This shows one club selected and another highlighted under the mouse in the container view mode.
Built (or rather dug up) a simple fire pit in the dirt, an example of a construction with no requirements.
This gives the impression of a high-mountain terrain with plenty of rocky hills and few forests:
Now here is some thick marshes, quite a challenge to turn such land into a thriving manor:
Here's the inventory screen, the graphics will be customizable, but you can see the slots for items:
Here I am hovering over an item and it is highlighted with information in the info window:
Here I am dragging the club, I can grab it in hand, or drop it to the ground. Potential spots are highlighted:
Here's the new object stack object. It only displays that icon when different item types are in the stack:
After items have been added, the optional output recipes are scrollable at the bottom and the requirements (tool,workshop,heat,labor) are highlighted above. Labor indicates whether the creator needs to stick around or not. Here the proper workshop is nearby, but the there is no heat (the fire is out):
Here I have lit the fire, and now the heat value is high enough, and the crafting may commence. Since no labor is required, roasting acorns is as simple as throwing them in the fire pit's inventory:
Now the acorns are done and we have roasted acorns ready to eat (that is we will when I get eating in the game :).
Showing off the new plants system that incorporates life-like seasonal changes to plant behavior and status changes.
Here is the new large trees. Also, you can see the new Repeat Action button on the right side. The Status Bar is more informative too!
Some more trees are added to the mix, making the forests begin to come alive. Also here you can see the new object stacking where up to 5 items will be displayed scattered on the ground. Why is it always raining when I take screens?
The new character creation screen. You can bet there will be more backgrounds to choose from!
A sneak peak of the lighting engine with ambient and dynamic lighting. Also shows off the new multi-line tooltip and Condition effects.
Here's the defense screen. You must choose a defensive position. Since I can only dodge (there is only bread and water in Bob's hands). My objective is to choose a position away from the attack. If I were Parrying or Blocking, I'd want to choose the position of the attack. The red squares indicate my level of intuition about the attack, dangerous zones are highlighted. Due to Bob's decent Dodge skills, I know the attack is coming from the Midline and Low and will avoid that area. Dodge right!
Here you can see the implemented armor and lighting sources. Bob is wearing the latest fashion in hide armor and sporting an oiled torch in his off hand. Also you can see the new condition bars on item renderings.
Here you can see the new Manor Management screen with the new map-viewing tab selected. This map will help you plan your manor's layout. The other tabs are a secret for now. 🙂
Here's the worker selection box with sorting options. Currently it is sorting by the Forestry skill for all available workers.
Here's the tile viewing window. A peasant is shown with detailed information. The person's current statistics are displayed by bars on the left.
Here's the tile viewing window for the player's character. Also showing the objects that the character is standing over.
Here's the item search panel for request items to be crafted. You can search by item name.