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| * Moved Rustic Cloister to Tier 2, reduced cost to 5 Clergy Influence | | * Moved Rustic Cloister to Tier 2, reduced cost to 5 Clergy Influence |
| * Made the second territory cost 0 upkeep | | * Made the second territory cost 0 upkeep |
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| | [[Category:Change Logs]] |
Latest revision as of 14:32, 29 December 2023
Released May 11, 2023 on Steam & GOG. Read full news post on the Foundation blog. See Changelog for other changes.
General Changelog
New
- Meat production chain with the Butchery
- Entertainment need
- Berry Brews at the Tavern
- Levy Mandate
- Discoveries
- Environmental Resource Display
- Berries
- Fish schools
- Stone nodes
- Boars
- Advanced onboarding
- Food diversity
- Enacting the Mandate Levy
- Leaving villagers
Improvements
- Auto-assigning higher status villagers to workplaces will not demote them anymore
- Transport behavior has been enhanced, a change that will be most noticeable with larger villages. The algorithm now focuses more on local ‘resource hubs’, which should fix workers traveling great distances to do their job
Updates
- Help topics
- Housing
- Generating revenue
- Immigration
- Markets
- Promotions
- Trading
- Trade routes
- Villager Happiness
- Localization
Modding
- Exposed missing unlockables
- Exposed Butcher-related assets (job, building, etc.)
- Exposed Tavern buildings
- Exposed Master Builder job (Crafter Workshop)
- Exposed Kinstone Abbey (trading village)
- Exposed Jeweler’s workshop building part
- Exposed Entertainment need
- Exposed missing Happiness factors
- Added members to GAME_RULE_MODIFIER_WORKPLACE_RECIPE
- GAME_ACTION_APPLY_GAME_RULE: OptionalDescriptor field no longer optional (renamed to Descriptor)
Fixes
- Common Resources mod interfered with housing placement and prevented them from being placed
- Masterpieces couldn’t be added to Churches
- Crash when selecting a Monastery with a Modest Facade
Game Design Changelog
New Features
Levy Mandate
- This new mandate lets you instantly earn coins in exchange for a temporary villager Happiness malus
- The Levy Mandate is unlocked when you build a Great Hall
- The Levy Mandate can be performed once every 7 days
- The Levy Mandate reduces every villager’s Happiness by 30% for 30 days, then decays to 0% for another 30 days
- The Levy Mandate instantly gives this many coins:
- 3 coins per Serf
- 4 coins per Commoner
- 5 coins per Citizen
Entertainment Need
- Commoners, Citizens, Soldiers, and Knights now have an Entertainment Need
- The Entertainment Need can be filled by consuming a drink resource (Berry Brew, Beer, or Wine) at the Tavern
- The Entertainment Need cause a negative Happiness Factor if left unfulfilled for 300 days
Butchery Workplace & Meat Resource
- A new building, the Butchery, can produce a new resource, Meat, from Boar
- The Butchery is accessible from an Unlockable on the Common Path, Tier 1, for 25 coins
- The Butchery can employ up to 2 Serf workers
- The Butchery cost 3 Tools, 10 Planks, and 10 Stones
- The Butchery has a base upkeep of 1 coin, plus 1 extra coin per Worker
- The Butchery produces 4 Meat resources from 1 Boar
- Set Meat value to 3 coins on sell, 6 coins on buy
- Meat resource can be consumed as Food at the Market
Berry Brewery Workplace & Berry Brew Resource
- A new sub-building, the Berry Brewery, can produce a new resource, Berry Brew, from Berry and Water
- The Berry Brewery is accessible when purchasing the Tavern Unlockable
- The Berry Brewery requires a Room, a Door and a Chimney
- The Berry Brewery employs 1 Commoner per 5 Room Size
- The Berry Brewery has an upkeep of 2 coins per Worker
- The Berry Brewery produces 3 Berry Brews from 3 Berries and 1 Water
- 1 Berry Brew can be purchased for 5 coins
- The Berry Brew can be consumed as Drink at the Tavern
- The Taverner will directly pickup Berry Brew made within the same Tavern
Kinstone Abbey Trade Route
- A new Clergy Trade Route made for Monastery-oriented playthrough
- The Trade Route can be unlocked with 20 Manuscripts
- The Trade Route can be further improved using Coal, Coins, or Clergy Influence
- The following resources are available for trade with Kinstone Abbey:
Buy from them
Barrel
|
Common Clothes
|
Polished Stone
|
Marble
|
Gold Bar
|
Gem
|
Iron Bar
|
Cheese
|
Sell to them
Herbs
|
Honey
|
Wax
|
Wine
|
Berry
|
Hops
|
Planks
|
Meat
|
Discoveries
- Discoveries offer practical information and direct links to game features
- All Contextual Help, located in the top-left corner, has been improved into Discoveries
- Discoveries are located in the Notification section, at the bottom-left corner of the screen
- Discoveries trigger under specific conditions
- On top of existing Contextual Help, New Discoveries were added:
- Set Your Taxation Rate in the Book!
- New Progression Paths Unlocked
- How to Generate Wealth
- Trade Routes Can Be Improved!
- Minerals Prospection
- About Territory Management
- How to Promote Your Villagers
- You Can Now Undertake Mandates
- How to build your monastery
- How Taverns Work
- How to Increase Your Treasury Capacity
New Advice
- Three new Advice were added to the game:
- Advice: Food Diversity
- Advice: Enacting Levy
- Advice: Leaving Villagers
- Each piece of Advice has a specific triggering condition, narrative panel, and quest
Action Bar
- Mandates and Village Aspirations can be accessed from the action bar, at the bottom of the screen
Quick Promotion
- Promotion can be done at any time, there is not a 30-day cooldown anymore
- Promotion can be done from the Mandate window or from each villager’s detailed window
- The Quick Promotion button will be displayed once the villager meets the promotion criteria
- Only the first villager of a Status has a Need requirement
- Promotion costs stay the same as before
Environmental Resource Display
- The following environmental resources now display resource trackers upon certain conditions:
- Berries
- Fish School
- Stone nodes
- The environmental resource tracker is displayed when selecting the Extraction or Hunting paint
- The environmental resource tracker is also displayed when selecting the following workplaces:
- Gathering Hut
- Stonecutter Camp
- Fisher’s Hut
- Butchery
- Hunter’s Hut
Balance Change
Need duration
- Increased all Needs durations to 630s
Progression
- Increased Tier 3 Common Path Prosperity requirement to 75
- Increased Tier 4 Common Path Prosperity requirement to 150
- Increased Tier 5 Common Path Prosperity requirement to 300
- Increased Tier 3 Estate Path Prosperity requirement to 100
- Increased Tier 4 Estate Path Prosperity requirement to 200
- Increased Tier 5 Estate Path Prosperity requirement to 400
Taxation
- The Tax Office has been moved into an Unlockable found on the Labor Path at Tier 2
- The Tax Office Unlockable costs 5 Labor Influence
- The revenue of Housing Taxation has changed:
Status
|
Minimum Revenue per Villager
|
Maximum Revenue per Villager
|
Serf
|
0
|
5
|
Commoner
|
0
|
16
|
Citizen
|
0
|
27
|
Second Food Need
- A second Food Need has been given to Serfs and Militia, and each of their promoted Status
- The second Food Need can be filled by consuming a second, different Food resource at a Market
Tavern Building
- The Tavern building has been moved to Tier 2 of Common Path
- New parts have been added to the Tavern building
- The Public Lounge of the Tavern building fulfills the Entertainment Need, if there are Drinks resources available at the Service Counter.
- The Tavern’s job has been renamed to Taverner
- Added Desirability to Tavern parts
- Adjusted capacity of certain Tavern sub-buildings and parts
- Tavern Splendor parts are unlocked on Tier 2 Labor Path, for 5 Labor Influence
- Base Tavern parts do not yield Labor Splendor
Job locked by Status
- Additional jobs now require advanced villager statuses:
Job
|
Status
|
Tax Collector
|
Commoner
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Bailiff
|
Commoner
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Stonemason
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Commoner
|
Weaver Hut
|
Commoner
|
Tailor
|
Commoner
|
Miller
|
Serf
|
Baker
|
Commoner
|
Iron Smelter
|
Commoner
|
Blacksmith
|
Commoner
|
Brewer
|
Commoner
|
Cheesemaker
|
Commoner
|
Sculptor Workshop
|
Citizen
|
Stained Glass Workshop
|
Citizen
|
Cooperage
|
Citizen
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Common Wares Workshop
|
Citizen
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Candle Workshop
|
Citizen
|
Wood Production Pipeline
- Slowed down the production of Wood and Planks to encourage territorial management
- Increased time per Woodcutter cycle to one cycle of 20 seconds
- Increased time per Sawmill cycle to two cycles of 20 seconds
- Increased Input Storage of Sawmill to 20 Wood
Stone Production Pipeline
- Synched both workplaces to improve the fluidity of the stone pipeline
- Increased time per Stonecutter cycle to two cycles of 20 seconds
- Reduced time per Stonemason cycle to two cycles of 20 seconds
- Increased Input Storage of Stonemason to 20 Stone
Fish Production Pipeline
- Increased the Fish production pipeline to match the Meat production
- Increased output resource of Fishing Hut to 8 Fish per cycle
- Increase the maximum amount of Fish per Fish School
Clothing Production Pipeline
- Balanced the Clothing production to ease visualization of the flow
- Reduced Sheep Farm’s Output to 2 Wool
- Increased Weaver’s Hut Input to 3 Wool
- Increased Input Storage of Weaver’s Hut to 30 Wool
- Increased Input Storage of Weaver’s Hut to 40 Cloths
Bread Production Pipeline
- Improved the Bread pipeline to be a reliable source of Food throughout most of the game and to be easier to visualize its resource flow
- Increased the amount of Wheat gathered at once
- Doubled time per Windmill cycle to 30 seconds
- Doubled Windmill Input to 8 Wheat
- Doubled Windmill Output to 2 Flour
- Increased Input Storage of Bakery to 60 Flour
- Increased Input Storage of Bakery to 20 Water
- Increased time per Bakery cycle to 30 seconds
- Increased Bakery Input to 3 Flour
- Increased Bakery Output to 12 Bread
Commonwares Production Pipeline
- Improved the Commonware pipeline to be a practical, relatively cheap next step for Planks
- Removed Tools from the recipe
- Increased time per Commonware Workshop cycle to 30 seconds
- Increased Commonware Workshop’s Planks Input to 3 Planks
- Increased Commonware Workshop’s Planks Output to 3 Commonware
- Increased Input Storage of Commonware Workshop to 30 Planks
- Reduced Worker Upkeep to 2 coins
Immigration
- Halved Immigration penalty due to unemployment status
- Removed the Residential Factor from Immigration Factor
- Improved the way Newcomers are spawned on the map
- Nil Factor – 0 Newcomer
- Low Factor – 1 Newcomer
- Average Factor – Between 1 and 2 Newcomers
- High Factor – Between 2 and 4 Newcomers
- Maximum Factor – Between 3 and 5 Newcomers
- Newcomers stay at the Village Center for a maximum of 3 days
Trade Route Resource Offer
- Increased Trade Routes volume per resource to 25 units
- Lowered Trade Routes Improvement cost factor
- Increased Trade Routes’ Trade per month requirement factor
- Added resources to buy and sell for each existing Trade Route:
- Northbury:
- Buy from them
- Tools, Cloth, Berry Brew, Honey, Wax, Candle, Commonwares, Barre
- Sell to them
- Berries, Polished Stone, Planks, Wine, Herbs, Gold Ore, Gold Bar, Meat
- Myddle:
- Buy from them
- Berries, Coal, Iron Bar, Wheat, Grapes, Wine, Hops, Beer
- Sell to them
- Glass, Barrel, Clothing, Sword, Fish, Marble, Jewel, Cheese
- Davenport:
- Buy from them
- Fish, Herbs, Polished Stone, Sword, Gold Ore, Quartz, Glass, Marble
- Sell to them
- Boar, Tools, Honey, Wax, Candle, Bread, Beer, Gem
- Trotbury:
- Buy from them
- Boar, Gem, Iron Ore, Iron Bar, Hops, Marble, Grapes, Jewel
- Sell to them
- Candle, Gold Bar, Quartz, Glass, Wine, Fish, Herbs, Tools
Resource Trade Value
- Reduced Boar value to 2 coins on sell, 4 coins on buy
- Increased Bread value to 3 coins on sell, 6 coins on buy
- Set Cheese value to 4 coins on sell, 8 coins on buy
- Set Wheat value to 1 coin on sell, 3 coins on buy
- Increased Cloth value to 2 coins on sell, 4 coins on buy
- Reduced Commonwares value to 4 coins on sell, 8 coins on buy
- Reduced Beer value to 2 coins on sell, 5 coins on buy
- Set Berry Brew value to 2 coins on sell, 5 coins on buy
- Reduced Herbs value to 3 coins on sell, 6 coins on buy
- Reduced Hops value to 1 coin on sell, 2 coins on buy
- Increased Planks value to 3 coins on sell, 6 coins on buy
Villager Leaving
- Villagers might leave starting at -25% Happiness
Building Construction Cost
- Decorative
- Roofed Stable: 15 Planks, 2 Tools
- Tavern
- Stone Cabin: 15 Planks, 15 Stones, 3 Tools
- Tatched Cabin: 22 Planks, 12 Stones, 3 Tools
- Plaster Cabin: 27 Planks, 6 Stones, 3 Tools
- Tatched Hall: 10 Stone, 15 Planks, 10 Wood, 5 Tools
- Wooden Cabin: 8 Planks, 1 Tool
- Welcoming Entrance: 7 Planks, 3 Wood, 1 Tool
- Service Entrance: 5 Planks, 1 Tool
- Manor House
- Stone Hall: 25 Stones, 18 Polish Stones, 12 Planks, 6 Tools
- Stone Terrace: 40 Stones, 25 Polish Stones, 25 Planks, 12 Tools
- Stone Passageway: 10 Stones, 5 Polish Stones, 5 Planks, 4 Tools
- Stone Gate, Simple: 5 Polish Stones, 5 Stones, 2 Tools
- Stone Gate, Elevated: 10 Polish Stones, 10 Stones, 3 Tools
- Wooden Tower: 4 Wood, 4 Planks, 5 Stones, 1 Tool
- Monastery
- Rustic Chimney: 20 Stones, 2 Tools
- Rustic Hall: 35 Stones, 15 Planks, 4 Tools
- Rustic Passageway: 35 Stones, 15 Planks, 3 Tools
- Rustic Quarters, Major: 30 Stones, 10 Planks, 3 Tools
- Rustic Gallery: 25 Stones, 5 Planks, 2 Tools
- Rustic Hut, Stone: 15 Stones, 8 Planks, 2 Tools
- Rustic Quarters, Minor: 25 Stones, 5 Planks, 3 Tools
- Rustic Facade: 25 Stones, 15 Polished Stones, 3 Tools
- Rustic Bell Tower, Wooden Belfry: 25 Stones, 11 Planks, 2 Tools
- Rustic Bell Tower, Open Belfry: 30 Stones, 5 Planks, 2 Tools
- Rustic Bell Tower, Enclosed Belfry: 30 Stones, 5 Planks, 2 Tools
- Rustic Gallery: 25 Stones, 5 Planks, 2 Tools
- Rustic Tower: 25 Stones, 5 Planks, 2 Tools
- Rustic Church
- Tatched Nave: 32 Stone, 15 Planks, 4 Tools
- Wooden Chapel: Windowed, 10 Planks, 2 Tools
- Wooden Chapel: Inclined, 12 Planks, 2 Tools
- Tatched Chapel: 21 Stone, 5 Planks, 3 Tools
- Tiled Chapel: 15 Polished Stone, 28 Stone, 3 Tools
- Wooden Bell Tower: 20 Wood, 5 Planks, 2 Tools
- Stone Bell Tower: 25 Stone, 6 Planks, 2 Tools
- Wooden Keep
- Wooden Quarters: 33 Planks, 4 Tools
- Wooden Keep: 41 Planks, 4 Tools
- Workplaces
- Bakery: 4 Tools, 20 Planks, 25 Coins
- Berry Table: 10 Wood, 10 Coins
- Brewery: 10 Tools, 15 Polished Stones, 15 Planks, 200 coins
- Fisher’s Hut: 20 Wood, 10 Coins
- Hop Farm: base upkeep of 12 coins, plus 2 coins per worker
- Hunter’s Hut: 2 Tools, 20 Wood, 10 Coins
- Sheep Farm: 2 Tools, 10 Stone, 10 Wood, 25 Coins
- Stonecutter Camp: 2 Tools, 10 Wood, 10 Coins
- Stonemason Hut: 8 Tools, 10 Wood, 5 Cloth, 25 Coins
- Tailor’s Workshop: 8 Tools, 15 Stone, 20 Planks, 50 Coins
- Weaver Hut: 6 Tools, 5 Stone, 10 Planks, 50 Coins
- Wheat Farm: 4 Tools, 20 Planks, 25 Coins
- Windmill: 6 Tools, 15 Stone, 15 Planks, 50 Coins
- Woodcutter Camp: 2 Tools, 10 Coins
Building Upkeep
- Tavern
- Stone Cabin: Base upkeep of 3 coins
- Thatched Hall: Base upkeep of 3 coins
- Thatched Cabin: Base upkeep of 2 coins
- Plaster Cabin: Base upkeep of 2 coins
- Roof Chimney: Base upkeep of 1 coin
- Monastery
- Rustic Chimney: Base upkeep of 1 coin
- Berries Planter: Base upkeep of 1 coin
- Mineral Deposits
- Stone Quarry: Base upkeep of 2 coins, plus 1 coin per worker
- Iron Quarry: Base upkeep of 5 coins, plus 1 coin per worker
- Quartz Quarry: Base upkeep of 5 coins, plus 2 coins per worker
- Gold Quarry: Base upkeep of 10 coins, plus 2 coins per worker
- Marble Quarry: Base upkeep of 10 coins, plus 2 coins per worker
- Crane: Base upkeep of 10 coins
- Workplaces
- Hop Farm: Base upkeep of 12 coins, plus 2 coins per worker
- Wheat Farm: Base upkeep of 4 coins, plus 1 coin per worker
- Bakery: Base upkeep of 7 coins, plus 2 coins per worker
- Brewery: Base upkeep of 14 coins, plus 2 coins per worker
- Commonwares Workshop: Base upkeep of 18 coins, plus 2 coins per worker
- Fisher’s Hut: Base upkeep of 2 coins, plus 2 coins per worker
- Hunter’s Hut: Base upkeep of 1 coin, plus 1 coin per worker
- Sheep Farm: Base upkeep of 5 coins, plus 1 coin per worker
- Stonemason Tent: Base upkeep of 8 coins, plus 2 coins per worker
- Tailor’s Workshop: Base upkeep of 8 coins, plus 3 coins per worker
- Weaver’s Hut: Base upkeep of 5 coins, plus 2 coins per worker
- Windmill: Base upkeep of 6 coins, plus 2 coins per worker
Event Improvement
General
- Added new illustrations to all narrative panels
- Fixed wrong Trade Route Conditions across different events
- Adjusted Prosperity Conditions across different events
- Forced the following “Welcome” events to happen once their waiting time was done:
- KingdomWelcome
- LabourWelcome
- MonasteryTrade (initial welcoming event)
- MonasteryWelcome
Initial Onboarding
- Initial Onboarding’s Quest Happiness requirement has been reduced to 75%
- Removed Taxation Quest from the Onboarding sequence
Monastery Welcome
- Swapped the Wood and Stone reward for Planks and Polished Stones
Monastery Trade
- Changed the Fish option for Barrels
TownTale
- Added Meat check for NoFood
LabourFair
- Increased Happiness check to trigger the Event
- Increased the Low Happiness’ Quest objective to 50%
- Increased all Fair Quest’s Happiness objective to 75%
Advice
- Removed the MonthlyTax Condition from the two taxation’s Low Coins and Low Happiness
- Removed the Prosperity Condition to the Decorative Advice
- Lowered the Prosperity and Population requirement for the Commoner Promotion Advice
- Changed the Labor Specialisation Quest’s objective to build a Roofed Stable
- Removed the No Tool’s starting condition to not have Tools assigned at the Warehouse
- Reduced the No Tool’s objective to 3 Tools to purchase
Bad Weather
- Pushed back Bad Weather to Prosperity 75
- Reduced Bad Weather to 40 days
King’s Welcome
- The King’s Welcome Narrative Panel will now start when the Manor House is built
Mission Board
- Added Berry Brew, Beer, Boar and Meat rewards to Military Missions
Territory Upkeep
- Made the first and second territory cost 0 upkeep
- Increased the cost of all further territories:
- Territory 1-2: 0 coin
- Territory 2-3: 10 coins each
- Territory 3-4: 20 coins each
- Territory 5-6: 30 coins each
- Territory 7-8: 40 coins each
- Territory 9-10: 50 coins each
- Territory 11-12: 60 coins each
- Territory 13-14: 70 coins each
- Territory 15-16: 80 coins each
- Territory 17-18: 90 coins each
- Territory 19+: 100 coins each
Other Fixes and Tweaks
- Added new Help Topics:
- Work Restrictions
- Mandates
- Sculptures
- Entertainment
- Resource Flow
- Maintenance Cost
- Added the Tax Office Unlockable as a requirement to all Taxation-related Unlockables:
- Milling Taxes
- Drinking Taxes
- Mining Taxes
- Smithing Taxes
- Tithe Privilege
- Protection Taxation Privilege
- Moved Kingdom’s Decoration 1 Unlockable into Tier 1 of Kingdom’s Path
- Added new icons to certain unlockables
- Differentiated visuals from the Builder’s Workshop from Master Builders at the Sculptor’s Workshop and Stained Glass’ Workshop
- Increased grace period from lack of Goods
- Increased starting Tools inventory to 25
- Rearranged Unlockables order within a Tier
- Moved Bailiff Office to Tier 2 of the Common Path
- Moved Fisher’s Hut to Tier 1 of the Common Path
- Lowered Tavern Tax revenue to 0.5 coins per Tavern consumption
- Lowered Market Tax revenue to 0.15 coins per Market consumption
- Moved Rustic Cloister to Tier 2, reduced cost to 5 Clergy Influence
- Made the second territory cost 0 upkeep