Version 0.1.0

The pre-alpha update was released to patrons only on the 9th November 2016.

see the development blog post for more information

* New biomes and cliff types
* New water types, water depths and water freezing
* Swimming

see the development blog post for more information

* High walls, roofs and windows
* Wall attachment system
* Furniture as items and furniture crafting
* Turning, flipping and moving of furniture
* Reworked wind (has an intensity and can come from different directions)

see the development blog post for more information

* Many new crops
* Changed crop requirements
* Changes how seeds work
* Reworked ground properties (wetness, eutrophy, windbreak and plant density)
* Reworked plant growth, harvest and composting
* New grass types with hay and straw to produce

see the development blog post for more information

* Reworked trees and new tree types
* Sawmills, logs and planks
* Bark, leaves and resin
* Tree planting and harvest
* Crafting system and interface
* Trading system rework
* Item sorting

see the development blog post for more information

* Map generation
* Map zones (e.g. forest, meadow etc.)
* Many new objects and items
* Scenario modding
* Map progression (map changes over time)
* Ropes, ladders and stairs
* New fish types

see the development blog post for more information

## Changes from the unreleased version 0.0.18 to 0.1.0

### Highlights

* Instead of having two versions of the game (one free and one for patrons), there is only one version available, but the new, patron-only feature is only available when a patron code was entered in the game. This patron feature will get available for everyone with the next version then, which also introduces a new patron-only feature (and so on). Click on the "P" at the top right and then on the lock symbol. The patron code is available in a blog post over at my Patreon campaign. Thanks for the support! :3
* I implemented the game's new tutorial as a cross of introduction, quests and reference book. It's accessible by clicking on the blue book at the screen's top. The visual style doesn't match with the rest of the game, because I wanted to try something new and likely I'm going to adapt old interfaces to the new style at some point (or to something entirely else...). Anyway, the "tutorial" isn't a boring wall of text anymore, but a kind of questline divided into broad categories with "Knowledge" as reward.
* Knowledge (the reward for solving challenges) can be used to improve your character by upgrading so-called character improvements up to level 3. There are several improvements available, like lowering the movement speed penalty when walking on slowing grounds like high grass, increasing the inventory size and more.
* Challenges aren't the only way to acquire knowledge. It can be also acquired by reading furniture blueprints, crafting patterns or books which are found in the world. There are also special books which increase one of the character improvements directly by one level, but they are very, very rare. Reading a blueprint, crafting pattern or book of any kind will add knowledge based on the item's quality.
* You can hold the hammer-axe for a second to charge it up (a "!" appears): the hit will make 20x more damage with an 25x increased stamina cost.
* There is a new outdoor floor type called "Neutralize Floor" which allows to reset some floor types (especially indoor ones) to the original base type (e.g. grass).
* You don't get stuck anymore while drowning. The movement is slowed down extremely though, so swimming against the flow is impossible.
* There is a block of dynamite available in the building menu which costs 5 dynamite items (available from the Hawker). The dynamite block is a good method to clear an area, but expensive.
* When loading a savegame with a new version of Orcish Inn, a backup of the savegame is made (make one manually for this version anyway, because who knows!).

### Changes

* ADDED small skull piles and bones to the rocky biome item spawn
* ADDED a hint appearing in the building menu, informing that you can double click on furniture icons (disappears if done at least once)
* ADDED pigeon feather as cost to crafting all sorts of beddings in the loom
* ADDED a Hawker post near the player's spawn during map generation

* CHANGED fishing so moving the swimmer won't produce splash effects anymore
* CHANGED sleeping: you can only sleep during dusk and night and you will continue to sleep until the stamina is full or it's getting midday
* CHANGED the descriptions of seeds so they now state their "seed base drop chance", which is the chance that they drop seeds when harvested (which is weighted by the planted seed's quality)
* CHANGED some of the items which were given to the player at the start so they are now either objectives or rewards in the new tutorial challenge book
* CHANGED that pressing ESC won't open the main menu anymore, instead it will hide the current interface (inventory, building menu, hub book etc.) or unselect the selected object
* CHANGED the conditions when walls are displayed with full height and when lowered: this should make building easier and strolling around rooms more... room-y
* CHANGED the availability of the "wooden fence" so it's available from the start (the hawker doesn't sell the respective blueprint anymore)
* CHANGED the emitted windbreak of the "thatch fence" with the "wooden fence", so the thatch fence is the better and more expensive one now
* CHANGED the icon of the item sorting button (ascending/descending sort) in the inventory to make it more clear that it's not a button to turn inventory pages
* CHANGED (removed) the fiber requirement of crafting straw beddings in the loom and added pigeon feathers instead
* CHANGED brewing recipes so they are automatically attached when a production machine (like a malt box) is built
* CHANGED objects which can be "owned" (like the Hawker post or the tavern sign) so they get automatically owned when placed
* CHANGED the Hawker's flue item, so you get moved to the currently owned trader post, if the place in front of it isn't blocked (so Merric doesn't get stuck again)
* CHANGED the plant info so plants which reproduce crops state the amount of days until they can be harvested again when hovering over the plant while the reaping hook is selected

* BALANCED (decreased) the amount of food pigeons eat
* BALANCED the weather system, making it less likely to get stuck in a loop of bad ones
* BALANCED (decreased) the stamina regain for fishing by 30% and increased the stamina regain for catching a fish by 100% (to encourage actual catching)
* BALANCED (decreased) the duration of the euphoric buff applied after catching a fish, but increased its effect adequately
* BALANCED (decreased) optimal windbreak for hop from 2 to 1
* BALANCED (increased) the amount of straw per cereal crop (via bale) from 1 to 10
* BALANCED (reduced) the windbreak emitted from walls from 3 to 2
* BALANCED (removed) seeds given at start, but increased the amount of seeds initially available at the hawker
* BALANCED (lowered) the drop chance of green peppers
* BALANCED (increased) the hit points of underground crops like sugar beets
* BALANCED (decreased) the hit points of cotton plants
* BALANCED (increased) the restored hunger of the following foods: fried egg, raw clam, cooked clam, all mushrooms (boletus is yummy yummy now!) and all the fish
* BALANCED (increased) size of fish on average
* BALANCED (increased) the amount of nails initially available from the Hawker from 100 to 500
* BALANCED (increased) the amount of nails restocked by the Hawker from 50-150 to 200-300
* BALANCED the customer pathfinding valuation of civilized floor types (like dirt paths) and water, so customers keep staying on paths more likely
* BALANCED (reduced) the price of beer when sold to the Hawker
* BALANCED (reduced) the quality of blueprints available from the Hawker to 1 (because they reward knowledge now)
* BALANCED (increased) the amount of leaves dropped from hedges, bushes and piles of leaves
* BALANCED repairing so plants can't be repaired anymore to increase the harvested crop's quality
* BALANCED (decreased) the tavern comfort and dorm comfort of vases with skulls
* BALANCED (increased) the tavern comfort of mirrors
* BALANCED (removed) the dorm comfort of beds and made the tavern comfort decrease weaker
* BALANCED (decreased) the chance that music disks get scratched
* BALANCED (decreased) the cost of skulls for a vase of skulls from 5 to 3
* BALANCED (decreased) the chance of spawning limestone boulders via waves
* BALANCED (increased) the chance of spawning big clams via waves

* FIXED a bug where no quality was selected and therefore items couldn't be transferred or thrown away
* FIXED being able to brawl while sleeping
* FIXED being able to switch tools and destroy the bed while sleeping
* FIXED a bug where fishing at longer ranges didn't worked because the originally caught fish was swimming away while getting the float back
* FIXED a crash when destroying bridges
* FIXED not being able to cut grass below an object
* FIXED an issue where doors weren't displayed when walking through
* FIXED a bug where it was possible to sleep during midday
* FIXED the plant texture glitch of Scholar's Fire
* FIXED jumping plant textures in the moment of planting
* FIXED a bug where pigeon eggs couldn't be made into fried eggs in the furnace
* FIXED clams floating above player
* FIXED missing crafting pattern assignment related to beddings (and regarding clothes dryer, loom etc.)
* FIXED a crash on saving
* FIXED a crash while setting bed prices in the hub book and having a tent on the map
* FIXED a crash occurring during building objects
* FIXED a crash when wrapping up items on a postage desk and multiple letters were on the desk
* FIXED a crash when a pigeon died while not being bound to a sleeping box
* FIXED some wrong text highlights in some toolbar tooltips
* FIXED a bunch of typos and outdated, misleading texts
* FIXED a crash when eating candy
* FIXED a bug where other objects or their menu (like the one for 'pausing' storages) could be interacted with while another interface was on top
* FIXED a display issue where the cutting machine didn't showed "beddings" as input for crafting bandages, but "ragged bedding"
* FIXED the way the required cost is shown in the building menu (numbers were swapped, it's now "available/required")
* FIXED a bunch of outdated furniture icons (the ones of vases, for example)
* FIXED a bug where changing the flavor in a beer's recipe from something to none still produced beer with that flavor
* FIXED a bug where customers got angry when they didn't had a nightstand in the bedroom
* FIXED a bug where negative changes to the trading rates (e.g. through effects like the infection) could lead to better sell prices (and vice versa)
* FIXED a bug where the quality of the beer didn't affected the beer's selling price (when sold to customers)
* FIXED a bug where "not enough reputation" was shown when actually the social rank was too low
* FIXED a bug where plants did grow one day longer than originally planned
* FIXED a display bug where the days stated until harvest were wrong
* FIXED a bug where the Pumpking Halloween Event spawned pumpkins on non solid surfaces like water
* FIXED placing stairs on waterfalls