World of Banished

Conversations => General Discussion => Topic started by: RedKetchup on September 13, 2017, 10:17:23 AM

Title: Banished v1.0.7 Released
Post by: RedKetchup on September 13, 2017, 10:17:23 AM
http://www.shiningrocksoftware.com/2017-09-13-1-0-7-released/ (http://www.shiningrocksoftware.com/2017-09-13-1-0-7-released/)

Quote
Version 1.0.7 is now live on Steam and Humble, and should soon be available on GOG.com shortly.

Steam should auto-update the game, otherwise you'll have to download the new version from your purchase location. If you bought the game from the Humble Store or from Shining Rock Software, you can download the latest version using the link you originally received to download the game. If you no longer have the email, you can get it resent using this tool: https://www.humblebundle.com/store/keyresender

As always, Email support (at) shiningrocksoftware (dot) com if you have any issues.

This will likely be the last update of Banished, except for any major bug fixes. The OSX and Linux versions development has stopped, and won't be released. Going forward I'll be focusing on new games and projects.

QuoteModKit & Downloads
For the Mod Kit, here's the new download. This Mod Kit should build mods created with the beta version with no changes.
BanishedKit_1.0.7.170910.zip

You should download the full new version of the game, but if you want to patch version 1.0.6 you can use this patch.
BanishedPatch_1.0.6_To_1.0.7.170910.zip

Note that you need to apply the patch to version 1.0.6. Previous versions of the game won't work with this patch. Once downloaded, just unzip the archive into the folder where you have Banished installed. This is usually C:\Program Files\Shining Rock Software\Banished\. Please be sure to run the .exe's that are in the archive – some distributions have the .exe named differently.


version 1.0.7 is now LIVE and will be the final version (unless important bug release)
there wont be any linux/mac version.
Title: Re: Banished v1.0.7 Released
Post by: embx61 on September 13, 2017, 10:29:00 AM
Well, beside major bug fixes this is it then.

I had still a bit a bit of hope Luke would add some stuff to the Mod Kit but we have to do with what we have.

The game is over three years old so not really blaming him that he goes forward with other projects.

He gave us at least more build requirements and 10 more limits.

Title: Re: Banished v1.0.7 Released
Post by: RedKetchup on September 13, 2017, 10:38:17 AM
even if the number has changed 170608 to 170910 ... this is exactly the last build that was beta that gone live (maybe + some fix about crash? maybe) :-X
which also means the debug hasnt been fixed... not even sure if he read the last email i sent about the bug of it. i tested in game, and still not fixed.

the good news : everybody will have to live with patch 1.0.7 and no more 1.0.6 hehe
Title: Re: Banished v1.0.7 Released
Post by: Goblin Girl on September 13, 2017, 11:10:14 AM
Red, I haven't used 1.0.7 yet, so can you explain what's wrong with Debug?  Should I keep the old version of it, or download a new one?
Title: Re: Banished v1.0.7 Released
Post by: RedKetchup on September 13, 2017, 11:51:26 AM
Quote from: Goblin Girl on September 13, 2017, 11:10:14 AM
Red, I haven't used 1.0.7 yet, so can you explain what's wrong with Debug?  Should I keep the old version of it, or download a new one?

you dont need a new one. this is a feature that is already in game but hidden from view to players, the mod only make it visible to you.
the problem with it, you cannot add special custom flags resources to your storage place : only custom0 one. there is 10 new buttons for custom 0-9 but each ones of these will add +250 Custom0 one. even if you click the custom 3, 6 or 9 or whatever... it will add +250 custom0.
Title: Re: Banished v1.0.7 Released
Post by: Goblin Girl on September 13, 2017, 12:05:17 PM
OK.  I guess that will make more sense to me when I install the new version of the game and the mods I use.  Thanks.  :)
Title: Re: Banished v1.0.7 Released
Post by: kid1293 on September 13, 2017, 03:28:42 PM
Does this mean we are Banished now?

:)
Title: Re: Banished v1.0.7 Released
Post by: embx61 on September 13, 2017, 04:15:14 PM
Yeah, I not see Luke do nothing anymore with either Banished and the Mod Kit beside major bugs if they pop up.

Now waiting  what plans he has for the new game and new low level code he put a lot of work in.

I hope for a Banished 2 but won't hold my breath.

Title: Re: Banished v1.0.7 Released
Post by: QueryEverything on September 13, 2017, 05:33:06 PM
What was I saying about the betting pool the other day @embx61 ...

This doesn't bring me joy, but at least it brings us closure :)  We now know for a certainty that what we have is what we have.
What a shame though that there were small things that could be changed in the base code, but would have meant so much to the community that he just left.

Perhaps he's taking it all on board for his new game?  Perhaps he's taking all of the advice, feedback, suggestions and building them from the groundup?  Some may be easier to implement on a blank canvas than patch it in.

The old developer rhyme ... 99 little bugs in my code, 99 little bugs in my code, fix 1 little bug, the bug shall run, now there's 101 little bugs in my code.  hahaha ...

*le sigh, I'm not holding out too much hope that Game #2 is Banished, but way better (base code & functionality), and doesn't become abandonware, but, I do sparkle with it a little :)
Title: Re: Banished v1.0.7 Released
Post by: embx61 on September 13, 2017, 06:00:39 PM
O sure @QueryEverything

Because the release of 1,07 took him so long I had some hope he was adding some small stuff to the Mod Kit.

Sadly it is not the case.

But I am pretty sure he will carry some stuff along to his next project.
Even Luke will see while Banished was a success it is carried even further because of the mods.

The modding have added a lot to Banished and I am pretty sure quite a few players bought Banished because of all the mods released for it.
The community here is still quite strong and growing.

We approaching the 7000 members.

Luke will probably go with real 3d terrain as he did quite some testing on that.
He also works on a in game editor what makes making some changes way easier them typing it all in a console.

I also believe that he will at support for modding from the start of his next game instead of a addon.

Doing it from the start makes it easier for him to open the hooks up what the modders can use as the code is ready for it.

I am pretty sure if luke had developed Banished with modding support from the start he would have given us more stuff to play with but it is just too much work to alter all the code for it the way Banished was developed.

I like to add that after more then 3 years after release he had to stop at one time to fully move to his next project.
We can be pleased of what he gave us after release and the only thing what maybe going to hurt him a bit is the MAC/LINUX community as he promised a Linux/MAC version but cancelled it and quite a few are not happy with that at all.

He should have never promised it but should have said something more in the line of "I look into it to make a LINUX/MAC version" instead of outright promise it."

I can see the LINUX/MAC players are disappointed and some already claim on his site they not going to buy another SRS game.
Title: Re: Banished v1.0.7 Released
Post by: Tom Sawyer on September 14, 2017, 02:51:57 AM
I also followed this yesterday and it is nice to have 1.0.7 released. But stopping support of the modkit is a bad news of course and doesn't really make sense to me. At least not without a concrete announcement of a next version or similar new game. Banished is still played with a constant number of people and is earning money by new sells on Steam and Humble, also because of mods. The last two updates of this year were showing how interesting new features can be "unlocked" by modding and some tiny tweaks of the core game with minimum effort. Why to cancel this now? We had more ideas in this direction and the motivating hope to get at least a few of them... dreaming of a working happiness system for example. Now we can bury such ideas and limit ourselves to create more decorations or modding another game or I still don't know exactly what the message is.
Title: Re: Banished v1.0.7 Released
Post by: AzemOcram on September 15, 2017, 08:14:16 AM
Just like the Towns community moved onto Banished, Dwarf Fortress, and gnomorria (sp?) after development ended, eventually the Banished community will move onto other games, such as Life is Feudal: Forest Village.
Title: Re: Banished v1.0.7 Released
Post by: brads3 on September 15, 2017, 10:01:42 AM
when you decide to buy all those games for us to move on,i hope you make sure we take our great modders with us too.:)
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 15, 2017, 11:03:55 AM
Well, I see things a bit differently... to be honest, there are not many games that really interest me. Sure, I play a lot of different titles, but they are like a fever - once I burned through it, it's over.

Builders are different, personally I believe because they are constructive (as opposed to destructive)... I play Banished (=builders) without a plan, without a goal, without a story - I make those up as I go along, every new town is a fresh adventure, a new puzzle, a different challenge - even though the basic ingredients are more or less the same each time.

Naturally, I need mods for that, they supply diversity and themes, and occsionally even new mechanics. The difference with me is maybe that I don't really need much - I don't expect every mod to add new revolutionary gizmos... a "simple" new terrain texture like "Peak Valley" or "Marsh" can turn my head totally around, make me see every feature, chain, building in a different context - like I'm sitting before a brand new game.

Okay, so I'm a visual animal - the survival aspect or minmaxing of Banished captivates me only in short bursts... still, I see no end to the possibilities, specially for themes, but also for the level of detail for individual items, be it buildings, props, textures or whatever...

As long as someone mods, people will play. And engage in conversation  ;)
Title: Re: Banished v1.0.7 Released
Post by: adelegarland on September 15, 2017, 11:55:36 AM
@Paeng I agree!  I'll play banished for a long time and look forward to many more mods along the way!  Even if Luke is done with it, I'll still play, as Paeng said each game is new and different.
Title: Re: Banished v1.0.7 Released
Post by: Goblin Girl on September 15, 2017, 01:15:47 PM
I agree with Paeng.  I still play Master of Magic, which was released in 1994.  Not as often as I did 20 years ago, but it still holds my attention.  I think Banished will be the same.  I still haven't used all of the available content; not even close.  And maybe at some point I'll try my hand at modding, who knows?
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 15, 2017, 01:56:32 PM
Quote from: Goblin Girl on September 15, 2017, 01:15:47 PMreleased in 1994

Oh sure, retro gaming is a genre on its own... mainly for good memories - most gamers (if seasoned enough ;) ) will have played Apogee's sidescrollers up and down...  :D


QuoteI still haven't used all of the available content; not even close.

Yep... well, I have probably used everything at least once, but that's just scratching the surface... there are plenty things I have not yet built into meaningful scenes, or am still awaiting additional content... or plainly need the time to build them LOL

Title: Re: Banished v1.0.7 Released
Post by: Tom Sawyer on September 15, 2017, 04:32:54 PM
I don't want to move to another game. Still love to make content for Banished and this message is not a reason to stop it. I'm also glad we got the new features of 1.0.7. It allows a lot new things in future. But I also think it is something different for modders than for players. For modders who spent a lot of time and thoughts in their work including tiring parts of model making and solving problems it is very sad to read about stopping support of the modkit. Especially if there were many ideas which cannot be included anymore without tweaking the core game. So I can not say I was not a bit disappointed yesterday. Now new things want to be finished or are already waiting for release...
Title: Re: Banished v1.0.7 Released
Post by: embx61 on September 15, 2017, 05:42:52 PM
I agree that even Luke seem to have abandoned Banished it does not have to mean the end of the game/modding.
Sim City 4 modding is still going strong I believe but Paeng probably know that better then anyone else. :)

Still a lot can be modded into banished as my to do list is still rather large.
Sure a lot of stuff will be a bit more of the same but variety is always wanted.

Still want to recreate about all my buildings from Prodset 1 and 2 in the style of the Village set. (3 are done Salt Mine, water Well, and Tannery)
Still have to design a Tavern for that set. Maybe a smaller Hostel for max 3 families.
New buildings like a Pottery and a Shoemaker.
Stone houses.
More decorations.

Okay, some of the game mechanics we wanted to see will never see the day of light unless Luke releases the C++ Source Code.

While I understand in one way Luke's decision to move on he could have added a couple of little things to the mod kit what IMHO would not had be hard or time consuming to do.

Like more clothing levels and maybe do something with soil quality (He had the code for this about ready before he scrapped it as he thought players would find it just annoying) and maybe a somewhat more enhanced happiness system.

I have no desire either just as Tom to move on. I cannot say I will mod forever for Banished and it will depend a lot what will be released the upcoming year(s), I have of course like the game, and if those games have Mod support and above all if Banished will still be played by enough players so it is worthwhile to keep modding for it.
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 16, 2017, 01:47:16 AM
Quote from: embx61 on September 15, 2017, 05:42:52 PMStill want to recreate about all my buildings from Prodset 1 and 2 in the style of the Village set.

I hope you do keep the current ones as well - they make a nice change to the "residential" (thatched) look and are easy to recognize as production buildings...  :)


Quotesome of the game mechanics we wanted to see will never see the day of light

That's true, but look at the amazing discoveries and workarounds you guys came up with - I'm sure other things will come up yet  ;)

* Since you mention SC - yeah, modding is still going, and even after almost 15 years these guys find new ways or even mechanics to do (or fix) things...


One of the things I would like to see is a bit more consolidation and tightening up of things already modded... like e.g. the thing with ore, which is finally more than a resource just lying on the ground, or the thing with lumber that just cropped up, another rather logical chain in my eyes... more building requirements are now also possible... or more food-processing facilities, drying, salting, smoking, preserves... and so on...

New resources and professions have often turned out some amazing results, more than just "more of the same" - thinking fodder/fertilizer, water, salt, flax, reeds, clay and many more. They all enable us to build up village industrials with a completely different focus - even if deep down they are just the original foodgroups and resources...

:)

Title: Re: Banished v1.0.7 Released
Post by: embx61 on September 16, 2017, 02:01:55 AM
O yes, I keep the current ones as well.

It was just that I was missing the buildings for the village set so it is just added variety :)

That what I was referring to as more of the same :)

I have the ore and hopefully it works fine. I made the Vanilla mine as a override because maybe not everyone wants to play with ore (yet) so they have a choice by either loading or not loading the override instead that I did the override in the Village Set.
It is just 1 extra step Ore to Iron in the smelter so not a big deal and I hope more modders will tie in with ore so it will become sort of the standard.

More buildings are coming like a shoemaker and saw mill at least but a pottery is also nice.

I thinking about that the pottery item(s) is needed for the oil press. They have to store the oils into something and seems to me better then just for trading.



Preservation of food is possible. The salt I have.
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 16, 2017, 02:29:24 AM
Quote from: embx61 on September 16, 2017, 02:01:55 AMIt is just 1 extra step Ore to Iron in the smelter so not a big deal and I hope more modders will tie in with ore so it will become sort of the standard.

Yeah, same here... and indeed, the smelter is not a major complication - it just makes sense  :)


As for the missing tavern - have you considered making more than one?
My (tiny) gripe is that the default tavern is a huge place, but only one workplace and one product (select fruit OR grain OR berries etc. from the dropdown)... so usually I need to build numerous brewers for numerous crops (or tediously switch them around frequently), all with the same overbearing building.

I would love to see a string of smaller scale taverns/breweries (with accordingly lower output) in different designs/textures, so every hamlet can have its own drinking spot, and each can produce a different type of ale, according to the crops I produce (the dropdown menu would still be the same)...


Quotepottery item(s) is needed for the oil press. They have to store the oils into something and seems to me better then just for trading.

Good idea... yeah, anything is better than just as a trade item... maybe pottery can also be a building requirement for (higher wealth) housing...

Title: Re: Banished v1.0.7 Released
Post by: Hawk on September 16, 2017, 02:54:56 AM
I just downloaded the V-1.07 game from GOG and noticed that V-1.06 was 177 MB but the 1.07 is only 122 MB.
Does anyone know if 1.06 has to be installed prior to installing the 1.07 patch from GOG?
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 16, 2017, 03:19:18 AM
Quote from: Hawk on September 16, 2017, 02:54:56 AMV-1.06 was 177 MB but the 1.07 is only 122 MB.

That 106 DL maybe included the modkit? That's about 50Mb extra...
Title: Re: Banished v1.0.7 Released
Post by: Hawk on September 16, 2017, 03:43:30 AM
Quote from: Paeng on September 16, 2017, 03:19:18 AM
That 106 DL maybe included the modkit? That's about 50Mb extra...

I don't believe so. I'll have to check. I had a hard drive crash and had to reinstall the OS and haven't installed Banished yet. I'll install 1.06 first and see if the mod-kit is included somehow.


Edit 1: OK! I see the difference now. The 1.06 version from GOG included both the 32-bit and 64-bit versions, whereas the 1.07 release was separate downloads of the 32-bit and 64-bit versions.
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 16, 2017, 07:03:39 AM
Quote from: AzemOcram on September 15, 2017, 08:14:16 AMeventually the Banished community will move onto other games, such as Life is Feudal: Forest Village.

Sure, that is a possibility... but to LIF:FV? I highly doubt that...  :D

Even the positive reviews call it slow, bug-ridden, with a dumber AI than Banished. It doesn't even have trade ports... ???

As for modding, we'll see... done with Lua scripts, which is not easy, nor performant if used in big chunks, also hard to debug - and I'm not sure how deep it really reaches into FV.



Quote from: Hawk on September 16, 2017, 03:43:30 AMOK! I see the difference now. The 1.06 version from GOG included both the 32-bit and 64-bit versions

Glad you sorted that out  :)
Title: Re: Banished v1.0.7 Released
Post by: Necora on September 16, 2017, 07:26:21 AM
@Paeng you mention lumber, what are your thoughts on this? How would you think of a step in the wood production that mimicks the iron ore? E.g. Tree = Wood (logs) = Lumber which is then used for all building. I've never been satisfied with cutting down a tree and then using the logs to build a house... it leaves too much to the imagination in my opinion. Same as hacking iron straight from the ground. I can see that logs etc. could be used for foundation beams or something, and perhaps a set of log cabins that can be built ASAP, but for most buildings with all this siding, shingles, slats etc. the wood would have to be worked before being used for building. This is historically lumber, a term that seems to be used for processed wood into usable lengths, that is then used in construction, furniture, making shingles and slats etc. Currently, I (and CC) have lumber for more advanced buildings, however I'm wondering if it should really be the 'iron' equivalent now with wood being the ore, so that all wood needs to be processed before being used in construction etc.

Thoughts?

We already have saw pits (slow to produce but quick and cheep to build), and lumber mills (high output) so it would not be too much more of a step in production as turning iron ore into iron.

And if you are worried about building houses without having to produce lumber first then you can always have a set of log cabins.



EDIT - I guess the same can be also asked of stone.... sure rough hewn stone can be used for foundations etc., but then you can also add a step where it is cut into stone bricks, or slates, etc.
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 16, 2017, 07:59:18 AM
Quote from: Necora on September 16, 2017, 07:26:21 AMit would not be too much more of a step in production as turning iron ore into iron.

Certainly... I would gladly see another step to refine logs, like a sawmill or such (for lumber). Makes sense.  :)

Good idea to keep some logs available early on, for simple log houses, maybe with less capacity and heating value...


QuoteI guess the same can be also asked of stone...

Yeah, I always wanted another profession (mason?) to produce more sophisticated stone wares... However, even the "raw" stone would probably still be useful for simple foundations, (field)walls and such... so maybe this would be more a thing for an upgraded building... though I remember that many people are not too happy with the upgrading process (tear down/rebuild). But with the new possibility of adding materials or resources to building requirements, I feel that should be reviewed.  :)
Title: Re: Banished v1.0.7 Released
Post by: brads3 on September 16, 2017, 08:50:30 AM
            historically lumber is the correct way to go.however,i like having the easier options also.production chains haven't been used much here @ WOB.many players find the CC ways overwhelming.i have found some "flaws" in the chanins.a few were discussing iron a while back. i looked and i can build most buildings without the iron at all,since CC uses building materials.those can be created from lumber and bricks.so the chain has a shortcut to work around iron.i do like the idea of higher-grade buildings requiring lumber or glass.
            instead of tearing down and upgrading buildings,we could make options. where 1 set is logs and stone,1 adds iron,next is lumber and iron and glass. maybe add cut stone or concrete<stone+clay>.with the new building requirements there is room for options.
       we could also do 2 levels of lumber,1 is modern lumber the other is slab lumber which is a squared off log. the modern lumber would require a sawmill built with iron to make. the slab lumber could be made with an axe and stone wedges.this is pre-rough cut lumber.if you go visit old barns,you will see the beams are not all the same size and some may have pieces of bark here and there.it does add another step but it saves the wait to having an iron supply before making lumber.
        i do hope CC continues to release parts of their mod.it is nice to have the option and gives players options as to how they set up their own game.

       as to processed foods and using pottery. i think we could make jellies,jams,"canned" or packaged vegetables but do so more generic. to not have all the drop down menus where we have to select A+B or B+C etc. this may mean we need a "mixer" shop to mix various fruits and then the fruit mix is added to pottery to give jams.not sure if a mixer can be modded to automatically select various fruits for this. the other thing is there must be a gain to give reason to do processed foods.since it doesn't rot or spoil like plain foods,the output should be more than input.more value to a player than just adding trade value.i always hated that when you go to processing food your food amount drops so much.so by doing something to help the bannies,you actually starve them instead.
Title: Re: Banished v1.0.7 Released
Post by: Necora on September 16, 2017, 10:38:37 AM
Quote from: Paeng on September 16, 2017, 07:59:18 AM
Yeah, I always wanted another profession (mason?) to produce more sophisticated stone wares... However, even the "raw" stone would probably still be useful for simple foundations, (field)walls and such... so maybe this would be more a thing for an upgraded building... though I remember that many people are not too happy with the upgrading process (tear down/rebuild). But with the new possibility of adding materials or resources to building requirements, I feel that should be reviewed.  :)

That is what I have been thinking. Stone gets harvested as is, but is only useful for foundations and walls as you say. Then you have a mason who cuts the rough stone into more refined products like bricks and slate tiles etc. that can be used for walls and roofs of more advanced buildings (upgraded or no).

I read a book, 'Pillars of the Earth', that I highly recommend, where one of the main characters is a master builder in medieval England. It described the job role and general construction site of a large building really well, the people involved, professions, an idea of the work places. It gave me the idea of having a range of such places that are small, cheep to build, employ 1 or 2 people, and can be 'popped up' when needed, e.g. around a large construction area. There would be a lumber cutter (saw pit), a carpenter (wood working benches), a mason (stone cutting pit), and a smith (some sort of furnace), that will provide various resources for the construction (lumber, slats, shingles, stone bricks, fittings, iron, furnishings etc.). They would also be useful early game if you wanted to change all wood to lumber etc.. All will be open air, and I've been making some modular coverings that can be used to give them shelter. I imagine that you could build them into a construction yard around around a larger project such as a cathedral or town center.
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 16, 2017, 11:45:06 AM
Quote from: brads3 on September 16, 2017, 08:50:30 AMproduction chains haven't been used much here @ WOB.

Well, that should not become a hindrance LOL... chains are nice, as long as they don't become convoluted monsters where you need to build three additional buildings and get exotic materials to gain one new product... Like what is discussed now - build a smelter in order to pocess ore into iron, and that's that. Easy enough, I think  :)


Quoteinstead of tearing down and upgrading buildings,we could make options.

Sure, there are different ways to get there. To me, a way to replace a building exactly in the original spot with a higher quality construction is appealing, but I'm not dead set on that...  :)


Quotethere must be a gain to give reason to do processed foods.since it doesn't rot or spoil like plain foods,the output should be more than input.

Agreed, that's why I want various processing facilities - not to produce export goods, but to feed more peeps with the food I grow (and process)... to me, that would encompass everything - crops, orchards, livestock.

There was once a zCorpMasher made - actually quite perfect, except it got foodstuff out of thin air... if something like that could be modded with real food, you'd have your "mixer"   :D
Title: Re: Banished v1.0.7 Released
Post by: brads3 on September 16, 2017, 12:08:54 PM
until you told me a while back i thought the zmasher did mix ingredients.i didn't overuse it and used it as a starter to higher end processing.we learn as we go.
Title: Re: Banished v1.0.7 Released
Post by: Paeng on September 16, 2017, 12:20:22 PM
Quote from: brads3 on September 16, 2017, 12:08:54 PMused it as a starter

Well, it does have a really cool model, for a town kitchen or such... once in a while I still use it, just for the look, no workers...  :)
Title: Re: Banished v1.0.7 Released
Post by: Gatherer on September 16, 2017, 03:16:13 PM
Quote from: Paeng on September 16, 2017, 11:45:06 AM
Quote from: brads3 on September 16, 2017, 08:50:30 AMthere must be a gain to give reason to do processed foods.since it doesn't rot or spoil like plain foods,the output should be more than input.

Agreed, that's why I want various processing facilities - not to produce export goods, but to feed more peeps with the food I grow (and process)... to me, that would encompass everything - crops, orchards, livestock.

I'd like that too but only if the output processed food is worth only 1 trade value so it doesn't become a trade good.
Title: Re: Banished v1.0.7 Released
Post by: AzemOcram on September 17, 2017, 12:16:34 PM
Eventually, modders will flock to Forest Village since it is still being supported and more of its AI is open to modding. Eventually modding for Banished will diminish. The Black Liquid team wants to make their own game.

I will try to make early modern era (Rennaissance and colonial) housing for Forest Village once I buy the game.

How many of you continued to play SimCity 3000 once SimCity 4 was released?
Title: Re: Banished v1.0.7 Released
Post by: catty-cb on September 18, 2017, 03:50:32 AM
Quote from: AzemOcram on September 17, 2017, 12:16:34 PM
...How many of you continued to play SimCity 3000 once SimCity 4 was released?

I've still got SimCity 3000 installed on my computer and its great to finally have an electronic disk version of the game as it was starting to get really difficult to play it using the CD's
Title: Re: Banished v1.0.7 Released
Post by: Abandoned on September 18, 2017, 04:40:16 AM
 :) More often than not the sequels are not as good or as well liked as the originals.  Many times they are a disappointment.  There are many good old game.