This is a list of release notes. --------------------------------------------------------------------------------------------------------------------- Version: 3.60 (stable) ** Saved characters from version 3.40-> are compatible with this version. ** ** If you are new to version 3.60 scroll down and read changelogs since the first beta version. ** - added: tree saplings There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut down like any trees, and they have use in making of withes. MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored the world extensively you may want to run map maintenance (key command [7]) which removes unimportant previously generated zoomed-in maps. - added: withe - a new type of tying equipment Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees. Your character can make withes from [M]ake-menu under Tying equipment category. - added: WITHE game encyclopedia entry [F1] - added: fence building now requires two bands of tying equipment Fences have been traditionally tied with spruce withes, which are the preferred and convenient choice, but any other tying equipment will work as well. - added: villagers now cook their raw meat and fish Villagers will now cook raw meat and fish in their possession. This doesn't necessarily happen instantly upon obtaining the meat or fish, but at convenient moment for the villager in question. - added: inventory auto-filtered to show timber when birch-bark raw material requirement selection is being made - changed: upon planting something the sprouts are not immediately visible Only after some days you will be able to see the sprouts of what you had planted. Before the sprouts, planted tiles appear in thicker prepared soil graphics so you will be able to recognize them. - adjusted: village dogs don't bark at sleeping characters Watchdogs barking at restfully sleeping characters made it impossible to have good nights sleep in a village. - fixed: using length based items as weight based crafting material got their properties modified confusingly For example tanning with birch-bark strips. - fixed: hunting NPCs might choose to hunt player character's domestic reindeers - fixed: villagers rejecting traps in trading, claiming that they have enough even though they had none - fixed: raft weight reasoned They've been super light earlier, but now weigh around proper 1200 pounds. This makes hauling the only option for moving rafts around on dry land. - fixed: young leaves could be picked immediately when plants sprouted Now the plant needs to be few weeks old before picking of leaves is possible. - fixed: double animal skin when skinning the same carcass as your NPC companions - fixed: young animals meat yield occasionally being as high as that of the adult animals - fixed: NPC butchering/skinning processes in the background might cause player spend times to jump or reset - fixed: NPC owned dogs not leaving tracks in the wilderness - fixed: tying equipment return issues after drying/smoking If several stacks of food was dried/smoked at the same location using same kind of tying equipment all the tying equipment got returned when the first batch of food was ready. - fixed: player crafted items occasionally appearing as roasted foods (if there was NPCs cooking nearby) - fixed: when looking at tree harvested of its bark the tree info mistakenly said "partially felled" Now it says "bark harvested". SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60beta (hotfix 3) Released: Sep-23-2019 - changed: birch-bark strip "usage" bar display removed from the inventory As the strip length is always visble this was redundant. - changed: when using tying equipment as raw material the selected item is always used in full length There's a notification displayed if length to be used is far more than required, so that you can cancel the task and shorten the tying equipment to desired lengths at will. - fixed: tying equipment selections that were supposed to return after usage (eg. cookery, trap constructions) was broken in many ways You didn't get back what you actually used, but sometimes more and sometimes less. - fixed: shortening tying equipment didn't modify their weight - fixed: tying equipment stacking issues - fixed: joining tying equipment to exceed lenght of 255 feet Maximum tying equipment length is 255 feet. Joining operations that exceed the maximum length are now forbidden. SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60beta (hotfix 2) Released: Sep-18-2019 - fixed: villagers accepted stale food in trading - fixed: crafting regular arrow didn't remove the cord(s) used - fixed: smoking/drying meat asking number of cords to use although they were correctly selected lengthwise - fixed: animals leashed with birch-bark ropes couldn't be unleashed SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60beta (hotfix 1) Released: Sep-17-2019 - added: peeling bark from village trees is considered a breach and not allowed - added: building at the village area is considered a breach and not allowed - fixed: villagers didn't mind using their lumber for building something - fixed: villagers didn't mind utilizing their logs with timbercraft options - fixed: wrong properties of player crafted clothes made of other materials than leather and fur Mixed corrupted values, from coverage aspects to weight, could end up in eg. player crafted birch-bark clothes, possibly affecting modded clothes to appear wonky as well. This also resulted in clothes wearing out too soon if the weight property was one of the corrupted values. - fixed: player crafted fur and leather cloth weights calculated wrong Finished cloth weights were based on actual material usage, which didn't follow the intended addition of material requirements always slightly exceeding the finished cloth weight. - fixed: birch-bark ropes occasionally losing their rope status, and not working as one - fixed: birch-bark worked as cloth material, allowing making of bandages for example. SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60 (beta) Released: 15-Sep-2019 ** Saved characters from version 3.40-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - added: active hunting mechanics for wandering NPCs Wandering NPCs in the wilderness now actively hunt animals, and also utilize the kills the best they can. NPCs seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or chasing the game, is rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area. This addition opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before. Two imagined but possible examples: One day an arrow flies beside your head and is soon followed by a woodsman running past you. Half a day later you meet him again happily roasting the squirrel he eventually managed to shoot down. Or you may suddenly bump into wounded and therefore aggressive bear who rushes at you with no warning - only because it had been angered earlier that day by another hunter. And so on... - added: hunting NPCs utilize their kills and roast the raw meat Hunting NPCs can now skin and butcher carcasses and roast the meat. They also try to utilize otherwise obtained raw meat, so after trading raw meat to wandering woodsman you may notice them proceeding to cook it. Unlike player character, NPCs don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. BETA NOTICE: NPCs are not able to cure or tan animal skins. That's pending to be added later on. - added: dog companions for wandering NPCs Wandering woodsmen and adventurers you may encounter in the wild can occasionally have dog companions with them. And just like dogs owned by player characters these will also protect their masters. - added: footwear wearing out in use Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability. If used extensively on a daily basis an average working lives of different footwear materials are: birch-bark - two weeks fur - a year leather - a year and a half Walking barefooted, or using simple birch-bark shoes, is now more reasonable activity during the summertime as you may want to prolong the working life of your precious winter boots. Footwear will break apart completely when they are worn out down to 50% of their original condition. - tweaked: armour and cloth quality having greater impact on their durability As a rule of thumb high quality items are more durable, and low quality items wear out faster in use. This is already seen with wear out rate of eg. weapons and tools. Now the quality based durability is extended to cover all the armous and clothes. You can expect rough armours to wear out faster in combat, and fine shoes to last longer on your journeys, and so on. - added: armour and cloth quality having impact on their protective values High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question. For example, fine fur clothes are warmer and maybe have more protection against blunt strikes too but masterwork quality fur clothes may also be more resilient against edges and tears as well. - added: trying to use village goods for your own crafting is considered a breach Villagers now react to player character's attempts to use village raw materials, eg. boards and tree trunks, for player character's own crafts. This is considered a minor breach but ignoring villagers fair warnings it may lead to eventually getting banished from the village. - added: measure of length for tying equipment Tying equipment such as ropes and cords now have a length property. The unit of length we use is foot (ft), and should an item have a length property it is displayed both in inventory menu and when looking at items on the ground. This addition foremostly affects to crafting material requirements which can be length based from now on. MIGRATION NOTICE: All the items which are designated to have a length property should convert automatically. So, your old ropes and cords should appear with their new proper lengths in this version. - added: new crafting category under [M]ake menu: "Tying quipment" This category contains the usual ropes and cords, which were previously found in "Utility articles". - added: join and shorten options to manipulate tying equipment lengths Under "Tying equipment" category within [M]ake menu there are options for joining and shortening ropes and cords as sometimes specific length is desired. You may not want to spend full length rope on something that requires only a short piece, or you may need to join cords together to come up with long enough string for a specific craft. - changed: tying equipment requirements in crafting are now length based Instead of requiring certain number of cords and ropes all the tying equipment requirements are now length based. - reasoned: required tying equipment types in some crafting recipes For example: When making arrows, previously you could use any "tying equipment" in the process - including ropes. Now arrow making requires "cord", a little finer and more specific tying equipment. - added: tying equipment used in cookery do not disappear in the process anymore You can pick your ropes and cords back after the smoking and drying processes are done. - added: harvesting and utilizing birch-bark Birch-bark can be now harvested with the common 'Peel bark from a tree' TIMBERCRAFT option. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.) Peling birch-bark strip is slower process compared to harvesting other types of bark which are removed from the tree as sheets. Birch-bark can be also used as tanning material. - changed: time of the year matters in harvesting bark You can't no longer harvest bark all year around. The best season for peeling bark is early summer. The process gets more difficult and the yield decreases accordingly outside the proper bark harvesting period, and eventually it becomes completely impossible. - changed: bark item properties * Alder and rowan bark items are now called a "sheet of [tree type] bark". * Bark sheet weight has been decreased down to 0.5 lbs, but you may now obtain several sheets from a single tree. * Yield of harvested bark is not constant but depends on character's success in bark peeling, determined by their TIMBERCRAFT skill, and the season when bark is collected. - added: birch-bark rope A new rope item made of birch-bark strips. - added: craftable birch-bark items It is now possible to craft the following birch-bark items. Character's CARPENTRY skill determines success of all these birch-bark crafts. * birch-bark box * birch-bark basket These can be found are under "Utility articles" within [M]ake menu. * birch-bark rope This can be found are under "Tying equipment" within [M]ake menu. * birch-bark shoes * birch-bark cap These can be found are under "Clothes" within [M]ake menu. - added: craftable clothes added to diy_glossary.txt Sub-section "clothes" has been added to main crafting definition file diy_glossary.txt and all the craftable clothes can be now found there. - adjusted: cloth crafting times and material requirements All the material requirements have been increased to slightly exceed the finished cloth weights. Crafting times of some small clothes have been reasoned by increasing or decreasing the required time. - modding add: =length= raw material requirement tag Required length of raw material for crafting can be indicated with a numerical value between equals signs (=). The length unit is foot and value has to be whole number. The tag can be naturally applied only to items that have a length property. For example: {Birch-bark strip} =5= [remove] This means that 5 feet of birch-bark strips are required, which are then removed in the process. - modding add: [LENGTH:] item property tag This tag is used to specify item length. It's usage is intended for specifying length for modded ropes and cords so be sure to use it within proper item type context. Results for other than tool type items can be unpredictable. [LENGTH:] - length in feet For example: [LENGTH:4] - the item is 4 feet long - added: companions can help you with laborous tasks thus shortening the working time Unoccupied companions now spontaneously help you with many different tasks. Their labor input helps to finish the physical work in shorter time, but doesn't otherwise affect to result or quality of the task outcome. The help companions provide is imagined to be something they can do without specific tools, but the kind which makes it easier and faster to finish the work together. For example: When building a log wall it helps to have extra hands around for moving and setting the logs in place even if the player character would be the one who does the necessary carving. When softening the skin with a beater as a final stage of tanning process it helps to have somebody around to check, adjust or tighten the skin if necessary. When setting and retrieving nets it helps to have somebody to row the watercraft. The tasks where companions can currently help you are as follows: * all the building tasks * building trap constructions * setting and retrieving nets * harvestring bark * tanning stages of cleaning, applying tanning material and final softening * crafting rafts * crafting leather ropes * crafting birch-bark containers and ropes The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers is gapped at three (3) companions, so having more than three helpers doesn't shorten the the working time any further. It depends on the task how many helpers is the optimal number, and this varies from one to three companions. Companions do help you with these tasks completely spontaneously, without any commands, if they are free from other chores and can reach the player character. You will be notified about companions helping you with specific messages displayed right after starting the task. These messages also tell if you are being assisted with the optimal maximum number of companions for the task in question. If you receive help from some companion(s), but the task would be even easier with more helping hands the message is, for example, as follows: "You get some help with this task from Ahti." And if you have the optimal maximum number of helpers the message is, for example, as follows: "Tapio, Korjus and Visa help you with this task." - modding add: header tag to specify companion help possibility for do-it-yourself crafts and building There is a new tag to be used in biy_* and diy_* headers: [assist:value] This defines maximum number of companions whose labor input can help to shorten the working time as described above. The value can be 1, 2 or 3. - added: several new companion commands Companion usefulness is seriously boosted with the following new tasks they can now do on demand. Their skills affect to outcome of the tasks so companions' expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. * butcher and skin a carcass Companions can be commanded to butcher and skin carcasses. They go for the closest carcass and first skin it if possible, and then cut it for meat and fat. These products will end up in companion's inventory, or are left by the carcass if they are too much to carry. Companion's hideworking skill affects to obtained skin quality. * roast meat or fish Companions can be commanded to roast raw meat or fish they happen to be carrying. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted. * make logs Companions can be commanded to carve trunks into logs. A few trunks are processed in a row. * make boards Companions can be commanded to split boards from trunks. A few trunks are processed in a row. Companion's timbercraft skill affects to quality of finished boards. - added: asking NPCs about their general skills Within "Ask for help/company" chat mode there's now an option to ask people about their skills and expertise. The skills NPCs speak of when asked are hideworking and timbercraft as these have significance with the new companion commands added. - added: villagers refuse to sell all of their animals Previously you could empty a village of its animals with sequential purchases. Now villagers refuse to sell them all and always want to keep few of each species to themselves. - added: village dogs now roam freely The dogs you may find in villages are not penned anymore but roam freely at the village area. This not only adds atmosphere but allows dogs now to truly defend the village if need be. MIGRATION NOTICE: This applies only to new villages you enter. Villages created in earlier versions for migrated characters still have the dogs penned. - added: watchdog behaviour for village dogs Village dogs now alert of the approaching strangers by barking. Now the player characters may be greeted by approaching barking dogs when they first enter a village. This dog behaviour gets gradually toned down when the player character becomes more familiar with the village. - added: color variety for domestic animals All the domestic animals may have subtle varieties in their coat colors. This adds flavour to the game world, but also makes it easier to distinguish different colored pets from each others just by their looks. - adjusted: snakes There was a fistful legacy issues related to snakes which are now fixed and balanced as follows: * snakes now cause point type wounds Previously they caused tear wounds, which wasn't quite right. * snakes now hibernate during the winter as they should Previously they were active all year around, which wasn't quite right. * snakes are now slightly more common than previously * snakes are now venomous, as they should be The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous. If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands. However, the snakes can naturally bite without venom too. - adjusted: colorful outcome of eating certain mushrooms - changed & reasoned: birch-bark item weights Many birch-bark items weighed too much and have been adjusted as follows: [previous weight] -> [weight now] Birch-bark shoes 0.8lbs -> 0.13 lbs Birch-bark cap 0.9lbs -> 0.15 lbs Birch-bark necklace 0.1lbs -> 0.05lbs - changed & fixed: foreign traders won't accept more furs than they can carry Previously foreign traders dropped their excess load after completed trade and this opened an exploit where dropped furs could be picked up and used again in trading. Now foreign traders simply reject the offered items they can not carry. - balanced: villagers' interest to buy paw-board fox traps Trading paw-board fox traps could be used an exploit as villagers did buy them without any reasoning. Now there's a cap for villagers' interest in paw-board fox trap. - fixed: tufted duck populations were far too rare. Now they appear more commonly. - fixed: cancelled unpacking of pet/companion on a tile with plants caused harvesting to proceed without confirmation - fixed: being able to wear fur footwear with shoes or boots already worn Fur footwear, despite of their vague name, are essentially fur boots. And only one pair of shoes or boots can be worn at a time. - fixed: being considered defeated (against robbers) when knocked out even if you still had companions/animals active The fights which deal with special consequences for the player character's party upon defeat will now continue despite of the player character being unconscious until the true result is resolved for all the participants. This includes both fighting the robbers, as well as some village fights where villagers choose to deal with nuisances in non-fatal manner. - fixed: bears active and awake in the winter Now they hibernate during the winter as they should. - fixed: double tree trunk when felling the same tree as your companion - fixed: forced swimming in shallow water gets you stuck after 100% fatigue This is fixed by character automatically getting to wade mode if the water is shallow enough, and while when wading it is possible to rest by standing still. - fixed: wading on land Getting out of water whilst swimming made the character wade on the first land-tile reached. - fixed: [roast] cookery method decreasing also other than non-meat/fish weights The intention was to make roasting to reduce meat/fish cooked weight, but it mistakenly extended to cover other ingredients as well. - fixed: only one fistful of young leaves regardless the plant patch size Harvesting the young leaves you always got only one fistful of them even though there were more plants in the patch. This is now fixed (or re-reasoned) and bigger the patch the more young leaves you can expect to get. However, young plants still yield less leaves compared mature plants so the harvest is still usually smaller than the patch size would indicate. - fixed: lavaret (fish) missing price per weight value - fixed: same types of fish caught on different gaming sessions not stacking This was due to redundant randomized value existing in fish data. - fixed: no stags among forest reindeers - fixed: companions refused to fell any trees if there was a bear skull pine relatively close by - fixed [typo]: player owned pigs sometimes mistakenly descriped as "board" (instead of boar) ---------------------------------------------------------------------------------------------------------------------