20 XII 2022
The reworking harmony continues
Overall:
- Changed sprites of message filter
- made units be able to be hide(stuff for modders)
- More sprites improved
- added extension of code of law for both races
- Eat on gather provides more happiness
- Exploring units should no longer get lost and boats should no longer sink despite of not exploring due to reaching exploration cap or having map fully explored
- Removed note from Far/Creative foraging as it was never actually coded
- Added filter for relic found messages
- Hidden tiered display debug option
- Replaced Basic Intermediate, Upper(human race) Maths, Math tech levels with Maths I, Maths II , Maths III and so on
- Added traits related to happiness due to lack/having fire pits and clothing for both races
- There are 4 variations for both category of traits:
- Cold, Warm, Neutral and Fluid. Each one has different effect on happiness from having fire pits/lacking fire pits / clothing .
- Added 2 alternatives for insect-eating trait for both races
- One will further harm happiness from eating wormies and spoiled food
- The other one has way lower chance to be obtained but it turns 1/3(1/2 for elf race) of its happiness harm into happiness boost.
- Added 2 more alteratives for Joy of Eating/Culture of Moderation for both races
- The first one won't affect anything at all(neutral)
- The other uses shared Fluid mechanics(works like fluid heart , and fluid dress code but for way of cosuming)
- Human race note: since healthy life traits are defined these two also can lead your tribe to have healthy/supreme healthy life traits.
- Added 2 more alteratives for Fear/Acceptance of death: death scepticism which effect is fluid and death indifference which doesn't affect unhappiness from unburied corpses in any way
- As for elf race out of two new options only scepticism is available (there is no such trait as death indifference)
- Added alternative for ground stone tools: for weapons and for storage resources(baskets, pots) [for now for human race only, when elf race will have more content it will be also added for it]
- Ground weaponry and pottery has lower chance to be adopted than ground tools trait.
- Tools/weapons crafted out of primitive materials will have double the boost of craftings of more complex tools/weapons etc.
Human race:
- Made lodge of christmas no longer available. That's because for Xmas 2023 this building will be replaced with sth else.
- Fixed double alchemist display in demog category
- Removed soldiers defeats from centurial/annual raport
- Dynamics II is now available after part III of doctrine instead of II
- Balance changes for factories and manufacture units
- Reduced power of huts and factories (they were overpowered beasts)
- Tool huts/factories no longer craft baskets . Instead artisan still will craft'em.
- make factories II replace start fires modes for firekeeper
- Added heat factory
- Replaces all Firekeeper\'s start fires modes with itself producing way more at once.
- In addition adds mode allowing to process coal.
- Future plans are to make fire pits and other heating sources be parts of one total resource that will determine happiness
- Fixed issue with Dynamics II providing 25 Wisdom I instead of Wisdom II
- Enchanted shovels no longer provide 5 Wisdom II. Instead "Outstanding wisdom" will provide 5 more Wisdom II.
- Construction III no longer provides 15 Wisdom II. Instead "Do we need that much science?" tech will provide 20.
- Replaced blockhouses with floored houses.
- Reduced starting housing bonus from (old blockhouse)floored house: 50 ----> 30
- Changed balance of essence storages:
- Removed cost scaling with amount of essence storages as it was causing problems with perma eating land
- Instead of cost scaling they will still use the same land per 1 but will provide less storage space: 11500 ---> 6000
- Changed chef recipes
- Renamed another Cooking tech to Cooking II
- Renamed "A leaf of wisdom" knowledge to "Leaves of wisdom"
- Removed Instructors and Thoughts sharers replacing it with Wizards which will now have more usage and give even more usage to elderly people.
- Wizard(unit) changes:
- Now you gain 1 wisdom every 2 wizards
- Wizard food upkeep reduced: 4 ---> 1.33
- Wizard requires now 2 wands instead of 3.
- Only elders can become wizards(it's not strictly bound to workers and in Release 55/56 I plan to extend it to adults and children)
- Fixed terrain conservator mechanics removing its subunit merging 2 units into one
- Renamed thief hunters to guards
- Replaced drunken people with prisoners opening way for more interesting gameplay
- Added more law related techs
- For now prisoners count as workers but prisoners mechanic will be furthermore extended next update
- Added devil's traits dedicated to new religion path along with ancestors traits with opposite effects. TODO: code effects
- Reduced housing provided by Wizard towers and complexes:
- All wizard towers housing: 33 ----> 20(18 holy wizard tower)
- Now wizard towers use new wizards who replaced instructors
- Wizard complexes housing: 690 ---> 600
- Note that bonus of 7th complex tower stays the same: +115 housing
- Now wizard complexes use both workers and wizards
- Gave more usage to water tiles:
- Now you can set mortal world carpenter workshops(requires construction II) More water constructions are planned to be added next updates
Note that some of balance changes and fixes were introduced in 53.1:
- Guru and Transcendentalist has multiplied production by 2
- Further early game reworks
- Far/Creative foraging and Eat on gather policies are more efficient
- Gatherers have less chance to get lost: (multiplier of wanderer's chance) 4 ----> 3
- Eat on gather can get your happiness to higher level: 60% ---> 80%
- Far/Creative foraging allows gatherer to explore even more starting land.
- Minor and major bugs fixed
R54.1
Incorrect amount of fire and water essence storage provided by storages
Explorers getting lost even when exploration cap is reached or world is fully explored
Fixed F.R.O.S.T.Y. when disabled
R54.2
Outstander provides 1 education each instead 1 per 5.
Changed mechanics of Hunters & Fishers unification to prevent lategame softlock to occur
Merry Christmas and Happy 2023!
Thank you all for great 2022 despite of ups and downs