Build, manage and conquer in this ultimate feudal Japan experience. Sengoku Dynasty is the ultimate feudal Japan experience: build villages, grow your community, and shape the open world through combat or economy. The choice is yours alone - or that of up to 4 players in multiplayer co-op!
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Gravel, sand, dirt or stone? Lay scenic roads down and mark your territory with a variety of fences and walls, using our brand-new system of building with splines. And don't forget to keep your villagers happy while you're at it! Their smiling faces will guide you to success as you build your dream village.
Inspired by Kaizen (改善), the Japanese philosophy of continuous improvement of production processes, this series of updates brings you some of the most requested features related to village building and management. Hope you’re enjoying them thus far. Rest assured more improvements are coming soon as we continue to listen to your invaluable feedback!
[h3]Build roads, fences, and walls[/h3]
You can now easily build long-form structures by using a handy new tool: splines! Choose from a selection of materials and shapes and unleash your creativity to make your village really stand out!
[h3]New building models and decorations[/h3]
Build new, visually striking torii gates and decorate them with elaborate shimenawa, stone foundations, and even moss. Rebuild your kitchen and fisherman buildings from the ground up to give them a new, more elaborate look. And give your village a more authentic feel by covering some of the buildings with traditional Japanese straw roofs.
[h3]Happiness system[/h3]
We’ve reworked the way we calculate the needs and happiness of your villagers. Angry and smiley faces in the Dynasty Summary tab will now be a reliable indication of how good of a leader you are. We also made a series of UI changes, so that you can get better feedback about the consequences of your decisions:
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[*] We added a new tooltip system for displaying contextual information in the Needs panel, to better explain the needs and happiness system.
[*] Warnings related to villager needs will now be displayed as red exclamation icons in the Dynasty Needs panel (in the Dynasty Summary tab).
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The Needs Priority tab should be more useful and understandable now after we:
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[*] swapped positions of values to be consistent with the Needs panel.
[*] removed the display of item storage for service jobs, as they don’t store anything.
[*] stopped displaying and including needs in calculations for specific items when the consumption toggle is off.
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[h3]Improved new game and game modes experience[/h3]
There’s a new, better-looking New Game screen for choosing your game mode and a more intuitive custom game settings window. Also, game modes will now impact more systems, including item sell costs, crafting costs, and a range of consumption modifiers. That means your choice of game mode now carries more weight.
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IT IS STRONGLY RECOMMENDED TO KEEP THE GRAPHIC CARD DRIVERS UPDATED!
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[h3]Other additions and improvements[/h3]
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[*] New weapon: Longbow
[*] New exploration music tracks
[*] Improved skin textures for the player character
[*] Improved all lighting, including sun & moon, and overall scene colours
[*] Added interaction with water, like foam and waves
[*] Added trader encounters on rebuilt small bridges (special projects)
[*] Rebalanced refugee camps in villages – they will now spawn a varied number of refugees
[*] Rebalanced how wells and buckets interact – when interacting personally, you will use one bucket to get much more water over a longer period
[*] Improved neutral village looks with new asset compositions including furnishing some empty houses
[*] The autosave interval was changed to 15 minutes
[*] In the radial menu, an additional option has been added to rotate selections using the right analogue stick
[*] For keyboard users, there is now the option to move selections (such as inventory items) or adjust UI sliders (such as craft amount) using the WSAD keys
[*] Improved Dialogue UI
[*] Minor adjustment of furniture - some have been reworked to occupy less space, and we have added an arrow pointing to the front of the furniture
[*] Added a tutorial tooltip for camera modes (you can switch between TPP and FPP with “V” by default)
[*] Added Dynasty Management warnings displayed on HUD for clients
[*] Improved recipes for debarking logs showing both items that they produce (bark and debarked log)
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[h3]Fixes[/h3]
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[*] Fixed Owl SFX being too invasive during the night
[*] Fixed multiple bodies of water and terrain bugs on the map
[*] Fixed NPCs roaming aimlessly when the player entered a loading location
[*] Fixed Animals and NPCs getting stuck between rocks, trees, props, etc.
[*] Fixed season duration UI displaying the default values on the game load
[*] Fixed equipping-unequipping holdable being laggy for clients when host performance is bad
[*] Fixed marker for Segi quest changing position upon zooming in/out the map (and not being tracked properly)
[*] Fixed hares making wrong sounds sometimes
[*] Fixed fog getting very bright for clients
[*] Fixed Nijo cutscene breaking the UI when played close to the season end
[*] Switched position of gamepad UI prompts (RT and LT) in Dynasty Summary window
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[h3]Known issues[/h3]
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[*] You may need to open and close some full-screen UIs to refresh values. We plan to address this issue in the next update.
[*] Consumption prediction is not precise due to not considering input items that will be distributed to workplaces. This will also be addressed in the next update.
[*] Kitchen and Fisherman's Hut buildings will not be compatible with your save – rebuild them to enjoy their new models
[*] Localizations are currently missing for some new Ui elements (affects all languages).
[*] The sliders in the game customization settings do not yet behave as desired when the left stick of a gamepad is used for input.
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