Old versions


1.5

- New food management: you can now choose which food to consume, and each food has a different nutritional value.

- New feature: contextual menu. Right clicking on the player opens a list of buttons for quick access to common actions.

- New resources: wild fruit plants: blueberries, raspberries, strawberries, apples. The hotter the days, the faster they ripen. Be careful: if not picked, the fruit will rot after some time!

- New resources: cooked meat, cooked fish, flour, bread.

- Skill management has been implemented. With each action, the corresponding skill level increases, improving future work performance.

- If the required resources for crafting are not in the inventory, they are searched for on the surrounding ground.

- Multi-turn tasks show a progress bar.

- Work in laboratories takes up more of the player's time.

- Rocks that block movement can be removed ('d'), providing stones.

- Material prices were excessively high. They've been reduced by a factor of 10, and silver coins have been introduced (1 gold = 10 silver).

- Resources can also be collected from nearby tiles (using 'n').

- After speaking with an NPC, their name will appear above the character, indicating they are now recognizable.

- If you're close to several NPCs, you have to select which one to talk to ('k').

- The lower buttons have been resized to give more space to the screen's content.

- In the activities page, action buttons have been grouped by type.

Previous version

After years of silence, the development of Country Life resumes. Many new features, and a lot of bug fixing:

- When you approach the entrance of a building (not belonging to the player), you automatically go inside and can start trading.

- In the agriculture section, a message appears if you can't plant or work the soil.

- Optimized the visibility algorithm for cells blocked by obstacles

- Working the terrain requires a shovel

- Fences can only be demolished if they belong to the player.

- The working tile is indicated (e.g., digging or tree cutting).

- In scenario 2 (Alien Invasion), the alien landing zone is indicated with a pink rectangle on the minimap.

- The interaction with village inhabitants has been improved. They now have names, provide information about the village, and can purchase the goods they need.

- The player has a house with a different design, and the interior can be used for various activities, including storing resources.

- New page: the weather history of the last 20 days. Useful for predicting upcoming days (important for farming)

- Sleeping outside the house only restores 25% of fatigue. Sleeping inside but not in bed restores 50%, sleeping in bed restores 100%.

- Improved the graphics of some tiles.

- When the player moves behind large tiles (trees, building roofs), player is shown only as a silhouette.

- Upgraded the visual design of villages.

- Mouse usage is now enabled on the load/save page, with the option to remove existing saves.

- When an action requires a direction, pressing Esc cancels the operation.

- Clay can only be found in the soil 

- Inventory shows the tool wielded

- New mineral: rock salt

- New resources: salt (for preserve food)

- The weather is no longer variable on an annual basis, but is variable from hot to cold in a 

  gradual random transition. This paves the way to the skill on weather forecasting, very important for farming

- First release of the caves. You can discover minerals in caves that are ready to be harvested.

- Unfortunately, saves from previous versions are not compatible.

Bug fix:

- In the 'more villages' scenario, the player does not own a house.

- After exiting map creation, the main menu does not appear.

- From the processing page, the ESC key activates an incorrect selection.

- Fixed the temperature calculation.

- Lots of bug fixes.

Files

CLife_1v5.zip 5.8 MB
69 days ago

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