Simmiland coming out tomorrow! v1.4 changelog

Simmiland

Simmiland is a god-like card game. In this game you indirectly influence a small civilization by manipulating their surroundings by playing cards πŸƒπŸƒπŸƒ Playing cards on different biomes and objects will result in different findings. The way you play the game will define how mankind will develop!

Simmiland is coming out tomorrow! Since the game was originally released on itch.io there are some notable changes to the game if you experienced it before. Here is the full v1.4 changelog: [b]gameplay[/b] - added critters/animals - added bones/bone meal - added knife - added feather - added fire as a stepping stone (researches automatically if there is fire) - added cooking pot and a bunch of new food - added wool/wool spinning/clothing - added the tundra biome and snowfields biome - added ice (item), ice block (object) - added market - added town/city tiles - added hunting - added a bunch of new researches - added water as an item - added windmill + flour - added rice (random drop from market) - added sushi - added snakes - added bears and polar bears - added leather - added venom - added aliens - added plutonium - added spacetime research and the spacetime portal - mankind will build more villages - the base now doesn't split off into different types anymore, but instead as a linear progression level and the different previous buildings (laboratory, factory and church) can be build separately [b]features[/b] - Redid the entire in-game UI, now supporting windows such as lists of wishes and discoveries - added saving & loading - added controller support - added a compendium in the menu for reference [b]changes & fixes[/b] - cooking/baking recipes are now instantly available (so no using inspect card for recipes anymore) - mountain terrain is now created with the quake card instead of with rocks - less random lag spikes - playing quake on desert now ALWAYS makes oil (removed the criterium of tiles needing multiple desert neighbouring tiles) - buildings shouldnt be able to spawn on oil/volcano tiles anymore - humans shouldnt get stuck anymore (will reset to idle state after 30ish seconds) - further optimized human AI a little bit - timer now resets when you start a new game - increased rain/sun range with 150% - fire research is automatically triggered when a fire spawns - wind now blows items away equally disregarding where you play the card - wind now cools temperature and possibly spreads plants - all items now float in water - humans won't pick up items immediately after you dropped them from the base anymore - oven now favors other recipes over normal bread - humans will prioritze building other buildings a little bit more over homes/houses - vaccine (automatic) research now requires venom, coral and herbs - humans won't wish for meteor and plague cards anymore unless they are evil/violent/mixed and have at least 110 IQ - humans can now drop their tools/items upon death and will be picked up by others - cards shop now sells bundles of cards as opposed to single cards - endless mode is now locked and unlocked upon obtaining every different TYPE of card [b]misc.[/b] - added a hotkey H to go to the base camp - added more card icons - added hotkeys for all the windows (1-6) - many minor changes, fixes and tweaks