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Hey folks! Apologies for the lack of updates! This probably isn't the big one you were hoping for (Districts feature), but it continues to lay the groundwork and provides a number of tweaks and QoL improvements. Tweaks * A number of techs involving vegetable and fruit farming has been tweaked. Vegetable farming got a noticeable buff so that it will be a bit more worthwhile. * Pickling and smoking meat will now produce more food than it takes in! Magic? nope - just that scraps and other pieces of produce previously thought of as throw-aways are used as well. * Reduced the rate of buildings needing maintenance from normal tear and wear. Disasters still pose a significant threat to the health of buildings. * Added a food theft event, which is like theft event but it targets the granary. * Whenever an arson attempt is foiled, there will be a notification now (just like when it succeeds or attempted but perps got away) * Locust swarms will now only affect the speed of a batch rather than the contents * Increased the amount of stone produced per batch Bug fixes * Fixed a bug where a building being repaired could also become irreversibly destroyed while it was in the queue, leading to a condition where the building in the queue cannot be dequeued * Fixed bugs where some workers had efficiency upgrades multiplied instead of added * Fixed a bug where the guardhouse wasn't recording monthly history of crimes foiled and salary * Fixed an issue where some screens could sometimes display up to 3 scrollbars side by side QoL * Some techs will now display the worker that the tech affects in terms of produced goods / costs * Game log is now always visible in the main screen * Added more item icons * Changed the display for workers so that you can now see how much each tech / condition affects the output (only basic, there can be events or special cases that affect otherwise) Groundwork for the future * District land slots - ability to convert the land in a district for special use (i.e. mining, farming, logging) * Worker stats, effects were refactored so that eventually we can support modding for new workers, effects for existing ones, etc.
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