Translations for our friends around the world.

Author Topic: Dawn of Man  (Read 17519 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #15 on: April 30, 2019, 12:24:16 PM »
Version 1.0.8 released
Dawn of Man - martiņo

This is a small update with various fixes before we release the large spiritual content update next week.


Changelog

- There is now an unlimited number of hardcore savegame slots available (but still one per game you start).
- Activity and tasks panels now refresh in real time.
- Game can now handle several modal panels at once, this fixes crashes in some community scenarios.
- Making sure that people that join settlement don't change outfit/skin/hair colors.
- Fixed issue with progress bars in Knowledge Progress panel not displaying properly sometimes.
- Stability fixes.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #16 on: May 06, 2019, 12:13:24 PM »
Version 1.1.0 released | Spiritual content update
6 May @ 9:32am - martiņo   



This is the first free content update for Dawn of Man (we expect to release a few of these every two months or so).

It focuses on spiritual and prestige structures for the Bronze and Iron Ages.



FULL LIST OF CHANGES

NEW STRUCTURES

Cairn

The ultimate megalithic structure, made of megaliths and a ton of rocks, it's the structure that provides the highest amount of prestige and morale recovery.

Cairn

Community Created Artwork for Dawn of Man
By: Tucho
A megalithic complex built with rocks of various sizes. It greatly increases your settlement's prestige and provides a boost for your people's Morale



Banner

Iron Age structure to make your settlement look cooler and stronger, has a few variants too.

Banner

Community Created Artwork for Dawn of Man
By: Tucho
A symbol of a settlement's power. Your people can use it to recover morale

Banner

Community Created Artwork for Dawn of Man
By: Tucho
A symbol of a settlement's power. Your people can use it to recover morale

Banner

Community Created Artwork for Dawn of Man
By: Tucho
A symbol of a settlement's power. Your people can use it to recover morale



Statue

Bronze Age prestige structure, with a few variants to make your settlement more interesting and help recover morale.

Statue

Community Created Artwork for Dawn of Man
By: Tucho
A carved standing Megalith. Your people can use it to recover morale

Statue

Community Created Artwork for Dawn of Man
By: Tucho
A carved standing Megalith. Your people can use it to recover morale

Statue

Community Created Artwork for Dawn of Man
By: Tucho
A carved standing Megalith. Your people can use it to recover morale



NEW TOOL

Fish Trap

The most advanced fishing tool, with a 4 star rating.

Fish Trap

Community Created Artwork for Dawn of Man
By: Tucho
Extremely effective fishing tool used to catch almost any kind of fish.



NEW TECHS

Netting
Allows the crafting of Fish Traps.

Sculpting
Allows the construction of Statues.

Complex Megalithism
Allows the construction of Cairns.


NEW MUSIC TRACKS

Added 3 new music tracks.


IMPROVED MILESTONES

Improved milestone UI.
Improved milestone cameras, that now focus on relevant structures.
New milestone sounds and more epic music.

New milestones for Continental Dawn scenario:
- Milestone Domestication: requires 10 Goats and 10 Sheep.
- Milestone The Secret of Steel: requires 20 units of Steel to be produced.
- Milestone Iron Settlement: requires 150 people and a Cairn.


NEW ACHIEVEMENTS

Prestigious: Reach 1000 prestige.
Stone Prestige: Reach 900 prestige in the Stone Age
Megalith Madness: Build a Menhir, Dolmen, Stone Circle, Statue and Cairn in the same game.
Challenger: Complete 1 challenge
Hyper Challenger: Complete all 4 challenges.
Ultimate Challenger: Complete all 4 challenges in hardcore mode.


MISC

You can now choose a building variant when placing it by pressing "V".
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #17 on: May 13, 2019, 01:38:50 PM »
Version 1.1.1 released
13 MAY @ 10:10AM   - MARTIŅO


Another weekly update with some fixes.

Changelog

- When humans die, their resources are placed randomly around them instead of all piling in the exact same location (this also includes raiders).
- Fixed issue in automatic transport production: Trader transports were being counted when comparing to production limits.
- Fixed issue that could cause people to drop their current warm outfit in a random place before going to get a light one.
- Fixed issue that caused raider weapons to be counted as if they were owned by the player.
- Fixed rare issue with migrants getting stuck when coming to town.
- Fixed issue where for some people the game could immediately throw an "Invalid Location" message when trying to place structures or work areas.
- Code optimizations so we can upgrade the population cap in the future.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #18 on: May 24, 2019, 01:10:01 PM »
Next free content update: Combat

"We are working on a new free content update focusing on combat.
It will include shields, platforms (that can be built inside the settlement's walls to shoot at enemies), and more.

Check out some initial art/screenshots:
https://twitter.com/madrugaworks/status/1131584924224507904


Apart from adding the new structures, we are revamping the combat AI in general to make combat more fun and rewarding.

And yes, platform will have a limited capacity, so your people will have to distribute evenly across them, they won't be able to all gather in a single point.

We will also make towers more resistant and expensive, to avoid tower spamming.

All of this will have to be balanced, we will post a version to the test branch and iterate it for a while."
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #19 on: May 24, 2019, 01:10:53 PM »
Version 1.1.2 in test branch

Another update in the test branch with a bunch of improvements.

HOW TO GET THIS

- Right click on Dawn of Man in your library and select "Properties".
- Go to the "BETAS" tab.
- In the drop down select "test"

This will update your game to the latest test version.

CHANGES

AI Improvements
- AI will now feed Grain to animals if there is a large surplus of it (when compared to Straw).
- Animals and people now distribute themselves better among buildings when seeking shelter, instead of all flocking to the nearest one.

Fixes
- When a savegame is loaded, all of it's milestones are copied into the profile (this is useful when moving savegames between computers).
- When giving a command while carrying a heavy resource, the human will drop it unless the command requires it.
- When a command is given to a task that the player is already doing, the entity flashes green.
- Fixed issue that caused weapons recovered from raiders to be indestructible.
- Fixed issue allowing the player to set automatic production during tutorial when it shouldn't.
- Some improvements and additional restrictions on bridge placement.
- Fixed glitch when swapping structure variant while placing it on an invalid location.
- Savegames from workshop scenarios can now be transferred to another computer and they will still work (as long as the scenario is present).

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #20 on: June 03, 2019, 12:22:00 PM »
Version 1.1.2 released.
3 JUN @ 9:19AM   - MARTIŅO


Another update with a few fixes. Note we are also working on the next big content update, see here.


CHANGES

AI Improvements
- AI will now feed Grain to animals if there is a large surplus of it (when compared to Straw).
- Animals and people now distribute themselves better among buildings when seeking shelter, instead of all flocking to the nearest one.

Fixes
- When a savegame is loaded, all of it's milestones are copied into the profile (this is useful when moving savegames between computers).
- When giving a command while carrying a heavy resource, the human will drop it unless the command requires it.
- When a command is given to a task that the player is already doing, the entity flashes green.
- Fixed issue that caused weapons recovered from raiders to be indestructible.
- Fixed issue allowing the player to set automatic production during tutorial when it shouldn't.
- Some improvements and additional restrictions on bridge placement.
- Fixed glitch when swapping structure variant while placing it on an invalid location.
- Savegames from workshop scenarios can now be transferred to another computer and they will still work (as long as the scenario is present).
- Fixed issue where all Raiders had blonde hair and light skin color.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #21 on: June 20, 2019, 05:33:33 PM »
Combat Update live on Experimental branch
20 Jun @ 10:28am - martiņo   



The Dawn of Man combat update is now live in the experimental branch.

- This is a large content update focusing on combat, aiming to make it more balanced, realistic and fun to play. It introduces new elements like Shields and Platforms that fundamentally change how combat will play out.
- Raider AI has also been overhauled, and the existing defense structures have been rebalanced.
- Due to popular demand, we also added a new Deep Iron Mine to allow players to extract more Iron in the late game.

We are going to leave this in the branch for a couple of weeks in order to get feedback from the community and do the final balancing touches.

Give it a go and tell us what you think!

Combat Update 1

Community Created Artwork for Dawn of Man
By: martiņo

Combat Update 2

Community Created Artwork for Dawn of Man
By: martiņo

Combat Update 3

Community Created Artwork for Dawn of Man
By: martiņo


HOW TO GET THIS

- Right click on Dawn of Man in your library and select "Properties".
- Go to the "BETAS" tab.
- In the drop down select "experimental"

This will update your game to the latest experimental version (version number should be 1.2.0 in the title screen).

NOTE: We've changed the name of the branch from "test" to "experimental", remember to change this if you were using the "test" branch before


CHANGELOG

New Resources

Round Shield
A basic shield that can be used with one handed weapons to block incoming attacks.
1 Leather + 1 Log = 2 Round Shields.
Has 200 HP and a 50% chance of blocking incoming attacks.
Available from the Bronze Age onward.
Round Shield
Community Created Artwork for Dawn of Man
By: martiņo
Basic shield, made out of wood and leather.


Oval Shield
A large shield that can be used with one handed weapons to block incoming attacks.
1 Iron + 1 Log = 2 Oval Shields.
Has 400 HP and a 66% chance of blocking incoming attacks.
Available at the Iron Age.
Oval Shield
Community Created Artwork for Dawn of Man
By: martiņo
Large shield, made out of wood and iron.


New Structures

Wooden Platform
A structure, built inside the settlement's walls, so your people can shoot at raiders from it.
Wooden Platform
Community Created Artwork for Dawn of Man
By: martiņo


Reinforced Platform
A sturdier version of the Wooden Platform, can hold more people in it.
Reinforced Platform
Community Created Artwork for Dawn of Man
By: martiņo
New Reinforced Platform structure, available in Dawn of Man 1.2


Deep Iron Mine
An upgraded Iron Mine, that increases the amount of ore that can be extracted from it.
A few people from the community asked for this, as they were running out of Iron in late game.
Deep Iron Mine
Community Created Artwork for Dawn of Man
By: martiņo


New Techs

Shieldmaking
Allows the crafting of Shields in the Workshop.

Deep Mining
Allows the construction of Deep Iron Mines.


New Music
3 new music tracks.

Balance Changes
- Increased the amount of Raiders that attack your settlement from the Copper Age onward, since it is easier to defend your town now.
- Watchtowers and Guard Towers are more expensive now, but also more resistent.
- Increased amount of skins produced by domestic animals, as Leather is now in higher demand in late game.
- Slightly reduced the cost of techs in the Ancient Warriors scenario (but they are still more expensive than normal).
- Changed express evolution achievement to 6 hours instead of 5.
- Reduced Reinforced Gate cost to 1 unit of Iron.
- Slightly increased hit points of Gate, Reinforced Gate, Palisade and Wall.
- Moving netting tech to Bronze Age.
- Reduced trader prices of all animals.

Misc
- Tweaked main menu UI.
- Towers and Platforms can now be toggled off, which will cause AI to ignore them.
- Raiders now gather near the town and attack in a more coordinated manner.
- Improved Wall and Palisade selection boxes.
- Optimized rendering of small objects.
- Properly snapping materials to terrain when building a structure.
- Improvements to milestone cameras to make sure they show more relevant scenes.
- Preventing people from changing outfit when the alert is on.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #22 on: July 16, 2019, 01:59:42 AM »
Version 1.2.0 released | Combat content update
15 Jul @ 9:09am - martiņo   



This is a large content update focusing on combat, aiming to make it more balanced, realistic and fun to play.
New elements like Shields and Platforms fundamentally change how combat plays out. Raider AI has been overhauled, and the existing defense structures have been rebalanced.

The update also introduces other substantial non-combat related improvements: The Deep Iron Mine and the Megalith and Structure panels.




New Resources

Round Shield
A basic shield that can be used with one handed weapons to block incoming attacks.
1 Leather + 1 Log = 2 Round Shields.
Has 200 HP and a 50% chance of blocking incoming attacks.
Available from the Bronze Age onward.


Oval Shield
A large shield that can be used with one handed weapons to block incoming attacks.
1 Iron + 1 Log = 2 Oval Shields.
Has 400 HP and a 66% chance of blocking incoming attacks.
Available at the Iron Age.



New Structures

Wooden Platform
A structure, built inside the settlement's walls, so your people can shoot at raiders from it.


Reinforced Platform
A sturdier version of the Wooden Platform, can hold more people in it.


Deep Iron Mine
An upgraded Iron Mine, that increases the amount of ore that can be extracted from it.
This was a request from the community as people were running out of Iron in late game.



New Techs

Shieldmaking
Allows the crafting of Shields in the Workshop.

Deep Mining
Allows the construction of Deep Iron Mines.


New Music
3 new music tracks.

Quality of Life
- New Structures panel, that allows you to locate any structures you have built (especially useful for mines).
- New Megaliths panel, that allows you locate megaliths and megalithic transports.
- Management panels are now split between "Standard" and "Advanced".
- New default resource limits: Wool: 50, Dry Skin: 20, Leather: 20.

Balance Changes
- Increased the amount of Raiders that attack your settlement from the Copper Age onward, since it is easier to defend your town now.
- Watchtowers and Guard Towers are more expensive now, but also more resistant.
- Increased amount of skins produced by domestic animals, as Leather is now in higher demand in late game.
- Slightly reduced the cost of techs in the Ancient Warriors scenario (but they are still more expensive than normal).
- Changed express evolution achievement to 6 hours instead of 5.
- Reduced Reinforced Gate cost to 1 unit of Iron.
- Slightly increased hit points of Gate, Reinforced Gate, Palisade and Wall.
- Moved netting tech to Bronze Age.
- Reduced trader prices of all animals.

Misc
- Fix issue with raiders bringing outdated weapons in hardcore mode sometimes.
- Tweaked main menu UI.
- People will now abort capture tasks if very hungry, or if the animal has run too far away.
- Towers and Platforms can now be toggled off, which will cause AI to ignore them.
- Raiders now gather near the town and attack in a more coordinated manner.
- Improved Wall and Palisade selection boxes.
- Optimized rendering of small objects.
- Properly snapping materials to terrain when building a structure.
- Improvements to milestone cameras to make sure they show more relevant scenes.
- Preventing people from changing outfit when the alert is on.
- Fixed exploit where the player could save the game just before a trader arrived to get better resources.
- Fixed issues with milestones on community scenarios with uppercase names.
- Improved shadows for palisade


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #23 on: August 05, 2019, 11:41:12 PM »
Version 1.2.1 released
5 Aug @ 10:08am - martiņo

Maintenance release, while we work on the next big content update.

More details in our devlog https://twitter.com/madrugaworks

Changes

AI and Gameplay
- If a resource's condition is below 50%, then the AI will store it with very high priority.
- New default resource limits: Meat: 30, Bones: 10, Raw Skins: 10. This prevents Hunting work areas from getting overused if it's not required.

Optimizations
- Human and animal paths are now saved in savegames, this prevents the game from stuttering at the beginning sometimes when recalculating them.
- Various performance optimizations from the console version are now included, which make the game run better with high population counts.

Stability
- If the game now detects that the settings or profile are corrupted, it will reset them instead of crashing out.
- Making the game more tolerant to corrupted savegames.
- Fixed crash when clicking on enable/disable if a human was also selected.
- Preventing messages from focusing on destroyed entities


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #24 on: September 02, 2019, 07:42:49 PM »
Dawn of Man Soundtrack available.
2 SEP @ 2:29PM   - MARTIŅO

The Dawn of Man soundtrack is now available to stream or download free of charge.

Youtube
https://www.youtube.com/watch?v=jaa5r9Jcsaw&list=PLE16aMtVmNjZKSWS2ndU36h54J5GsWTIu

Soundcloud[soundcloud.com]
https://soundcloud.com/enveloop/sets/dawn-of-man-game-soundtrack

Download[madrugaworks.com]
http://madrugaworks.com/dawnofman/files/DoM_Soundtrack.zip

Track List
01 - The Dawn of Man
02 - Echoes of the Stone Age
03 - Ancient Times
04 - Desolate Winter
05 - Old Rites
06 - The Harvest
07 - Dance of the Ancestors
08 - Early Settlers
09 - Unsettling Times
10 - Winds of Change
11 - Tribal Gathering
12 - Dawn of Civilization
13 - Primitive Crafters
14 - Sacred Forest
15 - Bygone Tales
16 - Mists of Time
17 - The Founders
18 - Hunters and Gatherers
19 - Nomads
20 - Hunting Grounds
21 - Drums of War

More updates in our devlog

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #25 on: September 02, 2019, 07:43:15 PM »


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #26 on: September 04, 2019, 11:19:04 AM »
Version 1.2.2 released
4 SEP @ 9:04AM   - MARTIŅO

Maintenance release, while we work on the next big content update.
More details in our devlog https://twitter.com/madrugaworks

Changes

- Trees that are not full grown, produce less wood when cut down.
- Cut down work areas only cut down trees that are fully grown.
- Preventing structures and transports from being built where another transport is being built.
- Swordmaking and Swordmastery milestones in Ancient Warriors, now require you to produce swords, instead of just accumulating them (so you can't get them from looting the raider's weapons)
- Game now detects savegames for community scenarios that no longer exist, and prevents you from loading them.
- Stability fixes.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #27 on: September 04, 2019, 11:21:49 AM »
Version 1.3.0 in experimental branch
4 Sep @ 9:32am - martiņo   


This version adds Nomad Mode, more animals and overhauls the fauna and hunting mechanics overall.
More frequent updates in our devlog.

To get this version: Right click on Dawn of Man in your library > Properties > Betas Tab > Choose experimental branch from dropdown.


Nomad mode
In nomad mode you get no initial structures, but you get extra building materials and food.
All resources are located in your people's inventory for ease of transport.
This way you can move your people around the map before settling and choose a different location for your village.
All Freeplay scenarios are playable in nomad mode.


New animals

Cave Hyena
A medium sized predator, available in all freeplay scenarios.



Elasmotherium
An extinct genus of large rhinoceros, available in The Northlands scenario.



Muskox
A large herbivore, available in The Northlands scenario.



Feral Horse
In the Iron Age, all wild horses went extinct, and horses roaming the wild were feral instead.


New techs
Dog Training - Allows dogs to help with hunting.
Bone Polishing - Unlocks Bone Knife and Bone Sickle.

New bone tools
New bone tools make bone more useful early game, as it typically was too abundant, these include the Bone Knife and Bone Sickle

Fauna behavior overhaul
The behaviour of wild animals is now more realistic making gameplay more challenging and interesting.

- Animals defend all young around the area, not just their own offspring (this makes Wolves and Cave Lions quite a bit more aggressive).
- Animals sometimes disengage from the attacker if it runs away (unless hungry). Humans will now run away when confronted with overwhelming odds.
- Animals will now try really hard not to drink near the player's settlement.
- Animals will now react properly while drinking when attacked by other animals.
- Animals won't eat dead animals that have butcher tasks associated with them.
- Several herbivores might retaliate when attacking their herd, even in normal mode.
- Animals now target humans more often when hungry (but still prefer other animals).

Balance changes
- All outfits now take 90s to make (up from 50 or 60).
- All flint tools now take 60s to make (up from 50).
- All bone tools last for half the time and uses when compared with the equivalent flint tools.
- All animals have had their speeds, produced resources and hit points reviewed and iterated.
- Downgrading Food Dryer to 6 slots, this will force the player to build more of these, as they were too efficient before.
- Doubled the amount of time animal carcasses remain in the game.

Work Area management improvements
- Added work areas panel.
- Replaced Next/Previous work area buttons in work area options by a button to access the panel (Next/Previous work area shortcuts still work).
- Hunt work areas now display a different tooltip saying "maximum number of simultaneous tasks in this area", as the previous tooltip was wrong.

Other
- Creative mode and "The Long March" challenges are now playable from the start.
- In the Knowledge Progress Panel, structures and animals that can not be currently built/hunted are now grayed out.
- You can now select a bunch of trees with/without cutting down tasks assigned and cancel them all or cut them all down.
- Collect wild plants work area also also works for Flax now.
- When taking heavy resources to store, people will abort if very hungry or dehydrated.
- When a selected entity enters a structure, it gets deselected
- Adding butcher tasks for domestic animals that die of starvation or natural causes.
- Improved impact particle spawn positions


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #28 on: October 01, 2019, 12:45:51 AM »
Version 1.3 released | Fauna content update
Mon, 30 September 2019

This is a large content update focusing on the new Nomad Mode, more animals and overhauling the fauna and hunting mechanics overall.
More frequent updates in our devlog.




Nomad mode

In nomad mode you get no initial structures, but you get extra building materials and food.
All resources are located in your people's inventory for ease of transport.
This way you can move your people around the map before settling and choose a different location for your village.

All Freeplay scenarios are playable in nomad mode.


New animals

Cave Hyena
A medium sized predator, available in all freeplay scenarios.




Elasmotherium
An extinct genus of large rhinoceros, available in The Northlands scenario.




Muskox
A large herbivore, available in The Northlands scenario.




Feral Horse
In the Iron Age, all wild horses went extinct, and horses roaming the wild were feral instead.




New techs

Dog Training - Allows dogs to help with hunting.
Bone Polishing - Unlocks Bone Knife and Bone Sickle.

New bone tools

New bone tools make bone more useful early game, as it typically was too abundant, these include the Bone Knife and Bone Sickle

Fauna behavior overhaul

The behaviour of wild animals is now more realistic making gameplay more challenging and interesting.

- Animals defend all young around the area, not just their own offspring (this makes Wolves and Cave Lions quite a bit more aggressive).
- Animals sometimes disengage from the attacker if it runs away (unless hungry). Humans will now run away when confronted with overwhelming odds.
- Animals will now try really hard not to drink near the player's settlement.
- Animals will now react properly while drinking when attacked by other animals.
- Animals won't eat dead animals that have butcher tasks associated with them.
- Several herbivores might retaliate when attacking their herd, even in normal mode.
- Animals now target humans more often when hungry (but still prefer other animals).
- Dogs can be knocked back by large animals.

Balance changes

- All outfits now take 90s to make (up from 50 or 60).
- All flint tools now take 60s to make (up from 50).
- All bone tools last for less time and uses when compared with the equivalent flint tools.
- All animals have had their speeds, produced resources and hit points reviewed and iterated.
- Downgrading Food Dryer to 6 slots, this will force the player to build more of these, as they were too efficient before.
- Doubled the amount of time animal carcasses remain in the game.
- Cave Lions now do 35 damage (from 30).

Work Area management improvements

- Added work areas panel.
- Replaced Next/Previous work area buttons in work area options by a button to access the panel (Next/Previous work area shortcuts still work).
- Hunt work areas now display a different tooltip saying "maximum number of simultaneous tasks in this area", as the previous tooltip was wrong.

Other

- Creative mode and "The Long March" challenges are now playable from the start.
- Changed "Winter Hunt" milestone in "The Northlands" scenario to include the Elasmotherium and Muskox.
- In the Knowledge Progress Panel, structures and animals that can not be currently built/hunted are now grayed out.
- You can now select a bunch of trees with/without cutting down tasks assigned and cancel them all or cut them all down.
- Collect wild plants work area also also works for Flax now.
- When taking heavy resources to store, people will abort if very hungry or dehydrated.
- When a selected entity enters a structure, it gets deselected.
- Adding butcher tasks for domestic animals that die of starvation or natural causes.
- Improved impact particle spawn positions.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Dawn of Man
« Reply #29 on: October 10, 2019, 01:59:42 PM »
Version 1.3.1 released
Thu, 10 October 2019

Some people have been complaining about overly aggressive behaviour in some predators (especially Cave Hyenas). In this version we are trying to fix this issue while keeping a good level of challenge in the game.

Fauna Tweaks
- Packs of the same type of animal are now be better distributed around the map. This will make the experience while playing the game the game more predictable and fair.
- Cave Hyena packs can now have a maximum of 5 adults and 4 young (before it was 6 adults and 3 young).
- When raider animals make a kill, they might stop actively chasing people in the town, and will only continue fighting if engaged in combat already.

Misc
- Limiting global stats in the title stats window to the last 7 days.
- Sanity checking stats more before uploading them.
- Fixed missing description for Bone Polishing tech.
- Better placement of resources in buildings under construction.
- Fixed a couple of rare crashes.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Tags:
     

    Attack at Dawn: North Africa

    Started by Asid

    Replies: 4
    Views: 2512
    Last post August 28, 2022, 04:15:47 PM
    by Asid
    Dawn of War III

    Started by Asid

    Replies: 1
    Views: 3187
    Last post May 04, 2016, 04:33:46 AM
    by Stardog765
    Dangerous Waters Spiral Bound Manual

    Started by Stardog765

    Replies: 2
    Views: 3814
    Last post October 14, 2016, 11:58:34 PM
    by Asid
    Sengoku Jidai: Mandate of Heaven

    Started by Asid

    Replies: 1
    Views: 3837
    Last post November 04, 2016, 01:14:24 PM
    by Asid
    Attack at Dawn: Stalingrad

    Started by Asid

    Replies: 0
    Views: 489
    Last post April 15, 2023, 11:03:12 PM
    by Asid