Hello Elders!
I hope you are successfully fighting all the Heat events that the Domains have decided to throw at us these days!
This version brings some small balance changes, but they should especially help players that are struggling to find folks in their games. Also, double cats!
I also have news on the porting of the DLC: today the GoG version should be available, and the Switch version should be up next week! Enjoy!
Have fun,
Michele
V 1.10.4 Balance: Events
Basic Folk events that add new Folk to the village will now appear even if the relative Presence event has not appeared, provided you built at least one dwelling that can house the folks
Having resources to lure folks now increases chance for related events by x3 instead of x1
A cat joins: Renamed to Cats Join. Threat Max from 4 to 5. Now appears with 2 Cats. Now requires 10 Meat White for this to appear, and consumes 10 meat. Now is a Unique event
Nature's Ally: Threat Max from 4 to 5
Mercenary Dwarf: Threat Max from 4 to 5
Poison Ivy: Reduced hit Pips threat multiplier from 10% to 5%
Tax Collector VIP now produces 30 Coins per day instead of 10
Stonemason's Guild: Now appears only if you have at least one Stonemason in the village
Balance: Epeditions
Party in the Woods: Can now return with a Watcher, or a Serial Killer
Buy building materials: Reduced Stone from 10 to 5. Now also returns with 1 Tool at 100% chance
Patrol the forest: Now does not require the Watcher to be in the village for this to appear. Can now return with 1 Tool. Reduced maximum Gem generation from 20 to 15
Send an explorer out: Increased chance to get at least some Exotic resources
Explore the depths of the forest: Increased chance to get at least some Exotic resources. Added Malaria chance.
Send a mounted squad: Increased chance to get at least some Exotic resources.
Explore the Jungle: Increased chance to get at least some Exotic resources.
Venture into the jungle: Increased chance to get Exotic output
Investigate strange deaths: Increased chance to get at least some Exotic resources.
Exile yourself: Now requires an Expedition building
UX
Made the "You are going to fail this achievement if you pass the turn" warning more obvious
Improved preview of buildings in the research tree with correct jobs and output resources
Improved Pip icons on dwellings and research to show the correct race/class combo
Improved research tree arrow coloring
Bugfixes
Wanna: Fixed producing physical resources in 2 or more turns not triggering the achievement
Fixed being able to still produce output using buildings that require no Pips while performing a secondary action
Fixed bug with some resource modifiers remaining visible even if the Pip has been removed from the village
Fixed Pips during cutscenes traveling from expeditions back to the game
Fixed bug with traveling merchants dying to a landslide causing death maluses in your village without a way to remove it
Fixed bug with Wood for Research boon not showing the added value if you produced the exact amount of knowledge to research the new building
Fixed some events stopping the music until you pass the turn again
Fixed some trait maluses not disappearing in the UI when a Pip is sent in exile
Fixed having a Cat or Dog VIP making Pips naked in some UI elements
Darwin: Fixed Dwarven Clinic not being able to appear at all
Darwin: Fixed some buildings being able to appear even if the Key building is not present
Fixed optimized terrains not showing Jungle correctly
Fixed nullreference with the expedition details hint if you do not have Trade Secrets
Fixed bug with Experimental Stick messing with wood UI if resources are too slow
Fixed some minor UI bugs with the research tree
Fixed missing some minor UI elements