Full notes
Full Crest - an indirect god sim update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- Maps
- UI and audio
Crest - an indirect god sim changes
The day has come. After four years in development, Version 1.0 of Crest is here! A huge thank you to everyone who supported Crest during this long road and improved the game with their feedback and suggestions. Crest has changed so much over the years and we're really proud of where it is now. But, Crest is also a game where new features can always be added, with endless possibilities, and we want to keep expanding the game with your ideas for as long as possible. In order to do so, Crest has to do well during the next few weeks, otherwise we just can't afford to continue working on it. We've put together a list on how you could help us during this important time: http://eatcreatesleep.net/supportcrest We'll talk soon about our post-launch plans, until then, thank you again to every single god of you for supporting us. <3 Cheers, Eat Create Sleep https://youtu.be/R5WiMM2gYa8
v1.0 Patch Notes
Nature
Mountains - Rain clouds gather at the mountains and snow, the snow indicates the possibility for the mountains to create rivers, as long as enough water has gathered.
Ecology - A new water system making nature more alive. It is a delicate balance that can be affected by animals, followers, cities, farms and berry bushes.
Berry bushes - An early game food source making surviving in the beginning easier.
Season changes - Once per cycle there’s a dry season or a rain season.
Start island does not have a volcanic biome - To promote moving to another island, the start island does not contain any volcanic biome or obsidian anymore. In order to complete monuments cities need to trade with each other.
Cities
Doctrine updated - The doctrines are updated to be more different from each other. How each doctrine reacts to commandments is updated as well.
Overpopulation more severe - Overpopulation can cause potentially disastrous outcomes if left alone. It costs more food and it drains more water from the surrounding area.
City needs - City needs are visually updated, displaying the needs in another way.
Doctrine/Faith mashup - Doctrine and local faith in the city popup are combined to one tab to provide a quicker & easier overview.
Expertise buildings - Diplomacy, War and Trading have now their own expertise buildings.
Needs renamed - Some of the city are renamed for convenience.
Fellowship = Social
Sustenance = Food
Abundance = Surplus
Wealth = Money
Followers
Self preservation - Followers now try to avoid dangerous areas (animal habitats) and attempt to run away when attacked.
More own will feedback - The feedback given when followers act on their own will is now more detailed.
Stamina fixes - Followers are now getting properly tired when doing any work so that they can’t keep going forever.
General
World Overview - A new UI window details all cities and their overall needs, number of inhabitants, doctrine, faith and strength in war.
Word Discovery - A new system for discovering words in the game, now in the shape of a tech tree that gives you an overview of all of the words and how to unlock them.
Faith - No longer counts followers but cities instead.
Mini-Map - A small update to the mini-map marker so that it’s easier to tell where you are.
Updated Tutorial - The tutorial is updated to account for all
Source
Changelog.gg summarizes and formats this update. How we read updates.
