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Oh well, version 0.9.11 fixed loading saves from older versions. But it accidentally introduced a new bug, which - ironically enough - broke loading a save from the current version. This is now fixed, and version 0.9.12 should load both current and old saved without a problem.
This should properly fix the bugs which caused crashing when loading a save from older versions. Also, full screen mode is now fixed on Mac. Together with that I improved the way window size is saved when playing in windowed mode. Behind the scenes I re-organized the process of building distribution versions and uploading them to Steam. According to the logs everything went well, but in case there are some strange problems after this update just post a bug report!
This version adds a visual notification to indicate the game being paused. Routine groups and weekly routines are now accessible directly from the Family panel. And the cycle of the year is presented visually, the current day is at the topmost point of the seasons wheel, and the wheel rotates as the days pass by. Hopefully this makes it easier to estimate when the winter comes or when the snow will be gone.
The weekly routine dialog now has proper summaries for all the routines. You can view them by clicking a routine caption in the legend section at the bottom of the dialog
And a Mac version is in the works, planned to be released later on this week.
This version got somewhat delayed because of me being busy with my main work, having less free time for indie coding. Well, but here are the bugfixed and new additions;
Mostly bugfixes and minor UI polish. Although fixing spear hunting sent me upgrading some of the underlying logic.
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Establish your homestead in the pristine woodlands of 1200 CE Finland. Hunt, fish, farm and forage for food. Craft tools, barter for supplies. Raise a family, teach your offspring the skills of the self-sufficient life. Send your adult children to start homestead of their own. Once your clan grows, you can freely switch which family unit you play as. There are no combat elements; cold, hunger and accidents are your only enemy.
The UI is mouse-driven, aided by hotkeys. There is both 3D and 2D view, you can change back and forth during the game play
Some events are represented as small interactive stories
Almost all of the game content is fully moddable by editing XML-formatted text files.
This is the first stable release after the beta stage. Despite all the testing it is likely that there still are some bugs lurking there, waiting to be found. Fixing bugs will be the top priority for the coming weeks. All the main game features are implemented. More content will be added and existing features added once time allows after the bugfixes.
Steam Workshop and Steam Cloud Save integration are also planned. Mac version is in the works, but currently hindered by hardware problems - it has been classical starving artist development on a shoe-string budget. Unfortunately my old MacBook can't handle the app notarization process which is required for distribution. I do believe this is just a temporarily obstacle and I will find a way to handle this.
Cheers!
- Erkka from Enormous Elk
Looking forward to raise your family and to live off the land in the pristine woodlands of 13th century Savo? Well, it is time to get yourself ready to craft, build, hunt and barter, for Ancient Savo will be released at 20th of September 2024
There is both 3D and 2D view, combined with occasional text-based mini adventures. All the main game content is already implemented, and more will be added after the release.
Windows and Linux versions will be the first to arrive. Mac version is in the works. There are still some technical problems to be solved, so not yet sure if we get the Mac version ready by 20th.
Each family member has skills, and their skill level affects the speed and quality of their work. When people work together, the lesser skilled ones (typically children) gain more XP when they are accompanied by more talented persons. Also, they perform better when instructed and guided by others. This is affected by the parenting skill of the teacher and the general skill of the student. Some skills, like smelting iron, are so hard to learn that it might easily take a few generations of accumulating experience to master the secrets.
A recent addition is pottery skill, and the related items and tasks. Crafted clay items need to be fired in a kiln to turn them to ceramics.
More ailments and accidents are being added. The likelihood of an accident taking place is affected mostly by character fatigue, and partially also by skill. An accident can simply spawn an ailment, or it can trigger an interactive text story, so that player decisions affect the outcome.
Skills, ailments, accidents and interactive text stories are defined in XML, just like other game elements. That makes them fully moddable. It is possible to add new skills, or to modify the learning curve of each skill. Same with items, terrain types, tasks etc - the modding system allows adding new entries, and also adding new variables to existing entries.
The modding language can handle variables and logical conditions. For example, the likelihood of this or that task outcome can depend on a combination of variables. A recent addition is GOTO statement which can be used to conditionally control the script flow.
The development continues with improving the AI. Now the AI can keep the family alive raising a child to adulthood, then passing the game control for the player. Next the AI needs to be adapted to run the other clan families while the player is taking care of one family unit.
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