Dear Pioneers,
there is a new Beta test of content update 0.4.0. out now.
Thanks in advance for your test support!
Changelog
New Features
Fisher
- Herrings have been added to the ocean and Trouts swim in lakes
- Your fishers head out to promising shores in range and try to catch them
- Fish can be used to create rations or supply market stalls
- Herrings are used in nutrition meals, Trouts in comfort meals
Warehouse Building
- Offers space for up to 8 different commodities, and up to 64 units of each one
- The contents of each pile can be chosen and set manually, including
- Any specific commodity (e.g. silver blade)
- Any commodity of a category(e.g. any weapon, will be occupied as soon as production piles of any weapon type fill up)
- Any commodity (will be occupied as soon as any production piles fill up)
- Nothing (pile will be emptied / stay empty until changed)
- Some templates offer quick setups, e.g. “construction depot” for all 8 commodities used for construction
- Each pile can be manually set to priority. This means the Warehouse is supplied with priority for that commodity and will only redirect and offer these priority commodities to other buildings which are set to priority.
- The functionality of the standard storage building has been adjusted to the same behavior.
Production Statistics
- Production and consumption statistics added to the tooltip of each commodity
- Reflect the production and consumption history of the last hour of each commodity
- Includes information for commodities traded or lost (e.g. stolen)
Unit Statistics
- Various statistics have been added to the tooltips of the unit interface
- They reflect the changes during the last hour, delivering valuable information, e.g.
- Amount of specific unit types like carriers, diggers or builders and how many of them are idle
- Development of total values like the balance of homes, total amount of combat units, wealth and many more
Improvements
Gameplay
- Reworked “Start new game” flow to better distinguish between guidance maps, preselected maps and generated maps. Also made the distinction between playing with and without enemies clearer.
- Added two new maps
- New storage building behavior:
- Configure piles individually or choose from several storage presets (e.g. mining resources, construction material, …) for all piles at once.
- Priority storing and delivery can be set per pile.
- Reworked distribution of surplus commodities to storages and warehouses: The supply will now depend on fill state much more than on distance:
- This ensures that multiple distant locations get supplied simultaneously instead of the more distant ones only getting supplied after closer ones are full.
- It is useful to distribute commodities in advance and shorten delivery distance e.g. for border stones, construction materials, and more.
- Manual production orders and building priority setting is removed from NPC Village buildings when merging with player
Map Generation
- Improved visual quality of shores and water areas
- Improved road layout of NPC villages
Misc
- Rendering performance improvements in situations with a lot of piles on the screen
- Added more LOD levels to a lot of assets to improve performance
- Reduced VRAM usage
- Disabled generated maps on specific old graphic drivers which are known to be unable to support procedural map generation. To unlock map generation an updated driver is required, otherwise those systems can only play the preselected maps and save games created on another system.
- Improved audio mixing
Fixes
- Fix: The workflow animations at the wood workshops had bugs
- Fix: Workflow animations at the mint
- Fix: Idle builders were blocking carriers bringing commodities
- Fix: NPC camps were sometimes not destroyed after loosing all units
Open Beta Patch Notes 0.4.0 Update
Changes:
- Fixed some crashes
- Loca corrections for storage building
- Improved spacing in charts
- Fixed an issue with magical flames appearing when they should not