Plan, Build...Prosper? As mayor, it’s up to you to breathe life back into this rundown town. Construct shops, hire staff, automate deliveries with couriers, and attract tourists to town, all while managing infrastructure and avoiding catastrophes! Who said being mayor was going to be easy…
Hi all!
Thank you to everyone who has joined us for the Build + Bustle update.
We’ve had fantastic feedback from the community, and we have some updates and bug fixes on the way!
We aim to have our next update into our Preview Branch early next week, and I’ll give you an ETA by the end of next week as to when it will be dropping into Main Game.
Some of the changes you can expect in the update include:
[list]
[*] Moved Water terrain tile from tier 5 to tier 2 EGO Tech.
[*] Fix issues with workers stuck in loops attempting to achieve tasks (what some of you would have reported as 'jugging')
[*] Workers will no longer collect excess maker output (or dropping them on the ground)
[*] This means they will stop dropping these items on the ground
[*] Workers were putting items in makers when the output item wasn't desired
[*] Workers were not checking if they could store maker ingredients
[*] Updates to the eyes and mouth drawing in front of glasses
[*] Updates for performance issues (we heard you Steam Deck players)
[/list]
We also have some plans in place for our next Minor update, which leads us on to….
[h3]Predictability vs Random Chance[/h3]
Based off feedback, and bug reports, we are going to start reworking some of the systems in Go-Go Town!
Some of our systems are based on random chance (weather patterns, what crab pots bring up, foraging, etc) and this random chance can also include number of items received per an attempt. These systems mean that players cannot predict what they, or an NPC, can produce from an action.
So! Over the next few updates, we are going to start working through the systems that have random chance and start allowing more predictability in the gameplay. Updating these systems will also lead to less ground clutter, as you can predict what you are getting with any given action.
We've already adjusted fishing based on player feedback, as it used to be random, but now fishing spots will show you which type of fish are available. Next up, we've decided to split out the Herb N Spice from the Gonut bush and give it its own forage item/action.
In future updates we will work through mining resources (the # generated per node) and crab pots. We will also make forage items deterministic – one forage action produces one item. We’ll also improve how dynamic resources spawn (trees, fishing spots, etc) in zones. This also means we’ll be looking at the weather – for those of you who have flagged your Sakura weather dearth to us!
[h3]Crossover Update[/h3]
Things are going *really* well for this update! When I saw some of the recent content, I had a total squee moment.
We have been having a great time working on this, and we hope when we can finally talk about it, you will be as excited as we are about it.
We do not quite yet have an ETA, however we are still working towards keeping to our original release date. What I can assure you is both sides are working together to make it something special.
Happy weekend, and catch you again next week!
-Cheryl