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
Get Country Life
Country Life
Live and survive, get food, dig minerals, build and sell objects.
Status | In development |
Author | u065430 |
Genre | Survival, Adventure, Role Playing, Simulation |
Tags | Crafting, Procedural Generation, Sandbox |
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