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Trading & Poison Update Patchnotes

Patchnotes 0.6.3

New Features

  • Added trading. Once you have constructed a trade post, traders will arrive in regular intervals. This allows you to trade excess resources for other resources or knowledge.

  • Completely rebuilt the system behind the spreading of poisonous fungi. The infection does no longer spread over the air; plants have to physically touch the infected ground to be affected. Our goal was to turn it from an “all hands on deck” emergency event into a more creeping, festering danger. It’s a lot easier to bring under control especially on lower difficulties, but can turn into a problem if ignored for too long.

  • There’s now a reward for carefully managing the infestation on Onbu’s back. Harvesting grown fungi yields spores, which can be processed and sold to the trader for a high price.

  • Added a setting to disable all gamepad input

  • Two new happiness-related Hostility Modifiers, raising the maximum hostility from 14 to 18. Are you up for a challenge?

  • Cycle through buildings of same type with the little arrow buttons in the building display

** New Buildings**

  • Trade post: Allows traders to land on Onbu. Additional trade posts increase the amount of resources traders can bring.

  • Commune: An improved version of the boarding house

  • Mansion: An improved version of the cottage

  • Spore Distillery: Can process poisonous spores into valuable essence, highly sought-after by traders

** Improvements**

  • Improved visuals of poisonous fungi

  • Workers who are waiting for a doctor now display a speech bubble

  • Decisions encountered while scavenging also utilize trading mechanics, meaning they’ll also accept food other than bread now

  • Decontaminators now burn poison out of the ground in a large radius, making them a lot more powerful compared to manual harvesting

  • Input fields: input caret and highlighted area are now much easier to see

  • Tutorial flow improvement (Needs-tutorial is shown a day before the needs first increase)

** Bugfixes**

  • Fixed that harvest tool drag affects plants on construction sites

  • Fixed wrong worker animation for gourmet kitchen

  • Fixed nomad events having no image

  • Fixed hornblower tutorial not being cleared

  • fixed a bug where onscreen keyboard would not open for gamepad

  • Fixed bug where revolt notification was shown upon loading a savefile

  • Arabic localization fixes

** Balancing**

  • Needs increase interval on Novice has been slowed down (every 12 days → every 20 days)

  • Needs increase interval on Adept has been slowed down (every 10 days → every 20 days)

  • Needs increase interval on Veteran has been slowed down (every 8 days → every 10 days)

  • Needs maximum on Veteran has been increased, due to addition of Mansion (12 → 14). Other difficulties remain unaffected.

  • Happiness ceiling has been increased on Adept and Veteran due to the addition of the Mansion.

  • Changes to how Onbu’s trust works, which should reduce cases of “death spirals” (where having a streak of bad luck would decrease Onbu’s trust further, and lead to shaking).

  • Seawater Collector: increased Saltwater production per cycle from 3 to 10

  • Water Evaporator: changed recipe from (9 Saltwater → 9 Water + 1 Salt) to (10 Saltwater → 8 Water + 2 Salt)

  • Reduced the moratlity rate of the ‘Placebo’ update for the Village Doctor from 10% to 5%.

  • “Fussy Folks” hostility modifier: maximum Needs increase lowered: 6 → 4

  • Monument evaluation also considers happiness status effects

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