As the EA release approaches in just 11 days (time flies!), my work was mainly focused on balancing the harder special locations and improving the history simulation to stabilize the growth of settlements, add ways to remove the infinitely created resources to keep prices and availability in check and fix some issues that caused some settlements to starve as the years went by during playthrough.
Only a few things are on my to-do list before the release, so it's not as hectic as expected before a major release. I hope you're excited to play on bigger maps soon!
See full changelog below:
Added
- Added minimap ping for special location objectives if the player character has seen them. - New properties for items were added - Health Regen and Health Regen Tick, affecting health regeneration and its interval.
Changed
- Lots of tweaks to history simulation to improve growth and sustainability of settlements during playthrough. - Disabled the Vandalism crime for now. - Disabled bounty pay off button while the player is in the settlement to spice things up a little. - Increased landmass to 60% of the world map in world generation. - Increased probability of generating Swamp biome in world generation. - Increased probability of generating Dwarven Guards building. - Some resources now change the carry weight of crafted items. - Silver Ingot provides electrical resistance to armor and holy damage to weapons. - Removed Food component from fishes, so they have to be scavenged before being eaten. - Reduced number of Stones acquired from mining Natural Stone Wall. - Reduced number of Sandstones acquired from mining Sandstone Wall. - Destroying Elven Tree Wall will no longer provide Elven Wood. - Beefed up settlement leaders. - Backstab target changed from Health to Being.
Fixed
- Fixed crash related to item ordering. - Fixed crash related to simulation that could occur after a few player characters died. - World travel stops correctly once starvation or dehydration reaches 4. - Fixed an issue that sometimes caused NPC ability effects to display in the message log despite NPCs not being in sight range. - Fixed resource tooltips going outside of screen boundaries in the crafting menu. - Fixed an issue that would cause ponds to disappear on ability attack. - Fixed an issue that caused families not to change their surname when they created new ones during simulation. - Fixed an issue that allowed purchasing the same item multiple times. - Fixed an issue that would cause player character to pick fish caught by NPC fishermen. - Fixed z-level 0 stairs sometimes spawning leading up instead of down in procedural locations. - Fixed Rasimi Weaponsmith missing access to recipes. - Fixed an issue during simulation that would cause the caravan to trade resources despite the settlement's inability to pay for them. - Fixed an issue during simulation that sometimes caused Rasimi settlements to build infinite hunters buildings. - Fixed an issue during simulation that could cause Bone Wraith settlements to fall into ruin due to not gathering bones to replenish their population. - The carry weight is correctly recalculated after buying resources on the order screen. - Added recipes to Rasimi Leatherworkers. - Fixed NPCs with farmer occupation in Dwarven Tailor buildings. - Fixed owlfolk sometimes spawn in an inaccessible roof area.