BUG: The caravan prompt interface no longer prompts that the checkbox click operation is invalid BUG: The cell can manually select the bound mine BUG: When editing a map, after using the exit button in the lower right corner to exit, reload the game, the map editing interface is not correctly hidden BUG: The toilet capacity progress bar always shows 0% Optimization: If the barracks are set to prohibit hired workers from joining the army, the hired workers will be excluded when calculating the number of odd jobs that can join the army.
There are a few more challenges to consider once you start adding multiple characters to a household.
When two people are at the same location they have a chance to interact. They'll decide on a semi-random topic and depending on their preferences will improve or reduce their opinion of each other. Some examples would be:
Person A dislikes and Person B is allergic to hygiene -> Good conversation, they're both averse to hygiene
Person A likes and Person B dislikes the outdoors -> Minor bad conversation, they have opposing feelings
Person A is addicted and Person B is allergic to authority -> Terrible conversation, they are complete opposites
"Dull" characters will tend to get along fine, but once you start putting "Unhinged" characters with opposing views together then the chance of getting a dysfunctional household increases.
You can tell two people to avoid each other, but this comes with the side effect of increasing potential anxiety over time.
To counteract the anxiety, your characters can then attend mental therapy sessions at the hospital.
The opposite is also true. A household with members that get along will increase the chances of a stable household which will improve everyone's happiness.
Other Household Effects
As your net worth increases, your characters won't be satisfied living in a shared apartment forever. They will start demanding more floorspace at home.
A person who loves prestige will demand more space, while someone who hates prestige will be fine with less. Larger households will demand more living space sooner. Ignoring their demands will increase the chance of gaining the Wistful status, which lowers happiness.
To end on a positive note, more people in a household means more earnings before needing to pay tax!
Another month of dedicated effort has advanced us on the development path of Nested Lands. Here's a glimpse of what our team accomplished throughout April:
Finalized worldbuilding texts, including a total of 80 immersive notes scattered across all corners of Norovellir.
Curated detailed descriptions for the relics awaiting discovery throughout the game, enriching your village's Museum with tales of ancient wonders.
Created another set of costumes for the diverse array of village residents, attending to the smallest details to bring their professions to life.
Produced 37 concept arts, each showcasing unique designs for equipment that will aid you on your journey.
Designed new Tier 2 buildings and Points of Interest.
Crafted farming elements, such as garden beds and plants.
Formulated various random events to enrich the gaming experience.
Worked on a comprehensive Tutorial for the release version, including engaging world introduction dialogues.
With each milestone achieved, Nested Lands edges closer to its ultimate vision. Stay tuned for more updates as we continue to pour our hearts and souls into crafting the ultimate gaming experience for you.