Greetings, Viceroys!
We just updated the demo with new content, multiple improvements, and fixes. Thank you for playing and sharing your feedback with us!
All the changes will also be included in the Early Access version.
CHANGELOG
Changes marked with ⚡ were inspired by the community.
New content and features
- ⚡ Added 2 new dangerous Glade Events.
- Fishmen Cave
- Hidden Trader Cemetery
- ⚡ Added a new type of Glade Event - haunted ruins.
- Right now there are 8 Haunted Ruins in the game, and they can be found in place of normal ruins in Glades.
- Haunted Ruins can’t be simply rebuilt. They have a working effect tied to them, but no consequence if not taken care of.
- If rebuilt, Haunted Ruins turn into a more powerful version of the building they once were (for example: they produce more, or have more housing slots).
Balance
- ⚡ Lowered the base food consumption rate on the lowest difficulty level - Settler. Villagers will now have a chance of eating less when on a break. This change was implemented to make the game easier and more manageable for players who are just starting out or want to have a more relaxed experience.
- ⚡ Removed two Forest Mystery slots (one negative and one positive) from the Settler difficulty. This change was implemented not only to smooth out the difficulty curve, but also to limit the amount of things players have to keep track of on the lowest difficulty level.
- ⚡ Improved map generation in the first two tutorial games to make the experience more manageable and to remove unnecessary distractors.
- Slightly extended the list of goods desired by traders. Some of them would buy a very small pool of resources.
- Added house ruins (species-specific housing, Big Shelter) to Glades.
UX/UI improvements
- ⚡ Added the option to prioritize recipes in Camps. It works exactly the same as in workshops (higher priority goods are collected first, equal priority goods are collected alternatingly).
- ⚡ Added the option to assign priority to resource nodes on the map.
- Resource nodes can now be selected. Selecting a node opens up a UI panel on the side.
- In the node UI panel, you can assign priorities and quickly select a camp to build (the UI automatically shows blueprints compatible with the selected node).
- Nodes with higher priority are gathered first. After they are depleted, workers move on to lower priority nodes. Nodes with the same priority are gathered alternatingly
- Recipe priority in camps takes precedence over node priority.
- ⚡ Cleaned up some UI elements in regards to priorities.
- Recipes can be assigned priorities from 0 to 3.
- Nodes and construction sites can be assigned priorities from -5 to 5.
- All buttons used to assign priority are now pointing up or down (to make it clearer that a higher number is always a higher priority).
- ⚡ Added a trade value indicator to all goods in the game. Trade value is now also displayed in the Trade window.
- ⚡ Replaced multiple icons with new, more readable designs (multiple resource category icons, Plant Fiber, Parts, Bricks).
- ⚡ Updated the Atlas window.
- Changed the layout of the window to be consistent with other popups.
- Added the Break Interval attribute to the species section. You can now see how often each species takes breaks.
- Added tooltips to all species attributes in the Atlas. You can now hover over attributes (like “decadent” or “demanding”), and see what they mean.
- ⚡ Added a highlight to the species panel when a given species is favored.
- ⚡ Added a special marker to ingredient slots where more than one resource is selected.
- ⚡ Added a tooltip for ingredient slots with multiple resources selected. The tooltip shows which goods are used in the slot. This tooltip can be turned on in the options menu (it’s off by default).
- ⚡ Added an option to remove workers from a worker slot through the species select radial menu. You can now click a crossed-out sign in the middle of the menu to un-assign a worker.
- ⚡ Added a “menu” button to the game's HUD. The ESC Menu can now be accessed without using a keyboard.
- ⚡ Added a message about unlocking new hub levels in the Citadel to the Hearth UI.
- ⚡ Improved the objective text for Orders requiring the player to loot caches and invite new villagers.
- ⚡ Added an option to invert camera zoom in the settings menu.
- ⚡ Changed the wording in the Game Result window. It now states that you won’t get any Citadel Resources, experience points, or Deeds if you decide to continue a settlement you won.
- ⚡ Improved the alert system in the game’s tutorial.
- The “mark trees for harvest” alert will now appear later.
- The “too many trees marked” alert will now appear less often.
- The “complete orders” alert will now appear after a longer time of not completing orders.
- Removed the delay on alert tooltips.
- Added a “click to expand category” footer to the resource category tooltip.
- Perks sold by traders are now sorted by price.
- Added an “achievements” filter to the Deed panel. Using it will place Deeds tied to platform achievements on top of the list.
Bug fixes
- ⚡ Fixed a bug with Cornerstones centered around upgrading hubs being offered to players without the correct upgrade level unlocked.
- ⚡ Fixed a bug with Orders centered around upgrading hubs being offered to players without the correct upgrade level unlocked.
- ⚡ Fixed a bug with the Parasites modifier showing an incorrect value in the tooltip.
- ⚡ Fixed an issue with camera panning not working correctly when holding the B key.
- ⚡ Fixed an issue with the navigation arrows in the building panel working in the opposite direction.
- ⚡ Fixed an issue with the Export Specialization perk showing an incorrect value below its icon.
- ⚡ Fixed a bug with the filters in the Recipe Window not clearing after clicking on a resource in a recipe in a workshop panel.
- ⚡ Fixed an issue with the “dangerous glades” entry on the scoreboard having an incorrect tooltip text.
- ⚡ Fixed multiple localization issues in Polish (a duplicated building name and incorrectly translated resource nodes).
- Fixed a bug with World Map chests not displaying a tooltip when hovered over.
- Fixed an issue with some Glade Event ground assets z-fighting with UI overlays (range indicators).
- Fixed an issue with the solved Glade Event sound being too loud.
- Fixed a bug with the World Map terrain disappearing under towns near the Smoldering City.
- Fixed a bug with some tooltips being obstructed by other tooltips or the mouse cursor.
Other
- Updated models and textures for a few resources and environmental assets in the game.
- Roots
- Grain
- Clay
- Vegetables
- Fertile Soil
- Updated farming animations for plants - idle, planting, and harvesting.
- Updated the models and textures for two decorations.
- Added additional visual effects to workshops - a new smoke effect and sparks.
- The Japanese localization is no longer considered a community translation and is now fully supported.
May the storm be gentle on you,Eremite Games