What changed
0 fixes1 addition1 change0 removals
- Compatibility
- UI and audio
addedAnother small set of tweaks and changes. The larger changes (new buildings and newer, more complex animal) are being worked on in the background, and will be on the beta-branch soon.
changedGameplay: -Buffed enemy insect "tiredness" to increase its effect (reducing enemy evasion over time) -Rebalance to advisor so it wouldn't keep recommending tree farms for starting villages (technically correct but bad long term prospects) -More work on getting AI skill selection working, especially in early game UI: -Slight change to colouring of buy screen, will now have a red tint if the buy price is below market price, and will grey out in more often to remove irrelevant items from consideration -Some warnings from society financial situation (most commonly can't afford salary) won't appear if they're not relevant (especially if they wouldn't have a correlated message on the society management screen itself) -Alert button added for "Player can learn a skill/buy tokens" -Fixed a text issue on Festival screen -Added a popup telling you when a villager learns a skill the village currently lacks Bugfix: -Fixed issue where the roads would move one frame behind the buildings making camera movement weird to look at
Mercantisle changes
addedAnother small set of tweaks and changes. The larger changes (new buildings and newer, more complex animal) are being worked on in the background, and will be on the beta-branch soon.
changedGameplay: -Buffed enemy insect "tiredness" to increase its effect (reducing enemy evasion over time) -Rebalance to advisor so it wouldn't keep recommending tree farms for starting villages (technically correct but bad long term prospects) -More work on getting AI skill selection working, especially in early game UI: -Slight change to colouring of buy screen, will now have a red tint if the buy price is below market price, and will grey out in more often to remove irrelevant items from consideration -Some warnings from society financial situation (most commonly can't afford salary) won't appear if they're not relevant (especially if they wouldn't have a correlated message on the society management screen itself) -Alert button added for "Player can learn a skill/buy tokens" -Fixed a text issue on Festival screen -Added a popup telling you when a villager learns a skill the village currently lacks Bugfix: -Fixed issue where the roads would move one frame behind the buildings making camera movement weird to look at
Another small set of tweaks and changes. The larger changes (new buildings and newer, more complex animal) are being worked on in the background, and will be on the beta-branch soon.
Gameplay: -Buffed enemy insect "tiredness" to increase its effect (reducing enemy evasion over time) -Rebalance to advisor so it wouldn't keep recommending tree farms for starting villages (technically correct but bad long term prospects) -More work on getting AI skill selection working, especially in early game UI: -Slight change to colouring of buy screen, will now have a red tint if the buy price is below market price, and will grey out in more often to remove irrelevant items from consideration -Some warnings from society financial situation (most commonly can't afford salary) won't appear if they're not relevant (especially if they wouldn't have a correlated message on the society management screen itself) -Alert button added for "Player can learn a skill/buy tokens" -Fixed a text issue on Festival screen -Added a popup telling you when a villager learns a skill the village currently lacks Bugfix: -Fixed issue where the roads would move one frame behind the buildings making camera movement weird to look at