We are hard at work and surprise you today with the biggest update of this quarter. ????
In this patch we have taken care of a better visualization of the water simulation and the manipulation of temperature. We've also made some changes to the UI thanks to your feedback! ????
Water Levels:
Water level changes are now visually represented. Now you can see how deserts get the water they have been waiting for from the mountains, or how pastures use up all the water.
Temperature Manipulation:
You can now build a wind catcher tower to cool down an area.
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You can now build a finn torch to heat up an area.
UI Improvements:
We added faction attractiveness and immigration details to the community center.
We reworked the market place UI to make it easier to use, explain more what is going on, and provide a better overview.
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Villager Pathfinding Improvements:
Villagers can now automatically improve their commute time by switching homes if their location is not locked when you have a community centre. Implemented an iterative linear balanced assignment problem solver.
Full Patch Notes:
- Water level changes are now visually represented.
- You can now build a finn torch to heat up an area.
- You can now build a wind catcher tower to cool down an area.
- Added faction attractiveness and immigration details to the community centre.
- Reworked the market place UI.
- Villagers can now automatically improve their commute time.
- Implemented an iterative linear balanced assignment problem solver.
- Resetting the time to the default time when a new scenario is created in the editor.
- Monastery can now be heated, which fulfils the T4 need of a heated home as well.
- Humans now have a need to build or visit prestigious buildings.
- Added a check if a file is missing/deleted and display the problem in the UI. This helps modders when they move files and forget to remove the references to deleted files.
- Made it more clear when the set production limit in the activity view is maxed out or there is no limit.
- Made it possible to show up to 4 digits of for production limits in the activity view.
- Fixed an issue, where the camera start position was interpreted in a wrong way in certain regions of the world. (3.00 was read as 3000)
- Added stone stairs for biome transitions and integrated the automatic upgrade.
- Fixed a rare crash when the pollution is affecting humans and animals.
- The Stonemason storage upgrade is now cheaper.
- The water flow for the sawmill has been adapted so that it can also be connected to the water corner tiles.
- Fixed the beehive entrance marker for the second winter model.
- Improved the clickable area of the healing bathhouse.
- Adjusted the colors of the stone road in the desert to fit better to the biome.
- The fruit tree yields a little more fruit when fully grown.
- Slightly adapted the waterfall mesh to fit better to the water levels.
- Fish will now adapt their swim height to the water levels.
- Increased the lake water capacity.
- Waterfall animation stops if there is no water flowing anymore.
- A crash has been fixed if you left the window of a dead person or animal open and tried to inspect a specific need of that entity.
- Added an option to strictly assign humans to a specific building.
- Added an option to lock a free bed to prevent automatic assignments.
If you're reading this, you've plowed through our biggest patch notes yet. ????
Thank you for your time and interest in Of Life and Land. It really means a lot to us! ???? ????
If you haven't picked up the game yet or have friends who want Of Life and Land: We are currently 20% off in two sales the Automation Games Sale and Simfest 2024 and the discount will be active until July 30th.
If you want to support us in Early Access, we appreciate every review, it really helps us small indies! ????
Your Team Kerzoven
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