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Steam News19 August 20241y ago

UPDATE: 0.68a CIVIL CAREERS

0.68a CIVIL CAREERS [Note: This build combines the new 0.68a build and the unreleased 0.57b build.] Large changes: -New resource to replace the obsolete POPULATION resource: JOBS!

Full notes

Full Ghoul Fort update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Fixes
added0.68a CIVIL CAREERS[Note: This build combines the new 0.68a build and the unreleased 0.57b build.]
added0.68a CIVIL CAREERSLarge changes: -New resource to replace the obsolete POPULATION resource: JOBS! Buildings consume JOBS upon being built, (Prefabs produces JOBS), costs scale with tier(5/10/15/20/25) [I want to lean into the population side of things more in future updates. One of my design pillars is have a living state, so you can manage your people, watch them do their daily tasks, etc.]
changed0.68a CIVIL CAREERSthe GUI has been updated to have yellow modifiers, so you know how much resources you are producing at a given time [This should improve overall readability and provide players with a better experiance managing their production]
added0.68a CIVIL CAREERSreimplemented Civvies, reworked their pathfinding and spawn conditions [This was an odd feature to revisit, still not exactly what I want, but I'm getting closer to the desired outcome.] Bugfixes and Tweaks: -Updated tutorial for Jobs, minor edits to improve it's flow -added fix for Mine nodes spawning underneath Dragon Huts -Trees and rocks should no longer spawn on the Dragon Huts or on luxury resources -tweaked Sandbags so their buff cooldown counts down instead of up, to improve readability -added proper UI modifer for the Luxury Prefab -removed bug that caused the Cafe to cause game crashes -disabled the IDLE WORKER button notification -scaled down Arms Factory UI text size -Mines and Farms are now grey until a Worker lands at a nearby Node(notifications to move Workers to Nodes will also spawn) -Cafes now produces 40-55 FOOD every day at the cost of 25 CASH for upkeep -Trading Center now produces CASH every resource cycle -Temple Guilds now received a +100 roof for resource production -Increased Prefab daily CASH gain from 60-100 to 100-125 -increased Luxury Prefab daily CASH gain from 60-100 to 300-400 -increased daily METAL gain from Mining Rigs

Ghoul Fort changes

added[Note: This build combines the new 0.68a build and the unreleased 0.57b build.]
addedLarge changes: -New resource to replace the obsolete POPULATION resource: JOBS! Buildings consume JOBS upon being built, (Prefabs produces JOBS), costs scale with tier(5/10/15/20/25) [I want to lean into the population side of things more in future updates. One of my design pillars is have a living state, so you can manage your people, watch them do their daily tasks, etc.]
changedthe GUI has been updated to have yellow modifiers, so you know how much resources you are producing at a given time [This should improve overall readability and provide players with a better experiance managing their production]
addedreimplemented Civvies, reworked their pathfinding and spawn conditions [This was an odd feature to revisit, still not exactly what I want, but I'm getting closer to the desired outcome.] Bugfixes and Tweaks: -Updated tutorial for Jobs, minor edits to improve it's flow -added fix for Mine nodes spawning underneath Dragon Huts -Trees and rocks should no longer spawn on the Dragon Huts or on luxury resources -tweaked Sandbags so their buff cooldown counts down instead of up, to improve readability -added proper UI modifer for the Luxury Prefab -removed bug that caused the Cafe to cause game crashes -disabled the IDLE WORKER button notification -scaled down Arms Factory UI text size -Mines and Farms are now grey until a Worker lands at a nearby Node(notifications to move Workers to Nodes will also spawn) -Cafes now produces 40-55 FOOD every day at the cost of 25 CASH for upkeep -Trading Center now produces CASH every resource cycle -Temple Guilds now received a +100 roof for resource production -Increased Prefab daily CASH gain from 60-100 to 100-125 -increased Luxury Prefab daily CASH gain from 60-100 to 300-400 -increased daily METAL gain from Mining Rigs

0.68a CIVIL CAREERS

[Note: This build combines the new 0.68a build and the unreleased 0.57b build.]

Large changes: -New resource to replace the obsolete POPULATION resource: JOBS! Buildings consume JOBS upon being built, (Prefabs produces JOBS), costs scale with tier(5/10/15/20/25) [I want to lean into the population side of things more in future updates. One of my design pillars is have a living state, so you can manage your people, watch them do their daily tasks, etc.]

-the GUI has been updated to have yellow modifiers, so you know how much resources you are producing at a given time [This should improve overall readability and provide players with a better experiance managing their production]

-reimplemented Civvies, reworked their pathfinding and spawn conditions [This was an odd feature to revisit, still not exactly what I want, but I'm getting closer to the desired outcome.] Bugfixes and Tweaks: -Updated tutorial for Jobs, minor edits to improve it's flow -added fix for Mine nodes spawning underneath Dragon Huts -Trees and rocks should no longer spawn on the Dragon Huts or on luxury resources -tweaked Sandbags so their buff cooldown counts down instead of up, to improve readability -added proper UI modifer for the Luxury Prefab -removed bug that caused the Cafe to cause game crashes -disabled the IDLE WORKER button notification -scaled down Arms Factory UI text size -Mines and Farms are now grey until a Worker lands at a nearby Node(notifications to move Workers to Nodes will also spawn) -Cafes now produces 40-55 FOOD every day at the cost of 25 CASH for upkeep -Trading Center now produces CASH every resource cycle -Temple Guilds now received a +100 roof for resource production -Increased Prefab daily CASH gain from 60-100 to 100-125 -increased Luxury Prefab daily CASH gain from 60-100 to 300-400 -increased daily METAL gain from Mining Rigs

Thanks for reading. Once again, we go into the breach!

Source

Steam News / 19 August 2024

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