Update v 1.0.4 - Bugfix, Balancing and New Features !

As Far As The Eye

Build a mobile village and travel with your tribe toward the center of the world, called The Eye. This roguelike turn-based resource-management game is made of procedural situations, natural events, skill-trees and hard choices. Ready to move?

You are a wonderful community and you helped us tremendously. We hope you'll enjoy the game even more with those bugfix! We read everything on the Steam community hub and on our [url=https://discord.gg/BCGXkqq]Discord[/url]. We are a small team of three, it's nearly impossible to answer to all of you on every channel but know that we take everything you say into account. [h1]Bugfix [/h1] [list] [*] The tribe knowledge menu button is now correctly hidden in the campaign [*] It is no longer possible to reset the current turn after a defeat [*] Removed the AntiAliasing setting as it seemed to have close to no impact on performance and was causing issues with selection highlighting [*] The cost of a building is correctly refunded if its construction is canceled after loading a game [*] Buildings can no longer be destroyed multiple times at the same time, causing more than one notification for the same building [*] Fire damage from buildings no longer incorrectly ignore the Stone Skinned trait [*] Assigning a Pupil to a cell that has an available building and the caravan at the same distance will always assign the pupil to the building instead of the caravan [*] The map generation should no longer generate a halt where you can't settle at all (cases, where you can settle but have to transform a lake into a bog, are still possible, always take a bit of wood with you!) [*] The game is now saved when an encounter or sacred site effect is chosen, or when using the knowledge "Relooking" [*] Positive Harmony can no longer cause a halt to have a negative number of vagaries, crashing the map generation [*] Traits that were unlocked when "Overwork" happened are now unlocked by "Boredom" [*] The cost of paths beyond the current halt no longer incorrectly display the added cost of "Damaged path" (this was only a visual bug) [*] The death of a Pupil with a backpack correctly reduce the count of purchased backpacks, allowing to buy new ones for potential new Pupils [*] After "Malfunction" the building hit is correctly usable again if repaired by any game effect [*] Improved behavior of Pupils harvesting from an upgraded Pasture [*] Refined resources are now correctly removed from their cell when harvested [*] Assigning a Pupil to a cell no longer incorrectly display an "already exploited" message if the closest available building found in the building already exploiting this cell (this was only happening when multiple Pupils could work in the same building) [*] The repair cost displayed on the repair action is no longer incorrectly lower than the actual repair cost [*] Bonus experience from passionate or versatile can no longer interact with each other, giving way too much experience [*] Bonus experience from passionate correctly gives experience in the base job before the specialization if the former is not already maxed out [*] Assigning a Pupil to a Pasture or Dispensary in which a Pupil is already working no longer incorrectly says there is no exploitable resource [*] The "Go to" button is now a "Stop" button on the cell the Pupil is currently in (to make it clearer that no movement will happen and that it is the correct way to unassign a Pupil) [*] "Inedian" and "Stasis" traits correctly reduce the food consumption to 0 even if the Pupil is also Glutton (and any other cases where that issue could happen) [*] Having multiple Passions is now working correctly (instead of only applying the first one) [*] Images in texts now have the correct size in all resolutions [*] Locks icons in the new game screen correctly refresh after winning a game, also added color to help differentiate them and a star when you have won with this tribe (like in the campaign) [*] Path information is now available when both connected halts are known or one of the halt is submerged [*] The caravan inventory screen no longer has buildings floating around [*] Attempting to rename a Pupil in the middle of a turn no longer causes all Pupils name to disappear [*] It is no longer possible to open the skill wheel of a dead Pupil by clicking on a notification [*] Fixed two path names [*] Fixed two icons in traits name [*] "Simple-minded" and "Theoretician" are now mutually exclusive [*] Fixed Reset turn button's tooltip [*] Selecting a Farm in construction no longer causes the info panel to expand too much. [*] Fixed an issue with random outcomes being inconsistent after loading a game [*] Effects removing a halt can no longer create impossible journeys [/list] [h1]Building Upgrades Balancing[/h1] [list] [*] Bakery: the first upgrade now costs 200 / 400 KP ; the second upgrade now costs 30 ore 40 wool / 60 stone 80 wool, and reduces the wood consumption of this building by 50%. [*] Cookhouse: the first upgrade now costs 200 / 400 KP ; the second upgrade now costs 30 stone 40 wool / 60 ore 80 wool, and reduces the wood consumption of this building by 50%. [*] Farm: the first upgrade now costs 70 / 160 wood, and gives 15% preservation ; the second upgrade now costs 40 stone 40 ore / 70 stone 70 ore 40 wool and gives 35% preservation if the farm is near water. [*] Fishery: first upgrade now costs 40 stone 40 wood / 80 stone 80 wood ; second upgrade now costs 200 KP 40 ore / 500 KP 80 ore, and gives 20% of fish gathered as extra rations. [*] Harvest Hut: first upgrade now costs 70 wool 30 wood / 140 wool 60 wood ; second upgrade now costs 60 ore 70 stone / 120 ore 140 wool, and gives 20% preservation. [*] Hunting Lodge: the first upgrade now costs 40 wool 80 wood / 120 wool 160 wood ; the second upgrade now costs 200 KP 40 stone / 500 KP 80 stone and gives 20% of venison gathered as extra rations. [*] Mine: first upgrade now costs 40 wool 40 wood / 80 wool 120 wood ; second upgrade now costs 80 stone 80 wood / 120 stone 120 wool, and gives 25% preservation. [*] Pasture: the first upgrade now costs 40 wood 20 stone 50 portions of cereal / 80 wood 40 ore 100 portions of cereal; the second upgrade now costs 70 wool 70 wood / 160 wool 160 wood and gives 10 KP/turn when a Pupil is working in this building. [*] Quarry: first upgrade now costs 40 wool 40 wood / 80 wool 120 wood ; second upgrade now costs 80 ore 80 wood / 120 ore 120 wool, and gives 25% preservation. [/list] [h1]New Features[/h1] [h2]Little Help[/h2] If you lose a game by having at least passed the first halt, the next game lets you choose between 3 bonuses to give to your new Pupils. [img]{STEAM_CLAN_IMAGE}/36027816/9ef78b422a2ec81aa9a779f2fddab264ecb9c248.jpg[/img] [h2]Stats Menu[/h2] It's finally here and it takes into account all your previous stats! Welcome to e-sport As Far As The Eye. Stay tuned as we might have something coming for you in the next days and you might need training! [img]{STEAM_CLAN_IMAGE}/36027816/fdee340d3464ff0fd6cd0339a89932f2a424f415.jpg[/img] [h2]Japanese[/h2] We would have never dreamt of getting such a committed community. Japanese community translation is now available. Thank you so much Natsukodon, Globe Fish, and anyone who participated through the Japanese translation Discord.