Figure it’s about time to update the main page here. There’s been about 9 or 10 releases to the testing group since 0.5b, so I should probably post another numbered release. These tester only builds have seen new professions, including a Trader, Herdman, and Tailor. Some new gameplay features have also been added, these include: ballistae, roads, sleep & fatigue, merchants, livestock farming, and decorative furniture. A full change-log will be posted below.
Also worthy of note, is that this will be the last release of this kind before the first public release (v1.0), so please, please, get your bug reports in, anything that looks like it should be fixed for 1.0. Severe drops in frame rate, odd unit behavior, pathing issues, work finding issues, balance tweaks, even GUI ugliness. Post it all.
Change Log For Version 0.9b
Fatigue & Sleep – Fatigue now affects a unit’s work pace and will force them to sleep. A well rested miner, for example should mine twice as fast as an exhausted miner, provided they are of the same level. Units can either sleep in a crafted bed, or right on the ground, and fatigue (health also) will regenerate while the unit sleeps. To control when or how often your workers find sleep, there are settings in the unit’s preferences tab. Beds can be assigned ownership to a single unit, or assigned to specific professions, or set to be free for all. Sleeping in a bed is more fatigue efficient that sleeping on the ground.
Roads & Hall Designation – Your hall is a designation to establish the location of your town hall / meeting hall. In order for migrants and merchants to travel to your map, you must have a road that leads from the edge of the map into and back out of your hall. All visitors will follow these paths in order to interact with your settlement. It’s best to keep these roads protected.
Migration - Migrants now bring a variety of resources along with them as they come into your settlement. What they bring is usually related to their profession, migrant farmers for example can now bring seeds, and blacksmiths might carry metal ingots, weapons, and armor. The migrant window will not pop up as soon as the migrant enters your map as in previous versions, instead the message will be displayed when he has made his way into your meeting hall.
Diagonals – Units can now work and path diagonally, this allows your builders to walk and build across diagonal walls with 1 block thickness.
Ballista – The first of the siege weapons for Timber and Stone. They require an operator in the form of an infantry unit (set to ‘operate siege weapons’ in his preferences tab). Siege equipment will always require player interaction, so aiming and preferences are set when selecting the ballista by left clicking.
Tailor – Tailors are the crafting profession that works with raw fibers and leather to provide cloth resources, basic armors, and rope. Their tools include a loom, and shears.
Trader – Works with travelling merchants to negotiate trades. In order to barter, your trader must meet with a merchant in your hall. They will then work out a random number of trades which will be presented to the player for final approval. The trader will gain experience from this regardless if the trades are accepted or not. Also important to note, the more time a merchant spends waiting for a trader to meet him, the less likely they will be able to come to agreements when negotiating.
Herder – your animal husbandry worker, requires a bit of player interaction to get started, then they’re as self sufficient as crop farmers. Right click on an animal you wish to domesticate, it will then follow your herder. Next, you should lead the animal into a fenced in area. Right click again, and you can release the animal for domestication. Once released, the herder can start to gather resources. Like farming, it takes a while for the animals to become ready to be “harvested”. You can gather hair, eggs, feathers and wool. You can also slaughter the animals, which provides the same resources as hunting, but is quicker.
New Resources & Gatherables:
Cloth - Created from wool, cotton, or flax fiber. Variety of uses including bedding and torches.
Shears – Used by the Tailor and Herder professions.
Cotton – Another non-food farming product, used to make cloth.
Wool – Obtained by hunting or tending to Sheep, Forager and Herder respectively.
Torch – Torches can now be equipped in the off-hand slot for all professions. They are crafted by carpenters or engineers, and require wood, cloth, and animal fat. The recipe provides 2 torches.
Shepherd’s Crook – Necessary when herding and moving livestock.