
Since my last update I've working on getting some extra mechanics in for the free Demo, and polishing everything ready for that.
Essentially the Demo will contain everything 1.0 will have, but only a few villages, chests and one boss will be on the map - it will however still be something that I hope can be played for hours with what's available as the full breeding system will be there. Building up the town also takes time and dedication to holding back the hordes. There will also only be a few farm upgrades available - you'll have to wait for the full version to turn your house into a sprawling manor or a castle!
Now on to development progress!
Added the ability to combine ingredients found foraging into healing salves by using Maisy's Cauldron.
Redesigned the inventory GUI to be more lightweight
Redesigned the village, including the very aptly named Cob Houses! I live in an Anglo-Saxon village here in the UK so learning about construction methods in the middle ages has been very interesting.
Selling horses is now working properly, and selling a horse adds to the Steeds available at the Knight's Lodge. They're then available for Knight NPC's to claim. The more you sell the more mounted knights will be patrolling the area and helping you out, meaning you don't have to work as hard to raise your town's population.
I'd love to enable a small band of these Knights to follow you on your travels or into battle if you desire, but I'll need to work a few things out for that (mainly saving/loading, as I would personally want to recruit a specific aesthetic and keep it!)
NPC groups now attempt to make their way from the camp where refugees are gathering to your village once a day, in the late afternoon around 4-6pm... If they make it there safely, your population will increase (and more NPC's will start to spawn in your village)
As your population increases, the option to invest in a villager's plot and build them a proper house / shop etc will become available
Improved enemy behaviour so they have a proper line of sight
Zombies now wander around as a larger horde (with a few stragglers dotted around)
If travelling NPC's are killed, they will respawn as zombies and join the horde.
Fixed tack stats still doing strange things
Fixed button prompts turning up unannounced (still needs some tweaks)
Improved the particle effects on zombie ragdolls
Fixed UI scaling, I have a few screens set up now for colour and light balancing / resolutions etc, as the old laptop I'm building this on has a fairly dull and unsaturated screen.
Adjusted the scaling on some items - fences were weirdly huge and didn't look right.
Fixed the water in the pond on the farm randomly vanishing