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What's new in 0.8.5
March 13th, 2016

- Chancellor can now be female as well! Big thanks to Anais (http://youtube.com/anaisbelieve) who recorded the voice of the chancellor and female citizens.

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- Female citizens now have female voice:)

- New title screen!

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(Click to enlarge)


Title screen alternates between the old one and the new one each time you restart the game.

- Map generation has been reworked to make sure the landmass in contiguous (no more troops stuck on an island hopefully). It may take a bit longer now and map seed taken from an older version of the game may not produce the same map in 0.8.5 due to these changes.

- Now you can comfortably play the game on a 4K monitor! 'Big screen' mode has been added which scales up the UI to x1.25 or x1.5. You can enable it on the Settings screen. The game needs to be restarted before changes are applied.

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You can also edit 'config.txt' file and set 'big_screen' to 0 (off), 1 (x1.25 scale) or 2 (x1.5 scale).

- Citizens will no longer wander through entire city and will stay closer to their homes.

- Roadblocks are no longer hidden in 'Hide buildings' mode.

- The sound for trade notifications has been changed.


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What's new in 0.8.4
January 30th, 2016

You can now specify random seed when starting a new game (requested feature), so that you can play the same map again. If you leave the seed empty it will be generated randomly. You can see the current seed in the game menu (if the game was started after 0.8.4 update).

Fixed difficulty calculation depending on the amount of staring coins. Thanks for pointing that out.

Opponent's power now drops more significantly after they are defeated.

Trolls and ghosts should no longer wander into their dwellings, which used to make them invulnerable.

Barracks can now hold only one load of any weapon (or armor), which makes resource distribution between armorers and weaponsmiths more even.

Citizens can now spawn if your houses are level 3 or higher (another requested feature). They do nothing, just wander around along the roads, minding their own business. They can not be killed (otherwise one stray bogger would be able cover the streets with bodies within a few minutes).

Citizens can be either male:

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Or female:

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And the more advanced your houses are the better they dress up.

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Immigrants and emigrants can now also be male or female.

A new title screen (work in progress):

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(Click to enlarge)


Contact us at info@hearthlands.com.
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What's new in 0.8.3
January 5th, 2016

- Female characters! You can now play as female ruler and rivals can be female too (chosen randomly). This was more difficult that anticipated, since I had to go though all game text (in all languages) and replace all male-specific texts. Units still say "Yes, my lord", but I think I'll leave it as is. Originally I planned to make chancellors able to be female too, but then I realized they have male voice (my heavily processed voice), so this'll have to wait.

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Minor things:

- Tons of typos fixed in German translation.

- Mega buildings no longer provide their effects before they finished.

- Pressing "Q" while in Spells menu closes it.

- Archers now attack enemies properly even if there's no path.


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What's new in 0.8.1
December 3rd, 2015

This is mostly an improvements and fixes update.

- New texts added in 0.8.0 have been translated into Spanish (thanks, Joaquin!) and German. Also I fixed several typos people have pointed out.

- Divine Inspiration spell now doubles production rate (as it should) instead of halving it. I don't know about you, but this was quite funny:)

- Added option for automatically accepting resources (tributes, gifts, loot, etc.) without a pop-up window. Note that if there's no space in the stockpiles resources will be lost.

- Windows are now closed by pressing right mouse button (previously windows would close on release).

- Added effectiveness statistics for production buildings, which lets you see how well it performs and what may be the reason of low effectiveness. Note that at the moment effectiveness is being reset every year in January, so it is most accurate in December (because there is a full year of data to analyze). I may look into it again to make it more accurate throughout the year, but already it is quite helpful to see that your carpenter's lodge wasted 50% of time doing nothing because its furniture storage was full.

Here you can see that cider brewery doesn't have max effectiveness because it didn't have enough apples:

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Carpenter's lodge here spent about a half of its time waiting for its furniture storage to clean up:

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- Note that savefiles from 0.8.0 are compatible with 0.8.1 but you won't be able to see effectiveness data that would have been collected since the last January (obviously).


Meanwhile working on female avatars (one of the most requested features):

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What's new in 0.8.0
November 16th, 2015

- Savefiles from previous versions should work with 0.8.0, but it is recommended to start a new game anyway, since there's a lot of things that have changed.

- New mega-building: Arena. As any other mega-building Arena produces some fame over time and increases appeal in the area, but most importantly it increases the amount of XP your units gain and provides every unit with a small amount of XP every month.

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- New mega-building: Wizard's guild, which increases magic output by 20% (useful, since we're adding spells).

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- New building: Magic tower. Magic tower uses magic points to shoot enemies. It's a bit weaker than guard tower but has splash damage.

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- Spells! Spells need to be researched first using magic points and coins. Some spells can be upgraded up to level 3, increasing the efficiency (casting cost stays the same, though).

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Some spells are aimed at strengthening the economy, the others are useful in combat. For example 'Phantom Warriors' spell creates a group of ghostly soldiers who will join your side for a limited amount of time.

You can switch between spells and construction with a button in the bottom left corner of the screen or with a hot-key. [Q] opens up spells menu and [Esc] gets back to buildings. Greyed out spells are not researched (or you don't have enough magic points to cast).

Spells do direct damage and don't take armor into account. Some of the creatures, though, have magic resistance (Warlock, Skeleton Reaper) or even magic immunity (Dragon).

- Balance changes. First of all, all producing buildings now have the production value of 24 loads per year. I can't quite remember, so maybe it already was like that, but anyway I went ahead and made sure it works that way. Exceptions are: hunter's lodge (12 animals per year), mining/digging buildings (12 per year, note that masonry produces 2 loads of stone at a time, so it's still 24 per year) and stables (4 horses per year). Since the production of aviary and fishing quay is somewhat random it can vary, but in average it is still 24 eggs/feathers and fish per year accordingly.

All workshops that require resources take 1 load of each raw material per 1 load of finished product. For example, bakery requires 1 load of flour, 1 load of logs and 1 load of water per 1 load of bread. This makes it easier to know how many grower's lodges you need for your bakeries - it's always (almost) 1 to 1. Exceptions are: boats, weapons, armor and horses (no changes here). Also, you, obviously need 2 hunter's lodges per smokehouse, since lodges have only half as much production.

Also, I rebalanced workforce requirements, item prices and nutrition values to make sure that more advanced food types are more efficient than raw materials. For example, not only bread provides more food points per load, but it is also more efficient workers-wise than turnips (if you build a bunch of turnip farms). Producing finished products for trade is also more efficient than trading raw materials.

There are also changes in food/alcohol/luxuries consumption values and other balancing things.

- Some changes in texture loading, so now loading is somewhat faster and images take less video memory.

- Options unavailable for player's culture are removed from foresters, hunters, growers and shepherds. Hopefully this makes it less confusing.

- City reputation now slowly increases as you earn fame. This gives an additional purpose for fame and helps large cities recover its reputation. You will need to start a new game to fully benefit from that, since it takes into account the total number of fame points ever earned and not the current value (which also means that you don't have to keep unused fame around).

- Stopped ghosts from wandering far away from abandoned mines (apparently this didn't quite work as intended).

- Some buildings look different.

- Buildings that require extra resources to be built now actually use those resources. Must have gotten broken at some point.

- Squads sent home now ignore enemies until they reach the barracks. This is the retreat feature people were asking for.

- Autosave now overwrites the previous autosave (from the same playthrough). You will still have at least two autosaves (if enabled) - on exit and annual.

- Houses didn't devolve from the lack of food apparently. Thanks for pointing that out!

- Buildings become a bit more transparent in Hide Buildings mode.

- You can ignore messages about monsters and thieves by enabling appropriate options in the settings menu.

- Fixed a bug with an army stuck upon returning (again).


Contact us at info@hearthlands.com.
Follow us on Twitter.
Like Hearthlands on Facebook.
Subscribe to our YouTube channel.
Become our watcher on Indie DB.
Get the game on Steam.
Stay tuned and see you soon!


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