Job Recruitment Website - Recruitment portal - List of new elements in the update of V0.6 version of medieval dynasty
List of new elements in the update of V0.6 version of medieval dynasty
New content:
The new construction market booth.
New job-store manager.
A new wild animal-lynx.
The new flirting system.
A new greeting dialogue.
New dialogues of NPC in different ages.
The new cutscenes of the wedding.
20 new projects-gifts.
A new weapon-wooden crossbow.
A new type of traveling businessman, selling exotic items-gifts (appearing in a village with a pub every season).
A new function in conversation-giving gifts. (one per season)
A new function in the dialogue-the wife's reaction to the player's role state.
What's new in the conversation-the wife can provide Herold with information about collecting enough resources to complete the challenge.
A new function in the dialogue-the wife can pass on taxes and debts.
What's new in the conversation-the probability that the player's children find and send out random items.
New feature in the dialogue -NPC can point out the location of different suppliers.
New function in the dialogue -NPC can point out the location (purchase) of different farm animals.
A new function in conversation-rumor. (wife's redundant dialogue lines)
The new feature of dialogue-if the character is dirty, NPC doesn't want to talk.
LinYu's new voice.
New features-naming fields, orchards and buildings.
Twenty-six generative locations have been added to the map.
You can click the hover effect on the UI element.
The new tag in the building details allows players to view the items stored in the building.
When you improve your skill level, it will pop up to accept.
Wild boar early warning animation.
Wolf warning animation.
Repair:
If the player only has one orchard, the loading game will not assign the orchard to the barn.
NPC collects hops.
If NPC dies or is expelled from the village, family relations.
Family relationship when changed to heir.
If NPC wants to leave the village while talking to the player, NPC will leave and the player will continue to talk.
Sometimes, after getting up from the bench, NPC will stop and wait in a place next to the bench.
If there are no suitable tools in the building, NPC (AI) will work.
Set the player's feelings for his wife after marriage.
Some of the text in the button is not the right color.
Aquatic plants don't change color with the seasons.
The condition of workplace/house location is incorrectly colored.
In some cases, double-clicking does not update the visible input.
In the allocation menu, if the list is too long, some slots will be partially cut.
The job label in the task menu is incorrect.
Some soups can't quench thirst.
The status of some buildings, people and animals is not displayed.
Moving the player's wife out of the village will make the children out of control.
If the last NPC in the management list is deleted, all NPCs will be highlighted.
In the UI, there are some invisible elements that can prevent clicking around the center of the screen.
When you click the mouse to change the details tab in the building, the input does not refresh.
When selecting the management organizer, enter "Open Details" instead of "Show/Hide List".
When NPC details are turned off, the "Remove" input is not visible.
Sometimes, even if there is still room to add workers in the building, you can see the scroll bar in the building details.
Once the player already owns the house, the house change button will not disappear.
When selecting an NPC position, returning to the previous selection in the NPC task will cause the preferred skill not to be highlighted.
If the skill is at the highest level, the input to increase the level is still visible.
The building state will not be updated with the increase or decrease of work intensity.
Marrying an NPC in the player's village will pop up a message about the new villagers.
The radial menu is constantly updated, not constantly changing. (Warning: This may cause a significant decrease in fps, for example, during seed selection)
Unassigning animals or NPCs from the building will not refresh the building status.
The background of the accept and slider pop-up windows will not fill the whole screen.
Even if there are no items to transfer, you can see the button for transferring to the installation.
Even if there are no items to transfer, the input of the transfer stack is visible.
When the player selects the dialogue option with the mouse, the option will flash.
Pressing "tab" when accepting skills or removing/relocating NPC families will cause the entire UI to close instead of accepting pop-ups.
When moving from the main part of the menu to the sub-part, the cursor in the radial menu will jump around.
The NPC icon on the map in the management window has become thinner.
When the output of an article exceeds 180 pieces per hour, the skill points gained by workers will decrease.
When the output of a project exceeds 180 pieces per hour, the less resources are collected from the store.
When nearby players are afraid, rabbits will change their behavior.
When the rabbit escaped, the speed was set incorrectly.
Wolves and wild boars run too fast when chasing players.
In the standing attack animation, the bear didn't hit the player.
Cocks are too noisy and often crow.
Secondary description of change and repair.
Some animal brush boxes cannot be activated.
The names of some farm animals.
There is no snow on the mountain in the background of the map.
In the cave, the model is loaded too late, resulting in obvious holes in the terrain.
Sleeping at the end of the season will trigger a double change in the season.
Calculation error of falling injury.
Update:
Animals will now try to warn players before attacking, and unless players attack them or get too close, they have a chance to escape.
If the player escapes into the building when being chased, the animal will break away and return to the starting position.
If the player attacks the animal when he leaves, the animal will attack again and follow the player into the building.
Animals will no longer attack players in buildings unless they are provoked.
It changes the way of hit detection when animals attack.
The escape behavior of the wolf frightened by the torch.
Improved hair shader.
Improved three-dimensional model of wooden shed.
"Many changes have taken place in the vegetation and coastline of lakes and rivers."
Some locations generated on the map have been moved to other locations.
Some generated locations on the map have new items.
Each village can recruit up to 3 NPCs.
The improved NPC can prevent other NPCs from sitting, talking and working on the workbench.
Players can chat with their wives at night.
Players can talk to children.
Improved NPC rotation when sitting and working on the workbench.
NPC can change its activities in the morning.
NPC can cut crops in the field with a sickle.
Farmers need tools to work in the fields.
The tools (hand-held) used by NPC are exactly the same as when the building is taken out of the warehouse.
The NPC in the neighboring village died of old age.
In the neighboring villages, with the passage of time, new families appeared.
Reset NPC dialog box parameters after switching to heir.
If the player's wife's goodwill drops to zero, then the wife (who has no adult children) will leave the village.
When the player starts to interact with the workbench, the workbench will now light up automatically (furnace, forging, grate).
The possibility of building outside the available map area has been blocked.
Villagers only need food and wood during working hours (8:00- 18:00). (10 hour instead of 24 hours)
The display range of wood values has been changed from 0- 1 to 0- 100.
Throwing spears now only pierces fish.
Projectile damage equation-damage should be more consistent now.
Recruiters no longer need approval. They only need the corresponding level of dynasty prestige.
Removed the challenge of "loyalty to the crown".
Names of fields and orchards visible in the interaction.
Improved readability of building selection in technology list.
Increased the number of objects displayed in the list of village management windows.
Increases the width of the detail window of the selected object in the village management menu.
The productivity and consumption rate parameters show daily values instead of hourly values.
The production tab in the building details now shows a summary of production and demand.
Improved the display of residents' skills in the details window.
Residents in the management window highlight the currently developed skills.
Show more status in the village management window.
In the field/orchard management, the basic card now shows the actual field/orchard status, and there is another tab for setting what NPC should plant in the field.
There is an extra warning for fields too far from the barn.
When choosing a career for NPC, the required skills will be displayed.
The player icon on the map in the village management window has an extra flashing animation.
Visualization improvement of skill list.
Visualization improvement of project list.
HUD and animation of poison stripes in inventory.
The titles of some management windows have changed.
Change the transaction/transfer color of the selected item to match the appearance of the Inventory tab.
Reorder the parameters on the map-temperature, hour, season, year.
Now the production capacity changes every 1% instead of 5%.
Holding down the mouse and clicking the "Add/Decrease" button in the "Building Output" tab will increase/decrease productivity.
Displays the correct storage location and price of the selected item in the inventory in the details of the item.
Displays the project capacity of the selected project in the inventory in the project details.
Better click ability of technical solutions.
Displays the number of tasks in the log list.
In the dialogue interface, the arrow will now indicate whether NPC's goodwill will decline after the season change and the speed of decline.
During the distribution, if the player clicks on the previously selected position, it will now return to that selection.
When the player wants to improve the unlocked skill level or the player does not have the required skill points, the notification is added.
If there are no workers/residents in the building, the numbers will be hidden in the circular menu.
If there are no items in stock or during transfer/transaction, you can see the text "None".
Some projects are statistically balanced.
If there are no items instead of being hidden, the item description is now blank.
Updated conversation icon.
Changes in technical requirements.
Removing NPCs from villages or changing houses for people will display a list containing the details of these NPCs.
Double-clicking the button on the talent tree will increase the selected skill level.
In the player's statistical UI, the comma of HP, food and water is accurate to one number.
The demand for wood depends on the season. In summer, the demand for wood decreases by 50% and increases by 50% in winter.
Scroll tutorial messages.
Items with no edible value (such as flour and seeds). ) will now be stored in the resource store instead of the food store.
When players don't talk to them, every NPC will lose its feeling over time.
Turn lovely skills into inspiring speeches on the diplomatic tree.
The name of tax optimization skill was changed to creative accounting.
The working way of "empathy" skills.
The process of trying to eat babies has been improved.
IK behavior at low FPS.
IK update of various animals and NPCs.
The moving speed and animation of rabbits, wolves and deer.
Russian.
The language of Germany.
Hungarian.
Japanese.
Spanish.
Portuguese.
Polish.
Optimization of production system.
Save file size optimization.
Increase building restrictions.
The knowledge label has been updated.
Slight changes in the description of map keys.
The description of some craft wheels has been slightly changed.
(End)
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