I just now realized that I can also put patch notes for the experimental version here, wops! I will then write here what changes are in experimental from version 1.0.1.001 EXP to 1.0.1.002 EXP (i.e. what I worked on the last two weeks) Please remember that what you can see and play in experimental may *not* appear in the main branch, as some of the balance changes are being tested and may not pass playtest, and will be reverted. Have fun! - Michele V 1.0.1.002 EXPERIMENTAL [b]Balance: Buildings[/b] [list] [*] Added new building, Large Buoy, as an upgrade to Buoy [*] Buoy base distance increased to 3 [*] School is now an upgrade of Scriptorium [*] Replaced Brothel's "+5 for each Dwelling " with "+4 for each Middle Dwelling" [*] Reduced Brothel's Sickness malus from 45+4X to 4+4X [*] Replaced Festival's "+4 for each Dwelling " with "+3 for each Active Social" [*] Replaced Theater's "+5 for each Dwelling" with "+5 for each Active Leisure" [*] Replaced Animal Theater's "+5 for each Animal Terrain" with "+10 if Animal Terrain within 1" [*] Replaced Animal Theater's "+5 for each Dwelling" with "+2 for each Inhabited Pen within 2" [*] Replaced School's "+3 for each Dwelling" with "+3 for each Knowledge-producer" [*] Replaced Brothel's "+5 for each Dwelling " with "+5 for each Middle Dwelling" [*] Replaced Hearth's "+5 for each Dwelling " with "+5 for each Middle Dwelling" [*] Replaced Hospital's "+10 for each Dwelling within 1" with "+5 for each Dwelling within 2" [*] Replaced Public Baths's "+5 for each Dwelling" with "+4 for each Active Leisure" [*] Replaced Slaughterhouse's "+3 for each Dwelling" with "+3 for each Inhabited Pen within 1" [*] Shrine and Temple rebalanced to use Intensify Traits, base output increased to make up for it [*] Wrestling Arena now has the Intensify Hope 2 Trait [*] Wrestling Ring now has the Intensify Hope 4 Trait [*] Garden now requires 1 Flower per use [*] Plums Tree now produces during Summer & Autumn instead of Spring & Summer [*] Starting map generation now tries to use multiple food sources [*] Plankmaker's base output reduced from 2 to 1 [/list] [b]Balance: Difficulties[/b] [list] [*] Reduced difficulty modifier for higher challenges from 0.2 to 0.05 (effectively increasing the amount of food at the start) [*] Starting food generation algorithm revised to take into account the total yield [/list] [b]UX[/b] [list] [*] Chance bar now lists how much Protection you have accumulated above 100% [/list] [b]Bugfixes[/b] [list] [*] Fixed weathers not generating events correctly anymore [*] Fixed some buildings not appearing anymore in the tree [*] Fixed new buildings not being unlocked correctly [/list] [b]System[/b] [list] [*] Improved performance and memory optimization [/list] V 1.0.1.001 EXPERIMENTAL [b]Features[/b] [list] [*] Added new Doomsday mechanic. This allows snowballing runs to end sooner [*] Added new building, Stone Toolmaker, as an upgrade to Stone Workbench [*] Added Controller support (WIP) [/list] [b]Balance: Research[/b] [list] [*] Onion and Pumpkin field now share a Research Slot [*] Seeds Field and Medicinal Herb Field now have their own Research slot separate from Hemp Field [*] Toolsmith now has Workshop as a prerequisite instead of Copper Mine [*] Oil Extractor is not connected anymore to Heat production [*] Fine Tailor now has all other Fabric-making buildings as a potential prerequisite [/list] [b]Balance: Flow[/b] [list] [*] Reduced double Omen turn safety net from 7 to 5 [*] Rebalanced scenarios to better match the desiderd end game flow (i.e. one more Omen at the end game for off-Domains) [*] Reduced second Spring duration from 30 to 20 [*] Reduced second Summer duration from 40 to 30 [*] Increased second Winter duration from 30 to 40 [/list] [b]Balance: Buildings[/b] [list] [*] Increased Strawberry output from 3 Strawberries to 4 Strawberries and 1 Seed [*] Insulated Cellar's Storage reduced from 50 to 20 [*] Insulated Cellar's Cold output reduced from 4 to 3 [*] Kitchen's meat recipe reduced from 2 to 1 base output [*] Buoys can now reach into water. Reduced Buoy's road distance from 3 to 2 [*] Mender's Cottage now inherits the same traits of Mender's Hut [*] Hemp Fields can now grow in Spring too [*] Hemp Woodmaker's job requirement is now Knifemaster instead of Herbalist [*] Papyrus Cutter's input changed from 4 Hemps to 2 Hemps and 2 Water [*] Rabbit Shearer's job requirement is now Knifemaster instad of Shearer [*] Fans now have a new traits that requires them to be surrounded by flat terrains [*] Pond's total output reduced from 20 to 15 [*] All terraforming tasks that add new tiles now require Advanced Toolsmith [*] Onion Field's turns to grow increased from 5 to 8 [*] Onion Field's depletion value reduced from 10 to 8 [*] Removing forests or mountains now also generates 10 Cataclysm [*] Field Collector's base output increased from 1 to 2 (maximum output still 3) [/list] [b]System[/b] [list] [*] Setup Analytics for game data analysis [/list] [b]Graphics[/b] [list] [*] Doctor's Hut roof color changed to make it different than Mender's [/list]