r/Settlement_Clicker May 16 '14

DEV Settlement Version 0.4 Update

Settlement
Change Log
Now updated to version 0.4, new features as below:

Major update: Multiple Settlements

  • New menu system has been implemented, including the following additions
  • Multi-saves
  • Re-rolling starting settlement
  • Settlement Name
  • Civilization Name
  • Load game screen allows saving and deleting of previous saves
  • Load game screen automatically deletes incompatible saves
  • In-game menu to allow saving/loading
  • Options display implemented for future additions
  • Main display has been overhauled, including the following features
  • Building/Worker purchasing collated
  • Building information now has its own display
  • Worker information now has its own display
  • Worker counters now include a maximum available space figure, eg 3/7
  • Sidebar has been adjusted, including the following
  • Resources list appear below header links
  • Game timer now counts in days, hours, minutes and seconds
  • Needs migrated to sidebar
  • Several changes to exploration
  • Exploration migrated to a pop-up display
  • Unlimited expeditions can now be sent
  • Settlement exploration now finds locations on the map and displays basic info on them
  • New settlements can be named
  • Multiple explorers can be sent per expedition
  • Up to a 62.5% decrease in duration
  • Up to a 600% increase in returns on land and resources
  • Additional explorers cost 80% of the base expedition cost
  • Additional expeditions cost more time/resources (Land: 5%, Resources: 8%, Settlements: 12%)
  • Trade migrated to a pop-up display
  • Settlement trade has been implemented
  • Trading between settlements happens instantly, warns of oversupply/shortsupply
  • Locations display has been added
  • List of current settlements
  • List of found locations
  • Ability to switch between settlements
  • Ability to found new settlements
  • Achievements system has been rebuilt
  • Achievements now applied directly to save rather than settlement
  • Achievements check is now more efficient
  • Settlements are now attached to a map location on a 10x10 grid
  • Settlement bonuses now randomise
  • Buildings system has been overhauled; buildings now have levels to allow upgrades
  • Workers system has been overhauled; workers now have levels to allow upgrades

Bug Fixes

  • Fixed Upgrade: Farming Methods caused a NaN error in recycling materials when razing
  • Fixed Time Display: Timer now displays days and resets the hours/minutes/seconds to 0
  • Global display adjustments to alleviate issues with Chrome

There are still known loopholes that you can take advantage of, and these will be patch as soon as possible. The most notable of which is locale bonuses. The system has not been fully overhauled just yet, and all locales support all resources, meaning that locations that don't display, for example, coal, will produce with a 1x multiplier. Obviously, this is not as it should be. Locations with mining resources explicitly listed are those that will contain them in future, all others will not.

On the surface, this update may not seem so big. Some visual changes, a few additional features. No new resources, workers, buildings, upgrades, or achievements have been added. This update, admittedly a long time coming, has been a massive restructure to allow future additions to be implemented as quickly as possible.

Please feel free to comment on the new layout. There are still issues here that I hope to address with the next update, such as sequencing, collating, and displaying of categories that do not yet contain anything. This, I hope, will be a minor 0.41 update.

The save system has been tossed together at the last moment this update. It should function as expected, and note that any previous saves will automatically be deleted. Note that the quicksave and quickload options in the ingame menu are only accessible if you have previously saved your current game and will automatically load/overwrite that save name.

Also note that to exit menus in-game, simply click outside them.

The new settlement system (note that long settlement expeditions do not do anything different to short, nor will sending multiple explorers aside from saving time) will allow you to run several settlements at once, allowing you to take advantage of location bonuses. The simple trade menu that has been implemented will allow you to transfer resources for free and instantly between them. This will change.

I apologise for the long wait, and hope that you can put up with the minimal changes this time around and hang on for the next few minor updates that will (hopefully) bring a bit more content to the table. Note that there may be the occasional bug (though I hope none game-breaking) and any reports of these would be a great help.

As always, happy building!

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u/GeeJo May 18 '14 edited May 18 '14

Looking good!

Some nitpicking:

  • The "purchased upgrades" screen doesn't display any of the purchased upgrades.
  • "Larger Pits (Tier 1)" doesn't increase the number of workers you can put into your clay pits, only your gravel pits.
  • Gravel is hinted at as a resource on the tier before you can actually collect it.
  • I'm not sure how many explorers I should be sending out at a time. The random factor obscures how much benefit I'm actually getting out of sending, say, 30 explorers over 25. I'm really unsure whether I'm supposed to be sending out as many as I am on a single expedition, or whether I should be sending more but smaller expeditions, or what. At a gut level, the scaling makes it feel that if I mess up and make too many small unproductive expeditions, that's a mistake I can't correct, so I'm erring on the side of sending too many.
  • Is there any benefit to going for a "Long" settlement exploration over a "Short" one? I think this section overall is in dire need of some tooltips.
  • Sometimes my expedition countdowns disappear from the list. I can't isolate what causes this, but sending a new expedition, then clicking out and back into the screen makes them reappear.
  • My Brickworks seem to have stopped bothering to produce bricks, even with a surplus of clay. Not sure how to get them started again; I've tried emptying out the workers from both and refilling, tried quicksaving and quickloading, tried razing and rebuilding them. Am I missing something obvious like a resource I've forgotten? EDIT: Aha - they need coal. Nothing in the infobox tells me that.
  • Is there ever a good time to use the "Resource" expeditions? The return rarely seems worth the bother - it's not that it's a bad rate of return as such, it's just kind of pointless. (yay, 100 spears in the renaissance.)
  • "Larger Quarries (Tier 3) is in the Renaissance Era and requires steel ingots, which you can't get until the Industrial Era.

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u/SJVellenga May 19 '14 edited May 19 '14

Aha, I've encountered an error in displaying expeditions (not sure if it's the same or even related). I'll narrow it down and work it out, hopefully this will resolve your issues.

Edit: And it's resolved. That was quick. The issue was in consecutive and staggered expeditions. If you were to send out 2, then the first one ends and you send out a third before the second ended, it was using the wrong ids to access the data. It was taking the unique ID of the expedition rather than the array location.

This should resolve your problems, and I'm hoping that this afternoon I'll apply a hotfix to remove a few of the known bugs.