Good morning everyone! ☕ It's been two weeks since the first update and some exciting new things have been added to First Days of Atlantis!
Full notes
Full First Days of Atlantis update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
3 fixes6 additions0 changes1 removal
Gameplay
Performance
Compatibility
Fixes
addedGood morning everyone! ☕ It's been two weeks since the first update and some exciting new things have been added to First Days of Atlantis! So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes.
addedThere's People!This is something that I wanted to add from the very beginning, but I wasn't sure how the performance would be, so I put it off for waaay too long. But finally there are actually little people walking around in the cities you build. Say hello!
addedThere's People!Right now there's one problem though, the new people system adds some heavy load to the start of a new round. That's something I have to address in the next update.
addedNew BuildingI wasn't really satisfied with the strict separation of agricultural and civilian buildings, so I tinkered around a bit and with the help of a beta tester I made the first step to address that issue. I removed the two seaweed buildings and instead added a fishery (which is kind of an obvious building for the setting, which makes my question why hadn't already added it). The fishery is an agricultural building and therefore interacts with the storage. But it also increases the production of the harbour and therefore the lighthouse, both civilian buildings.
addedGame FlowAs mentioned in the previous section, I'm not satisfied with the strict separation of civilian and agricultural buildings. Aside from adding the fishery I also tweaked the packages a bit so every package includes at least one civilian and one agricultural building. Also packages now contain more cards to allow you to plan a bit further ahead.
addedSmall Changes & Quality of Life ImprovementsAdd VFX when petting sheep.
First Days of Atlantis changes
addedGood morning everyone! ☕ It's been two weeks since the first update and some exciting new things have been added to First Days of Atlantis! So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes.
addedThis is something that I wanted to add from the very beginning, but I wasn't sure how the performance would be, so I put it off for waaay too long. But finally there are actually little people walking around in the cities you build. Say hello!
addedRight now there's one problem though, the new people system adds some heavy load to the start of a new round. That's something I have to address in the next update.
addedI wasn't really satisfied with the strict separation of agricultural and civilian buildings, so I tinkered around a bit and with the help of a beta tester I made the first step to address that issue. I removed the two seaweed buildings and instead added a fishery (which is kind of an obvious building for the setting, which makes my question why hadn't already added it). The fishery is an agricultural building and therefore interacts with the storage. But it also increases the production of the harbour and therefore the lighthouse, both civilian buildings.
addedAs mentioned in the previous section, I'm not satisfied with the strict separation of civilian and agricultural buildings. Aside from adding the fishery I also tweaked the packages a bit so every package includes at least one civilian and one agricultural building. Also packages now contain more cards to allow you to plan a bit further ahead.
Good morning everyone! ☕ It's been two weeks since the first update and some exciting new things have been added to First Days of Atlantis! So grab your hot beverage of choice (I've got my coffee right next to me as I'm writing this) and let's take a look at the changes.
There's People!
This is something that I wanted to add from the very beginning, but I wasn't sure how the performance would be, so I put it off for waaay too long. But finally there are actually little people walking around in the cities you build. Say hello!
Right now there's one problem though, the new people system adds some heavy load to the start of a new round. That's something I have to address in the next update.
New Building
I wasn't really satisfied with the strict separation of agricultural and civilian buildings, so I tinkered around a bit and with the help of a beta tester I made the first step to address that issue. I removed the two seaweed buildings and instead added a fishery (which is kind of an obvious building for the setting, which makes my question why hadn't already added it). The fishery is an agricultural building and therefore interacts with the storage. But it also increases the production of the harbour and therefore the lighthouse, both civilian buildings.
Game Flow
As mentioned in the previous section, I'm not satisfied with the strict separation of civilian and agricultural buildings. Aside from adding the fishery I also tweaked the packages a bit so every package includes at least one civilian and one agricultural building. Also packages now contain more cards to allow you to plan a bit further ahead.
Small Changes & Quality of Life Improvements
Add VFX when petting sheep.
Disabled all camera movement while in pause menu.
Close all menus with the escape key.
Deselect current card with right mouse click.
Fixed problem with the Steam leaderboards when you don't have a score yet.
Fixed a bug where you could quit during package selection, which messed up the save files.
Fixed some rendering problems with VFX.
Thank you
Thank you for reading! Let me know what you think about the changes. See you for the next update!