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Fabledom is nu al verbeterd

Such is the fate of the preview

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Afgelopen weekend plaatst onze eigen Sander een preview van het afgelopen week verschenen Fabledom. En nu al is die achterhaald.

Dit is niet iets slechts, daar we weten dat een game in de preview fase constant verbeterd wordt. In dit geval betekent dat dan ook dat de volgende update voor het spel, die onder andere kleine nieuwe features toevoegt en bugs aanpakt, reeds beschikbaar is. Je kunt de patch notes ervan hieronder vinden:

New features:

  • Workplaces in overview menu are now color-coded to improve readability.
  • Can no longer block entrances to buildings.
  • Added Vignette Settings
  • Added Film Grain Settings
  • Added AntiAliasing Settings
  • Added Vegetation Wind Settings (to improve motion sickness some people reported)
  • Worker menu now shows distance from home to workplace. It also allows you to filter based on distance or fabling class.
  • Autumn leaves FX added (leaves now fall on autumn)

Balancing:

  • Stone in large stone deposits has been tripled
  • Bread now costs 2 flour instead of 3
  • Carry capacity for food resources has been increased
  • Hunger while fetching something to eat reduced further
  • Granary storage increased from 400 to 600
  • Granary worker count increased from 1 to 2
  • Stockpile worker count increased from 1 to 2
  • Stockpile storage increased from 300 to 375
  • Witches curse a bit less punishing

Fixes:

  • Fixed floating walls on cliffs
  • Fixed minor UI issues
  • Improved Fablings flickering at a distance
  • Fixed issue where town houses would rotate automatically in some cases
  • Hero now spawns in creative mode
  • Grass no longer spawns in water/rivers
  • Fixed grass generation errors
  • Fixed fountains purple shader error at low quality
  • Fixed town wells purple shader error at low quality
  • Fixed bug where dandallions would spawn more at medium quality
  • Fixed trees not reflecting on planar reflections
  • Fixed construction progress visuals on hills
  • Construction priority is now more responsive, laborers will finish their current transport then change to the priority
  • Fixed farm interior invisble
  • Fixed issue where resources wouldnt load in creative mode
  • Removed sheep (will be returned as soon as sheep farm is added)
  • Walls now have the same material UI as other buildings
  • Fixed issue where commoner tax amount would be displayed incorrectly
  • If the hero can't reach an encounter it's now clear using tooltip

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