Update V63 (January 2nd, 2023)
New Stuff
- Sweet and salt water are now environments.
- Blight and bountiful harvest events added. (+2 years playing) 25% chance per year
- Droughts events. (+4 years playing) 6% chance per year-
- Fishing events for improved/decreased fish output.
- Upgrades for all mines + small fixes
- Difficulty settings for random game.
- New resource: Machinery. Used mostly to upgrade rooms.
- Outdoors added as a building preference.
- New workshop added. Makes the machinery resource.
- New UI for individuals. Added a gimmic that generates biographies to each subject. Also added opinions as to what individuals want improved in the city. Each race can have their own template, and there are templates for scared, normal and confident subjects. Can be easily modded to add infinite flavour. If someone do, please let me know.
- New thing - tourists. Tourists can come to see the marvels of your city. They're attracted by large scale industries that have a high work preference with the race of the tourist. Tourists will leave some cash and a review. You must build an inn to be able to accept tourists.
- Thanks to Victor Baker, who wrote a lot of tourist review texts.
- Strikes added as an alternative to emigration and riots.
- Two new monuments. Flower beds and humidifier.
- New road: festival square
- New thing: Benches. Idle subjects will search out benches to sit on in a small radius. Useful for letting them absorb the environment.
- Fullfillment from tourists.
- Individual crime statistics.
- Micro and macro actions for your people. Free drinks, money handouts, day off work and arrest. Can be used to temporarily boost happiness.
- New growable resource 'Herbs'. Used in the ration maker. Will be used in cooking services for the nobility in later updates.
- Serial killer event
- 3 scripts added
Reworks & Improvements
- Climate and weather redone. Now with fully simulated cycles. Snow and ice added. Terrain has been redrawn and will respond to weather and wind. Map generation improved. Wild growing things adjusted and remade. One should now no longer be able to support maximum 100 people through harvesting.
- Water now increases fertility around it. Irrigation is scrapped.
- Farms have been re-coded to make more sense. The coming harvest is the result of many factors, clearly listed.
- Homes now need a structure, the ugly walls are gone. Easier to copy and handle. Poor isolation leads to more furniture degrade.
- Animals now have fixed spawning points. These replenish at a slow rate. Animals will stick to these points. Animals will attack people near them, except for hunters. Once you build near a spawning point, no more spawning will happen.
- Hunter room simplified. The rate is nerfed.
- Corpses bleed.
- Room rates have been improved, now showing produced per day per room.
- Shape for rooms are now individual for each room, and it's possible to please everyone regarding squareness and roundness.
- Refiners remade. Are now upgradable. Unlocked from start. Production lowered. Early survival tactics is to use grain + bakery.
- Accidents more rare, but more deadly.
- Workshops have been converted to the new sprite system. Visually improved. Has their own storage, same as refiner. Some have upgrades. They are more space efficient.
- University has gotten a face lift and is more space efficient.
- Upgrades for service rooms, although, I've only enabled it for lavatories so far. Lavatories got a facelift, with sanitary lids for the toilets.
- The throne can no longer be instantly moved, but must be constructed. Trapped people can still function and find jobs in their vicinity.
- Changed the trade controls a bit.
- Reworked exposure to work differently. Exposed people will seek services or shelter. In shelter they are still exposed, but at a lower rate. Prior to death, that can also go insane.
- Made trees and other growth be able to grow randomly when fertility is increased by irrigation.
- Added different sizes to wells, and an upgrade. And emitting of sweet water.
- Gave hearths the same treatment as wells.
- Added fulfilment modifiers for all monuments, meaning you can get happiness from specific monuments per capita.
- Law remake. More detailed and more options.
- All punishment types affect fulfilment differently for races.
- Stocks added as a compliment to punishment. This shortens prison time by half.
- Guard post now come in different sizes. They now have a visible radius. The chance of arresting a criminal is based on distance to guard post.
- The enemy kills stat increases neuroticism and crime rate.
- Guard posts remade. Now work with a radius. The closer a crime is committed, the greater likelihood for catching them.
- More crime, and more penalty from it.
- Added stuff to the tutorial.
Bug Fixes & Quality of Life
- An attempt to fix shuttering mouses on certain PCs.
- Buildings can be built next to deep water.
- Overlays have gotten some love.
- Minimap improved + flawless zooming in/out.
- Copying items is easier.
- Room panels and priority panels have been improved. Now possible to prevent employment by setting priorities to 0.
- Lots of effort put into the new sprite system for room. Making it more moddable.
- People will not try to fetch corpses that are in dangerous zones, such as a animal spawn point.
- Workload calculations improved.
- The use of walls when building rooms have been improved.
- Huge refactorings, making the game less error prone.
- New Housing panel panel with improved overlay and tools.
- Oddjobbers will find homes faster.
- Improved the top panel.
- Remade and improved bottom panel.
- Wiki improved + moved race info to new wiki and improved them a bit.
- Fixed Maintenance overlay
- Added a type swapper to room copying and saved blueprint placer.
- Industry recipes will revert if the recipe is re-locked.
- Added population to save game files.
- Fixed buggy Workstations
- Ability to set punishment for prisoners manually + better ui for managing criminals.
Aesthetic
- An in-game palette that lets you change colours of roads and structures for visuals.
- Unique sounds for all animals. sorry about the volume, WIP.
- Sounds will play when fast forwarding.
- 3 new soundtracks
- Made openings of buildings a bit clearer.
- A light cycle toggle in the settings.
- Improved overlay for minables
- Added some visual help to room construction.
- Made roads go diagonal next to diagonal walls.
- Improved the text rendering engines, taught it some new tricks, and better looking text.
Modding
- New script engine. Now possible to inject java code, and package them as mods. See pdf in installation directory of how to get started.
- Big refactoring with rooms. Room files now in folders. Modders, check out the new way of specifying rooms in other files.
- Made titles be able to lock rooms (requested by modders).
- Updated external libraries.
Update V59 (20 September 2021)
- Patch notes will automatically be shown when something new has been added to the game!
- Rebalance happiness in general. Should now be more stable, and immigration shouldn't ruin it.
- Rebalance a few technologies.
- Added more flavour to all species.
- Tech tree now allows unlocking multiple techs at once.
- Slave uprisings. Slaves no longer runs away. If they are unhappy enough they will rebel.
- Slaves can now be sold to the slaver
- Riots. When loyalty is low for subjects there is a chance for a riot. Can be put down with guards and soldiers.
- Law remade. Much easier at first and climbs with your population. Happiness is no longer such a big factor.
- Burials now count differently. If no deaths take place, value will be based on available grave spots.
- Farm and pasture yields increased slightly
- Production rate remake for all rooms. Adds intelligence as a possible factor and a lot of tweaks for better balance.
- Fixed correct training for your city divisions on the world map.
- Fixed library/admin paper bug, and made gaining tech/admin faster, while decaying at a lower speed.
- Warning icon on harvestable food when not ripe added.
- University room for education of adults
- New smart remove tool.
- Reconstructing rooms with different structure now works.
- Workflow of room construction made better. Now refurnish without prompt & builds over other jobs.
- When hovering a job/ something buildable, you'll be prompted to build jobs of the same type by hitting a hotkey.
- New translation opportunities through crowdin. The idea is that the game will ship with these translations automatically, no need for mods.
- New species, the Tilapi. Thrives in forests, and likes to eat people. Hates basically everyone. Good fighters and herders.
- New portraits for all races. Thanks to Bendi!
- Storage and logistics wiki entry
- Immigration can now be set to a absolute number.
- Launcher screen selection is now a bit clearer and simpler.
- Education added. Education + intelligence = production boosts and knowledge. Will decrease loyalty a bit.
- Indoctrination as an option to education. Indoctrination only adds to submission regardless of education.
- School added. Can only be used by children. Will rapidly educate them.
- Changed so that wild growables spawn based on yield rate, and decreased regeneration of all of them.
- Added a multitude of hotkeys and new ways of assigning them.
- Path notes will automatically be shown when something new has been added!
- Children. Walks around and eats your food while contributing to nothing. Can also go to school.
- New procreation rooms that lets you make new citizens. Breeder for Cretonians, Nursery for men and Hatchery for Garthimis.
- Rooms on battle minimap fixed
- Nerfed hunter success by 50%
- Room refurnishing vanishing resources fix.
- Added addition useful info to the food days tooltip.
- Fixed disparaging enemy garrisons after battles
- Tweaked pathing a bit. More road usage, and smoother paths.
- Hearths now used once a week, even if no one is cold.
- Fixed population decline in world regions.
- Remade room, work and priority panels.
- Made slaughtered animals into skeletons in pastures, so to stop the confusion.
- World generation now have moddable blueprints for the terrain. Random seed also added.
- Export depot remade into a static design, and has only one resource. Global settings for exporting in the UI
- Visual genders for certain species, with feminine and masculine names.
- Admin nerfed slightly. Harder to remain in control of regions. You need either an army stationed, or a big garrison.
- Admin room now unlocks at Cheiftain (500 people)
- Import depots have controls for global import level.
- Import depot has a visual resource
- Lavatory basins fixed
- Janitors do a better job at fetching needed resources
- New title system. Titles can be unlocked and then used with a new game. Unlocked titles persist between games and also hopefully versions.
- Savable room layouts that will also hopefully survive between versions.
- x200 speed added if you push the third speed key twice.
- Some rooms leave the floor/road when deleted
- Steam achievements now triggered when you press the sync steam button.
- Trade resource counter fixed
- Bonuses in status panel sorted alphabetically
- Warehouse and export depot UI fixes
- Added tooltip for equipping resources with their wear-rate
- Improved the room creation UI
- Added UI for how much a race like other races in the race info panel
- Some needs now resets, such as drink. Will help that initial drink supplying.
- Improved canteen workers significantly and their usage as well.
- New room - transport. A cart pulled by animals that is loaded and then sent to a destination. Requires livestock to operate. Moves 200 items at a time.
- Hauler now come in different sizes.
- Made freed slaves immigrants, so you'll have some time before their expectations rise.
- Smarter Deliverymen
- All now have multi-carry capabilities. They'll carry up to 3 resources, and be a bit smarter about it.
- Refiners have common storage for output.
- Deliverymen has had their carry capacity nerfed a bit.
- Prolonged the day-length. This is to optimise things and make distances less important. Leisure time can be experienced as longer in early game though.
- New stat: riches. Based on the amount of credits you have per citizen.
- Military depots have setting how much they'll be filled.
- Trade interval halved, more frequent trades. Good deals for SoS. Trade reworked, should be better in general.
- Import depots has more storage.
- New penalty for exports. You'll be paid less at the beginning, but this penalty can be reduced by techs and levels.
- AI now receives tribute as to what makes sense, not a static amount for each, resulting in a more balanced market.
- Spoils and tribute will go to the throne, if there is no import depot for the resource. Also imports that has had their import depots removed.
- Measuring tool with right click.
- Deposits colored after density
- A new super copier tool
- Fixed keyboard issues
- Proximity instead of distance in services. And this has been nerfed, allowing you to reach 100%.
- Service coverage radius increased by 50%
- Toggable overlay when building roads
- Some rooms have their settings copied when copying them. Worker limits and warehouse settings.
- Fixed mining output based on workers
- Added "Starfoth The Burgundy"'s Silk Rug's2 nobility mod to the main game.
- 5 new soundtracks
- Info in main menu about starting race
- Expanded info when placing down first city
MODDING
- Environments (awe, harmony) modifiable.
- Monuments/decorations made modifiable, and ordinary rooms can map to these.
- Added support for invalid keys for mods. Race init files can now have rooms that doesn't exist. Make sure you have debug on when modding to test that you aren't making mistakes.
- Remade the appearance block of subjects almost completely. Now allows for more modularity when rendering portraits. There is an example race you can have a look at in game folder that hopefully explains it. Not too difficult too convert from the old system.
- Added a file-type "_IgnoreVanilla.txt". Place this anywhere in order to ignore all vanilla assets in the folder.
- Added new mod versioning. At the root of the mod folder, you must have a new folder VXX, where XX is the major version number of the game. So you can now support multiple versions.
- Sync steam button no longer hangs
- Removed totorial + examples is mod does not have their own.
- Added support for more textures. Crazy content mods is no problem, and bigger fonts possible, such as Asian ones. (you specify texture size in mod _info.txt as TEXTURE_CACHE_SIZE Can be 4096, 8192, 16384)
Update V58 (16 July 2021)
Adds conquest to Sys. Have fun. Don't forget that if you want to continue your saves of V57, you can check that out as a beta in the steam client. Big patches are never save-compatible.
Update 5.7 (17 March 2021)
This was supposed to be a small update, but it turned out big. And I don't remember what I was supposed to do, half way through, I decided to flesh out the slave mechanics. The results were marvellous.
As usual, it will be in beta for a few days to find the bugs, so you have to check it out manually.
We've also got a bunch of new stuff, cannibalism rooms, taverns, eateries, funeral services. I've had a lot of fun playing through it. It took me 3 days to reach 750 people.
- Build a spell checker that checks for spelling/typos whenever I build the game.
- Room production overhaul. Enables us to specify in-rates, so that bread can cost 0.5 wood and 1 grain for instance.
- Added a "do what I did last" Button and hotkey for the build menu.
- Clarified and fixed squareness a bit.
- Clay exavatable resource + claypit
- Ability to mod occurrence of exavatable resource based on terrain.
- Happiness screen overhauled.
- Info on city selection refined.
- Trade adjusted and balanced.
- Potter Workshop and Pottery. Coal + clay = pottery
- Alcohol resource and brewery. Wood+pottery+grain/fruit = alcohol
- Eatery room. Very basic food distribution place. Replaces kitchen.
- Canteen room. Now works as a kitchen with tables.
- Tarven is now for drinks only.
- Alcohol limit to dictate. Adds happiness, but can make subjects drunk an unproductive if set too high.
- Changed so that all rooms that needed wood to run now requires coal instead at a lower rate.
- AI faction trade and production overhauled. Still needs some work, but better now.
- Well room, a simple bath.
- Jewelry and jewelers. Jewelry can be worn.
- Proper slaves. Can be gained through beating Krull, or as a form of punishment. Slaves have a collective happiness that is still based on the racial composition of all your slaves. - You set work priorities for slaves, same as citizens. Slaves have simpler demands in general. They don't have expectations, but the more slaves you have per citizen, the happier you must make them. Slaves can run away if too unhappy. Will revolt in the future.
- Slaver room for punishing criminals and gain slaves.
- New slave UI screen.
- Unique slave happiness based on the number of citizens compared to slaves.
- Lots of rebalancing around happiness and a few stats added/removed.
- Touched up some icons.
- Slaves will run away, while citizens will commit more crimes and not emigrate if unhappy.
- Slaver event, lets you buy slaves.
- Notifications reworked, some new added.
- Death statistics and death causes added.
- New grave alternative - Crypt
- Cannibal room that butchers corpses for resources.
- Mass grave for corpses.
- Hover info for room copier.
- Room category UI remade.
industry storage visible on hover.
mines/woodcutter proper errors.
- Guard post placed inside fixed.
- Forgetting techs now disables all dependent techs.
- Horizontal scrolling of tech tree with ctrl + mousewheel
- Notification when nobles die.
Update 0.5.6 (16 Feb 2021)
- Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
- Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
- Much easier to reach 0% squareness.
- Logistics mechanics overhauled, added a "empty to" mechanics which lets you empty resources to specific warehouses.
- New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
- Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
- Normal speed triggers when there is a message
- Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
- Onx pastures for cold and temperate climates.
- Hotkey for getting to the throne/capitol.
- Status concept. New profile screen.
- Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
- Faction visuals. Change faction name and colors while playing.
- Faction banners. Randomized banners for all faction and a banner editor for the player.
- Added on "available services" tooltip. How many are used and how many that needs work.
- Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
- Remade light engine and prettier fires/candles
- Recoloured ore
- Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
- Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each -race has a property on their chance to become criminals. The amount of criminals spawned depends of law and happiness.
- New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
- Prison. Employs guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years).
- Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
- Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
- Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
- Added a width/height restriction to rooms.
- Made so that the tunnelling bonus actually works. Dondorians tunnel into mountains twice as fast.
- Rearranged resources categories a bit.
- Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
- New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
- The above also holds true when building rooms with inner walls.
- Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
- Returned rock ground under mountains that had disappeared.
- Moved key settings to in-game menu.
- Touched up the happiness screen in an effort to make it more understandable.
- New tech tree with unlockable buildings.
- Made room construction render above terrain.
- Decreased snoring sound.
- Deleting room blueprint no longer removes roads beneath.
- New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
- A bit more UI info about service rooms.
- New trading mechanics for stabler trade and prices.
- When Krull dies, his son will take up his arms and continue raiding you.
optional resources shown as optional on hover when build.
- Harvest jobs can be placed, but only performed when ripe.
Hope you enjoy! Next up is going to be kids and procreation. I'm also going to overhaul eating and everything with it + alcohol, education, elderly care and a profile that you get to keep between games.
/Jake