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Update to 0.4.5

Download the Demo: https://magetec.itch.io/roots-of-a-kingdom-kickstarter-demo

What's new in 0.4.5

  • Animal companions: tame a stray dog and it follows its gnome, barks
    when enemies approach and helps soldiers hunt; it eats meat or dog biscuits
    from the kitchen. Tame cats and honey badgers keep the nearest field (crops
    around them grow 20 % faster); cats catch mice there, honey badgers eat
    honey. Cats come in several coat colours.
  • Livestock: the armadillo (plates for armour) replaces the pangolin,
    the swamp dragon looks like a bearded dragon, bears cannot be tamed.
    Animals walk in stages with their own pace and short rests.
  • Beekeeping, compost, mushroom cellar: beehives turn nectar plants and
    orchards into honey and wax and pollinate nearby crops; the compost heap
    turns waste into fertiliser (+30 % growth); mushrooms grow under a roof
    regardless of temperature.

  • Lift: a shaft block like a staircase, four times faster than stairs;
    pathfinding prefers it.

  • Expeditions report daily events (camp, trader, ambush, storm, hunt) and
    show the loot on return.
  • Fire: sparks from fire workshops first make wood smoulder (early
    warning); the fire post keeps a bucket brigade ready within 12 tiles.
  • Sickness: herbal tea cures illness, the infirmary triples recovery.
    Starving gnomes eat raw crops, eggs or meat.

Colony management

  • Warnings window with badge: missing beds, low food and drink, hunger,
    naked, idle or sick gnomes; a click jumps to the ones affected.
  • "Why is nobody working?": the idle reason knows schedule, clothing and
    missing material; construction sites name the missing part and its chain.
  • Stockpiles: filter templates, low/normal/high priority, crates and
    barrels for bulk goods, expandable goods list with locations and demand.
  • Workshops: pause and resume, recipe search, only unlocked recipes,
    "until X" counts all quality tiers, automatic orders accept any material.
  • Undo (Ctrl+Z) for the last designation, Urgent tool (U), schedule
    templates (early/late/night shift), sortable population window, own room
    claimed automatically.
  • Hauling in batches (hand 3, wheelbarrow 10); levels count towards haul
    distance.

Interface and looks

  • Analysis views (I): room value, light, reachability, fire risk.
  • Camera follows a gnome (G), camera bookmarks per level, pinned goods with
    trend and days left, event log with 120 entries, danger autosave before
    raids and the dragon.
  • Speech bubbles, portraits, banner colour with coat of arms, scaffolding and
    cracks while building and digging, floating yield numbers, hover outlines,
    ripples on water, light and sight range when placing torches and guard
    posts.
  • New animated sprites for wolf, golem, cave insect, giant spider and all
    livestock; own sprites for the sunflower; workshop furniture in material
    colour.
  • Statistics window with six charts.