This update is centred around the town portion of the game. A couple of new structures, performance improvements, new citizen thoughts, and new townsfolk behaviour are among the changes!


We've also spent some time balancing the citizen's needs, how quickly they are used up, and how much structures provide. We feel it's at a fairly good point now, but please give us feedback if you have it! Let us know how you feel about these changes.
Now that the needs are balanced, we've finally added consequences to neglecting your citizens. The little elves will now protest (with cute little signs), they'll refuse to pay taxes, and if the situation doesn't improve, they'll leave!
This update comes with some notable performance improvements too! If your computer was struggling a bit, this update might help.
For more details, check out the full list of changes below.
Complete list of changes:
[*] New citizen behaviour - Protesting!: Townsfolk will now hold up little protest signs when they are unhappy, and they might even crowd the mayors office when it gets really bad
[*] New citizen behaviour - Leaving: If a citizen has been unhappy for too long, they will now leave your town. Note: Backer generated names are recycled when they leave
[*] New structure - Outhouse: For the Restroom need of course! citizens will need to use these often, don't be afraid to build more if you need them
[*] New structure - Bathhouse: This is for the Hygiene need, for when the citizens feel icky
[*] New visuals for safe zones in janitor battle
[*] Adjusted the balance for citizen needs and structure benefits
[*] Added new citizen thoughts and adjusted when some thoughts are displayed
[*] Renamed Bladder need to Restroom
[*] Changed hunger meter to recover much faster (~40x). This also helps fix citizens complaining about being hungry while they're being fed.
[*] Citizens will now know how to open the castle gates if they are closed. This fixes Townsfolk being stuck inside the courtyard.
[*] Tents no longer provide hygiene or restroom benefits (Outhouses and Bathhouses are used instead)
[*] Changed citizen emotional states: Happy, Neutral, Unhappy, Angry
[*] Townsfolk that join your town will now join with 50% happiness
[*] Angry townsfolk not pay taxes
[*] Changed Pet and citizen navigation AI to better avoid other AI
[*] Improved performance with Townsfolk and Pet AI and stats. This includes fixing a noticeable 'hitch' in the frame-rate once a second
- TE:These changes were significant in some cases, so if you were having trouble running the game before, this update might help
[*] Improved performance when placing large structures over invalid areas
[*] Townsfolk will now dissolve in/out when leaving/entering structures
[*] Dungeon door use arrow lowered so it can't be missed
[*] Added chimney smoke to some structures (it's more fun this way)
[*] Fixed a bug that would cause elevators to be stuck after loading a game
[*] Fixed "Give Food" in the pet mini game when using a gamepad
[*] Fixed an issue that would allow key fragments to be lost in the trials
- Keys will now always find the player when they're spawned
- Missing key fragments are restored on game load, fixing older save games that couldn't progress past the key door
[*] Fixed a bug where happiness did not update
[*] Fixed an issue that would hide the structure details panel when placing a town structure
[*] Fixed badges not properly re-applying after loading a save game and re-equipping a pet
- Corrupted badges caused by the badge loading issue are now detected and stats are re-rolled
[*] Fixed citizens getting stuck when failing to handle their home or work place no longer having room for them
[*] Fixed an issue that would cause invisible Mineral Veins to be collectable and collide-able after loading
[*] Fixed non-interactive choppable trees from loading. These would also sometimes appear in town structures when loading save games.
[*] Fixed an issue that would cause townsfolk to remain trapped in a structure when that structure is demolished
[*] Fixed structure stats staying applied to the town once demolished
[*] Fixed townsfolk getting stuck when walking through Workshop structures