V63 is now stable and on the default branch of steam. To continue V62 saves, you must check out the EA62 branch as a beta in the steam client.
Hello!
I'm finally done with the new patch.
The patch is currently in the beta branch on steam. To enable it, right click the game -> properties -> betas. Select "ea V63". It might be unstable, but has been alpha tested.
With it, I'm pretty happy about the city building experience of the game, and now feel ready to start on the world map and its mechanics that I've promised.
I kept notes this time!
New Stuff
Sweet and salt water are now environments.
Blight and bountiful harvest events added. (+2 years playing) 25% chance per year
Droughts events. (+4 years playing) 6% chance per year-
Fishing events for improved/decreased fish output.
Upgrades for all mines + small fixes
Difficulty settings for random game.
New resource: Machinery. Used mostly to upgrade rooms.
Outdoors added as a building preference.
New workshop added. Makes the machinery resource.
New UI for individuals. Added a gimmic that generates biographies to each subject. Also added opinions as to what individuals want improved in the city. Each race can have their own template, and there are templates for scared, normal and confident subjects. Can be easily modded to add infinite flavour. If someone do, please let me know.
New thing - tourists. Tourists can come to see the marvels of your city. They're attracted by large scale industries that have a high work preference with the race of the tourist. Tourists will leave some cash and a review. You must build an inn to be able to accept tourists.
Thanks to Victor Baker, who wrote a lot of tourist review texts.
Strikes added as an alternative to emigration and riots.
Two new monuments. Flower beds and humidifier.
New road: festival square
New thing: Benches. Idle subjects will search out benches to sit on in a small radius. Useful for letting them absorb the environment.
Fullfillment from tourists.
Individual crime statistics.
Micro and macro actions for your people. Free drinks, money handouts, day off work and arrest. Can be used to temporarily boost happiness.
New growable resource 'Herbs'. Used in the ration maker. Will be used in cooking services for the nobility in later updates.
Serial killer event
3 scripts added
Reworks & Improvements
Climate and weather redone. Now with fully simulated cycles. Snow and ice added. Terrain has been redrawn and will respond to weather and wind. Map generation improved. Wild growing things adjusted and remade. One should now no longer be able to support maximum 100 people through harvesting.
Water now increases fertility around it. Irrigation is scrapped.
Farms have been re-coded to make more sense. The coming harvest is the result of many factors, clearly listed.
Homes now need a structure, the ugly walls are gone. Easier to copy and handle. Poor isolation leads to more furniture degrade.
Animals now have fixed spawning points. These replenish at a slow rate. Animals will stick to these points. Animals will attack people near them, except for hunters. Once you build near a spawning point, no more spawning will happen.
Hunter room simplified. The rate is nerfed.
Corpses bleed.
Room rates have been improved, now showing produced per day per room.
Shape for rooms are now individual for each room, and it's possible to please everyone regarding squareness and roundness.
Refiners remade. Are now upgradable. Unlocked from start. Production lowered. Early survival tactics is to use grain + bakery.
Accidents more rare, but more deadly.
Workshops have been converted to the new sprite system. Visually improved. Has their own storage, same as refiner. Some have upgrades. They are more space efficient.
University has gotten a face lift and is more space efficient.
Upgrades for service rooms, although, I've only enabled it for lavatories so far. Lavatories got a facelift, with sanitary lids for the toilets.
The throne can no longer be instantly moved, but must be constructed. Trapped people can still function and find jobs in their vicinity.
Changed the trade controls a bit.
Reworked exposure to work differently. Exposed people will seek services or shelter. In shelter they are still exposed, but at a lower rate. Prior to death, that can also go insane.
Made trees and other growth be able to grow randomly when fertility is increased by irrigation.
Added different sizes to wells, and an upgrade. And emitting of sweet water.
Gave hearths the same treatment as wells.
Added fulfilment modifiers for all monuments, meaning you can get happiness from specific monuments per capita.
Law remake. More detailed and more options.
All punishment types affect fulfilment differently for races.
Stocks added as a compliment to punishment. This shortens prison time by half.
Guard post now come in different sizes. They now have a visible radius. The chance of arresting a criminal is based on distance to guard post.
The enemy kills stat increases neuroticism and crime rate.
Guard posts remade. Now work with a radius. The closer a crime is committed, the greater likelihood for catching them.
More crime, and more penalty from it.
Added stuff to the tutorial.
Bug Fixes & Quality of Life
An attempt to fix shuttering mouses on certain PCs.
Buildings can be built next to deep water.
Overlays have gotten some love.
Minimap improved + flawless zooming in/out.
Copying items is easier.
Room panels and priority panels have been improved. Now possible to prevent employment by setting priorities to 0.
Lots of effort put into the new sprite system for room. Making it more moddable.
People will not try to fetch corpses that are in dangerous zones, such as a animal spawn point.
Workload calculations improved.
The use of walls when building rooms have been improved.
Huge refactorings, making the game less error prone.
New Housing panel panel with improved overlay and tools.
Oddjobbers will find homes faster.
Improved the top panel.
Remade and improved bottom panel.
Wiki improved + moved race info to new wiki and improved them a bit.
Fixed Maintenance overlay
Added a type swapper to room copying and saved blueprint placer.
Industry recipes will revert if the recipe is re-locked.
Added population to save game files.
Fixed buggy Workstations
Ability to set punishment for prisoners manually + better ui for managing criminals.
Fixed broken steam achievements.
Aesthetic
An in-game palette that lets you change colours of roads and structures for visuals.
Unique sounds for all animals. sorry about the volume, WIP.
Sounds will play when fast forwarding.
3 new soundtracks
Made openings of buildings a bit clearer.
A light cycle toggle in the settings.
Improved overlay for minables
Added some visual help to room construction.
Made roads go diagonal next to diagonal walls.
Improved the text rendering engines, taught it some new tricks, and better looking text.
Modding
New script engine. Now possible to inject java code, and package them as mods. See pdf in installation directory of how to get started.
Big refactoring with rooms. Room files now in folders. Modders, check out the new way of specifying rooms in other files.
Made titles be able to lock rooms (requested by modders).
Updated external libraries.
Cred to steam user FroshVII for formatting the notes!
Oblivion creatures come in many shapes and sizes, and some of them even have unique abilities thanks to their evolving properties. The same thing applies to the Voidlings.
While mentioning of Voidlings usually evokes a picture in one’s mind of the overwhelming hordes of little, purple creatures swarming and flying around, there are those among them who are more evolved and bring more to the table than just sheer numbers. One such creature is Netherspitter. These hound-like beasts are highly-evolved Voidlings. Their stomach began to excrete a nether-like substance allowing them to digest almost anything. With time, they’ve learned to use this as a weapon in combat. Their spit can destroy armour and weaken living beings, helping their less evolved kin to devour the pray more easily. Netherspitter is an Oblivion 2-cost unit. Its stats are set at 1/2, and when you put it on the board, you’ll be able to target a local enemy unit and put a vulnerability counter on it. Every time that unit is dealt combat damage, it will lose the amount of health equal to the number of vulnerability counters it has. In the case of the Lesser Voidlings, that will help you take a unit down in half the time it would usually take.
What is your favourite Voidling? If you haven’t already, join our Discord channel (Discord) and stay in the loop with more news to come!
This title focuses on "light expression" and allows you to freely stroll through the village, which is bathed in dazzling light. What's more, some of the background graphics are blurred out, allowing you to experience the peaceful summer atmosphere with your eyes!
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"The Forest of Drizzling Rain" ■Developer: Makoto Sanada ■Publisher: Game Magazine ■Price: 1680 yen (Japanese price) ■Languages supported: Japanese ※The release dates for English, Simplified Chinese, Traditional Chinese, and Korean will be announced at a later date. https://store.steampowered.com/app/2106810/
Thanks to your votes in Indie of the Year 2022 ⭐️📢 the 2nd place in the Best Upcoming Indie Games is for... our Espresso Tycoon! ☕️Could we BE any happier?❤️
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In order to ensure the stability of the game operation and improve the game experience, Shadowbane's first server [Gungnir], second server [Mjolnir] and third server [Gram] will perform routine maintenance on January 2 16:00-18:00 Pacific Time (8:00-10:00, January 3 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.