Trading & Poison Update Patchnotes

The Wandering Village

The Wandering Village is a city-building simulation game on the back of a giant, wandering creature. Build your settlement and form a symbiotic relationship with the colossus. Will you survive together in this hostile, yet beautiful post-apocalyptic world, contaminated by poisonous plants?

[h1]Patchnotes 0.6.3[/h1] [b]New Features[/b] [list] [*]Added trading. Once you have constructed a trade post, traders will arrive in regular intervals. This allows you to trade excess resources for other resources or knowledge. [*]Completely rebuilt the system behind the spreading of poisonous fungi. The infection does no longer spread over the air; plants have to physically touch the infected ground to be affected. Our goal was to turn it from an “all hands on deck” emergency event into a more creeping, festering danger. It’s a lot easier to bring under control especially on lower difficulties, but can turn into a problem if ignored for too long. [*]There’s now a reward for carefully managing the infestation on Onbu’s back. Harvesting grown fungi yields spores, which can be processed and sold to the trader for a high price. [*]Added a setting to disable all gamepad input [*]Two new happiness-related Hostility Modifiers, raising the maximum hostility from 14 to 18. Are you up for a challenge? [*]Cycle through buildings of same type with the little arrow buttons in the building display [/list] [b] New Buildings[/b] [list] [*]Trade post: Allows traders to land on Onbu. Additional trade posts increase the amount of resources traders can bring. [*]Commune: An improved version of the boarding house [*]Mansion: An improved version of the cottage [*]Spore Distillery: Can process poisonous spores into valuable essence, highly sought-after by traders [/list] [b] Improvements[/b] [list] [*]Improved visuals of poisonous fungi [*]Workers who are waiting for a doctor now display a speech bubble [*]Decisions encountered while scavenging also utilize trading mechanics, meaning they’ll also accept food other than bread now [*]Decontaminators now burn poison out of the ground in a large radius, making them a lot more powerful compared to manual harvesting [*]Input fields: input caret and highlighted area are now much easier to see [*]Tutorial flow improvement (Needs-tutorial is shown a day before the needs first increase) [/list] [b] Bugfixes[/b] [list] [*]Fixed that harvest tool drag affects plants on construction sites [*]Fixed wrong worker animation for gourmet kitchen [*]Fixed nomad events having no image [*]Fixed hornblower tutorial not being cleared [*]fixed a bug where onscreen keyboard would not open for gamepad [*]Fixed bug where revolt notification was shown upon loading a savefile [*]Arabic localization fixes [/list] [b] Balancing[/b] [list] [*]Needs increase interval on Novice has been slowed down (every 12 days → every 20 days) [*]Needs increase interval on Adept has been slowed down (every 10 days → every 20 days) [*]Needs increase interval on Veteran has been slowed down (every 8 days → every 10 days) [*]Needs maximum on Veteran has been increased, due to addition of Mansion (12 → 14). Other difficulties remain unaffected. [*]Happiness ceiling has been increased on Adept and Veteran due to the addition of the Mansion. [*]Changes to how Onbu’s trust works, which should reduce cases of “death spirals” (where having a streak of bad luck would decrease Onbu’s trust further, and lead to shaking). [*]Seawater Collector: increased Saltwater production per cycle from 3 to 10 [*]Water Evaporator: changed recipe from (9 Saltwater → 9 Water + 1 Salt) to (10 Saltwater → 8 Water + 2 Salt) [*]Reduced the moratlity rate of the ‘Placebo’ update for the Village Doctor from 10% to 5%. [*]“Fussy Folks” hostility modifier: maximum Needs increase lowered: 6 → 4 [*]Monument evaluation also considers happiness status effects [/list]