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Status update
October 25th, 2015

This week I decided to make some 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 (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.


I also made 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).


A different look of minstrel's guild:

Hearthlands
(Click to enlarge)

Hearthlands
(Click to enlarge)

Hearthlands

Hearthlands
(Click to enlarge)


Spells are still in progress with combat spells (and testing) left to go.

Casting Midas Touch (creates additional coins in houses for tax collectors to collect):

Hearthlands


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Stay tuned and see you soon!



2 comments on "Status update"


Foxador on October 27th, 2015 at 23:23 said:

Are the status updates just work in progress and not a update? Just curious in case I missed this update or not. Also where did you went feedback to be sent?



Sergio on November 8th, 2015 at 22:12 said:

Just work in progress. I post a "What's new in XXX" post when a new update gets release. You can send your feedback to info@hearthlands.com.




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