Full notes
Full Mercantisle update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- UI and audio
Version 1.0 is here, along with the new biome, the Badlands.
The badlands are an inhospitable region. The only animals there are dangerous when attacked, and plants don’t grow. Any village trying to grow there will need food imported in large quantities, as well as resources like iron and cotton. Despite this, villages here are critical to getting your nation to reach its true potential. Beneath these sun-scorched sands lies liquid magic.
When liquid magic is pumped out it can be used to power your industries. Buildings will work faster when their owner has a Magic Powerplant. If they’ve got enough raw materials, the building will repeat its production up to three more times, so you can make four times as many items in a day as you could before.
This industrial revolution lets you finally produce enough clothes and high quality food for your entire population. While this can allow prices to fall and everyone to enjoy abundance, it can also lead to just the rich getting richer and dominating the trade routes to an even greater degree than before.
Alongside this change, a huge amount of work as been put into the soundscape. New ambiance sounds and redesign of creature noises will bring these regions to life. Birdsong in the wetlands, cicadas in the jungle and the cold bitter wind of the arctic give each biome their own distinct feel and presence.
Source
Changelog.gg summarizes and formats this update. How we read updates.
