In this update5
Full notes
Full The people of Sea, Sun & Salt update
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What changed
- Gameplay
- UI and audio
- Performance
- Maps
- Fixes
The people of Sea, Sun & Salt changes
Demo version 0.7 is out now!
Thank you to everyone who gave us feedback!
Our priority right now is to nail down the game's "Quality of Life" and ensure the first hour of the game is as smooth as it can be.
Important: The save from the previous version will no longer work. We can't guarantee saves stay valid during the demo version and they will not be valid once the game is released.
As always, you can join us on our discord to give us feedback or relay issues you had: https://discord.gg/vdpcGMf4Nj
New content
Unlocking the sixth era for the demo
- Creative modeWhen starting a new save after finishing the tutorial, the player can pick creative mode
Rebalanced some missions to make them a bit harder and their reward more interesting
Added markets: Subjects go to and from the market at all time of the day, making the city seem more lively
Changes
UI: Total change to the artstyle, layout and font
- UIAdded a little indicator showing off how much the item counts changed over 24 in-world hours
- ControlCamera rotation now available using Q/E keys on qwerty keyboard, A/E on azerty keyboard
- ControlCamera motion now available using arrow keys (WASD was already implemented)
Control: Inversed direction of zoom when using mouse wheel
- ControlAdded option to move buildings by clicking them (Unlocked in the second era)
- ControlImproved road placing. Click and drag to preview the road. Release to actually place the road.
Control: Camera rotation is now SHIFT + RIGHT MOUSE BUTTON to avoid canceling out placing when rotating camera
Control: Destroying buildings requires one left click per building, removing the issue where you could destroy a building behind the one you wanted to destroy
Control: Clicking on the button for unique buildings when its already placed will move the camera to that building
Control: When placing buildings, the preview snaps to the nearest valid location if there is one close enough
- TutorialBuilding rotation introduced during the prologue rather than in the first era
Tutorial: Mentionning the keyboard controls in the tutorial steps
- SettingsAdded brightness slider
Added auto save: At the start of every day or when leaving, the game saves (controllable in settings)
- LocalizationAdded French and Spanish (more languages to come)
Tweaks
Improved winter visuals with actual snow
Removed console window
New logo
Balancing: Well workers produce water 20% faster
- BalancingIncreased the base amount of food storage. Some player wanted to unlock the granary sooner but the early eras are already too packed with new mechanics so we will just do this for now.
Capping frame rate to 140 FPS to avoid straining devices with a very high monitor refresh rate.
"Missing embellishments" warning now provides an actual number of embellishments to place
Changed the ambient track a bit to have birds chirping
Small changes to the world geometry
End of era celebrated with a haiku
Improvement to the way cards are 3D rendered
Tweaks to summer color correction
Tooltip explains more clearly that all resources are given back when destroying buildings
Subjects can now pathfind through water so they aren't stuck in their houses as soon as water starts flooding them
Description of pathways makes clear the speed differential between walking on grass (very slow) and pathways (x3 speed)
Trees also turn red when the building is being hovered while the destruction tool is selected
Much slower subject speed in grass
Grass on some ledges
When placing buildings, a small margin is allowed for wrong terrain type (for example a quarry can have a few of its tiles on a grass tile)
Performance improvement on subject rendering and subject logic (trying to address stuttering issues during worship)
Showing how much stone clearing ruins gets you
Bugs fixed
Addressing low brightness issue on some monitors
Fixed shadows not appearing on some devices
Fixed narration text and card text not appearing properly in card screen
Fix to UI elements not appearing at the right location on high dpi or 4k screens
When the narration talks about hovering buildings to inspect them, you can actually do it right at that point in the narration
Removed "+0 item" from appearing over subject heads
Fixed issue where saves were considered invalid despite not being corrupted
WASD works even when the mouse is over UI
Fixed issue where cards were inspectable when they are stacked on one another
Future
There has been report of issues around the reporting from the scribe building. We are still investigating why the count can sometimes be off, especially culture.
Still trying to figure out how to improve camera motion around zooming. Your input on this is invaluable
Grid when placing: We tried this out but it is hard to make: the grid ends up concealed below the grass. We will continue to explore this
Show how far a subject can go from a given house: this feels like an important bit of information to communicate and we will explore ways to display it
Better overview of the city: A lot of people asked for more detailed information about their production. It is something we will explore but it's complicated: a field doesn't have a fix amount it produces every day. It depends on the number of workers but also the time the workers take just to ge to work. And there is such a thing as too much info in kind of casual game like this. To be explored.
Did you know? You can hold down the left button when placing buildings to place a bunch in a row. We probably want to communicate this to player one day
Panoramic mode with no UI
Up to now, the subject's worship has been quite vague and undefine. We are going to more precisely define the nature of their cult in future version
In the end game, subject assignment to different location can be a bit slow. We will make sure it happens faster in coming versions
Source
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