New UI Tools
Resource Logistics Records
Records now track which resources are transported from which buildings to which buildings, and by whom, for up to 4 years. This allows players to see the extent of resource transfers between buildings. To access logistics records, click on the resource logistics section in the building management panels. In the logistics interface, players can view transfers of all resources or specific resources over a period ranging from 6 months to 4 years.
Efficiency Ledger
Every 5 seconds (1 game day), the tasks performed by workers are recorded. These records are kept for up to 1 game year, allowing players to see the average task distribution of workers in production buildings via the production records section. Hovering over any worker in the worker list shows the task distribution for that worker only. This tool helps players see how much time workers spend working, commuting, and transporting or storing resources, allowing for better planning.
Yearly Production
Records of total outputs for production buildings are kept for up to the past 10 years. These records can be viewed in the production records section of the building interfaces.
Building List
A building list button has been added to the main management section. With this interface, players can view all buildings on a single page and see their details collectively. For example, the capacity used for storages, the accumulated water for wells, and production records for production buildings can be accessed from this interface. Players can also search for specific buildings or filter by category. Clicking on any building takes the player to that building and opens its management panel.
Building Search
A building search shortcut has been added to the F3 key, allowing players to quickly find a building on the map. As soon as the player starts typing a building name after pressing F3, buildings matching the entered text are highlighted on the map. Pressing Enter, ESC, or clicking elsewhere automatically closes the search box.
Villager List
An interface listing all living villagers has been added to the game. In this interface, players can search for villagers by name, profession, gender, and age. The interface provides information on the name, gender, age, profession, and current task of each villager. Clicking on any villager in the list takes the player to that villager.
Manage Stored Resources
A new tool has been added to designate which products will be stored in storages. In the interface of storage buildings, you can open the manage stored resources panel in the management section to collectively ban, allow, or set the desired stock amount for products.
Other additions
- Contrast, Saturation, White Balance, and Gamma Adjustment: The game's contrast has been increased by 6%. Additionally, players can now adjust contrast, saturation, white balance, and gamma settings to their preference via the settings.
- Quick Save Shortcut: A quick save key has been added to the F5 key. With this shortcut, the game is saved over the last saved name if it exists, or over the first auto-save slot if it does not, without entering the menu.
- Arrows Colliding with Buildings: Arrows now collide with and stick to buildings instead of passing through them. Archers and hunters now move around buildings until they have a clear line of sight to their target.
- Automatic Deletion of Dead Bodies: Uncollected dead bodies are automatically deleted after a long time. This feature was added to prevent bugged bodies from remaining in place throughout the game.
- Hostile Vision Test: Predatory animals and enemies now check if there are obstacles like defense walls or mountains blocking their line of sight when entering each other's vision radius. Buildings are an exception in this check to avoid affecting the game's playability.
- Target Reachability Test: With the addition of defense walls, a reachability test is performed to check if walls block access to the points villagers and units want to reach. This test is performed at the start of all tasks, eliminating bugs such as building on inaccessible islands.
Changes
- Livestock Sale Probability: If livestock is being purchased for the first time in the village, the likelihood of traders bringing livestock is doubled. After the first livestock purchase, this rate returns to its original 30%.
- Trader Changes: The variety of products purchased by traders has been increased. Additionally, the purchase and sale volume of some resources with surplus production, such as animal hides, has been increased.
- Event Log Location Changed: Event log notifications have been moved from the left side of the screen to the bottom right corner.
Optimizations
- NavMesh Area Size Optimization: The walkable area size is dynamically adjusted based on the map size, speeding up navigation creation on small and medium maps and reducing CPU load during map startup.
- Navigation and Walking Code Refactor: To compensate for the extra CPU load caused by the reachability test, walking mechanics have been refactored for better optimization. The new codes have not been thoroughly tested, so if you encounter any bugs related to walking or reaching targets, please report them.
- Multithreaded Environment Check: Vision tests and reachability tests in environment checks add extra load to the main thread. Therefore, a large portion of vision and environment checks has been offloaded to other threads. This optimization is aimed at preventing significant performance drops when the population reaches levels of 400-500. Since threaded operations can often cause crashes, please report any crashes you encounter.
Bug Fixes
- Fixed the compost yard close button not working.
- Fixed field workers' experience not affecting product output.
- Fixed the issue of dead animals not being removed sometimes from the livestock.
- Some spelling errors have been fixed.
I am very satisfied with the new tools, and I hope you will be too. Please do not hesitate to provide feedback. See you in future updates..