- Update v1.9:
- Today's update is the brewing system! I've made a few changes since I announced the system so I will detail those here.
- There are three brews. I updated the names based on some feedback. Also Brews no longer rely on the crafting level of the Brewer, but rather unlock as you build more Breweries.
- Hammer Spark Brew increases the chance that any of your crafters will craft a masterwork item. It requires you to have at least 2 Breweries.
- The Ironbeard Brew increases the amount of resources a townsperson can carry. Note this also means there's a chance of getting over the normal maximum of a resource from that townsperson. This brew applies to any townsperson who automatically gathers resources including workers, miners, farmers, herbalists, and hunters. This brew requires you to have at least 3 Breweries.
- Buulloar's Brew increases the mood buff from having a beer. This increase will stack with the buff from having honey beer making for a very powerful brew indeed! This brew requires you to have at least 4 Breweries.
- Update v1.8.8:
- A small build to address some difficult to read text after getting some feedback. This is mostly in the story UI for the prologue and intro.
- I also made some other minor changes to pop-ups and backgrounds to create some more contrast on the text as well.
- Update v1.8.7:
- Find "crafting pumpkins" as loot on any monster.
- Halloween items can be crafted at the Carpenter Shop.
- Craft two different kinds of Pumpkin Lamps, a Pumpkin Training Dummy, and a Spooky Cauldren!
- Also, stone lampposts are automatically turned into pumpkin lampposts!
- The crafting pumpkins and Halloween items will be available until November 6th.
- This update also includes a new feature requested by the community - an icons toggle for shops!
- Update v1.8.6:
- Increased the stamina cost of the Kick skill to 25.
- The Sword power attack should no longer hit multiple enemies.
- The Sword power attack's damage has been increased a bit.
- Removed the fencing outside of the Haunted Mansion as it could cause the Lich to get stuck and break the boss fight.
- Update v1.8.5:
- Tonight's build includes a big update to localization and a new wall size!
- All of the text for the new content added the past couple of months has now been officially localized.
- This update also includes a new, smaller wall size to help you make your town exactly as you want.
- There are now three wall sizes, the current 10 and 6 and now this 3. Note the size is the footprint size, not the number of wall parts.
- Update v1.8.4:
- Tonight's build includes some quality of life improvements based on your feedback!
- Pressing the "Loot All" button in the treasure UI will now close the UI if you are able to take all of the treasure. If your inventory is full and you can't take everything, then the UI will not close.
- Added a light when in build mode during the night so you can see a bit better.
- Without light
- With light
- Buildings now display their footprint size when selecting them in the build menu.
- This update also includes a quick change to drinking potions. You can no longer drink a potion if you are in the air, either from jumping or falling. This fixes a couple of issues with animations getting stuck when doing this.
- Update v1.8.3:
- Today's update includes the Set NPC to Worker feature that was on the test branch along with some updates to the mood system.
- Set NPC to Worker
- Today's update is a test build for a much requested feature - the ability to set a shopkeeper or other non-worker to be a worker. There is a new button in the Townspeople Manager to do this.
- There are some limitations to this system.
- You can't set a Miner, Alchemist, Farmer, Herbalist, or Fisherman back to a Worker.
- You can't set an NPC to a Worker who has a quest.
- You can't set an NPC to a Worker if they are the only shopkeeper of that type in your town.
- Changing an NPC back to a Worker also resets any progression they have made in their previous profession.
- New Moods
- I've added some more mood modifiers for NPCs. Cooks who have the "Foodie" trait will now get a mood buff after cooking meals. Farmers with the "Green Thumb" mood will get a mood buff after harvesting crops. And Hunters with the "Animal Lover" trait will get a mood debuff after delivering their raw meat resource to the storehouse. These buffs and debuffs last about 3 in-game hours.
- Mood debuffs that are set on timers will no longer automatically reset if you change an NPC's job. So if you have a Hunter who got the "I had to kill animals" mood debuff and then switch the Hunter to a different job, that debuff will remain for the 3 hours. The same is true for mood buffs.
- Many of the other time based moods have had their timers updated. Some are shorter and some a bit longer.
- This update also includes a few fixes:
- Fixed a bug that caused to road placement tool to get off center when using a controller.
- Fixed a bug that caused the "Sort by Job" toggle to sort in front of the message section of the NPC Management UI.
- Updated the bitter bulbs quest to ensure the quest advances properly after cutting the bulbs.