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Name

 MicroTown 

 

Developer

 Snowy Ash Games 

 

Publisher

 Snowy Ash Games 

 

Tags

 Strategy 

 

Singleplayer 

 

 Early Access 

Release

 2019-08-30 

 

Steam

 € £ $ / % 

 

News

 28 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/931270 

 
Public Linux depots

 MicroTown Linux [82.11 M] 




LINUX STREAMERS (0)




EA Update #3 - Patchtastic #2

For the past few weeks, I have worked on mostly backend things and quality of life features, as well as tons of fixes and optimization.



Key changes

A major issue was being able to tell what items buildings have and what is happening with them. So the building inspection window now shows selected building's items. Firstly, this provides a straight-forward "explanation" about how the building processes these items. And secondly, it shows items that are going to be delivered (lighter yellow) and stored items that are pending for pick-up (cyan):



All other places where items appear and are delivered, like houses, construction, or storage, also show the same indicators:



And furthermore, the tooltip for each item "stack" provides additional information about the exact state of items being delivered or scheduled for pickup, including the distance the villager has yet to travel to fulfill the delivery:



Another annoying issue was trying to build "on trees", which is now solved by the builders clearing the area of any trees, shrubbery or flowers first:



Buildings can also be built on top of items, and the builder will move them away before construction. Furthermore, if these items are compatible construction materials, then they will just be directly used for construction instead.

Another nicety is task status icons for the top HUD overview bar that show the active trade, delivery and construction tasks:



A red icon would mean that the tasks are missing villagers and aren't being done.

I also moved the task information tooltip content to this section's tooltip and expanded it to show additional details.

I also added a much easier way to upload a save for bug/issue reports rather than having to manually navigate to the save folder and send the saves:



And a whole lot of other small things and fixes, including several optimization passes, especially for larger worlds.

Future plans

I may have again underestimated the time it takes to fix and adjust things. And I have a long list of tweaks, fixes and QOL features that I need to do. But for the next update I am primarily going to focus on some content addition. As the main goal, I really want to add proper animals to the game.

Full changelog

Changes

Tradesmen can now also deliver their own building's outputs to nearby buildings as input or storage
Building inspection to show its input and output items
Building inspection input, output, stored, material, and house reserve and road inspection material item indicators to visually show pending and reserved amounts and have tooltips list these pending deliveries and pickups for tasks, including delivery distance
Add in-game "soft" pause button and shortcut P
Tooltips only update every second by default
Add gameplay option for tooltip update frequency - periodic (new default) or continuous (old)
Adjust Herb sprite
Buildings can be placed on tiles with items
Builder will move items out of a tile before constructing buildings
Roads can be placed on tiles with items and built "under" them
Buildings and roads placed on tiles with items that are compatible building materials will use them
Buildings and roads can be placed on tiles with obstructing props (trees) and previously-discarded props (shrubbery, flowers) will stay
Builder will remove props from a tile before constructing buildings and roads
Add shortcut X for building and road deconstruction
Population overview tooltip to separate number of idle vs carrier workers and also show these numbers for civilians
Remove Tool label from top overview
Add task status icons and label to top overview
Move task info from population tooltip to task tooltip
Expand task tooltip info with additional details and numbers
Top overview labels to update continuously periodically
Add "bug report" button to save/load menu that allows directly uploading a save

Fixes

Incorrect road pending construction material counter
Housing goal requiring more villagers than the houses that it requires can provide
Lumberjack occasionally not cutting trees when using operation location
Fix Ham description
Crowded villagers getting stuck idling in a tile between finishing a task and reporting for the next one if there aren't compatible nearby locations to avoid crowding
Idle villagers shuffling around will not choose inaccessible tiles (water)
Villagers previously stuck in inaccessible tiles (water) will be teleported to nearby valid tiles on load
Typo in tutorial text, in Medicine description
Fix Water not being unlocked by Bookbinding or Brewing
Fix building inspection arrow not appearing in correct location when some items are not yet unlocked by technologies (for example, Brewery before Beekeeping)
Fix villager path-finding skipping certain tile points and in rare cases causing path-finding to fail
Some villagers taking a very long time to choose the next task after having juggled idle tasks
Lack of carriers causing items to (not) be delivered based on item type and ignoring delivery priority
Fix P shortcut for pause not working
Fix typo in controls info window
Building and road pending material indicator/tooltip saying that an item is being delivered, when it's only queued
Rare profile loading failure due to data conflict
Forester not planting trees on Shrubbery or Flowers
Task tooltip not grouping workers that are delivering/retrieving items as workers
Restore the flag on the Town Hall
Invisible sprites due to off-screen optimization issues
Top overview villager count won't show the second limit number past 1000 and won't badly wrap when reaching high population
Brewing Vats not switching production
Paper Rollers using twice the amount of Paper Pulp
Rare case of tree being still used after it's removed when workers aren't available to chop it immediately
Occasional conflict between construction clearing tasks and regular tree chopping tasks using the same trees

Optimizations

Faster thinking for villagers going to building positions
Faster villager animation and other moving entity updates
Much faster carried item updates and rendering
Faster entity lookups with less lagspikes
Building task checks with less lagspikes
Task searches with less lagspikes
Villager path processing slightly faster and with much less lagspikes
Saving and future loading larger saves is slightly quicker
Entities off-screen are not visually updated until visible (panning camera is slightly slower than idling, but still faster than idling previously)
Less entity logical animation overhead
Idle input processing more efficient
Skip redundant entity transformations (rotation, scale)
Faster entity ranged lookups
Reduce save size slightly


[ 2019-11-09 15:48:39 CET ] [ Original post ]