Click here for help on accessing the Unstable branch!
The first unstable build of the InDev 19 series is here! Hopefully, this unstable build will actually be pretty darn'ed stable. It's main focus is fixing bugs, doing some minor optimizing, and most importantly adding an entirely new road system to the game!
Let me know what you think of the new road system down in the comments.
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board.
InDev 19 Unstable 1 Change Log
There are now 5 tiers of roads, you can now build roads starting from tier 1 all the way up to 5. For example, if you wanted a tier 2 road, you'd first have to create a tier 1 road and build a tier 2 road on top. The roads will be built and maintained by new workers from a new building.
- Tier 1: Basic path. Villagers will automatically generate a basic paths in the ground in high traffic areas, offering a minor speed boost. The paths can also be built manually, for no resource cost, and function as the foundation to build roads on.
- Tier 2: Wood path. Costs 1 log resource per tile.
- Tier 3: Cobble and wood path. Costs 1 rock resource per tile.
- Tier 4: Board and cobble road. Costs 1 board resource per tile.
- Tier 5: Board and cut stone road. Costs 1 stone resource per tile.
- Note that because you need to have the previous road built in order to build the next tier, bringing terrain from nothing to tier 5 actually costs 1 log, 1 plank, 1 rock and 1 stone per tile.
- All road types will decay over time, requiring basic maintenance. The more traffic a road gets, the faster it will decay.
- A new Way-Maker Shack has been added to build and maintain the roads. The workers will automatically repair the roads as they start to decay, and facilitate any new road construction you assign.
- You can assign road work (to either construct, upgrade or dismantle) on the left hand work tab under the harvesting assignment buttons.
- The map editor now has a full complement of buttons and tools for placing and erasing roads.
- Fixed a crash that would sometimes cause the villagers and other mobs from being told there is a mob in range to interact with, when there actually wasn't. This effected multiple branches of the AI, like chatting, finding a mate, or finding a pack leader.
- Fixed a bug that would prevent a mob from finding something directly at it's feet, sometimes causing some search algorithms to run too frequently and slow down the game.
- Fixed a bug that would corrupt a mob's AI on load, causing the game to crash.
- Fixed a bug where deleting an already previously loaded profile and creating a new one in the same slot would clone the settings from the old profile.
- Most harvesting and clearing work is now assigned based on the closest location to the villager, rather than at random.
- Optimized the path finding and search algorithms, generally speeding up several areas of the game, mainly the AI.
- Cleaned up a lot of the mob movement cost code and velocity calculations
- Adjusted mob tile positioning so their feet is center of a tile rather than their body.
- The debug menu (F3) is now a little prettier.
- The maps have been converted from a 8 layer system to a 7 layer system. The game will automatically convert old maps to the new system.
- Tons of small code cleanups.
- Minimap rendering process changed slightly to make topography more visible.
- Rewrote all of the tile set movement costs, giving costs to many tile sets on the map, like flowers, foods, stumps.
- Resources on the ground now increase movement costs on that tile.
- Added shadows to cactus, flowers, crystals and all foods.
Known Issues that will be resolved before the stable build
- If your village starts to starve and there's no food anyone on the entire map, the game can hang.