Моды:Colonial Charter: The Forge Awakens - новый тип ландшафта и возможность строить города на воде, изменения в металлургии и строительстве, колониальная хартия, добавлены новые предметы роскоши и ресурсы для них. И, как всегда, много новых интересных построек.
Newmedievaltown - средневековый стиль зданий и декора.
CC 1.06 Russian - русификатор для данных модов.
GENERAL
- Bug-fixing
- Poly Count Optimizations to reduce file size, improve performance, at certain buildings and trees
- Updated foliage animations - CC added plants swaying in the wind, seasonal changes of leaves
- Ambient Occlusion (AO) - better appearance of lights, snow and weather etc.
- Upgraded Building models and improved Textures
- Updated Roadbound items, Audio Effects, Colors etc.
- Improved Description text strings
- Code for new features, UI etc. available for translators
- and many more...
RE-BALANCED RESOURCES and REQUIREMENTS
- Residential Buildings construction requirements
- Industry Buildings construction requirements
- Quay and Docks Buildings construction requirements
- All capacities and work times freshly balanced
NEW STARTING CONDITIONS
- Marsh Map: Range of new textures
- Waterworld Map: Lots of water
- Bayou: Starts with items needed to get a full dock town going
- Zhu Zi Forest Map: Bamboo only
- The Old Castle: An old castle is already discovered
- Fantasy Map: All The Wild Things
- Adam and Eve: Updated - start with heavily reduced resources
- Silk Road: Updated - Silkworm Hut already built
NEW RESOURCES
- Iron Ore
- Tin Ore
- Copper Ore
- Plantation - crop fields using Dry Goods limit instead of Food Limit. This allows the growth of non food products and harvest appropriately.
- Rice Crop
- Bamboo Farm Crop
- Domesticated Animal resource
- Water resource
- Many more...
NEW / UPDATED MODELS
Notes:
1) Some Colonial Houses can upgrade into unique workplaces (e.g. TapRoom, BarberSurgeon, Bed&Breakfast, Seamstress)
- Colonial Houses - with color options
- Colonial Houses Corner - don't flatten ground
- Colonial Tunnel House - to make "inner courtyards"
- Family Townhouse
- Conservatory - small House snap-on for various Townhouses
- Log cabin - additional visual styles (upgradeable)
- Central Church - larger, can also take Conservatory snap-on at back
- Small Town Hall (Town Arrival) - minimalist version
- Gazebo - attracts crowd for happiness (requires bronze)
- Materials Warehouse - with 4 possible sub buildings
- Storage Cellars - snap-on to houses/buildings
- Distribution Barn - can employ a worker
- Old Castle Storage - themed set
- Industry Supplier - small dedicated Trade Port
- Farm Supplier - small dedicated Trade Port
- Edibles Food Market
- Fuel Refinery - low capacity version
- Building Supplies - many new "recipes"
- Homewares Supplier - many new "recipes"
- Country Smithy - rural looks (upgrade option of regular blacksmith)
- Sawmill - land version with F-variant (existing renamed to 'Waterwheel Sawmill')
- Shipyard (old model under "Themed Sets")
- Hunter Lodge (with F-variant)
- Winery (old model under "Themed Sets")
- Bakery (old model under "Themed Sets")
- Shore house (old model under "Themed Sets")
- Boiling house
- Water Tower (incl. new Water Resource, also serves as a Well)
- Pub Kitchen
- Bamboo Forester Lodge (with F-variant)
- Animal Pens - needs "Domesticated Animal" resource from trader
- Bare Pasture (no animal shelter)
MINES / QUARRIES
Notes:
1) Instead of picking Iron from the ground, you will now gather Iron Ore.
2) Ores need processing at a Forge or Foundry, this requires Furnace Fuel.
3) Tin mine can produce refined tin sheets (not Tin Ore) if Furnace Fuel is input.
4) copper mine can produce refined copper (not Copper Ore) if Furnace Fuel is input.
5) All new mines have deep and deeper versions. The initial mine will expire rather rapidly.
6) Surface-, Tin- and Copper mines now have 'Abandoned' states; if not upgraded, the ground can NOT be reclaimed via "Remove Structures".
- Iron Ore Surface Mine, extracts Iron Ore
- Tin Mine Shaft
- Copper Mine Shaft
- Stone Surface Mine
- Salt from all deeper quarries
METALS
- Bronze
- Tin
- Copper
- Pewter
METAL INDUSTRIES and PRODUCTS
Notes:
1) Blacksmith, Large Smithy and the Dock Workshop can still make Crude tools from Iron Ore and Wood.
2) Most metal industries also have uses for Gold and Silver (introduced in previous version).
- Forge - land based, slightly slower than Foundry
- Melting House
- Metal Smith - makes various MetalWares (e.g. to become part of a building supply)
- Iron Smelter, low capacity version
- Modular Tinneries - make tinned soups, vegetables, meat, fruit
- Bronze Tools - 255 durability (compared: steel 200, iron 100). This reflects the in game difficulty of producing bronze.
- Tinware
- Copperware
- Pewterware
- Canteens (fill with water at pub kitchens, or use for new Aqua Vitae recipes at Distillery)
STONE QUAYS
completely redone
- new Ghost Quay Wall - diagonals
- new Quay Wall - 1x2 and 3x2
WOODEN DOCKS
complete WaterWorld set
Notes:
1) Connect dock buildings to dock walkways via the little white strip of wood at front of buildings.
2) All Dock pieces serve as Wells.
- Shack - upgradeable
- Home - upgradeable
- Reed Farm
- Rice Planter
- Fishery
- Water Scavenger (Gatherer)
- Chicken Breeder - produces feathers, eggs, meat
- Rice Wine Still - brews wine from rice
- Herb Mender - provides healing service
- Herb Grower - slowly grows herbs
- Workshop - can produce some basic clothes or tools
- Wood Finder - finds and collects logs for construction
- Wood Storage
- Barn small
- Barn large
- Chapel
- School - cap: 12
- Market - extra large radius
- small Market - small radius
- Corner - "Stay Dry" piece
- Stairs - going to lower level, incl. 1x1 dock and "Stay Dry" pieces
DECORATIVE ITEMS
- Fountains (with F-variant)
- Bronze Statue (F-variants)
- Bushes, seasonal and animated
- Planters (roadbound)
- Hardwood Bench
- Tables
- additional Lanterns (F-variants)
- Clotheslines (F-variants)
- additional Wire Fence sections (3x, 5x, diagonals)
- additional Grave Stones
- Piles
- Crops
- Animals (roadbound)
- Herbs
GHOST ITEMS
- Apricot Tree
- Trees
- Animals (50+)
- Boats
- Base for plants/trees (F-variant)
- Bushes
- Grave Stones
TEXTURE UPGRADES
- new AO textures for buildings
- new Road texture based on Quay wall
- Ice in winter (on water surfaces)
- better burnt/fire damage texture
- Verdant Plains less bright
- better ground footprints
- countless upgrades and improvements to buildings and structures
UPGRADES and FIXES / ICONS / UI
Notes:
1) Basically every item has been tweaked somewhere along the line, so here is just a tiny portion of improvements and implementations.
- Laborer & Builder Only - profession window
- New Building Upgrade buttons
- Metal buildings Toolbar
- Old Buildings Toolbar (old meaning nice but discontinued, replaced w/ new models)
- Dry Goods limit and limit spinners added to many buildings (image-border for easy identification)
- UI now allows multi line
- Icon Chart showing resource type
- Icon updates for various foods
- Industrial buildings now detract happiness (radius depends on building size, max. 30 tiles)
- Third floor fixes
- Code changes to prevent crash in some instances with townhall and trading post
- bugfixes Spinach/Lettuce
- bugfix Road Sign upgrade removal
- Hardwood trees planted will correctly spawn wild foods
- Animal by-products (milk, wool etc.) produced even when food limit is reached
- lower yield of CC added Wild foods (Gatherer)
- Pouch requirement removed from chartered trader
- Crates requirement removed from tobacco chain
- Wild Ducks reduced, more chance to get deer
- duplicate Crops removed from Seeds
- Water Towers and Ponds are Wells
- Tannery - now uses water
- smaller Smoke for various buildings
- Market Stall radius increase by 3 tiles
MISC:
- Desert map type
- Orange orchard
- Coffee orchard
- Rye Crop
- Oat Crop