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Update The First Gods [v0.1.5.1]

Started by ThatGuy, May 22, 2026, 11:05:13 PM

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ThatGuy

https://pixeldrain.com/u/DimdB9yt
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Changelog-0.1.5.1-Trading Season

## Highlights

* **Major Federation and diplomacy expansion:** Diplomacy has been renamed to **Federation**, the new Federation system is in, and it now comes with reforms, events, diplomatic interactions, aid mechanics, and renaming support.
* **Trade and item progression overhaul:** trading has been reworked, **Item Rarity** and **Item Recipes** were added, many starting recipes were removed, and raids/infiltration now offer more ways to steal items, recipes, and opportunities.
* **Dynamic quest and tribe growth:** added **Knowledge Share**, dynamic quest timers, several new dynamic/Federation quests, and the **4th tribe**.
* **Raid and balance improvements:** raids now have **Momentum**, better rewards, visual effects, improved pacing, easier early-game tuning, and stronger support from Federation allies.
* **Worldgen and survival updates:** added **Tile Features**, adjusted terrain/resource logic, buffed passive food and positive seasons, and made harsh seasons more dangerous.
* **UI and polish:** added new map/camp/action-point visuals, clearer tooltips, improved Tribe/NPC list presentation, and a range of smaller fixes and readability improvements.

## Full changelog

### Federation, Diplomacy & Tribe Interactions

* **[UI/NAME]** Renamed the **Diplomacy** button to **Federation**.
* **[SYSTEM]** Added the **Federation System**.
* **[INTERACTION]** Added the **Visit** interaction.
* **[INTERACTION]** Added the **Non-Aggression Pact** interaction.
* **[EVENT/FEDERATION]** Added Federation events.
* **[SYSTEM/FEDERATION]** Added Federation reforms, with **3 levels** and **7 possible reforms**.
* **[EVENT/FEDERATION]** Added the Federation event **Plea for Aid**.
* **[EVENT/FEDERATION]** Added the **Weak Link** Federation event.
* **[EVENT/FEDERATION]** Added the **Good Relations** Federation event.
* **[EVENT/TRIBE]** Added the **Peace Oath** major tribe event.
* **[EVENT/FEDERATION/RAID]** Added the **Defense Aid** mini-event during defensive raids. Federation members can now join your side if they are close enough, have suitable temperaments, and have good relations with you.
* **[UI/DIPLOMACY]** Added a Diplomatic submenu to the Tribe Info screen.
* **[FEDERATION/QOL]** Added the ability to rename federations.
* **[BALANCE/FEDERATION]** Nerfed **Head of the Federation** slightly. It now also reduces other tribe members' military strength by **25%**.
* **[BALANCE/FEDERATION]** Swapped reform tier levels: **Provisions** moved to **tier 1**, and **Military** moved to **tier 2**.
* **[QUEST/FEDERATION]** Tribes in a Federation with the **Great Binding** reform now count toward **Dominate the Region** quest completion.
* **[INTERACTION]** Added a Trade interaction for the **Machi Tribe**.

### Trade, Items & Recipes

* **[TRADE/SYSTEM]** Reworked how trading works.
* **[ITEMS]** Added **Item Rarity**.
* **[ITEMS/CRAFTING]** Added **Item Recipes**.
* **[PROGRESSION/CRAFTING]** Removed many of the recipes players started with in previous versions. These now need to be acquired.
* **[BALANCE]** Limited trades with a tribe to **1 successful trade interaction per turn**.
* **[BUGFIX/TRADE]** Fixed a bug where the AI kept offering you the same trade deal after you accepted it the first time.

### Dynamic Quests, Knowledge & Infiltration

* **[INTERACTION]** Added the **Knowledge Share** interaction. *(Dynamic quests.)*
* **[QUEST/SYSTEM]** Added quest timers to dynamic quests. *(Older quests may receive them later as well.)*
* **[QUEST/DYNAMIC]** Added the dynamic quest **Abandoned Supplies**.
* **[QUEST/DYNAMIC]** Added the dynamic quest **A Small Tribe**.
* **[QUEST/FEDERATION]** Added the repeatable dynamic Federation quest **The Raid**.
* **[QUEST/FEDERATION]** Added the dynamic Federation quest **Guard the Deal**.
* **[INFILTRATE]** Added a chance to steal **items/recipes** or overhear dynamic quests during **Infiltrate**.

### World, Tribes & Generation

* **[SYSTEM]** Added the **Tile Features** mechanic.
* **[CONTENT]** Added the **4th tribe** to the game.
* **[BALANCE/WORLDGEN]** Tweaked game start logic so tiles with a max game level of **None** should feel less common.
* **[BALANCE/WORLDGEN]** Tweaked resource start logic so **Rich** tiles are much more common in mountain terrain, while **None** is a bit more common in other terrain types.
* **[BALANCE/SPAWN]** Fixed AI tribes spawning right next to the player. There is now a minimum distance of **2 tiles**.
* **[BALANCE/SPAWN]** Tweaked spawn logic.
* **[AI]** Merged the **Fearful** and **Cowardly** temperaments into one, since they served a similar purpose and are easier to track this way.

### Raids, Warfare & Balance

* **[RAID/BALANCE]** Fixed raid chance incorrectly displaying **"None"** even when AI tribes could still raid you.
* **[RAID/BALANCE]** Added a longer grace period for the **Cautious Exchange** and **Demand for Tribute** major events.
* **[RAID/BALANCE]** Increased the cooldown between trade and raids.
* **[AI/BALANCE]** Tweaked AI logic for choosing raid size, making early raids easier to deal with.
* **[BALANCE]** Nerfed population losses from death/kidnapping during lost raids, making recovery easier.
* **[RAID/REWARDS]** Updated raid aftermaths. You can now steal both **recipes** and **items** that a tribe is trading if the raid succeeds.
* **[RAID/VISUALS]** Added a visual effect to raid commands.
* **[RAID]** Added **Momentum** to raids.
* **[RAID/BUGFIX]** Fixed losses to AI warbands so they no longer apply to the player, and vice versa.
* **[BALANCE/RAID]** Made **Ordered Withdrawal** more useful. It now reduces the withdrawal timer to **2 rounds** instead of **3**.
* **[RAID/REWARDS]** During raids, you may now gain **Goods, Resources, or Food**, not just Resources.
* **[RAID/BALANCE]** Buffed the amount of loot gained from successful raids, making them more attractive.
* **[BALANCE]** Buffed the **Tribute** action, making it much more worthwhile.

### Food, Seasons & Plan Balance

* **[BALANCE]** Buffed passive food generation.
* **[BALANCE]** Buffed **Starving Winters** and **Scorching Summers** to make them more dangerous.
* **[BALANCE]** Buffed the **Conceal Camp** season plan.
* **[BALANCE]** Buffed how much extra resources each point of **Endurance** gives for the **Gather Resources** season plan.
* **[BUGFIX/DEPLETION]** Removed a bug where **Crafting Resources** and **Scouting** would contribute to tile resource depletion speed.
* **[TIER 2+ EXCLUSIVE]** The **Nostalgia** event chain now additionally increases **Power Limit** by **+1**.
* **[BALANCE]** Buffed the positive effect that good seasons give to food generation.
* **[UI/QOL]** Made it clearer which stats affect which season plans. *(See season plan event details.)*

### Map, UI & Presentation

* **[UI/MAP]** Added tooltips for tiles on the **Map** and **Migration** screens.
* **[UI]** Tweaked the look of **Force Migration** and **Tribute** to make missing requirements easier to understand.
* **[VISUALS]** Added new camp icons.
* **[VISUALS]** Added a new map illustration.
* **[VISUALS/UI]** Added new action point icons.
* **[UI/TOOLTIP]** Made the season tooltip more readable.
* **[UI/TOOLTIP]** Hub area tooltips now provide more useful info where relevant, such as current population consumption and production.
* **[UI/MIGRATION]** Added present tribes to **Migration Survey / Tile Notes**.
* **[UI/QOL]** Split the **Shift** command into **Shift Left** and **Shift Right**.
* **[UI/QOL]** Future-proofed Tribe and NPC lists with a new look.
* **[TIER 4 SANDBOX]** You can now change the **mood** and **temperament** of AI tribes in debug.
* **[BUGFIX/CSS]** Fixed some background image issues in the CSS.