
Hello everyone!
New update.
Let's go straight to the content:
This took as a bit longer than expected but it's now finally implemented and working!
NPCs can now build new rooms as well as improvements, making them very useful for building paths and house expansions.
NPCs can now be given a workplace in the directions menu. Once a workplace is assigned they will go there during the day (not dawn or dusk), and hang out in the area doing any work available. For this to work you should make sure they're not following you of course, as that will override this system.
Workstations now makes it possible for them to go on their own and work on gardens or construction projects while you go do something else. :)
Still a work in progress but NPCs now have a preferred dominance level based on their traits. Which some partners preferring to be more in charge while others preferring to be led instead, and everything in between.
Partners will get additional stress if the power dynamics of the relationship don't fit their preferred dominance.
NPCs now also show some special behaviours when under stress which are more or less likely based on their personalities.
NPCs will sometimes argue when stressed, and give you to the opportunity to argue back, which will not always be a good call.
Sometimes they will need alone time, and will walk away from you. Other times, they might eat out of stress even if they're not that hungry.
In preparation for future family making, sexual system have become a bit more complex.
There is now a female cycle with four distinct phases, involving fertility windows and mood and appetite changes.
There is now also an arousal stat that accumulates over time based on your testosterone levels, female cycle stage, and partner presence. It can stress you a bit if it gets too high, but it is easy to get under control by relaxing or spending intimate moments with your partner.
The game now features worsening winters, with each year having progressively colder winters and more numerous blizzards.
This will only start applying to a save from the moment the game is updated, so if your save is on year 5, you will need to survive additional years for your winters to start getting harder.
Doors can now be opened and closed. An open door will let smoke, animals and warmth out, while a closed one will trap smoke, animals and warmth. Doors are now also much better and retaining heat.
Mudhuts, Cellars and Caves now generate mould over time if the location has a closed door, and faster if the area is filthy or the player spends long periods of time in it. If mould reaches high level, the location will start having an unpleasant smell, and will eventually start causing a disease called lungrot to the player.
Cabins are immune to mould at the moment, making them a much more stable home for the later years.
This is the first automated structure in the game, and can be built indoors as long as you are in a river area. It's basically a rotary quern that is powered by water, and will process any material you leave on it. It has much larger capacity than a rotary quern, and while it works more slowly, it can keep working without your help. Fill it with grain and leave it working overnight, then come back in the morning to gather all the flour. :)
Its blueprint can be learned from the metal trader upon completing a commission, and requires iron to build. Future more advanced structures powered by wind or large water wheels will have greater capacity but be more specialized.
You can now change your character's portrait and name from inside the game.
There are now also a lot of new perks to help you customize your player appearance. You can now have different hair colours and types, more skin colour shades, freckles, noses, eyes, etc...
There is now a new player appearance tab where you can read your player description based on the perks you picked. Similar to what you can see in your partner's appearance tab.
This tab also has a special button that lets you style your hair.
You can now style your hair. Comb it, tie it into a bun or braid it in different ways.
Based on your hair length and type different hair styles will be available. Different hairstyles provide different ornamentation bonuses, which can make you look more attractive to your partner.
You can now also use sharp knives to cut your hair shorter.
Performance work is starting to give results.
Tick lag spikes in advanced saves has been reduced by 17% according to our tests.
Catchup time when returning to a place after a long time has also being improved by around 5%.
The next few updates will continue to bring more and bigger performance updates until we're happy with how the late game is performing.
The systems for defecation, urination and arousal can now be easily disabled with a menu toggle, and switched back on at no cost.
And now, to the patch notes:
- Workplace system implemented.
- The player's Appearance is now described in a new tab in the Character window.
- The player's name and portrait can now be changed during play.
- Added a content filter option to remove urine, defecation and arousal from gameplay.
- NPCs now work on location improvements, paths and house rooms properly.
- Fixed bugs with duty persistence when the player is not in the same location as the NPC.
- Performance improvements.
- Implemented dominance system.
- Added npc stress behaviours.
- Added female cycle and arousal systems.
- Added progressively colder winters every year.
- Added mould system.
- Implemented toggleable doors.
- Added click mill.
- Added player customization perks.
- Implemented Hairstyling system.
- Garden Plots now take up space in enclosures.
- Indoor locations are now a bit warmer when their doors are closed.
- Forges and Bloomeries are now easier to unlock.
- Fixed a bug where the wrong duties would appear on cards and the actual duties of that card were hidden.
- Fixed a bug where the bedding items would disappear if an Improvised Bed spoiled away while you were not in the same environment.
- Fixed a bug where items would sometimes get lost when loading if they were inside a container that can no longer hold all of their weight.
- Blueprints built by partners now properly reduce Partner favour.
- Newly made Compost Bins now remember what type of planks and twine they were made of.
- Partners can now eat Aged Cheese Wedges.
- Partners can now use materials from Containers to acidify or neutralize Gardens.
- Partners can now use acidifiers and neutralizers stored as bulk powders in containers to acidify or neutralize Gardens.
- Partner can now be assigned Bed Keeping duties on Hideouts.
- Fixed a bug with Compost bin not being able to finish producing fertilizer if the player was not present.
- Partner now only "eats" water if it has at least 10% thickness or more.
- Added woodworking sounds to most items made out of planks and carving sounds to some smaller carved items.
- Moonmaiden dreams now require confirmation before ending.
- Fixed a bug where carrying a lot of weight while the NPC is foraging would cause any player action to take a lot more time.
- Fixed a bug that caused the compost bin's smell to reach the entire world.
- Fixed a bug where Partner would only catch minnows instead of Perch or Trout.
- Fixed a bug where you would find acorn stashes or bird nests and other event cards while the partner was out foraging.
- Added the missing duty for the Partner to skin a Stag Carcass.
- Fixed the bug with skinned Stag Carcass having a Skin duty instead of a Butcher one.
- Digging pits now reduces both the sharpness and durability of the Shovel.
- It now takes 3 minutes to apply Fresh Bog Myrtle to your skin.
- Fixed a bug where if an NPC was making a blueprint offscreen and the blueprint didn't consume all its ingredients, the remaining ingredients would disappear and leave holes in your hand row.
- Fixed the results and leftover ingredients of blueprints done by NPCs going into your hand instead of the base row.
- Bears can now eat from bowls, cooking pots, fireplaces, campfires, fire pits and ovens.
- Fixed a bug which prevented the player from enchanting their gear with the spirit of Primeval Wolf.
- Removed Perch Enchant from the Eel.
- Kingcup and Nettles now grow in 12 days in spring allowing for 2 spring harvests and some leeway.
- Fixed a bug which prevented the player from blessing water inside a clay bowl with the Water Spirit inside the Oaken Staff.
- Ducks now eat bugs and other small pieces of food.
- Log Beds can now have ownership.
- Floating logs can no longer be cut into pieces.
- Non-River Swamp Locations no longer drop Flint when being cleared.
- Beaver and Hare Spirit Calling no longer require research time.
- Clearing Swamp Hill now has a chance to drop Birch Long Sticks.
- Fixed a bug with Rye Flour (and other bulky powders) not properly updating their spoilage when stored in bulk in a container while the player is away.
- Dry and Fresh Bog Myrtle now reduce gratification when used as bedding just like reeds do.
- Dry Moss can now be used to acidify Garden Plots just like Dry Leaves can.
- It is now possible to use Spindles to create Yarn from Twine.
- Fixed Bog Myrtle Powder's icon when stored in bulk.
- Fixed a bug that would get the game stuck in the initial loading screen upon first launch.
- Fixed a bug where NPCs would lose tools after using them to complete a blueprint if you were standing in the same location as them.
- Dexterity Penalty now increases the time it takes to build a Path.
- Flint Spear now remembers from which long stick it is being made and will drop it if the blueprint is canceled after 1 step.
- Fixed a bug that caused traps to no longer work properly.
- Fixed a bug that would cause Partners to forage out of season items.
- Readded partner inventory duty toggles (which got accidentally removed).
- Fixed a bug that would get you into a "can't do two things at once" situation upon loading an advanced save after 0.67f.
- Traders will no longer try to wear the clothes you trade with them.
- Fixed a bug that would not properly save meta progression (suns/moons/stars, perks and created characters) when synchronizing cloud saves.
That's all for now.
See you all for the next update! ;)
Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/