Jump to content
Stray Fawn Community

Markus

Developer
  • Posts

    604
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Markus

  1. And here comes a new patch with lots of small improvements & balancing ^^

    Patchnotes 0.1.25
    ===============================

    New Features
    ----------------
    - Added subtitles for the intro

     

    Bugfixes
    ----------------
    - Workers now walk to the correct position for the Foodstand
    - Cancelling a road construction site no longer removes resource stacks that where placed on top
    - Fixed bug where all workers are starving but are not going to eat while no villager death is enabled
    - Fixed bug where mission durations where calculated wrong
    - Fixed bug where road connections broke after cancelling stone road construction
    - Added missing Liquid Onbu Food to Warehouse & Material Storage

     

    Improvements
    ----------------
    - Added missing strings to the localization
    - Cancelling Research now refunds knowledge
    - Improved performance when having larger villages with a lot of buildings
    - Improve texture memory usage by lowering texture size of building grounds


    Balancing
    ----------------
    - Faster production speed and more employee spots for Greenhouse
    - Easier game start after tutorial for Novice difficulty
    - Highly increased productivity gain when using Compost
    - Slightly higher decrease in research speed for additional research buildings
    - Balanced some disproportionally high mission rewards
    - Onbu Feeding Spots get rarer over time in high-level biomes
    - Decreased spawn rate of new trees on Onbu
    - Increased chance for dunes in medium + high-level desert biomes
    - Increased knowledge cost for many mid-high tier buildings/techs
    - Adjusted mission durations to be more similar to each other
    - Added trust damage to Onbu Injector missions
    - Increased duration of all Onbu Injector effects
    - Less bile is gained from Bile Exstractor and more trust is lost
    - Blood Exstractor now increases Onbu hunger and has more trust reduction
    - More Black Pudding is gained from Onbu Blood at Kitchen
    - Less hunger is removed when using Liquid Onbu food
    - Stronger poisonous air in high-level biome poison events
    - More poison spores spawn in late game
    - Slightly less Stone and Wood gained when scavenging
    - Increased duration of Low-Digestion effect
    - Less compost is gained from Dung at Compost Heap
    - Onbu needs less hunger to eat by itself on Feeding Spots
    - Less Onbu trust is gained from healing health and poison

     

    Visual Improvements
    ----------------
    - New painted asset (Onbu Food Liquefier, Onbu Horn)
    - New resource icons (Sapling, Onbu Tranquiliser, Onbu Energy Booster, Onbu Painkiller, Liquid Onbu Food, Dung, Compost)

    • Like 2
  2. Patchnotes 0.1.23
    ===============================

    Bugfixes
    ----------------
    - Fixed bug where 3 people got poisoned on a scavenging mission instead of 2
    - Fixed bug where resource stacks are teleporting when cancelling a 
    construction site
    - Fixed bug where animal mission could be started even though the building was disabled
    - Fixed bug where the Compost toggle was not updated correctly and toggled for all buildings at once
    - Fixed Productivity display to show the correct values
    - Fixed graphical bug where biomes where overlapping
    - Out of view scavenging locations can no longer be clicked
    - Fixed bug where you could not change to windowed mode using your screens resolution in the graphic settings.
    - Fixed bug where the decision button was shown on a scavenging location too early
    - Fixed bug where it was impossible to use the Onbu Doctor, Injector or Onbu Feeding Trebuchet after the building collapsed while preparing the mission
    - Fixed bug where plots could be placed under a road construction site

    Improvements
    ----------------
    - Onbu allows wake up calls if it is very hungry and sleeps in a feeding spot

    • Like 2
  3. We uploaded a patch today fixing two new bugs:

    0.1.22 Bugfixes
    ----------------
    - Fixed bug where the city disappears when clicking on the kitchen after having corn researched
    - Fixed bug where the wrong temperatures where displayed on the farm

    • Like 1
  4. Hey folks

    We just set live a big new patch! It features mostly bug fixes, balancing and other small improvements :)

    Save files from the previous version are not compatible with this new version unfortunately.

    There are still tones of things on our todo list (fixes, improvements) which we didn't get around to yet, such as the endlessly spreading berry bushes. But please keep reporting all the bugs/things that need improvement you come across!

    Patchnotes 0.1.21
    ===============================

    New Features
    - Added Target FPS Setting to graphic options, this should help overheating on laptops. 
    - Fixed Arabic links which move camera to a worker
    - Fixed worldmap colors getting weird 
    - Fixed bug where crafted resource was not shown in top bar
    - Fixed that building category was not the same as the last time opened
    - Fixed bug where a random worker died instead of a scavenger that was on the mission
    - Fixed bug where workers were hired by two building
    - Fixed bug where workers drop resource delivery to get the same resources for the same construction site.
    - Fixed bug where poison forests did not display a notification when scavenged
    - Fixed broken UI when scavenging a dune
    - Resume button is no longer shown if the last save was incompatible
    - Fixed bugs with recipes being wrong (Black Pudding requiring corn or tomatoes)
    - Fixed bug where a Scout tower with no workers still provided the increased radius
    - Fixed bug where a trading mission did not reward knowledge properly
    - Fixed bug where invisible objects where blocking tiles on the map
    - Fixed bug where all gather jobs from buildings counted for food production
    - Fixed bug where way decision was not correctly loaded
    - Fixed bug where accidently a animal mission could be activated when the building was disabled a moment ago
    - Fixed bug where ongoing animal mission were not correctly shown after loading
    - Damaged buildings that were disabled before, now get rebuilt correctly
    - Rebuilt worker posts retain their previous focus setting
    - Fixed bug where a decision could be completed multiple times in a row
    - Fixed bug that damaged buildings cannot be handled with deconstruction tool
    - Fixed bug where the amount of workers joined did not correspond to the amount shown on the UI

    Improvements
    ----------------
    - Implemented time-streched versions of Onbu sounds so they are not high pitched anymore at 2x and 4x speed.
    - Picking up poisoned nomads is now also a decision
    - Added mushrooms resource reward to forests
    - Removed water resource reward from dunes
    - Renamed Onbu Horns to Onbu Spikes
    - Badly poisoned workers are healed first
    - Buildings under deconstruction get destroyed completely in an earthquake
    - Made assets on worldmap much smaller to improve performance / batching
    - Added missing materials from Onbu Injector in Storage + Warehouse

    Balancing
    ----------------
    - Increased villager level up from 40 to 50 population
    - Increased time after which workers die of poison by 1/3
    - Adjusted various building sizes
    - Bile Exstractor production slowed slightly 
    - Made starting biomes a bit easier (more nomads and less temperature and earthquake events)
    - Changed research order (Cactus is now before Wheat)
    - Decreased strenght of Onbu Belly Rumble quake
    - Later occurrence of first Edible Stones event on map
    - Scavenging dunes gives more sand
    - Slower growth speed for trees
    - Lower chance for buildings to break during a quake
    - Longer building construction times
    - Longer times to repair buildings after quakes
    - Less heat waves in the same desert

    Visual Improvements
    ----------------
    - Onbu path for way decision is now better highlighted
    - Added missing mission done indicator for poison forests
    - New assets for Cottage, Dung Collector, Onbu Injector
    - New assets for tomatos
    - Painted asset for fully grown mothertree
    - New icon for Onbu Bile
    - New assets for poisoned tomato and cactus 

    • Like 1
  5. Hi eukadealer

    Welcome and thank you for the feedback! A quick question just to make sure. You played on version 1.4, is this correct?
     

    We're thinking of adding two buildings who are responsible for adding specialized builders / carriers. Good idea about the harvesters, we should probably add this as well 👍.

    Cheers,

    Markus

  6. Hi Klaus

    We we're in vacation mode, sorry for the delay. We currently are not able to produce a hotfix patch for Nimbatus, as we need all our energy to focus on releasing "The Wandering Village".

    I'm sorry that I'm currently unable to provide more support for this problem. Nimbatus was released way before M1 macs existed, so we can't guarantee it working on those systems natively or with the emulation. 

    I'm sure this must be frustrating, I'm very sorry for this. Still, thank you for your post and your savegame - and we definitely have a look at it when we work on a Nimbatus patch in the future.

    Thank you for your post,

    Markus

  7. You're not hijacking the thread, don't worry. Please feel free to discuss here as much as you want :) There are just not yet enough other players using the forum, or they might prefer to discuss on discord :) 

    Good point about the tents. The first thing I build is always 8 tents and then the researcher, and then the farm. Let me test it again - maybe we'll get other testers here in the meantime :) 

  8. Ah, and sorry, I forgot to add:

    Yes, scavenging for people is (at the moment?) the only way to get new people. I don't know if there are more options available later in the game, but for now, scavenging is the way to go. Also for other rare resources not available on the back of Onbu. Though we'll introduce flying merchants later in the game 🎈 :) 

  9. Oh, I just realized 💡 ... the default "output product" of the kitchen is "berry muesli" instead of "beet soup", which is what you would want when using a beet farm! (in a earlier version, you were also able to plant berry bushes with the farm, that's why we had berry muesli as default in the kitchen). The way the kitchen works is, that it takes a fixed input and transforms it into something else - it doesn't work for all food sources automatically...

    Since we developers know this, we automatically switch to "beet soup" when we play the game... but this is nowhere explained in the game 😓 Did you change any settings in the kitchen?

    If this was the case (I'm very sorry, that this is not better explained 🙇‍♂️) - would you find it better, if a kitchen would be able to automatically transform all food types? Maybe with some settings like which types it can produce and in which priority?

    WaViKitchenSetting.thumb.jpg.25a628075a3e67d6c561ed68d06ff6e1.jpg

  10. Hi HarrenB,

    no, you're completely right - farming and feeding needs more balancing (and it does have a few issues, like how efficiently farmers harvest crops). 

    Philo (responsible for game design & balancing) said that is currently balanced that 1 farm with 3 workers + 1 kitchen with 2 workers should be able to provide food for 20 people. But I'm not sure how many plots you need to fill, maybe the whole radius? I'll ask her :)

    When I playtest, I'm able to get by with one farm&kitchen (like philo intended) and additional berries, but that's because I already know from the start what to build - we need to balance it it a way to be more lenient and allow for various viable solutions early on :) 

    At the moment, more fancy food like wheat/bread is meant for when you have more people and they demand more food variety - it's (at the moment) not more efficient or something. We need to communicate this more clearly (and also block wheat until you have researched the mill/bakery).

    The way you play is correct, you're not making a mistake :) We'll try to balance it more and make it more forgiving.

    Arno is currently working on improving farming in general, and adding stuff like temperature and weather of the biome to influence how crops grow. 

     

    How did it feel to use the farm? Was the manual placement of plots intuitive or did it feel strange? Do you think this is an interesting mechanic? Any suggestions or additional thought? :) 

    Thank you so much for participating and writing feedback!

     

     

    • Like 2
  11. Hi everyone!

    Thank you very much for testing The Wandering Village with us ❤️ A big part of the game is farming, and we want to get it right. But as often is the case, the first iteration of a thing is not perfect, so your feedback is of utmost importance to us :) 

    Please let us know your thoughts about how you experienced food production. Was it clear to understand? Was is easy / hard to feed your people? Was it too simple or too complex? Did you harvest berries or did you use a farm? Was the behavior if the farm understandable with the plots-system?

    You already posted good feedback in the beta survey about the food, so I think it might be good to open a topic to discuss it in more detail.🔍

    One thing I'm curious about is: when using a farm - how many plots did you add? How many farmers did you employ in a farm?

     

    As always, thank you for your help and cheers,

    Markus

    • Like 1
  12. Hi everyone!

    Our contest has ended and we are happy to announce these 3 winners from our Discord Community: !true, LividAF and skipydog. These fabulous people have been awarded a Steam key (from either Nimbatus, Niche or Retimed). Congratulations! 🎉

    !true:

    ezgif.com-gif-maker_4.gif.43ac12b0e4d6abfd5f2f293d35bb21b4.gif

    LividAF:

    image0.gif.9ced86e85761611f42ffc5b30af020b0.gif

    skipydog:

    Nimbatus_GIF_202105112050211876.gif.baa43077b40301ca0667c7ac2f0379a5.gif

     

    Thank you to everyone who participated and supported us all these years. We'll inform you here and on Discord when we'll launch the next steam key giveaway.

    Until then: Happy engineering!

    Cheers,

    Stray Fawn Studio

    • Like 1
  13. Hello everyone!

    Nimbatus_1_year_anniversary.gif.fe3d134f5b36ebe5c24f830bc3696f45.gif

    It's been 1 Year since Nimbatus was fully released on Steam (May 2020)! Thank you to everyone who supported us and played Nimbatus. To celebrate this occasion, we start a new contest with the topic "1 year anniversary"! You are free to interpret this topic however you want, we just want everyone to have fun and celebrate this moment.

    If you don't own Nimbatus yet: Our biggest discount yet is coming up later this week!

    As a small reminder: If you have liked playing Nimbatus and want to further support us, please write a review on Steam and let us know why you liked it ❤️ !

    You have time until Tuesday, the 25th of May 2021. Winners will receive 1 of 3 Steam keys for a game of their choice (Nimbatus, Niche or Retimed). You can make a gif with the full version of Nimbatus or with the free Nimbatus Drone Creator.

    To enter the contest, post a gif before the deadline here in this thread, in our Discord or via Twitter with the Hashtag #Nimbatus1year.

    Hint: You can press F9 to create a gif directly ingame (from the last 10s of gameplay). But of course you can also record with any other screen recording tool, as long as you enter a proper gif.

    Winners will be selected by a jury and the winning gifs shared on our social media platforms.

    Thanks again everyone, good luck and let's have fun 🥳🍰🎉

    Cheers,

    Stray Fawn Studio

     

     

  14. Hi Tempvirage,

    thank you for the notification!

    I quickly checked with version 1.1.3 and saw that my mission failed after I killed a manta. We made a hotfix patch for problems with all asteroid missions a while ago ( https://steamcommunity.com/games/383840/announcements/detail/2851296383043180435 ).

    Can you try upgrading the game to 1.1.3 and then try the mission one more time? I hope it works with the newest patch.

    Thanks and cheers,

    Markus

  15. No worries, no harm done :) 

    I just want to quickly note/add that it's not a given that after a full release a game gets new feature updates as long as money comes in :) For most studios except the most successful top ones, the money coming from and after a release is barley enough to make a new one. So money/time spend on making new features for the released game often means less money/time for the new one :) 

    Games on Steam which get updates year after year for free (not DLC) are mostly the most successful ones and might convey the impression that it's becoming the norm. But for most indies it's not possible or even a good business strategy :) 

    Indiegogo InDemand campaign has entered it's last 24h ^^

     

    • Like 1
    • Sad 2
  16. @Flèche des NeigesI think we count "pre-launch access to the game" as Early Access. So if I recall correctly by getting the "Scout" perk and above you get access to the "Early Access" phase.

    @Zixvir More money means basically either we can work longer on the game (=improve the game) before we run out of money and HAVE to release (to get a new money influx), or we can hire additional people so we can work on it faster. We're still a small team and we're still fighting for survival :) Money doesn't make a game better by itself, but it makes the two things mentioned above possible :) 

    • Like 1
    • Love 1
  17. You mean like you found "The Wandering Village" fan art from someone else on the internet and you would like to post it here? Feel free to do so, but please make unmistakably clear in the post that the things posted is created by someone else and please link to the original source/artist and name the artist correctly.

    If you want do post your own "The Wandering Village" fan art, of course, please do so :) 

     

    • Like 2
  18. Thank you everyone who participated ❤️ Our team looked at all entries and decided on a winner. 

    Congratulations to "Hannah Alienore Levi" with the following artwork:WaVi_Kickstarter_FanArtContest_Winner.thumb.png.d9998f493c43164899de14d4fdee46e8.png

    Since we're so happy with all the cool entries we received, we decided that we'll send everyone who participated this time a pc key to the game.

    @Lilyturf @vandale@CanDLinkZz@TundraKitsune@Aetherstonks@Dracona

    We noted your names on a list and you'll receive the key when we're heading into early access in roughly Q4 2021 :) 
     

    • Like 1
    • Eek! 3
    • Love 5
  19. Hello everyone!

    Thank you all so much for your support during our Kickstarter campaign. With all your help we were able to raise $185k. This means a lot to us ❤️ 

    For the people who missed the initial Kickstarter but still want to support us and want cool rewards, we have opened a time-limited Indiegogo InDemand campaign. This campaign will run until Dec. 18th.

    http://igg.me/at/TheWanderingVillage

    This is likely the last chance to get some limited physical rewards like sketches and commissioned artworks.

    Please note: Since the Kickstarter was successful, the InDemand campaign does not have a funding goal and if you buy a perk, you will be charged instantly.

    Thank you again for your support! We're now finally back to focus our energy in making the best game possible ❤️ 

     

    • Like 7
    • Eek! 1
×
×
  • Create New...