Sometimes it would pick an invalid target location.
Monster Changes
Mob title bars now say "Boosted" when a mob is boosted.
Reduced boosted mob levels and speed from 4x to 3x.
There is now a maximum firing speed cap applied to all mobs, but this mostly effects Fire Elementals to prevent them from "machine gun" firing fireballs at ultra-high levels.
Rebalanced Fire Elemental stats a bit, they now have less DEX on average.
InDev 29e is here, this ones a small patch, mostly in response to your guy's feedback about all the balance changes introduced into the much larger InDev 29c patch.
Be sure to checkout the change log below, and if you have not played the game in the last few days you should give InDev 29c much more extensive change log a look over! Nearly all the changes in 29e are addressing 29c issues, so it's important to read them both. :)
Many of the hot keys have changed recently! Be sure to check the settings page and re-familiarize yourself!
InDev 29f *HOTFIX* Change Log
Bug Fixes
Fixed a bug that would sometimes cause monsters to ignore their level caps. This will prevent those boosted 120+ level monsters from spawning and obliterating everything.
Miscellaneous Changes
Boosted mobs are now only 2x their level.
Lowered specter level cap to 30
Raised zombie level cap to 25
Raised headless level cap to 20.
Raised fire elemental level cap to 30
Miscellaneous Changes
Increased the cost of the Earthquake spell.
InDev 29e Change Log
Spells Changes
Increased labor golem influence cost a bit.
You can no longer charm boosted mobs.
Holy golems now get stronger as the days pass.
Big Fixes and Optimizations
Fixed a targeting issue when a ranged mob is attacked by a tower. Sometimes it would pick an invalid target location.
Monster Changes
Mob title bars now say "Boosted" when a mob is boosted.
Reduced boosted mob levels and speed from 4x to 3x.
There is now a maximum firing speed cap applied to all mobs, but this mostly effects Fire Elementals to prevent them from "machine gun" firing fireballs at ultra-high levels.
Rebalanced Fire Elemental stats a bit, they now have less DEX on average.
Barring no last minute issues, the final minor patch for InDev 29, 29c is complete! Unlike most minor patches this patch will break your save data! If you'd like to finish out your saves before moving to 29c, you can opt into the "Previous Stable" branch in steam. :)
This patch is a huge mishmash of new content, introducing 10 new spells, quadrupling the monster level caps, extended end game difficulty, and improving a bunch of the GUI as well as a bazillion other small things. Be sure to read over the change log! This isn't a normal sized minor patch, so there's a ton of new content to check out.
Many of the hot keys have changed! Be sure to check the settings page and re-familiarize yourself!
InDev 29d *HOTFIX* Change Log
Bug Fixes
Game no longer crashes when trying to upgrade the outpost to established.
Fixed a few GUI overlap errors on the new upgrade panels.
Influence cost for the lightning bolt spell is now consumed as soon as the spell is cast, not when the lightning bolt hits.
Miscellaneous Changes
Blood Moon has been nerfed somewhat, as the new spawning changes have made them nearly impossible in certain situations.
InDev 29c Change Log
New Spells, Influence and Spell Bar Changes
The spell bar has been completely redesigned, you now have 5 slots on the bar, and can change out the default spells.
All spell icons have been redesigned.
The maximum influence you can have is now based on your total population. For every villager you have, the bar gets slightly larger.
The absolute maximum influence you can have (A full bar) per village has been increased from 2,000 to 5,000.
New Spell: Charm - Charms a monster into attacking their friends instead, but they may not always cooperate, and could even work against you or not be very helpful. Has a high chance of failure!
New Spell: Cold Aura - Makes the area extremely cold, cooling, slowing down and sometimes freezing nearby creatures.
New Spell: Conjure Essence - Conjure essence out of thin air! Careful it doesn't get sucked back into your hand.
New Spell: Conjure Material - Brings forth a raw building material, sometimes similar to the topography surrounding it.
New Spell: Illuminate - Creates a long lasting, large light source on the map.
New Spell: Lightning Bolt - Zap them from the heavens! Doesn't work well around lightning rods.
New Spell: Magic Bolts - Zap monsters with some energy balls.
New Spell: Mend - Steadily repairs golems and buildings in a small area for a short period of time.
New Spell: Regenerate - Heals a single living creature over a short period of time. Does not work on golems, but does work on monsters! Be careful what you cast this on.
New Spell: Summon Labor Golem - Summons a mindless golem that will do manual labor in your village until it dies.
Healing aura now has a larger area of effect and damages zombies, headless and skeletons.
Hot Key, Control and Interface Changes
New axis lock mode added, when holding down left shift, you can drag-and-draw all kinds of things in a locked straight line along one axis. This new axis lock makes drawing walls and roads much easier. (For those familiar, it mimics Photoshop's axis lock tool when using the pencil or brush).
You can now click-and-hold to "paint" building placements.
New and improved upgrade panels have been added. When upgrading a building it will now list all of the upgrades/improvements you will receive.
Almost all building descriptions updated.
Speed up controls default keys moved to F5 and F6.
Harvest default keys moved from 1 through 4 to 6 through 9.
Spell bar hotkeys have been assigned to 1 through 5.
All new hot keys added over the last few patches can now be changed in the settings menu.
Big Fixes and Optimizations
Fixed some possible crashes when finding resource drop locations out of bounds of the map.
Spells can no longer be cast outside the bounds of the map.
Catjeet children are now counted in the children totals.
Fixed a bug where food was not being correctly calculated into final nomad spawn rates.
Catjeet now properly spawn catjeet zombies when resurrected by blight.
Catjeet spawn the correct ghosts when they die.
Catjeet children now properly grow into catjeet adults instead of human adults.
Slightly optimized the spawning code for monsters.
Fixed mob overlays when selecting buildings, it's using the currently selected mob's color rather than the building's mob's color.
Recombobulators no longer try to fire over curtain walls and topography.
Temporary fixed for the monster building attack code that was crashing the game has been implemented.
Holy Golems no longer visit recomoboulators to heal, but still use them as patrol routes.
Nomad Changes
Overpopulation now has a much larger negative impact on nomad rates.
Total population in general now has a negative effect on nomad rates.
Available water now impacts nomad rates.
Nomads now can never spawn in groups less than 3, but late game spawn counts have been reduced.
Nomads are slightly less aggressive in combat, causing them to flee more often.
Nomad catjeet and children, as well as nomad human children can now spawn.
Monster Changes
Boosted monsters have been added, that can spawn at 4 times their regular level, and 4 times faster than usual. They also glow! The frequency a boosted monster can spawn goes up gradually as the days pass.
Increased the level cap of all monsters by roughly 4 times their previous caps, and completely reworked the level spawning formula for mobs.
Global spawnrates for monsters have been slightly reduced, to compensate for the significantly higher level monsters that will appear mid-late game.
Barring no last minute issues, the final minor patch for InDev 29, 29c is complete! Unlike most minor patches this patch will break your save data! If you'd like to finish out your saves before moving to 29c, you can opt into the "Previous Stable" branch in steam. :)
This patch is a huge mishmash of new content, introducing 10 new spells, quadrupling the monster level caps, extended end game difficulty, and improving a bunch of the GUI as well as a bazillion other small things. Be sure to read over the change log! This isn't a normal sized minor patch, so there's a ton of new content to check out.
Many of the hot keys have changed! Be sure to check the settings page and re-familiarize yourself!
InDev 29d *HOTFIX* Change Log
Bug Fixes
Game no longer crashes when trying to upgrade the outpost to established.
Fixed a few GUI overlap errors on the new upgrade panels.
Influence cost for the lightning bolt spell is now consumed as soon as the spell is cast, not when the lightning bolt hits.
Miscellaneous Changes
Blood Moon has been nerfed somewhat, as the new spawning changes have made them nearly impossible in certain situations.
InDev 29c Change Log
New Spells, Influence and Spell Bar Changes
The spell bar has been completely redesigned, you now have 5 slots on the bar, and can change out the default spells.
All spell icons have been redesigned.
The maximum influence you can have is now based on your total population. For every villager you have, the bar gets slightly larger.
The absolute maximum influence you can have (A full bar) per village has been increased from 2,000 to 5,000.
New Spell: Charm - Charms a monster into attacking their friends instead, but they may not always cooperate, and could even work against you or not be very helpful. Has a high chance of failure!
New Spell: Cold Aura - Makes the area extremely cold, cooling, slowing down and sometimes freezing nearby creatures.
New Spell: Conjure Essence - Conjure essence out of thin air! Careful it doesn't get sucked back into your hand.
New Spell: Conjure Material - Brings forth a raw building material, sometimes similar to the topography surrounding it.
New Spell: Illuminate - Creates a long lasting, large light source on the map.
New Spell: Lightning Bolt - Zap them from the heavens! Doesn't work well around lightning rods.
New Spell: Magic Bolts - Zap monsters with some energy balls.
New Spell: Mend - Steadily repairs golems and buildings in a small area for a short period of time.
New Spell: Regenerate - Heals a single living creature over a short period of time. Does not work on golems, but does work on monsters! Be careful what you cast this on.
New Spell: Summon Labor Golem - Summons a mindless golem that will do manual labor in your village until it dies.
Healing aura now has a larger area of effect and damages zombies, headless and skeletons.
Hot Key, Control and Interface Changes
New axis lock mode added, when holding down left shift, you can drag-and-draw all kinds of things in a locked straight line along one axis. This new axis lock makes drawing walls and roads much easier. (For those familiar, it mimics Photoshop's axis lock tool when using the pencil or brush).
You can now click-and-hold to "paint" building placements.
New and improved upgrade panels have been added. When upgrading a building it will now list all of the upgrades/improvements you will receive.
Almost all building descriptions updated.
Speed up controls default keys moved to F5 and F6.
Harvest default keys moved from 1 through 4 to 6 through 9.
Spell bar hotkeys have been assigned to 1 through 5.
All new hot keys added over the last few patches can now be changed in the settings menu.
Big Fixes and Optimizations
Fixed some possible crashes when finding resource drop locations out of bounds of the map.
Spells can no longer be cast outside the bounds of the map.
Catjeet children are now counted in the children totals.
Fixed a bug where food was not being correctly calculated into final nomad spawn rates.
Catjeet now properly spawn catjeet zombies when resurrected by blight.
Catjeet spawn the correct ghosts when they die.
Catjeet children now properly grow into catjeet adults instead of human adults.
Slightly optimized the spawning code for monsters.
Fixed mob overlays when selecting buildings, it's using the currently selected mob's color rather than the building's mob's color.
Recombobulators no longer try to fire over curtain walls and topography.
Temporary fixed for the monster building attack code that was crashing the game has been implemented.
Holy Golems no longer visit recomoboulators to heal, but still use them as patrol routes.
Nomad Changes
Overpopulation now has a much larger negative impact on nomad rates.
Total population in general now has a negative effect on nomad rates.
Available water now impacts nomad rates.
Nomads now can never spawn in groups less than 3, but late game spawn counts have been reduced.
Nomads are slightly less aggressive in combat, causing them to flee more often.
Nomad catjeet and children, as well as nomad human children can now spawn.
Monster Changes
Boosted monsters have been added, that can spawn at 4 times their regular level, and 4 times faster than usual. They also glow! The frequency a boosted monster can spawn goes up gradually as the days pass.
Increased the level cap of all monsters by roughly 4 times their previous caps, and completely reworked the level spawning formula for mobs.
Global spawnrates for monsters have been slightly reduced, to compensate for the significantly higher level monsters that will appear mid-late game.
The first patch of 2018 has arrived! This ones classified as a minor patch, because it does not break your save data. But it's a fairly beefy minor patch, possibly one of the largest ever!
This patch almost entirely focuses on adding more maps to the game, changing some old ones, finishing off the current world map and prepping for expansion into brand new biomes in the future!
InDev 29b Change Log
New Maps
11 new maps added; Azusa, Limestone, Nerstrand, Farley, Casas, Wilderock, Greyby, Goldmist, Loracre, Clearland, and Valencia.
7 maps completely remade; Silvercoast, Survival Island, Arid River, Gateway, Greenham, Quiet Forest, and Black Sands.
6 maps have had minor changes; Enchanted Shoreline, Springland, Strongvale, Northoak, Wheatcastle, and Merrowshore.
Entire world map art updated to line up with all the new maps and map changes.
Most of the old maps that were completely remade have been moved to the "Official Maps" map pack in skirmish mode.
Big Fixes
Fixed an extremely rare crash if you try to reclaim a building and you have no camp, but have enough free building slots.
Fixed a few illegal characters in the villager name system that could cause the game to crash.
Fixed a bug with the mating system that was preventing villagers from mating.
Implemented possible fix to AI redistribution crash.
Fixed a guard patrol bug that would sometimes crash the game if the guard could not find a valid coordinate to patrol in.
Fixed some particle position errors in the GUI when rendering golems.
Fixed a bug that would cause the game to crash if you cast dissolve outside the map bounds.
Miscellaneous Changes
Changed the bullet and spray tower descriptions.
Doubled the map movement distance off the edge of the map.
The mouse position and selection brush are now displayed on the minimap.
Equipment storage can no longer store water bottles, but can store shields.
The first patch of 2018 has arrived! This ones classified as a minor patch, because it does not break your save data. But it's a fairly beefy minor patch, possibly one of the largest ever!
This patch almost entirely focuses on adding more maps to the game, changing some old ones, finishing off the current world map and prepping for expansion into brand new biomes in the future!
InDev 29b Change Log
New Maps
11 new maps added; Azusa, Limestone, Nerstrand, Farley, Casas, Wilderock, Greyby, Goldmist, Loracre, Clearland, and Valencia.
7 maps completely remade; Silvercoast, Survival Island, Arid River, Gateway, Greenham, Quiet Forest, and Black Sands.
6 maps have had minor changes; Enchanted Shoreline, Springland, Strongvale, Northoak, Wheatcastle, and Merrowshore.
Entire world map art updated to line up with all the new maps and map changes.
Most of the old maps that were completely remade have been moved to the "Official Maps" map pack in skirmish mode.
Big Fixes
Fixed an extremely rare crash if you try to reclaim a building and you have no camp, but have enough free building slots.
Fixed a few illegal characters in the villager name system that could cause the game to crash.
Fixed a bug with the mating system that was preventing villagers from mating.
Implemented possible fix to AI redistribution crash.
Fixed a guard patrol bug that would sometimes crash the game if the guard could not find a valid coordinate to patrol in.
Fixed some particle position errors in the GUI when rendering golems.
Fixed a bug that would cause the game to crash if you cast dissolve outside the map bounds.
Miscellaneous Changes
Changed the bullet and spray tower descriptions.
Doubled the map movement distance off the edge of the map.
The mouse position and selection brush are now displayed on the minimap.
Equipment storage can no longer store water bottles, but can store shields.
The Quality of Life update has been released. This is another huge content patch, and an exceptionally large portion of it is player requested content! The highlights in this patch are the new upgradable housing, farms, storage and the new marketplace system. But there's a ton of other awesome new content, like $1.99 loot boxes. (Kidding, please don't kill me!)
Be sure to give the change logs a good once-over, and let me know what you think about the new patch down in the comments. I'm really excited to get this patch out to you guys, and I'd love to hear your feedback on all the changes.
Also just as a friendly reminder and not a shameless plug what so ever, by popular demand, I have launched a Patreon last week. If you're interested, head over and check it out. :)
YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)
InDev 29 Change Log
The Marketplace, Gold and Catjeet
A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.
Upgradable Storage and The Storage Management System
All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
A new gold storage building has been added to the game, to store gold ingots and coins.
You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.
Upgradable Housing
All old housing has been removed from the game, and replaced with a single "Housing" building that can be upgraded in 3 paths, 4 times per path.
The upgrade paths are "Occupancy", "Standard" and "Quality". "Occupancy" will only increase the buildings maximum housing size, where "Quality" will provide significantly less housing, but will give a significant boost energy, happiness and health regeneration rates for its occupants. "Standard" as you might have guessed, is a balance between the two.
Upgradable Farms
The "Small Farm" has been removed from the game.
The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.
Loot Boxes
Loot boxes are randomly hidden all over the map, it's up to you to find them!
Loot boxes can be opened with a key, for only $2.99 USD. You can buy them on the main menu. Buy in bulk and save! for only $100 USD you can get 100 keys!
Just kidding.
The keys to open the loot boxes can be found randomly in the game world when harvesting wood, water or wild food. They can also be purchased from Catjeet, and very rarely found in place of a loot box spawn. When a key is found, you can drop it on the box to open it.
Loot boxes can get annoyed with the player and teleport away if you click on them a bunch of times.
Social System
Villagers (and Doggos!) now have social stats, and will no longer just chat randomly. They will chat when their social levels are low or they have nothing better to do, reducing the amount of random downtime chatting.
When their social stats are too low, they will be much less likely to work and their happiness will plummet.
Finding a mate and coitus chances are now based on their overall social level. The higher their social, the better chance they'll accept a mate or coitus with one.
Tons of new chatting icons have been added to the game.
Chat AI has been partially rewritten to do a better job of finding chat partners.
Villagers can now gain social if they're in a home with other villagers at the same time.
Optimizing and Big Fixes
Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS
Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
Fixed wood golem combobulators spawn caps during upgrades.
Fixed a bunch of very minor errors in some of the mob sprites.
Fixed some minor in-game mob coloring errors, mostly with ghosts.
Removed a duplicate name from the names list.
Slightly optimized the update loop for particles.
Lighting now properly updates faster when speed is increased.
Holy golems no longer emit particles while the game is paused.
Optimized and rewrote the range and perimeter system.
Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.
Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
Slightly optimized the update loop for the mob job module.
Heavily optimized font rendering code.
Optimized the light rendering code slightly during all times of the day, and greatly during midday.
Optimized several of the mob searching algorithms, speeding up many parts of the AI.
Optimized the AI interrupt system, improving all AI slightly.
Fixed the motivation bolt from firing the incorrect missile type, sometimes causing crashes on load.
Optimized many parts of the GUI.
Optimized the way point generation system.
Lightning now properly hits the center of tiles, rather than the corners.
Ancient cullis gates and ancient radiance pools no longer count against the building cap.
Villagers and doggos will no longer try to chat with monsters.
Optimized the map AI module that controls map regrowth and spread mechanics.
Optimized the aggro checks slightly.
Golems no longer use crystal motivators as waypoints.
Fixed a few minor bugs in how waypoints were generated, that may have caused some crashing issues.
Fixed abandoned rain catcher shadow generation.
Optimized the resource pre-sorting algos.
Fixed extremely rare "invisible villager" bug, caused when you knock a villager out while they are in their home.
Interface Changes
You can now selectively grab things from buildings using the grab spell, similar to how the take from limbo spell works.
The rotation speed for the take from limbo spell type rotation is now double.
"No Production" now says "No Production Set", to help clarify the player needs to do something.
Redesigned the mob GUI a bit, changing most data types to fill bars instead of numbers, but you can still view the numbers by scrolling over them.
You can now mouse over a building and mob at the same time and see both overlay GUIs.
Lowered the default music volume, and raised the default sound volume.
Tip panel no longer renders behind the other panels.
Map zoom in and out keys have been moved to the [] key.\
You can now speed up and slow down the game speed with the minus and equals key (next to backspace for most people)
Moved the resource values of buildings off the title bar, and is now only displayed on the left hand of the dismantle notification message.
Changed the loading screen a bit.
Cleaned up and tweaked a ton of small areas of GUI code.
Changed the sleep icon a bit.
Tooltips now render at the bottom right of the mouse.
Pathfinding Arrows
Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
When a building highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths. This includes buildings under construction, spawn points, homes, work buildings and many others.
When highlighting or selecting a mob, they now light up.
Miscellaneous Changes
Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
Removed light blocking code from all buildings.
Resource Limbo has been completely removed from the game, use the marketplaces!
Reversed changes to particle sizes, now all particles are the same size again.
Wild Doggos can now use gates.
Decreased firing rate of static tower, and increased energy cost.
The animation system has been completely rewritten from scratch.
The sprite sheet loading system has been completely rewritten from scratch.
Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
Trimmed the mob overlay down a bit.
Slightly buffed crystal golems strength, boosting their damage and hitpoints.
Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.
Combobulators will now stop producing golems when paused.
Tweaked confusion behavior a bit, and they now look in the direction that has caused their confusion.
Villagers can now get pregnant and coitus as soon as they are "generated", increasing early game reproduction rates.
Wild doggos are more likely to hang out in high-desirability areas, and their AI has been tweaked to prevent them from wandering off as often.
The maximum production settings are now 500, before switching over to infinite.
Villagers are now less willing to work if they're hungry, thirsty, unhappy or have low social.
All vegetation but crystals (Yes, the code thinks crystals are vegetation) now only spread if motivated, stopping trees from "taking over" the map extreme-late game.
Updated all world maps with the new upgradable housing, farming and storage.
The forge now uses even storage mechanics to prevent it from being clogged.
The Quality of Life update has been released. This is another huge content patch, and an exceptionally large portion of it is player requested content! The highlights in this patch are the new upgradable housing, farms, storage and the new marketplace system. But there's a ton of other awesome new content, like $1.99 loot boxes. (Kidding, please don't kill me!)
Be sure to give the change logs a good once-over, and let me know what you think about the new patch down in the comments. I'm really excited to get this patch out to you guys, and I'd love to hear your feedback on all the changes.
Also just as a friendly reminder and not a shameless plug what so ever, by popular demand, I have launched a Patreon last week. If you're interested, head over and check it out. :)
YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)
InDev 29 Change Log
The Marketplace, Gold and Catjeet
A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.
Upgradable Storage and The Storage Management System
All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
A new gold storage building has been added to the game, to store gold ingots and coins.
You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.
Upgradable Housing
All old housing has been removed from the game, and replaced with a single "Housing" building that can be upgraded in 3 paths, 4 times per path.
The upgrade paths are "Occupancy", "Standard" and "Quality". "Occupancy" will only increase the buildings maximum housing size, where "Quality" will provide significantly less housing, but will give a significant boost energy, happiness and health regeneration rates for its occupants. "Standard" as you might have guessed, is a balance between the two.
Upgradable Farms
The "Small Farm" has been removed from the game.
The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.
Loot Boxes
Loot boxes are randomly hidden all over the map, it's up to you to find them!
Loot boxes can be opened with a key, for only $2.99 USD. You can buy them on the main menu. Buy in bulk and save! for only $100 USD you can get 100 keys!
Just kidding.
The keys to open the loot boxes can be found randomly in the game world when harvesting wood, water or wild food. They can also be purchased from Catjeet, and very rarely found in place of a loot box spawn. When a key is found, you can drop it on the box to open it.
Loot boxes can get annoyed with the player and teleport away if you click on them a bunch of times.
Social System
Villagers (and Doggos!) now have social stats, and will no longer just chat randomly. They will chat when their social levels are low or they have nothing better to do, reducing the amount of random downtime chatting.
When their social stats are too low, they will be much less likely to work and their happiness will plummet.
Finding a mate and coitus chances are now based on their overall social level. The higher their social, the better chance they'll accept a mate or coitus with one.
Tons of new chatting icons have been added to the game.
Chat AI has been partially rewritten to do a better job of finding chat partners.
Villagers can now gain social if they're in a home with other villagers at the same time.
Optimizing and Big Fixes
Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS
Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
Fixed wood golem combobulators spawn caps during upgrades.
Fixed a bunch of very minor errors in some of the mob sprites.
Fixed some minor in-game mob coloring errors, mostly with ghosts.
Removed a duplicate name from the names list.
Slightly optimized the update loop for particles.
Lighting now properly updates faster when speed is increased.
Holy golems no longer emit particles while the game is paused.
Optimized and rewrote the range and perimeter system.
Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.
Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
Slightly optimized the update loop for the mob job module.
Heavily optimized font rendering code.
Optimized the light rendering code slightly during all times of the day, and greatly during midday.
Optimized several of the mob searching algorithms, speeding up many parts of the AI.
Optimized the AI interrupt system, improving all AI slightly.
Fixed the motivation bolt from firing the incorrect missile type, sometimes causing crashes on load.
Optimized many parts of the GUI.
Optimized the way point generation system.
Lightning now properly hits the center of tiles, rather than the corners.
Ancient cullis gates and ancient radiance pools no longer count against the building cap.
Villagers and doggos will no longer try to chat with monsters.
Optimized the map AI module that controls map regrowth and spread mechanics.
Optimized the aggro checks slightly.
Golems no longer use crystal motivators as waypoints.
Fixed a few minor bugs in how waypoints were generated, that may have caused some crashing issues.
Fixed abandoned rain catcher shadow generation.
Optimized the resource pre-sorting algos.
Fixed extremely rare "invisible villager" bug, caused when you knock a villager out while they are in their home.
Interface Changes
You can now selectively grab things from buildings using the grab spell, similar to how the take from limbo spell works.
The rotation speed for the take from limbo spell type rotation is now double.
"No Production" now says "No Production Set", to help clarify the player needs to do something.
Redesigned the mob GUI a bit, changing most data types to fill bars instead of numbers, but you can still view the numbers by scrolling over them.
You can now mouse over a building and mob at the same time and see both overlay GUIs.
Lowered the default music volume, and raised the default sound volume.
Tip panel no longer renders behind the other panels.
Map zoom in and out keys have been moved to the [] key.\
You can now speed up and slow down the game speed with the minus and equals key (next to backspace for most people)
Moved the resource values of buildings off the title bar, and is now only displayed on the left hand of the dismantle notification message.
Changed the loading screen a bit.
Cleaned up and tweaked a ton of small areas of GUI code.
Changed the sleep icon a bit.
Tooltips now render at the bottom right of the mouse.
Pathfinding Arrows
Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
When a building highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths. This includes buildings under construction, spawn points, homes, work buildings and many others.
When highlighting or selecting a mob, they now light up.
Miscellaneous Changes
Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
Removed light blocking code from all buildings.
Resource Limbo has been completely removed from the game, use the marketplaces!
Reversed changes to particle sizes, now all particles are the same size again.
Wild Doggos can now use gates.
Decreased firing rate of static tower, and increased energy cost.
The animation system has been completely rewritten from scratch.
The sprite sheet loading system has been completely rewritten from scratch.
Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
Trimmed the mob overlay down a bit.
Slightly buffed crystal golems strength, boosting their damage and hitpoints.
Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.
Combobulators will now stop producing golems when paused.
Tweaked confusion behavior a bit, and they now look in the direction that has caused their confusion.
Villagers can now get pregnant and coitus as soon as they are "generated", increasing early game reproduction rates.
Wild doggos are more likely to hang out in high-desirability areas, and their AI has been tweaked to prevent them from wandering off as often.
The maximum production settings are now 500, before switching over to infinite.
Villagers are now less willing to work if they're hungry, thirsty, unhappy or have low social.
All vegetation but crystals (Yes, the code thinks crystals are vegetation) now only spread if motivated, stopping trees from "taking over" the map extreme-late game.
Updated all world maps with the new upgradable housing, farming and storage.
The forge now uses even storage mechanics to prevent it from being clogged.
Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game, and of course, it's just fun to get the community involved!
If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.
This time around I want to do something extra though, I want to throw some testimonials up there. So if you have a review you'd like me to look at to steal quotes from, don't forget to link it down below!
The nitty gritty rules
Must be version InDev 29 Unstable 4 or higher!
1920x1080 resolution is best, but I can accept some shots that are higher or lower.
Take them in full screen mode if you can (F10 to toggle in-game).
You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
If you want, you can also disable the GUI by hitting F4.
Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
Please post a link to your image in the comments below so I can find them easier!
If you're also wanting me to use your review for testimonials, don't forget to link it as well!
The images and testimonials selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.
You can submit as many or as few as you like, and you can have multiplies selected. The higher quality the better!
Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game, and of course, it's just fun to get the community involved!
If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.
This time around I want to do something extra though, I want to throw some testimonials up there. So if you have a review you'd like me to look at to steal quotes from, don't forget to link it down below!
The nitty gritty rules
Must be version InDev 29 Unstable 4 or higher!
1920x1080 resolution is best, but I can accept some shots that are higher or lower.
Take them in full screen mode if you can (F10 to toggle in-game).
You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
If you want, you can also disable the GUI by hitting F4.
Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
Please post a link to your image in the comments below so I can find them easier!
If you're also wanting me to use your review for testimonials, don't forget to link it as well!
The images and testimonials selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.
You can submit as many or as few as you like, and you can have multiplies selected. The higher quality the better!