Update log
Full Skyclimbers update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Workshop
- Balance
- Gameplay
- Maps
- Store
After a quiet period of intense development, we're excited to share a major update!
Player-built and procedurally generated settlements will become a strategic cornerstone, offering numerous benefits:
🪙 Automated Resource and Currency Generation: Once established, your settlements will continuously generate essential resources and currency, reducing the need for manual gathering.
🔨 Crafting, Repairing, and Upgrading Equipment: Villagers can craft, repair, and upgrade tools/weapons for you.
🏃 Fast Travel Destinations: Quickly traverse between settlements
🫱🏼🫲🏽 Trade: Engage in trade with other settlements, districts, and eventually dynasties, allowing you to exchange surplus resources and bolster your economy.
Pick your townhall placement wisely, as it can't be moved!
After placing the town hall villagers spring into action building its foundation.
At the heart of every settlement is the Townhall. This central building sets the boundaries of your territory and serves as the recruitment center for your villagers.
Each villager can be moved around or assigned to buildings using point-and-click features.
Houses are the foundation of your settlement, allowing for new population growth.
Keeping your villagers satisfied is key to prosperity and productivity. Ensure adequate housing and maintain a surplus of resources like food and wood. A dissatisfied village won't attract new villagers, and existing villagers will work inefficiently. Unhoused villagers will refuse to work but will still consume resources. Players can also manually recruit villagers encountered during their travels.
Villagers can be assigned to various roles, each contributing uniquely to the settlement.
Farm: Villagers assigned to farms will plant and harvest crops, ensuring a steady food supply. All villages can plant and harvest basic grains, and converting grains through secondary buildings, such as a wheat mill, is planned. As the most vital resource, it's important to start a farm early in the game.
Sawmill: At the sawmill, lumberjacks will plant saplings and cut down mature trees, supplying the wood needed for construction and upkeep. Players can also cut down trees planted by villagers. Planting trees around the perimeter of the village can offer a tactical advantage. Upgrades to the sawmill can reduce tree growth time.
Mine: Villagers working in mines will extract valuable minerals and stones. Mines operate continuously but will eventually exhaust all stone in the region, freeing the player from the time-intensive task of managing mining operations.
Barracks: Assign villagers to the barracks to train them as guards, ensuring your village is well-defended. There are three sub-categories: infantry, heavy infantry, and ranged units. While villagers can defend themselves, a trained militia offers far stronger protection. A detailed breakdown of unit types is provided in part 2 of this update.
Blacksmith: Smiths will craft, repair, and upgrade tools for both players and villagers. Upgrading this building is crucial, as it can boost resource generation. When integrated with trade routes, blacksmiths can also become a profitable asset.
Tavern: Tavern owners will sell food and general goods. While taverns can be found throughout the overworld, yours will serve as a hub for trade. You can also purchase items from your taverns at reduced prices. Villagers gather at taverns for recreation, boosting overall happiness.
Player-built settlements will periodically face random raids by groups of Voidlings or Yagi. These hostile forces will target both villagers and buildings, posing a significant threat to your community. During raids, villagers can be killed, and those
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