News Liste Going Medieval
[/p][p align="justify"]This will be our last Medieval Monday Talk for this season/year. That’s just a sign that the update is almost ready for the experimental branch, but we're still in the testing phase. So, what else will be awaiting you there?[/p][p][/p][p]Malnutrition will be added to the game. Settlers will no longer start losing HP when starving. Starvation will lead to malnutrition which will trigger negative modifiers. Once the settler enters an extreme malnutrition phase they start to lose HP. Stages of malnutrition will make settlers /enemies/NPCs slower in work, they’ll heal slower, and take in less XP.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/472eba52a52a8cafc47b228912c336239c9d8ce9.png"][/img][/p][p]With this, starving should not be as big of a punishment that it is, but its consequences will affect your settlers. Hopefully this will give you enough time to cater to their needs.
[/p][p]And we also revisited production settings![/p][p][/p][p]The production “edit” button will receive rework. You will be able to determine, per production, which settler will do the production or use the skill slider to forbid certain settlers from producing. This is especially good when you want to level some newbie in smithing so you assign them to just dismantle stuff, while the swordmaking station is reserved for the smithing chads of the settlement.[/p][p][/p][p]Depending on the building type, the customization options may vary. Choose material, food type, healthpoint of a material or even freshness, in addition to the specific settler and/or their skill. It’s about time, right?[/p][previewyoutube="g2GqrvczLKY;full"][/previewyoutube][p][/p][p]Another thing you’ve requested a lot was to add a checkmark within the stockpile/shelves panels that says “Allow usage in production”. Unchecking it will make sure that settlers ignore resources on these storage for production purposes.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34559289/2d4e0ec4c3f065afdc1c3c9158ae5b865e08652c.png"][/img][/p][p]This will solve the age-old problem where settlers would use up all the barley for the production of beer and food and wouldn't leave any for sowing. With this option you will be able to make a special shelf for barley, make it not used for production, and always have a nice reserve of seed. Finally![/p][p][/p][p]Also, join our Discord server as we are working on new songs and the community there suggests song names. After suggestions are compiled, folks vote for the title they like the most and that usually ends up being the final song name. [/p][p][/p][p]If you are proud of your settlement design, visit #gm-screenshots channel in our Discord and show us your creation. We plan to do another video of this kind and are actively checking submissions made by our discord community:[/p][previewyoutube="_Qv38hj8bVw;full"][/previewyoutube][p]If we like your settlement, we'll let you know and you'll be informed about next steps. [/p][p][/p][p]How do these things sound to you? Let us know in the comments. There are some other things you can expect in the upcoming update, like more animal events, more flora, more structures, more items and various quality of life improvements. Will go into more detail in the official experimental log. Unfortunately, it seems we will not be able to push it to experimental this year, despite our best efforts - but we are so close. January looks pretty nice, so have patience and…[/p][p align="justify"][/p][p align="justify"]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p]
Release:01.06.2021
Genre:
Simulation
Entwickler:
Foxy Voxel
Vertrieb:
The Irregular Corporation
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
