unknownorigingames

unknownorigingames



26 Oct

Which version are you playing? That will help me guide you because each version is quite different. You shouldn't have to assign owners to functions, unless you're making your own custom room. The defaults should be good to go, so it makes me wonder if there's a room with a missing flag. Which room are you having troubles with the owner assignment?

It's definitely a work in progress and I'm doing my best to make things clearer, so, apologies for the current state of it.

This is a good guide for the beta. Though, it is one version behind so things might be a tad different. It does cover the bases, though:

https://www.youtube.com/watch?v=YamV1x5x8-c&t=137s&ab\_channel=ThomasSanjurjo

Thank you for the feedback!

Originally posted by Minnewildsota

Is there a way to have cutting done automatically?

In 0.9.0.13, the farm should auto-harvest. But, this only harvests mature plants. In 0.10.0.0+, the Garden room function will do this.


25 Oct

Hello friends!

Thanks for waiting a couple weeks for this patch. I received so many bug reports and notes of feedback that I needed to take a bit longer to get this patch completed.

The main points of focus for the patch were entity state issues (starving, drowning, dying of thirst, freezing, etc.) and the room editing window. The state issues should mostly be fixed up, but I'm sure there will still be the odd occurrence of someone getting stuck, or bugging out. It's tough for me to find every little edge case during my own tests. It will get better and better as I address each bug report, so thanks for the patience with that stuff.

And, as for the room edit window, I've optimized it a bunch to not be so laggy. Plus, I've improved the feedback to communicate what players need to get a room working. i.e., if they don't have someone with the right skill in the room, don't have the right props, don't have an owner group assigned to a function, etc. I have...

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I am slowly implementing the ability to integrate other races into your towns. This isn't fully functional as of yet.

You can only cut the leaves of trees. Cutting cannot be used on tree trunks.

If you're playing in the beta, then, no, you should not see the farsight beacon. The way that underground events are generated has changed. Before, I'd generate every single underground dungeon from the game's start. This worked well with the beacon because I could point you to the generated Ancient tombs. Now, I generate dungeons and underground events based on your progression. I want certain events to appear based on your interactions with the world as you play. That way I can make narrative connections and chain together events. This, unfortunately, doesn't work with the previous implementation of the farsight beacon room and I had to remove it. Now, don't worry, I will be doing a content pass on the Ancients very soon where I introduce some fun things to do with them to make up for the loss of that room. As well, you'll still be able to find Ancient tombs underground because the game will see you are playing as Ancients and will give you chances to find them underground natura...

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22 Oct

I'll see if I can add this functionality soon. I need to do some work on that screen anyway. Thanks for your feedback!


19 Oct


16 Oct

Originally posted by ImhotepOdinsson

Keep it up! I love this game

I'm happy you are enjoying it!

Hello everyone!

Today's post will be short and sweet to update you on what I'm working on.

Two weeks ago the beta build went live and I've mostly been focused on all the bugs that have been reported. There are... a few. That has been keeping me real busy. Special thanks to everyone that has been helping out with that! All those bug reports are invaluable. There are some nasty issues with the multitude of ways settlers can die. It's mostly a tuning issue, but I am addressing the lack of feedback as well as some strange cases where settlers just ignore important, life saving items. The entity state machine is pretty complicated, so there's no one panacea for this type of issue. It simply comes down to finding edge cases and tuning various stats. We'll get there!

Aside from major bugs, I've reserved some time to work on the room edit screen. This screen is one of the most important in the game, so I want to polish it quite a bit. I've spent some time clea...

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13 Oct

Yes! You're right. I've changed it already for the next patch and have done work to make the entire screen easier to use.


10 Oct

Are you playing in the beta? Or just the 0.9.0.13 live version? The beta has radiating heat.


08 Oct

Which version are you playing on?

On the live version (0.9.0.13), you can edit the max population. There's a button on the top left of the screen that lets you do so.

On the beta version (0.10.0.0+), you need to middle mouse click the human population (should be on the top middle stat bar) and set a max there. Alternatively, you can disable the bedroom function for the home. That'll keep them from procreating. But, that's on a per-household level and that might be tedious.

0.10.0.2 has been uploaded!

Here are the patch notes:

-Tuned food and water items to give a larger instant refill.
-Optimized some UI elements to help reduce drops in FPS.
-Fixed a bug where settlers would not do life saving jobs. i.e., not build a torch when needing to warm up.
-Fixed a bug where job progress was being reset to 0 when an entity walked through it.
-Fixed a bug where plants weren't saving if an item was spawned on the same tile.
-Tuned plants to reproduce naturally at a slower rate.
-Fixed a bug where settlers couldn't find a heat source if it was too far away.
-Added the Warmed status for entities that have warmed up at a heat source. This reduces the cold tolerance for a brief period.
-Added the Wounded status which lowers entity energy at a faster rate. The intention is to have them sleep earlier to heal missing HP. Once HP is full, the wounded status goes away.
-Fixed a bug where entities with buff...

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05 Oct

Hey everyone! Thank you for testing and reporting issues for the buggy beta build. It means a lot. I've just uploaded a new version with some fixes for various things.

I'm still figuring out an issue with pathfinding which makes it so entities always think they're in combat with underground enemies. I've temporarily disabled the underground tomb discovery to avoid this while I fix the real problem.

Before I list the patch notes, let me explain the next steps for beta. My main priority is fixing serious game breaking issues. There are a few but we'll get there. Plus, I want to fix a lag issue that's coming from the UI. The FPS drop some of you are seeing is from this. I'll need to optimize a few windows to improve frames. Once those bigger issues are somewhat out of the way, I'll focus on tuning/balancing, adding in disabled scenarios, and changing/fixing things that are annoying based on feedback. I know there's a progression issue with how Ancients unlock summo...

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03 Oct

Originally posted by Greaserpirate

Cathedral development is when you do a lot of development behind the scenes and wait months for a big release.

Bazaar development is where you roll out small changes one by one

Oh! Yes, I understand. Thanks for explaining. Bazaar is my preferred method, for sure. The only reason this last update took longer than normal is because I did a lot of overhaul work. Going forward, I'd like to do smaller updates at quicker intervals.


02 Oct

Originally posted by quohogsdad

😩🥵

spicy

Originally posted by minami26

congrats sleipnir!! cant wait to play it!

Thanks minami!

Originally posted by DiegoRaist

i have been waiting for this beta for so long im going to enjoy this

Yay! Thank you!