[b] What’s New[/b]
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[*]We’ve listened to your feedback and reworked the research tree, streamlining and cleaning it up. You can find all the details under [b]Balancing[/b] below.
[*]We’ve improved on many other things mentioned on Discord and Steam, such as the order of food-related items and recipes being inconsistent.
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[b] Improvements[/b]
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[*]Order of food-related items is now consistent throughout the game. Order of Berry, beets, corn etc. and all their related products is the same everywhere (UI, Kitchen, Farm, etc.)
[*]Food Stand workers will no longer stand around outside while waiting
[*]Water puddles now also get marked in grey when placing or selecting a Clay Gathering Camp
[*]Made research lines a bit thicker and more visible
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[b] Bugfixes[/b]
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[*]Fixed some research items showing pollution value, even though they didn’t cause any pollution
[*]Fixed bug where removing employees from a building with an ongoing mission (e.g. Trebuchet) could lead to unexpected side effects, such as Onbu never getting hungry again
[*]Fixed research recommendation order (Brick Furnace got recommended too early)
[*]Implemented a first batch of improvements that should hopefully prevent the map bug from happening (Onbu taking unusual paths through the landscape). Please send us a bug report if it still happens!
[*]If the game’s config file contains a corrupted screen resolution setting of 0x0, it will now default to 640x480 to prevent the “black screen” bug from happening
[*]Fixed issue where changing texture quality and then starting a new game could get you stuck in the loading screen
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[b] Balancing[/b]
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[*]Increased scavenging radius and view radius
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[*]Improved in-range detection for scavenging, so that locations that significantly touch the circle are now already considered in range
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[*]The research tree has been reworked:
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[*]Made the structure a bit more parallel overall. Many research items that were locked behind other, thematically unrelated ones are now accessible on a more direct path
[*]Building upgrades are now unlocked from the start, but part of the former resource cost is now needed to build them. This makes the tree a lot leaner, especially in the first half
[*]All quality housings (Hut etc.) are now on the same height, as are all mass housings (Flophouse etc.)
[*]Getting the Scavenger Hut is now a bit easier
[*]Onbu Discipliner is available [b]much[/b] earlier now, making it more feasible and tempting
[*]Pest Control and Decontaminator no longer require Onbu Notes
[*]Spread the different tiers of progress (plank/slab, brick, iron/glass) out a bit more, to give a better sense of orientation
[*]Removed some overly restrictive research costs, such as Evaporator costing Biogas
[*]Made some early-game research a bit cheaper, slightly reduced overall slab cost and moderately increased overall plank cost, especially in the second half of the tree. The goal is to make the early-game a slight bit quicker, while giving more of an incentive to keep a strong wood economy running into the late-game
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[*]Rebalanced decorations across all tiers. Every piece of decoration should now have its place in the game’s progression
[*]Increased chance of finding iron ore in scavenging events
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[*]Mines, Fort Ruins and Shipwrecks can now also contain iron ore
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[*]Reduced how fast the maximum happiness penalty from Starvation/Homelessness/Poisoning increases by 33% on Relaxed and Tutorial
[*]Increased fuel usage of Blacksmith to be in line with other fuel-consuming buildings
[*]Increased number of guaranteed giant boulders on map (4-6 → guaranteed 6)
[*]Reduced number of giant trunks (6 → 4)
[*]Brought production speed of Gourmet Kitchen in line with Kitchen, increased worker count (2 → 3)
[*]Cult mechanic has been nerfed:
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[*]Higher cult levels now demand more frequent sacrifices
[*]Onbu hunger restoration from feeding it a villager has been reduced (15% → 10%)
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