Clanfolk

Clanfolk

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Blorf  [developer] Sep 22, 2021 @ 1:16pm
Change Logs
I will try to keep these updates as I work. So you know what changes between versions.
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Showing 361-375 of 421 comments
Blorf  [developer] Sep 9, 2024 @ 1:55pm 
v0.503 - Testing Branch Only
  • Fix for Task Menu fix in v0.502 that caused missing Ideas Panel art. (whoops, fix for system A broke "mostly" unrelated system B)
Blorf  [developer] Sep 12, 2024 @ 4:10pm 
v.504 - Testing Branch Only
  • Clanfolk can now be buried in Stone Tombs!
  • Stone Tombs are built from Large Stones and Iron Ingots.
  • The Covers of the Stone Tombs can be customized to tell a story once the Tomb is Filled
  • Just Click on the Filled Tomb and Adjust the Four Sliders to select the Glyphs.
  • The Tomb Covers have a Top, Middle, and Bottom Glyph with do not overlap, but also can have a Large underlay Glyph.
  • Some of the Large Glyphs work well with glyphs on top while others do not, so feel free to experiment.
  • Tombs work like graves, and can be decorated with flowers from mourners.
  • Tombs can also be given a Rushlight. This may be placed before the Tomb is filled, but will be activated on the Tomb is filled.
  • Tombs can be placed on Stone Floors :)
  • It is possible to dig up old graves (use the bomb button) and move the bodies to Tombs. (But only if you care about them)
  • Fixed bug when someone dies and there is no wake table that it could spam the player log
  • Fixed case where Auto Bury would be prevented if there were no Wake Tables.
Last edited by Blorf; Sep 12, 2024 @ 4:13pm
Blorf  [developer] Sep 13, 2024 @ 12:44pm 
v0.505 - Testing Branch Only
  • Improved Name location for Graves and Tombs. Consistent position for all rotations and grave types.
Blorf  [developer] Sep 14, 2024 @ 1:10pm 
v0.506 - Testing Branch Only
  • "Need Graves" Alert also counts Tombs now.
  • Wake Spot can now be packed up.
  • Tombs will now allow Floors to be placed beneath them.
Blorf  [developer] Sep 14, 2024 @ 2:31pm 
v0.507 - Testing Branch Only
  • Fixed bug where Abandoned children who were adopted by the clan could never marry into the Clan.
  • Added retroactive save fix to fix cases of the marriage blocker in old save games.
Blorf  [developer] Sep 17, 2024 @ 3:53pm 
v0.508 - Testing Branch Only
  • Fixed last Clanfolk's enjoyment icons being cut off when the Skills Index needs to scroll
  • Fixed level progress bars scrolling off of the left side of the Skills Index
  • Livestock takes 50% longer to produce manure. (Less poop management simulator 2024)
  • Cows take slightly longer to poop (still almost 2x as fast as any other livestock)
  • Outcast mother should only trigger once every 70 days instead of 40.
  • Tombs no longer requires graves to be built to unlock
  • Tombs can be packed up and moved note body will be removed. (lift with your legs)
  • Updated Japanese
  • Fixed missing translation text issue on Tomb Glyph Sliders
  • Fixed Time of Death missing on Tombs/Graves/Wake Tables when there was not a Clanfolk mourning there.
  • Fixed case where is language changed after someone had died, the death date text would be stuck in the original language.
Last edited by Blorf; Sep 17, 2024 @ 4:37pm
Blorf  [developer] Sep 19, 2024 @ 11:33am 
v0.509 - Testing Branch Only
  • Fixed Auto Bury showing up for all animals (should be pets only)
  • Fixed case where if two objects were set to be moved, and one was being carried and then the target blueprint was removed, it could cause a cross wired problem where two objects wanted to go to one spot.
  • Fixed small gaps in the Unlocking Menu and Ideas Menu that could allow input from the world below the menu to sneak in if the mouse was in just the right place
  • Capped the Max Mourners to make mourning with very large clans achievable.
  • The mourners will be picked based on who has the highest grief values.
  • Chiefs get up to 20 Mourners max, Clanfolk 10, and Workers 5.
  • Raised the required relations for mourning to happen slightly. Dislike will still mourn, but 2 and 3 down relations arrows usually won't.
  • Updated German Language
Blorf  [developer] Sep 20, 2024 @ 2:20pm 
v0.510 - Testing Branch Only
  • Fixed an "affect" vs "effect" problem in the text because it is physically impossible for me to get it right the first time. It is the USB stick of words.
  • Updated Brazilian Portuguese Language
  • Updated French Language
  • Updated Hungarian Language
  • Updated Italian Language
  • Updated Simplified Chinese Language
  • Updated Traditional Chinese Language
  • Updated Korean Language
  • Updated Polish Language
  • Updated Russian Language
  • Updated Spanish Language
  • Updated Thai Language
Blorf  [developer] Sep 20, 2024 @ 5:49pm 
v0.511 - Testing Branch Only
  • Localization Change: csv interpreter for localization files fixes issue with soft breaks: use =SB= instead of \u00AD (some csv editors were "helping" with adding an extra \ creating lot of fun times)
Blorf  [developer] Sep 23, 2024 @ 1:55pm 
v0.512 - Update 15 - Default Branch
  • Updated Hungarian Language
  • Fixed Rushlights not being consumed over time on Tombs unless someone was mourning.
  • Re-Weighted the Conversation relationship events to make them last longer and be more impactful.
  • This is the Update 15 Release Candidate for Sept 24th.
Last edited by Blorf; Sep 24, 2024 @ 10:34am
Blorf  [developer] Oct 2, 2024 @ 3:45pm 
v0.513 - Testing Branch Only
  • Major Optimizations to large clans (100-200+) Though please try to stay below 40 people. Homestead simulator, not city simulator :)
  • Clan pathfinding logic and task acquisition logic improved to scale better with very high request loads.
  • Added an additional optimization where a fixed update was causing a lag spike due to trying to keep up with the lower frame rate when high Clanfolk counts.
  • Fixed issue where at low frame rate, Clanfolk would moonwalk around sometimes.
  • Above optimizations fixed cases where Units would stand around for very long periods waiting for tasks (pathfinder was overloaded)
  • This should also fix cases or units starving and not taking care of their needs with huge homesteads and 4x speeds.
  • Clanfolk will be generally much more efficient than before at 4x speed.
  • Added Language Patching support for modded in languages.
  • Also added support for non \r\n line endings in the csv files for files generated by other operating systems.
  • Please let me know if you see odd new behaviors.
  • The logic paths for the Clanfolk had a lot of timing changes which could lead to strange edge cases that I may have missed.
Blorf  [developer] Oct 7, 2024 @ 10:22am 
v0.514 - Testing Branch Only
  • Fixed case where animals could get stuck in neglect state if they were trying to drink from lakes that had been partitioned with walls using bridges.
  • Upgraded the DrinkFar and EatSnowFar tasks to allow them to understand partitioned lakes and check for viable spots in each partition.
  • Fixed loading timing issue where sometimes the wrong art would be used for some animals until they changed stance. Easiest seen when Roosters looked like Hens for a short time after loading.
  • Fixed issue that could sometimes cause messengers to leave as soon as they arrived.
  • Fixed rare case that could cause a crash if a Clan Leader left the map when they had followers.
Blorf  [developer] Oct 19, 2024 @ 1:37pm 
v0.515 - Testing Branch Only
Flooding!
  • Flooding will occur on Flood Plains when there is heavy rain for extended periods of time.
  • Flooding will naturally decrease as the ground dries out over the course of a couple days.
  • The Positive of Flood Plains is that they have better soil and provide a better growth rate.
  • Floods also provide free fertilizer.
  • The Negative is that when the Flood Plains are Flooded, the Deeper the water, the more damage will be done to some crops.
  • Note: Some crops/plants are flood resistant. This is shown in the planting menu.
  • So Flood Plains are excellent for growing crops, except then they re flooded, but that it the risk.
  • Current games will have Flood Plains added to them at a neutral setting. They hopefully won't be too much of a disturbance to current play throughs.
  • The Rate of Flooding is dependent on the Severity of the Rain, so in Heavy Rain Mode, expect a lot.
  • A Flood Plains Slider is added to World Settings (Setting to 0 will have no flood plains at all)
  • Added a Flood Plain Overlay to the Map Preview Screen, to the Right of the New Map Button
  • New maps Start with some Initial Fertility on the Flood Plains from previous floods, can be seen on the fertilizer overlay
  • The Water Overlay will also show Flood Plains as Green Areas, but as they fill up, they will turn blue
  • The Growth Rate Overlay, ALSO shows flood plains, but sometimes in Red, in cases where the ground is flooded, the growth rate will become negative and shown as red.
  • Flood Plains will slow down movement when flooded.
  • Anything built on the flood plain will be built on raised ground, aside from Tilled Soil which will get flooded.
  • So Roads on Flood Plains can work like bridges in times of flooding when movement is otherwise very slow.
  • The Grasses and Trees on the Flood Plains will show up greener due to the higher fertility, also clear ground on the flood plains will have some undergrowth to show the result of previous flooding.
  • Fixed Bug that could sometimes cause people to become bald if a game was loaded from a time when they were in bed.
  • Please let me know if the flooding is too severe, too often or not often enough. It turned out to be a very complex system and my current tuning is just a best guess.
  • I hope you enjoy splashing around in the giant puddles!
Blorf  [developer] Oct 21, 2024 @ 6:23pm 
v0.516 - Testing Branch Only
  • The goal of the following changes it to make the flood plains much more desirable as a growing area.
  • Crop loss due to flooding should now be much rarer.
  • Floods may end up being a story event that I trigger with extended rainfall to have better control over when disaster floods happen.
  • I may hold off on the epic rains until year 2+ for example.
  • Tuning:
  • Flood Water will decrease 20% faster
  • Flooding will take 40% longer to get to the maximum level
  • Flooding Max Growth Rate Penalty from -400% to -250%
  • Increased Max Flooding Fertilizer accumulation by 40%
  • Increased Flooding Fertilization rate by 40%
  • Lowered the Default amount of Flood Plain generation for all world setting values. (So overall there is a little less Flood Plains)
  • Changes:
  • For Old Saves prior to flooding (v0.515), turned the Flood Plains Off to prevent unwanted to changes to people's play throughs.
  • Created a height map generator to make the flood plains attracted to low areas like rivers, bogs, and lakes, and avoid high areas with lots of mountains.
  • Flood plains should appear in more logical areas now.
  • Smoothed out the Flood plain gradients so deep water should not appear right next to dry land anymore. The terrain samples are now averaged over a small area.
  • Added 2 Extra World Building Points!
Blorf  [developer] Oct 22, 2024 @ 8:31am 
v0.517 - Testing Branch Only
  • Fix for broken save loading for flooding (sorry about that!)
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