InDev 18 Stable Change Log
Building Changes
The Stone Masonry has been renamed to Mining Facility, the Stone Shack renamed to Stone Cuttery, the Crystillery renamed to Crystal Harvestry, the Small Crystillery renamed to Crystillery and the Small Wood Torch renamed to Fire Pit.
Village Center can now store a small amount of many resources.
Harvesters can no longer deliver resources to construction sites.
Harvesters can now store resources in any building allowed to store them.
Harvesters will stop harvesting if there is no where left to store resources.
Builders can now take resources from any work building on the map and deliver the resources to construction sites.
Busy villagers are less likely to be interrupted by idle villagers to chat.
Builders can now build other buildings before the Village Center is completed.
Lowered the range of the Village Center from 64 to 42.
Farmers can now plant resources picked up from anywhere.
Builders tend to favor working closer to the building.
Buildings no longer have storage caps on each specific resources, instead there is a total maximum the building can store, and it can hold any combination of the resources allowed.
Many buildings have had their build requirements changed.
The Lumber Mill, Stone Cuttery and Crystillery can no longer harvest resources, they can now have dedicated refinery workers assigned to them that will collect their resource on the map and return it to their building to be refined. Refinery workers assigned to the buildings can also assist builders occasionally.
The Lumber Shack, Mining Facility, and Crystal Harvestry can no longer refine resources, but have had their harvest speeds doubled.
New storage buildings have been added for all the resources in the game.
Large Fire Pit added, works the same as the Fire Pit, it just requires more wood and has a larger light radius.
The repair AI has been refined, now builders will only make repairing buildings a priority if there is no other work to be done, if the building's health is critical or if the building is starting to burn down.
Reduced the maximum allowed builders who can repair a single building to 4.
Repairing buildings now increases the building's health by 25 rather than 5.
Cullis Gate mechanics have been rewritten. You can now use the grab spell on a Cullis Gate to grab a random creature or resource from Limbo. You can also drop creatures and resources into the gate, sending them to Limbo.
If used too much too fast, Cullis Gates will start ejecting things randomly, or explode.
Buildings no longer catch fire unless they take fire damage.
New Ancient Cullis Gates have been added to the game, they work exactly like the regular Cullis Gates, but can be found naturally on the map.
New Ancient Radiance Pools have been added, they cannot be built. They attract creatures to them and take essence from other sources on the map, then convert it into an energy that will both heal and give experience to nearby creatures.
New Bowyer and Rock Tumbler building has been added to manufacture ammo for the new Bow and Sling towers.
Two new towers have been added, the Bow and Sling tower, mechanical towers that only cost basic resources to build. But requires ammunition to fire.
The Fire Bolt Tower's mechanics have been completely rewritten.
Fire Bolt Tower now requires crylithium to be built.
Bow Towers and Fire Bolt tower can now fire over short walls and other objects.
Reduced the cost of Sturdy Walls and Wood Walls to 2, and Stone Walls to 4.
Cullis Gates are now completely disabled in Skirmish mode.
Increased the Small Hovel's occupancy from 12 to 16.
Added some more color to the fill stages for the essence collector and radiance pool.
Weather, Time and Seasons
New Seasons system added, every 5 days the game will change from Autumn, Winter, Spring and Summer.
Added a temperature system, villagers internal body temperatures are affected by the current region's temperatures, if they get too hot or cold they will start to move slower, take damage and possibly freeze to death or catch fire.
It can now snow if the temperature drops too low.
All vegetation and crystal growth is now affected by the temperature, in extremely cold or hot weather farm crops can die, and nothing will grow. But, they will grow twice as fast in good weather.
Villagers will attempt go home to cool down or warm up as needed.
Mobs will slow slightly when it rains or snows.
Mobs who are affected by temperatures have a temperature bar on their information tab when selected.
Optimized the weather system, improving frame rates during intense weather and adding more efficient particle generation based on the game's zoom level.
Added color to the time of day. Now the sky will be tinted blue, yellow or orange depending on what time it is.
Midnight has been renamed to Night.
Dawn, Morning, Evening and Dusk are now shorter, but Night and Midday are longer. The overall day also lasts longer.
Added a time of day progress bar to the clock.
The next day now starts at Dawn, rather than Night.
Monsters aggressiveness is now based on the time of day. Most monsters are extremely aggressive at night, and timid during the day.
Slightly increased villager walk speed to compensate for the new season system affecting movement speeds.
When doing work, mobs can warm up now.
Villagers now refuse to work if they're too hot or cold.
Influence, Magic and Essence Changes
Moved all the spells to the center top GUI.
You can now "Poke" dead bodies, making them decay faster and release some extra essence.
New spell; The Grab Spell. You can now pickup monsters, villagers and resources on the map and move them around. You can even grab resources directly out of buildings, or harvest them yourself right off the terrain.
New spell; Resurrect. You can now resurrect dead villagers if you see any ghosts wandering around in your village.
Dissolve spell now also dissolves corpses turning them into essence.
The Limbo spells have been removed from the game.
Essence now tends to float to the nearest collector, rather than a random one.
Increased the cost of the Motivate Land spell.
Motivate Land's effectiveness is based on the region's temperature. In extreme hot or cold it is less effective, but extremely effective in good weather while it is raining.
Bug Fixes
Fixed the "Running in place" bug where the AI would freeze.
Fixed a bug that would cause some AI assignments not to reload correctly, crashing the game.
Fixed a bug that would sometimes return the wrong object to the AI, causing it to crash.
Fixed an endless loop villagers would get trapped in trying to assign themselves to their mates home if the home was full.
Fixed a bug causing villagers to ignore their work chance flags.
Fixed a bug where workers would not stop working, even if their hunger or energy is too low.
Increased villager chat rates and the chance a villager will become a mate with another villager they are chatting with.
Fixed a bug where new children would display the wrong name in the console when they were born.
Fixed a bug that would sometimes make mobs needlessly recalculate path finding when stuck.
Fixed a bug that would make sleepy villagers or villagers trying to give birth try to find a "Safe place" on the wrong side of walls in dangerous areas.
Fixed a bug where the "excite" icon when a mob is aggro'ed would only appear the first time the mob was ever aggro'ed.
Fixed a bug where if a building is under construction, on the range map, but completely inaccessible to the builders they would harvest resources endlessly.
Fixed a bug causing the "On Fire" AI from not saving correctly.
The Guard Outpost now displays the proper information box when clicked on in the build tab.
Fixed the overlay on the bottom panel for villagers from popping up under the mouse when you hovered over them.
Fixed map name/author box sizes in the map editor.
Changed default key to use accent mode or cancel work to left shift (Formally left control).
Resource totals no longer count resources that were destroyed alongside a building.
Fixed a minor bug where the path coordinates list wouldn't always reset, wasting memory and returning erroneous path data to the GUI.
Fixed particle movement trails from "throwing" the particles rather than pooling them.
Game no longer crashes at the main menu when loading a corrupted map.
Fix a bug where the game was wasting memory creating lights that didn't need to be created when loading mob data.
Fixed the overlay GUI for mobs in play mode and the world map.
Data View System
Added a new "Data View" system, allowing you to see all kinds of geographical information about the map, including the terrain movement costs, resource values, desirability, and tower firing distances.
You can now view a tower's firing range when hovering over, selecting or placing it.
Misc/AI Changes
New mob; Specture. A ghost-like mob that's extremely slow moving, and will only spawn after day 4.
Monsters can now attack under construction buildings.
Max energy, happiness and hunger are now capped at 100.
Villagers will mostly-ignore monsters if they are carrying a resource unless they are hit.
Mobs walk off of blocked tiles faster now.
Large banner notifications will now pop up when night starts, the next day begins, a villager dies or is born.
You can no longer reset specific regions on the world map.
Starting a new map on the World Map will now always send 32 villagers, and 50 resources is available.
Deleted the Combat Alert AI branch. Mobs will no longer trail out following other mobs in danger.
The village range map now generates more natural ranges, and accounts for terrain movement speeds.
A new construction/dismantle progress indicator has been added to under construction buildings, showing the percentage completed and remaining resources required.
Villagers are less likely to be confused when being teleported in from Limbo when you start a new region.
Villager wandering behavior greatly improved.
Added an "Available Worker" count to the top bar on the GUI in parenthesis next to the total villager count.
A bunch of new particle effects have been added, and some older ones altered.
Ghosts now appear much more often and are no longer attracted to the Cullis Gate.
The wandering rates of monsters have been reduced slightly.
Main menu's background is now set to the user's system time again.
Villagers are confused less often, and the effect is shorter.
Mobs fade in/out faster when spawning or entering/exiting a building
Mobs now automatically aggro when hit.
Reduced amount of stun that's taken on damage.
Redid the range map artwork when placing buildings.
Optimized the aggro system a bit, making it slightly less response but more natural feeling.
Hit points regeneration is mostly percentage based now, allowing extremely high hit point creatures to heal much faster.
Added a bunch of new loading messages and help tips.
Added new sounds effects for when night starts, the next day starts, or a villager is born.
When a building is destroyed some of the resources are left behind.
Increased search radius when starving to find food.
Villagers who get stuck in blocked terrain or buildings while carrying a resource no longer drop the resource when they become unstuck, unless they no longer have anywhere to take it.
Chatting villagers no longer drop the resource in their hands when they're done talking, unless they no longer have anywhere to take it.
Tons of other minor optimizations and tweaks.