Greetings Viceroys,
In today’s new entry in the series of Update 1.4 sneak peeks, we present the new building - Fishing Hut - and how the fishing system works.
If you missed the previous ones, you can check them out here:
https://store.steampowered.com/news/app/1336490/view/4359006361100133508
https://store.steampowered.com/news/app/1336490/view/6680607622689846294
Fishing is part of the free Update 1.4 which will accompany the upcoming DLC. The DLC’s new species, new biome, and its release date will be revealed near the end of this month.
Fishing
Fishing is a new way of acquiring resources from ponds found in glades. Similarly to regular resource nodes, there are two sizes of ponds: small (2x2) and large (3x3).
https://youtu.be/FdU5MJkyaU4
There are also different types of Ponds:
- Algae Pond - A murky pond covered with algae bloom. [list]
- A small Algae Pond gives 1 Algae and has a 40% chance for Herbs.
- A large Algae Pond gives 2 Algae, has a 50% chance for Herbs, and a 20% chance for Fish.
- A small Thunderfish Pond gives 1 Fish and has a 40% chance for Scales.
- A large Thunderfish Pond gives 2 Fish and has a 50% chance for Scales.
- A small Copperfin Trout Pond gives 1 Scale and has a 40% chance for Sea Marrow.
- A large Copperfin Trout Pond gives 2 Scales, has a 50% chance for Sea Marrow, and a 30% chance for Fish.
To fish, players need a Fishing Hut.
Fishing Huts work very similarly to camps. There are two types: small and regular. The small one is an essential building, and the regular one needs to be acquired separately (as a blueprint choice, from a trader, or via a wildcard).
Fishermen don't collect resources like regular gatherers. They first catch fish and algae in nets, and then transport them directly to a warehouse when the entire pond is depleted. Resources held in nets are not available for production or consumption, they must first be transported to a warehouse.
Players can decide to reel in a net sooner, but once they do this, the pond is depleted.
Ponds have a very large number or resource charges in them when compared to other does (60 as opposed to 20 in small ones). The intention here was to create a new type of resource gathering mechanism - a mix of a non-renewable source (just like regular deposits) and a big time investment with a big yield at the end (like in the case of farming).
Players can use ground bait to double fishing yields.
Ground bait is made from Packs of Crops. One Pack of Crops equals four pieces of bait. Bait is created in the Fishing Hut, instantly after a fisherman brings a Pack of Crops to the building.
As you can see, with the introduction of fishing, we’re also adding new resources (and needs) to the game. These are all part of a great list of changes coming in Update 1.4 that will influence various elements of the game to make room for the new species and the new biome.
We’ll be revealing more details in the coming weeks!
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May the storm be gentle on you,
Eremite Games