Greetings fellow gods,
Today, I have a new skill for you - Agriculture. It's been a while since we had one, the last time being Thievery before the EA release, so it felt like a good time to finally expand our possibilities again.
The new skill focuses on food production, allowing one to gather and plant seeds, cook delicious meals, and find new profitable opportunities in the world.
Agriculture uniquely offers only 30 levels instead of the typical 50, and that's on purpose. I've heard your feedback about some skills, and even though they provide exciting things, they are not worth 40 potential points when competing with combat skills, so I wanted to use this opportunity to experiment here and see what you think, potentially condensing some other skills in the future.
Also, for those who asked for a way to leave a legacy in the world - you can now plant a tree that will grow for 30 years. House building was already available. So we're missing a way to create descendants, and the game is complete, right? ;)
Here's today's changelog:
Added
- New Skill: Agriculture.
- Seeds for trees, bushes, and vegetables.
- New cooking recipes with special effects when consumed.
- Added a Hoe to Weaponsmithing and a Wooden Hoe to Carpentry.
- During Famine, food prices in settlements are higher by 50%.
- Additional backgrounds for racial portraits.
Changed
- Bread, Wheat Flour, and Straw Hat recipes moved from Adventuring to Agriculture.
- Beehive recipe moved from Construction to Agriculture.
- Reduced Cooked Meat nutrition to 40.
- Multitool is now also a Hoe and a Shovel.
- New graphic for Multitool.
- Auto consumption doesn't apply to food granting Special Effects.
Fixed
- Building recipes now properly requires having tools.
- Fixed roof being incorrectly calculated on z-level above 0.
Modding
- Template for mods distributed with the game no longer has workshop id.
- Craftable building recipes can now have a restriction for placement on specific backgrounds.
- Craftable recipes for buildings can now be restricted to specific biomes.
- Added production actions as potential exp source providers for skills.
- Added 4 new passive effects related to production actions, crafting and growing crops.
- Replaced "poisonous" and "raw" Food component properties with "on_eat" property that activates chosen ability on consumption.
Enjoy!