[0.18.0]
Added
- Research & Inventor Shed [list]
- we added research as a central element in the game
- research allows you to unlock buildings
- to provide access and execute research, there is a new building: the inventor shed
- this building employs a villager as a researcher
- the researcher will process 2 new resources (parchment and candles) into research points
- research points are used to complete certain research topics
- research is laid out as a tree structure where the availability of nodes depends on their parent nodes and the city rank of your current village
- these two new resources are required by the inventor to produce research points
- in contrast to previous resources, candles and parchment are acquired by defeating enemies
- each enemy has a certain probability of dropping either one of the resources (certain enemy types drop parchment, other enemy types drop candles)
- the long term idea behind this is to change the drops to raw resources (like wax for candles) and then processing them at other buildings in the village instead of dropping the resources directly
- in order to increase the options of advanced food production we added two more buildings
- the wheat farm produces wheat which serves as a raw material for the baker
- the bakery produces one bread, a valuable food source, for each pack of wheat that is provided
- since we added bread as a new food source, food is no longer represented by berries directly, but as an abstract resource (pictured by an apple icon)
- one berry amounts to one unit of food while one bread amounts to four units of food
- we removed the global food storage from the city center and instead introduced a new building, the food storage
- the food storage stores up to 20 food units, and you can build more than one
- every time a villager consumes food, it is taken from one of the food storages that has available food
- the food count displayed in the HUD is now the total number of food units from all storages
- in order to provide more creative options for building and customizing villages we added nine new buildings that are purely for decoration
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Changed
- we updated the calculation of food production/consumption that is shown in the HUD[list]
- previously there was only one value that was supposed to indicate whether food was lost or gained in the long term
- now we opted for a more transparent solution and display two values, the total food production per minute (not taking carriers into account) and the total food consumption (based on the number of villagers)
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Fixed
- Fixed a bug where the Hog played its charge VFX even after dying