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