Hey settlers, The game has become easier and easier with the many new features in the updates. The last education update in particular brought efficiency improvements as well as features that improved the management of the settlement. Since we are currently improving the AI in specific areas thanks to your feedback, it is a good time to bring the level of difficulty towards the right direction in a first round. Let us know how it feels and what is still too easy or too hard. If you want to play with the old AI and difficulty level, you can switch to the previous branch on Steam to play on the old patch.
Highlights of the Update
Smarter AI: Humans and animals now make better choices for sleeping spots and warming up. Better Synchronization: Farmers, gatherers, and foresters coordinate work more efficiently. Balancing Act: Adjustments to education bonuses, crafting requirements, and late-game resources. Apprenticeship System: Extended apprenticeship time and improved policies for education interruptions. Cuddle for Warmth: Cold animals and humans now cuddle while sleeping to stay warm. Your Team Kerzoven [table noborder=1] [tr] [th]
[/th] [th]
[/th] [/tr] [/table]
Patch Notes 2024.11.25:
AI & Human Behavior
- Humans and animals are now more intelligent when choosing sleeping spots if they lack homes.
- People wake up if too cold and seek a warmer place.
- Balanced education bonuses as some were too strong.
- Apprenticeships extended from 1.5 to 2 years.
- Apprentices pause education when moved to maps without education policies.
- Improved synchronization for farms, foresters, gatherers, and wineries.
- Balanced crafting requirements across all production sites.
- Increased pregnancy age limit from 36 to 38.
- Humans now start feeling old at 43 instead of 40.
- Tailor gets more storage upgrades.
- Marketplace now refunds materials when deconstructed.
- Slightly reduced late-game clothing strength.
- Fixed navigation issues for naval reallocation tasks.
- Butcher shop now shows preserved meat output.
- Improved Accept/Reject UI prompts.
[ 2024-11-25 15:52:17 CET ] [ Original post ]
- [0 B]
Build Your Economy
Manage the acquisition, refinement and distribution of resources. The goods must be transported to the desired location by someone actually having the time and space to do it.Care About Your Villagers
Manage the needs of the citizens. They are “alive” and have a specific home, workplace and broad range of needs. But animals also look for food, get thirsty, sleepy, form groups, look for social interactions, and try to find their place in nature. Even plants need water, the right temperature and try to survive.Find Balance (Or Not)
Humans share the same space and resources with nature and influence each other. While in the beginning the influence of the humans is insignificant due to the small size, it gets more and more important when the city - and its needs - grow. Risk of extinction and risk of overpopulation may form depending on the actions of the player.Observe The Vibrant World
The Seasons and weather affect the gameplay. Certain plants only grow in certain seasons and the temperature and weather affects the Humans, Animals, Plants, and the Environment.Take Your Time
You set the pace. Pause the game, speed it up or slow it down whenever you want. Nature is robust, and your villagers unlock more complex needs with your progression.Build Your Own Scenarios
Create own maps and scenarios in the editor. The whole landscape can be changed and the objects on it. Add new maps or link existing ones together to a new world. You can connect water flows and create paths for travellers.- Processor: 2.6 GHz Dual CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1 GB Dedicated Memory
- Storage: 2 GB available space
- Processor: 3 GHz Quad CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1 GB Dedicated Memory
- Storage: 2 GB available space
[ 6136 ]
[ 3395 ]