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- Version 1.3 released | Fauna content update
- This is a large content update focusing on the new Nomad Mode, more animals and overhauling the fauna and hunting mechanics overall.
- Nomad mode
- In nomad mode you get no initial structures, but you get extra building materials and food.
- All resources are located in your people's inventory for ease of transport.
- This way you can move your people around the map before settling and choose a different location for your village.
- All Freeplay scenarios are playable in nomad mode.
- New animals
- Cave Hyena
- A medium sized predator, available in all freeplay scenarios.
- Elasmotherium
- An extinct genus of large rhinoceros, available in The Northlands scenario.
- Muskox
- A large herbivore, available in The Northlands scenario.
- Feral Horse
- In the Iron Age, all wild horses went extinct, and horses roaming the wild were feral instead.
- New techs
- Dog Training - Allows dogs to help with hunting.
- Bone Polishing - Unlocks Bone Knife and Bone Sickle.
- New bone tools
- New bone tools make bone more useful early game, as it typically was too abundant, these include the Bone Knife and Bone Sickle
- Fauna behavior overhaul
- The behaviour of wild animals is now more realistic making gameplay more challenging and interesting.
- - Animals defend all young around the area, not just their own offspring (this makes Wolves and Cave Lions quite a bit more aggressive).
- - Animals sometimes disengage from the attacker if it runs away (unless hungry). Humans will now run away when confronted with overwhelming odds.
- - Animals will now try really hard not to drink near the player's settlement.
- - Animals will now react properly while drinking when attacked by other animals.
- - Animals won't eat dead animals that have butcher tasks associated with them.
- - Several herbivores might retaliate when attacking their herd, even in normal mode.
- - Animals now target humans more often when hungry (but still prefer other animals).
- - Dogs can be knocked back by large animals.
- Balance changes
- - All outfits now take 90s to make (up from 50 or 60).
- - All flint tools now take 60s to make (up from 50).
- - All bone tools last for less time and uses when compared with the equivalent flint tools.
- - All animals have had their speeds, produced resources and hit points reviewed and iterated.
- - Downgrading Food Dryer to 6 slots, this will force the player to build more of these, as they were too efficient before.
- - Doubled the amount of time animal carcasses remain in the game.
- - Cave Lions now do 35 damage (from 30).
- Work Area management improvements
- - Added work areas panel.
- - Replaced Next/Previous work area buttons in work area options by a button to access the panel (Next/Previous work area shortcuts still work).
- - Hunt work areas now display a different tooltip saying "maximum number of simultaneous tasks in this area", as the previous tooltip was wrong.
- Other
- - Creative mode and "The Long March" challenges are now playable from the start.
- - Changed "Winter Hunt" milestone in "The Northlands" scenario to include the Elasmotherium and Muskox.
- - In the Knowledge Progress Panel, structures and animals that can not be currently built/hunted are now grayed out.
- - You can now select a bunch of trees with/without cutting down tasks assigned and cancel them all or cut them all down.
- - Collect wild plants work area also also works for Flax now.
- - When taking heavy resources to store, people will abort if very hungry or dehydrated.
- - When a selected entity enters a structure, it gets deselected.
- - Adding butcher tasks for domestic animals that die of starvation or natural causes.
- - Improved impact particle spawn positions.
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