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Changelog 1.14 - small Contentupdate (Forums : Development Banter : Changelog 1.14 - small Contentupdate) Post Reply
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Nov 16 2020 Anchor


Hello Community,

today there is again a small content update with some changes and new possibilities! This time it's all about communication with plants!
Have fun trying it out!


changelog V1.14
(old savegames can still be used)

Animation:
Fixed bug with standing devil animation

Magic

The spell Connect Spirit has undergone some changes: If the spell is cast on a plant that was not planted by the player, it will be given the status "planted by the player" if it is within reach of the crystal. The spell does not work on trees.
If the spell is cast on an empty field, the player will have a temorary connection to all the surrounding plants and trees he has planted and can see if they are suffering from deficiency conditions (graphically marked by animated different coloured symbols on the field. Blue stands for lack of water, brown for lack of nutrients, orange for too much heat, turquoise for too cold, light yellow for too much light and dark grey for too little light.

The Heal spell can now also revive trees in "Overload" mode. They get a part of their life time back, but first they have to grow again until they can bear fruit.

New building plans:
Lightning conductor: prevents lightning from striking an area (lightning destroys all plants and damages trees and injures or kills animals)
Herbal stake: will be needed in the next big content update.
Sandbag: prevents the field from being flooded.


Plant Emote:
the reason why plants are dying is now also shown. It also shows when a tree is wounded.

GUI
If you press the "Left Control Button" in the game, the area in which the player is allowed to plant (measured against his consciousness) is displayed brighter. Floor areas that are still too far away are displayed darker.

Display:
Shopsign with opening hours of Alfred's farm shop corrected


This has been added to version 1.14:

ChangeLog 1.14b

- The two displays for Life Essence and Energy are now smaller in relation to the rest of the GUI and therefore take up less space in the corners. The whole GUI is still scalable.

- A mouse control of the character was added. If you press the middle mouse button the character always runs in direction of the mouse arrow


2020 11 18 07 21 05

2020 11 18 07 21 54

Hello Community,

there is again a small content update with mostly player requested little things that were still missing.


changelog 1.15

GUI
New menu that allows access to all menus in the game with a single click (access on the far right of the quick bar)

Objects can be placed directly on the quick bar. If the place was occupied, the item will land at the mouse pointer and can either be put back into the inventory or simply dropped on the ground, which will also land in the next free inventory place.


Graphic
Various groundcover textures were edited or redesigned.


Game
Possibility to steal vegetables and fruits! Up to now it was not allowed to harvest on foreign beds. This is now allowed with the corresponding consequences and it is up to the player to decide whether to use it (Note: NPCs don't like it at all when you steal and it is not good for your consciousness either).


Some screenshots with thenew textures:

2020 11 19 21 10 19 Mittel

2020 11 20 11 37 57 Mittel



Hello Community,

I have completely re-created the textures of the ground coverings and also completely re-written the program part according to the new requirements. The single textures are now sorted, so that there are no more unsightly cuts and the flowers are placed as 2nd pass. I could even achieve a performance gain, which is of course only noticeable on netbooks with extremely low performance.


Changelog V1.15b:

graphics:
All ground cover textures have been redesigned and the graphics engine has been rewritten to make the landscape look more harmonious.

Stone textures have been improved


Game:
it is now possible to offer hay and feed the animals that normally eat grass in winter when the snow cover is closed. Previously, you had to either feed them their favourite food (needed for taming) or shovel the snow away. Feeding with hay satisfies the animal for a day and is important for all farm animals that produce something.

On the minimap above the houses it is now shown who lives there. This hopefully helps with orientation in Woodhome (NPCs almost always return home in the evening. Some eat in the restaurant first.)

B1

B2


B3




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