Thank you for your feedback! This is our first proper patch, with many fixes, small additions, and rebalances. We hope these changes will make your game more enjoyable in waiting for much requested bigger balance changes and new features!
FIXES
Fixed Ryujin Wrath quest not completing.
Fixed the dialogue UI losing focus on a forced season change.
Fixed multiple localization issues.
Fixed colourful light glitches on lower resolutions.
Fixed issues with NPCs blocking entrances and getting stuck in walls and rocks – it should now occur less often.
Fixed the unique refugee (Ako, Sayuri) quest failing after a season change. If you have this problem in your save, you should be able to reactivate the quest by talking with Ako.
Fixed Water Storage building providing Ice Storage for the village.
Fixed the decay of consumable items in the player’s inventory – watch out, your food might now rot. Note that food decays at different paces in your inventory and on a season change.
Fixed equipping clothes straight from a trader’s inventory – no more thefts.
Fixed holdable light sources not being replenished automatically on depletion – if your torch runs out and you have another one in your inventory, it will be automatically replenished like other holdables. Currently the replacement feature puts the holdable into a first empty slot – this will be improved to use the same slot.
Fixed special projects not replicating correctly to clients – those bothersome ropes and columns should not disappear before completion.
Fixed not being able to skip the special project completion cutscene – note that for now we only have cutscenes for Small Bridges and Watchtowers.
Fixed pressing the “E”-key executing moused-over actions in the main menu – if you wanted to press E in the main menu, you may need to move your mouse away from that button, or just use a mouse.
Fixed Blacksmith’s Anvil furniture replication.
Fixed menu music not responding to the volume slider.
Fixed the Season Change Summary UI widget opening after a cutscene.
Fixed the Kannon statue collision.
Fixed the Discord button being highlighted by default when starting the game.
Fixed freezing routines by teleported NPCs.
Fixed grass appearing inside a Shed structure.
Fixed Geta shoes crafting resulting in Fukagutsu.
Fixed the Special Project Construction Workshop placement near the Small Bridge next to the future Aratani village – you should now be able to build it on the eastern side of the stream.
3D/MAP
Added camera and movement blocker for the big lake in the middle of the map.
Updated the ocean bounds NavModifiers.
More animals should now appear on the map - beware of boars!
ANIMATION/CHARACTERS
Updated animations for sitting on benches.
Small visual edits in the Nijo cutscene.
The Shovel should now be easier to use.
Automatically equipping the last used holdable when pressing the interaction button will now work only on a gamepad and not when using a mouse.
BALANCE/SETUP
Some recipe unlocks will now happen sooner – for example, a Cooking Pot recipe should now be available at Dynasty Level 7, along with the Standard House. If you have already gained level 7 unlocks, worry not, the recipe will unlock for you at level 14, so there is no way to “skip” the unlock (we hope).
Major Villager Needs overhaul – needs were rebalanced to provide smoother gameplay from the start. Beverage needs will now appear with the third villager, and the need progression has been rescaled, so it will take more time to reach full levels.
Major tools durability improvement – enjoy much sturdier tools, the higher the tier, the bigger the difference. This does not apply to already crafted tools.
Added or improved exterior segments in Forager's Hut, Fisherman's Hut, Tailor Workshop, and Wood Storage buildings to include ramps. Ramp Entrances will now cost only bamboo. Note that if you already have built buildings that didn’t have those exterior segments, like Wood Storage or Forager’s Hut, the ramps will not appear. To get ramps you would need to build those buildings from scratch.
Improved Wall Banner decoration set up so that it can be hung only on walls and not on columns (it’s a WALL banner after all)
Made Woodworker's Table a mandatory furniture in the Woodcutter's Hut – should help if you wondered where to craft a bucket. You would need to build a new Woodcutter’s Hut to notice the change.
Made the Sakura tree non-cuttable for now, as it lacks proper visuals.
The player now gets an Ashigaru Hat as an additional reward in the Secrets of the Trade quest – so a full Ashigaru set.
TECH
Improved Main Menu loading time slightly.
Improved snow coverage looks and density in Winter.
Improved how the weather affects roofs in buildings – no more rain or snow inside.
Autosave name now has local time instead of UTC.
SFX
Loudness improvements.
UI
Added missing UI icons for Empty entrances and Ramp Entrances in exterior segments, floors, and shrines.
Improving the villager details in the Ul layout.
Updated scroll bar display and quest description.
Disclaimer text is now smaller in the Loading menu.
Improved job management slot size.
Improved Discord invitation text size and frame.
Improved decoration categories in the building's radial menu.
Changed the water item icon to a droplet to make it less confusing.
Recipe Unlock notification made more visible and will display longer.
Curvy roads, contained liquids, and more coins from your heartwood!
- Curvy road props can now be unlocked at your workshop. - Home Heartwood trees use a new progressive game mode that provides increasing challenge and increasing rewards. - Unopened doors will be labeled on the map with point-of-interest icons. - Villager dialog will appear in the chat log. - Allow more forest to be cleared around your home heartwood. - The blue liquid in the Star Hut won’t drift out of its jar.
On August 15th, 1920 the Polish forces delivered a crushing counterattack against the Red Army during the Battle for Warsaw. This decisive moment in the Soviet-Polish War is commemorated in Poland as the Armed Forces Day — with a military parade and placing wreaths on the Tomb of the Unknown Soldier.
Witold Łanowski’s P-47M-1-RE for Golden Eagles
From August 15th (12:00 GMT) until August 18th (12:00 GMT)
To commemorate the holiday, the P-47M-1-RE Thunderbolt fighter, decorated with a camouflage of Witold Łanowski, a Polish pilot who fought for the US Army Air Force, will be available for purchase for Golden Eagles from August 15th (12:00 GMT) until August 18th (12:00 GMT). This is an exceptionally fast aircraft that’s great at climbing and maneuvers and especially shines at high altitudes. It carries eight 12.7 mm machine guns as well as suspended weaponry: rockets and bombs up to 2500 lbs total!
“Poland Armed Forces Day” decal
From August 15th (12:00 GMT) until August 18th (12:00 GMT)
Play 3 battles using American or British vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Poland Armed Forces Day” decal.
“Poland Armed Forces Day” decal
Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Polish Armed Forces Day.
You can find the decal in the “Holidays” tab in the Customisation menu.
30 Ağustos Zafer Bayramı Herkes Tek Turnuvası Başlıyor!
Heyecan dolu ve bol ödüllü 30 Ağustos Zafer Bayramı Herkes Tek Turnuvası başlıyor. 15.000 TL nakit para, 50.000 TL değerinde oyun içi ödülün dağıtılacağı turnuvanın detayları şöyle;Turnuva kaç kişilik olacak? 30 Ağustos Zafer Bayramı Herkes Tek Turnuvasında katılım 300 oyuncu ile sınırlı.
Turnuvada hangi haritalar oynanacak? Turnuva karşılaşmaları Favela ve Safranbolu haritalarında yapılacak
Ayrıca maçlarını tamamlayan her oyuncumuza 5 adet İstila Kasası, 4 adet Yıkım Kasası, 1 adet Oni Garantili Deste hediye!
Turnuvaya katılmak için bazı şartlarımız var; - 30 seviye ve üstü olmalısın. - Telefon ve e-posta doğrulamanı yapmış olmalısın. - Türkiye bölgesi oyuncusu olmalısın. - Mutlaka Discord hesabını doğru şekilde yazmalısın, tüm iletişimi sana göndereceğimiz bir Discord adresi üzerinden yapacağız.
Turnuvada maç programı ve bilgilendirmeleri nasıl alacağız? Haberleşmek ve maç programını paylaşmak adına, başvurun onaylandığı takdirde cep telefonuna ve e posta adresine bir discord adresi gelecek. Bu bağlantı üzerinden tüm yönlendirmeleri takip edebileceksin.
Nasıl başvuru yaparım? Buradan 21 Ağustos 23.59'a kadar başvuru yapabilirsin.
Sorry for the delay -- the devlog for July is finally here! We managed to accomplish quite a lot in the past month.
Atmosphere - Sounds & Color
The last part of the placeholder pass through the entire game is to set the overall tone with sound effects, lighting, and color. We made good progress on this through July.
Lighting & Fogs
Lights and colors play a big part, and even with a map that only has placeholder tiles, you can see a big difference between no lighting effects and lighting effects and fogs added:
The goal is to do this for the entire game in one go. This has been my task for July, and while I'm not quite done yet, the game will start to have a sense of completeness once the lighting pass is complete.
In some cases, the graphics still need to be made, which leads to some hilariously literal displays when testing:
Sound Effects & Ambience
Thanks to Fang, all of the sound effects and ambient noise has proper placeholders. Those pleasant sound effects are an important factor in the excitement when finding a new treasure, and background sounds really set the tone for an area and scene.
Asset Production Begins
Perhaps the most exciting yet time-consuming pass was started in July. We're finally making assets for the game! This means there will be a lot more to share visually over the coming months as the game really takes form.
Battle Backgrounds
I previously experimented with using a 3D background in the battle scene to try to create a perspective shift that wasn't too jarring of a separation from the main map scene. However, I wasn't really satisfied with my own attempts.
Fang decided to experiment with making them in a 3D editor, and the results were phenomenal. It really helps lock everything together, and is reminiscent of old PlayStation JRPGs:
The process itself was very cool, and I think worth sharing:
There are still some small adjustments to be made, but Fang managed to create a battleback for each area in the game. We can't wait to share more soon!
Features & System
I continued to work on some backend features and the game system as well, slowly making QoL improvements that are important to the final game.
Transition Adjustments
Ensuring the map transition system worked correctly took a few tries, but I finally managed to get something that works well. Adjusting a map's effects between different areas will be seamless and easy to implement.
Save System Update
A big request even during the demo was the ability to have more than 4 save files. I finally got to making this adjustment last month, and the final game will have 50 slots available (possibly more with the release of Chapters 2 and 3 as well):
That's all for this month, I look forward to sharing what we've been working on in August next month.
Thank you for your support and patience as we continue to work on the game.
We've pushed another update to the demo, and this time with an exciting new feature: A Mac OS build! This means the game now runs natively on all three major platforms: Windows, Mac and Linux!
In addition to this, the update contains some improvements to pathfinding and building road layouts!
Changelog
NEW: Mac OS build
Fixed an issue that caused folks to wander over buildings to get to roads