In-game event

Folk Emerging Demo - Natural Disasters Update

Folk Emerging · published

NOTE: This is a larger update that may break older demo saves!

It includes the following changes:

Design

  • Added new weather phenomena and tile states: Wildfires, Burned, Floods, Fertile Soil

  • Added river flooding

  • Reworked world climate changes to now have ramp-up and wind-down periods, and with less predictable timing

  • Heat Waves now have less harsh baseline conditions but more disruptive weather phenomena

  • Ice Ages now have harsher baseline conditions but fewer disruptive weather phenomena

  • Expanded and reworked tech tree, including new early/mid-game techs (e.g. Hideworking, Hafting, Cordage), and new late-game techs (e.g. Agrarian Engineering, Administration, Mounted Warfare)

  • Tech tree now ends with Trade Legacy, State Legacy, and Military Legacy, which are repeatable and grant Victory Points each time they are completed

  • Urban Dwellings are moved out of Stoneworking tech back to Urbanization tech, and are no longer buildable in the demo

  • Rafts tech is now obtainable in the demo, which enables traversing water tiles to any visible coastal land tile, and enables sending scouting missions to water tiles

  • Combat units now also cost resources to recruit, and their Training Points cost varies

  • Added Spears unit, whose special ability is doing pierce damage to enemy behind its target, unlocked with Hafting tech

  • Moved Axes unit to unlock with Hafting tech

  • Moved Shields unit to unlock with Hideworking tech

  • Hunters and Warriors clan bonuses are now swapped: Hunters get +0.5 Training Points/turn, Warriors get +0.25 Training Points per Production while Training

  • Camp Amenities now also cost resources to produce

  • Camp Amenities production cost is significantly lowered

  • Camp Amenities from original band now copy over into new band when splitting

  • Reworked Risk from Exposure to now only trigger events related to generally hot/cold/wet/dry conditions, not natural disasters

  • Disaster events now trigger only when a Band is starting its turn on a tile with certain weather phenomena, e.g. Wildfires, Floods

  • Increased baseline Risk from Exposure, and added more unlockable bonuses that decrease it (e.g. Hideworking tech)

  • Limited Scavenging action to once per cluster per player per turn

  • Added Marine Cluster features in the sea, which can be hunted similar to migratory clusters on land, unlocked with Bone & Wood Tools tech

  • Increased baseline Food waste rate/turn

  • Smoke Racks now decrease Food waste rate/turn and increase Food from hunting Marine Clusters

  • Added Baskets camp amenity that increases Food carrying capacity and decreases Food waste rate/turn, unlocked with Cordage tech

  • Camels now provide +2 Moves/turn in Desert after Animal Husbandry tech is unlocked

  • Horses now provide +2 Moves/turn outside Desert after Horseback Riding tech is unlocked

Programming

  • Optimized map generation algorithms

  • Optimized map search algorithms

  • Added separate band attribute for waste rate for each resource

UI

  • Every attribute tooltip now has a "Potential Modifiers" hyperlink that shows a nested tooltip with a list of everything in the game that can modify that attribute

  • Most effects of late-game techs that are locked in the demo are now visible in the tech tree and in Potential Modifiers lists (details subject to change, some effects not included)

  • Hyperlinked text now uses non-breaking spaces so icons and linked text don't break across lines

  • Climate tooltips now include info about chance of Storms and chance of Wildfires

  • Fixed delayed status button update when selecting Foraging as production focus while band has automated foraging enabled and multiple foraging points

  • Various other UI tweaks & improvements

Bugs Fixed

  • Fixed several rare but critical bugs due to multi-threading. The fix may decrease performance in some situations (e.g. during band movement), please report this if noticeable

  • Fixed unit summary tooltip on hover throwing error during battle

  • Fixed equippable item dropdown in Structure panel crashing when clicked

  • Fixed claimed structure icon not showing claim until following turn

Known Issues

  • Sometimes acknowledgements (e.g. Under Attack) between turns show up empty

  • Sometimes number of assignable fighters shows a negative number in the numerator

  • Sometimes prey cluster 'hunt' action isn't available when it should be (its button remains grayed out). Haven't been able to recreate the issue, please reach out if you encounter it

  • Autobattler units' attack & morale tooltips only show after first hovering on main unit object, otherwise full unit tooltip shows instead

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