For the week from 30 Mar to 5 Apr I’ve been working on:
- Removed movement speed changes due to height differences
- Split motor speed into landspeed and waterspeed
- Implement preference of amphibious water animals to idle near water sources
- Disabled water changing the movement cost of hex
- Added godmode function for soaking water
- Implemented fish as a cell effect in rivers
- Rearranged cell effect draw order so it shows above water
- Added fishing task designation to UI
- Refactored taskToHuman assignment
- Added GoalFishing for human AI
- Added condition for fishing locations, only near running water
- Foreign tribes also have prosperity value now
- Display foreign tribe prosperity in Diplomacy panel
- Foreign tribe prosperity unknown if discovery level too low
- Implement crude win condition, when prosperity higher than all other tribes
- Randomise tribe prosperities over normal distribution
- If stockpile created from pit building, set default to allow edible
- Reaching 50% of a foreign tribe’s prosperity increases discovery level
- Decreased threshold for discovering foreign tribe name to 1
- Changed harvest from true/false to probability of harvest
- Probability of harvest reduced by each harvest attempt
- Harvest successful no longer affects object’s harvest rate
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