[b]Temperature Manipulation:[/b]
You can now build a wind catcher tower to cool down an area.
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You can now build a finn torch to heat up an area.
[b]UI Improvements:[/b]
We added faction attractiveness and immigration details to the community center.
We reworked the market place UI to make it easier to use, explain more what is going on, and provide a better overview.
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Villager Pathfinding Improvements:
Villagers can now automatically improve their commute time by switching homes if their location is not locked when you have a community centre. Implemented an iterative linear balanced assignment problem solver.
[b]Full Patch Notes:[/b]
- Water level changes are now visually represented.
- You can now build a finn torch to heat up an area.
- You can now build a wind catcher tower to cool down an area.
- Added faction attractiveness and immigration details to the community centre.
- Reworked the market place UI.
- Villagers can now automatically improve their commute time.
- Implemented an iterative linear balanced assignment problem solver.
- Resetting the time to the default time when a new scenario is created in the editor.
- Monastery can now be heated, which fulfils the T4 need of a heated home as well.
- Humans now have a need to build or visit prestigious buildings.
- Added a check if a file is missing/deleted and display the problem in the UI. This helps modders when they move files and forget to remove the references to deleted files.
- Made it more clear when the set production limit in the activity view is maxed out or there is no limit.
- Made it possible to show up to 4 digits of for production limits in the activity view.
- Fixed an issue, where the camera start position was interpreted in a wrong way in certain regions of the world. (3.00 was read as 3000)
- Added stone stairs for biome transitions and integrated the automatic upgrade.
- Fixed a rare crash when the pollution is affecting humans and animals.
- The Stonemason storage upgrade is now cheaper.
- The water flow for the sawmill has been adapted so that it can also be connected to the water corner tiles.
- Fixed the beehive entrance marker for the second winter model.
- Improved the clickable area of the healing bathhouse.
- Adjusted the colors of the stone road in the desert to fit better to the biome.
- The fruit tree yields a little more fruit when fully grown.
- Slightly adapted the waterfall mesh to fit better to the water levels.
- Fish will now adapt their swim height to the water levels.
- Increased the lake water capacity.
- Waterfall animation stops if there is no water flowing anymore.
- A crash has been fixed if you left the window of a dead person or animal open and tried to inspect a specific need of that entity.
- Added an option to strictly assign humans to a specific building.
- Added an option to lock a free bed to prevent automatic assignments.
If you're reading this, you've plowed through [b]our biggest patch notes yet[/b]. ????
Thank you for your time and interest in Of Life and Land. It really means a lot to us! ???? ????
If you haven't picked up the game yet or have friends who want Of Life and Land: We are [b]currently 20% off[/b] in two sales the [url=https://store.steampowered.com/sale/automationgamessale]Automation Games Sale[/url] and Simfest 2024 and the discount will be [b]active until July 30th[/b].
If you want to support us in Early Access, [b]we appreciate every review[/b], it really helps us small indies! ????
[u][b]Your Team Kerzoven[/b][/u]
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