Building destruction and destruction tools
It is now possible to filter what you want to destroy when using the destruction tool : terrain ( will clear trees and other natural things ), infrastructures ( will clear things like roads, walls built by player ) and buildings ( will trigger destruction of all buildings in the selected area ) by right-clicking on the tool. You can enable or disable each filter individually.
Also building aren’t destroyed instantly anymore. You can trigger destruction by clicking on “tear down” in the building’s menu or when using the destruction tool. The building enters a ” tearing-down” state that takes time,losing structure points progressively, and only disappears when the process is complete. When complete you recover half of its initial materials. The process can be cancelled before its complete.
Why this ? Mainly for multiplayer to avoid instant sabotage of cities where a player would erase its whole region in a second before its invaded. This doesnt mean i want to forbid players practicing this Russian strategy, but i eventually want it as a separate feature where you can set your whole city on fire. While a building properly teared down actually disapears and gives back some materials, a building violently destroyed becomes a burnt down ruin and remains on the terrain. It will still need to be teared down if you want to clear its space. Or you’ll be able to repair it at a lower cost. With this, repairing damages will be less of a hassle because coordinates and building types are preserved in these ruins, so you dont have to place again everything trying to remember how it looked. Eventually it will also be possible to trigger an auto-repair mode so damages are automatically repaired even if you’re offline.
New building : Flint collector
Stone tools now require a resource to be crafted : flints. And therefore there’s a new stone age building to produce flints (out of any gravely tiles). This building is free as its one of the most basic buildings of the game.
Re designed fisherpig
I re designed the stone age fishing building to have a more unique visual identity.
The placement of infrastructures ( roads ect… ) has been refined and repaired. Its now designed to later support a broader range of infrastructures (ex irrigation canals, walls, gardens etc ).
I’m now redesigning the production building’s UI to make it clearer to read, and refining all their functionalities (like annex placement).