0.7.4 Patch

Forgotten Towns · published · build 25288072

Forgotten Towns 0.7.4 — Changelist

C5 — A Taste of Hard Mode

  • Opened C5 to testers through normal campaign progression after C4. Take over Ezau's jungle haven, prepare its defenses, and face Hard-mode combat.
  • C5 is still unfinished. This release opens the current mission for testing; its later progression and balance are still being developed.
  • Moved the first defense battle directly after stationing the three archers. Expansion work follows the defeat of the raid.
  • The opening wave now contains six Goblin Clubmen and two Goblin Rogues. Corrected scripted raid composition so ordinary elite enemies can appear more than once.
  • Preserved completed quest work when loading saves affected by the reordered objectives.
  • Underground creature populations now scale with map area, available depth, difficulty, and usable cave space when generating a new world.

Scholars and Specialist Duties

  • Added Scholars as a new civilian profession, with male and female appearances, portraits, walking and study animations.
  • Promote a civilian using a Scholar Tunic, Scholar Cap, Scholar Robe, and Book. The new clothing is crafted at the Tailor's Workbench using Cloth and Blue Dye.
  • Scholars study recipe books at bookcases and can lead one Oratorium session each day. Other civilians can attend.
  • Scholars operate the Essence Smithy and Trophy Table. Expeditioners can operate the Trophy Table alongside their existing research and medical duties.
  • Added Reading, Oratory, and Imbuing priorities for Scholars.
  • Scholars and Expeditioners remain part of the Citizens roster and can join control groups. Their specialist duties do not make them combat units.
  • Renamed the craftable Field Guide item to Book, keeping existing items and saves intact.

Imbuing and Equipment Workshops

  • Reworked imbuing around the workstation panels, with separate selections for equipped gear and stored equipment.
  • Added clearer Before and After effect previews, equipment comparisons, and essence tooltips.
  • Specialists collect the materials and work at their own standing tile. For equipped gear, the wearer comes to a separate tile beside the table and keeps the item equipped.
  • Added Remove Imbuement at the appropriate workstation. Equipment is retained, with a chance to recover the trophy or essence.
  • Added equipment dismantling at the Anvil, with previews for recoverable recipe materials and possible Essence Shards. Shards currently have no crafting use or trade value.
  • Owned equipment appears in the imbuing selection without requiring a separate discovery flag. Eligible loose equipment and materials can also be collected for the job.
  • Improved interrupted-job and save/load handling for reservations, materials, specialist appointments, and recovered items.
  • Imbued equipment now keeps its recognizable base icon with matching magical effects in inventory and equipment panels.

Markers, Particles, and Portraits

  • Quest targets now use clearer downward arrows, including across larger marked areas. Broad quest regions can use an outline without filling every tile.
  • Placement targets change from orange to green when their construction order is accepted, then disappear when the object is finished.
  • Holding a placeable now shows the reserved standing tiles of nearby built placeables, making blocked placement easier to understand.
  • Fixed the uneven south/east edges of quest-area outlines. The same treatment for other zone and ground-marker lines is on the TODO list.
  • Added glowing market orbs that match the gravel color, and healing effects on units actively receiving Expeditioner treatment.
  • Added essence-colored effects during active imbuing, small effects for essence items, and weapon/shield glow with movement trails on supported character animations.
  • Eirwen's bow and Voll's lance now have Ice and Fire imbuements respectively. Existing player-applied imbuements are preserved.
  • Added the new Vyrmhal and Warder busts, alongside the portrait additions made during this update.
  • Improved how tall placeables, markers, particles, and combat feedback are hidden by foreground scenery. Removed the background boxes from ordinary combat text and status feedback.

Pathfinding, Needs, and Construction

  • Improved route selection to reduce long detours caused by choosing fewer region crossings instead of a shorter journey.
  • Idle units can step aside for workers, and blocked workers recover more reliably from crowded approaches.
  • Fixed automatic corpse looting repeatedly interrupting meals and rest, including soldiers starving despite available food.
  • Units remember failed routes to unreachable loot instead of repeatedly abandoning other activities to try it again.
  • Diggers and miners can move on to nearby reachable work after a failed approach, while retaining the materials they are carrying.
  • Beds, hospital beds, and barber chairs allow traversal across their footprint, preventing furniture from trapping units in tight rooms.
  • One-block palisades and fences prevent climbing by both friendly units and enemies. Gate openings remain passable.
  • Furnace refueling now collects a batch based on remaining fuel space and carrying capacity: an empty furnace can receive ten logs in one delivery instead of ten separate trips.
  • Workstation construction preparation requirements now come from JSON, alongside their material and discovery rules. Changing a required bench takes effect after restarting the game.
  • Corrected construction-material reservation counting and connected market-floor recognition, including when claiming or restoring existing areas.

Tutorial, Interface, and Loading

  • Improved menu-exit handling and moved initial actor-image preparation into the loading process to reduce an unresponsive pause during world entry.
  • Gave tutorial text more space with a smaller tracker and a corner watermark, and improved dialogue wrapping for long translations and unspaced languages.
  • Completed objectives now use green text and a checkmark in quest panels and the Field Guide.
  • Protected the tutorial's limited torch placements, improved wall-mounted torch selection, and added recovery guidance for misplaced torches.
  • Fixed sign interaction while a build cursor is active and clarified C1's housing and Cartography requirements.
  • Improved workshop headers, storage presentation, specialist promotion requirements, and equipment tooltips.
  • Filled localization gaps across all 13 supported languages, including roster labels, hints, terrain names, merchant quantities, statistics, and quest feedback.
  • Improved cursor picking and visible-area rendering work, with more consistent foreground occlusion and fewer unnecessary terrain updates.