
UPDATE #0.5.95 - Custom city titles !
Thank you u/Katana, u/Dyrianne, u/Nemesi, u/Marth & u/GuglielmoTell for your donations, the game is being developed faster thanks to you!
- New role for the internal affairs councillor! The internal affairs councillor can now create new titles to assign to citizens: these can even grant access to the chat reserved for city council members and have a salary!
- Although the internal affairs councillor can create titles, only the mayor can assign them!
- A city that has built a bank now earns 70 coins per day just from it; however, when salaries are withdrawn they are deducted from the mayor's treasury.
- New section in the bank: Statistics! Here you can view some interesting personal and server-wide economic data!
- Hovering over menu icons now shows a tooltip. thanks u/Massimo
- Eating food without enough hunger points now shows the correct message. thanks u/Massimo
- When upgrading a skill, Roman numerals no longer appear. The confirmation modal has also been revised — it now shows the skill you want to upgrade, the required experience, and the remaining experience should you decide to confirm. thanks u/Dyrianne, u/SIKA3BOURA
- Fixed the display bug for new items and tailor productions. thanks u/LorenzoMedici, u/Katana
- When posting a buy offer, the page no longer reloads, allowing the user to post multiple offers of the same type without re-entering all the data.
- When working in the workshop, experience now updates in real time. thanks u/LorenzoMedici
- When viewing read messages, the surname no longer appears duplicated in the signature. thanks u/KWM
BALANCING:
- The iron cost of all tools, except those used for working fields, has been lowered from 4 to 3
- The number of handles produced increases from 4 to 8
- Producing handles now costs 4 units of wood instead of 5, 25 fatigue points instead of 20, and takes 20 minutes instead of 15.
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- The kitchen can no longer produce apples
- Bourgeois now produce onion soups, no longer nobles
- Onion soup now feeds nobles 6 hunger points instead of 8
- Grapes now feed nobles, granting 2 hunger points
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- Harvesting fruit from an apple tree now produces 12 apples instead of 6
- NPCs now harvest 1 apple every 400 minutes instead of 300 minutes
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- Bourgeois in kitchens now produce wine and no longer bread
- Commoners in kitchens now produce bread and no longer wine
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- Field NPCs can now produce cotton
- Commoners now take 2800 minutes instead of 1440 to produce 1 unit of grapes
- Resources extractable at collection points now increase every day by 5% of maximum capacity instead of 10%
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What should we expect from the next update? The next update will probably be #0.6, with which it will become possible to conquer a castle and fight the first wars. However, in the early stages it will be for testing purposes only and will have no in-game significance. I am working on a mini-game that will allow you to simulate battles: once the entire system is tested, I will launch in-game wars.
I am building the military port — will I actually have an advantage if I build it before others, or are naval battles far away? Naval battles and port occupation are the second thing to do after completing the baron's castle. Predicting whether you will actually have an advantage at the current state is very difficult for me to forecast. For example, if we look at Rome and Palermo, in all likelihood they will finish the port together or one shortly after the other, so they will have roughly no advantage given that I estimate naval battle implementation in about a month. Other cities like Naples, London and Stockholm, on the other hand, could find themselves at a disadvantage without a military naval port in a month. But the same argument applies to those without infantry and archer barracks. One thing is certain: as soon as the first commercial or military port is built, it will no longer be possible to travel on foot beyond the land.
Horses for faster travel — when? By August, but after #0.6. As I believe I have already mentioned, when we deal with counties two types of fields will be implemented: the breeding field and the encampment field. From version #0.6 you will begin to change your perspective and your way of seeing the boundaries on the map, but we will talk about this in the next #DevBlog