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  1. 29. sij

    Is very easy to mod a building in order to allow people sleeping inside. You only have to add the “sleep service component” and configure vacancies.

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  2. 29. sij

    Sleep component is implemented in order to support traits, so a child could sleep more than an adult and an elder will wake earlier in the morning.

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  3. 29. sij

    Refactoring sleep need and behavior. Each actor chooses the best available place to sleep. Maybe in a hut or around a campfire. Or maybe the only option is to sleep in the open.

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    26. sij

    Prehistoric people started to spread domesticated bananas across the world 6,000 years ago via

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  5. 21. sij

    Polishing the FX system, now synchronized with animations and very modable. Many positional sounds & particles all around!

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    15. sij

    Arctic treasures exposed by melting ice go on the first-ever display at the British Museum. Sewing needles, walrus & woolly mammoth ivory jewellery found in Siberia were lent by Russian Academy of Science for a show that will be the biggest of its kind

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    11. sij
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  8. 11. sij

    And remember to store non-perishable food as a priority. Winter is long and dark.

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  9. 11. sij

    This week we have focused on gameplay related to food gathering and storaging. People are consuming food while they migrate so be sure to accumulate enough supplies before starting your trip.

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  10. 2. sij

    Returning to work after a short holidays. Resolved some core bugs and focusing again on polishing a small set of gameplay for mesolithic era. Objective: first version for backers.

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    Happy New Year! Be wise and be kind in 2020. The oldest known image of an owl was sketched with muddy fingers in Chauvet Cave over 30,000 years ago... 🦉🎨 ❄️❄️ Image: Agenda de la Préhistoire

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    22. pro 2019.

    Today is the shortest day of the year in the northern hemisphere. At winter solstice, the sun shines down this 5,000 year old passage and hits the back wall. The Neolithic chambered mound lies about 500m off the Brittany coast, on the small island of Gavr'inis.

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  13. Culture changes the appearance of clothes, buildings, portraits and many other gameplay aspects. For example, each culture has its own hair styles and body decorations.

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  14. Another week fixing many small issues. Improving debug info and related tools so we can detect problems while developing and when running in player’s machines.

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  15. Hard working week solving bugs and polishing services system. Some bugs remains ( Tasks mysteriously disappearing, and other weird issues ). Good new is that the system is pretty powerful and very easy to add new services. Now corpses can be looted too!

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  16. Is this screenshot too dark? We are having troubles with color adjustment, mostly in low light conditions. We have 6 screens at the office and all of them are displaying very different colors. Are you a dev? How do you usually handle this kind of situation?

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  18. We have spent several days improving notification system. Now with useful features like time speed slow down when critical notifications or right button click to dismiss.

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  19. During past week we have reworked resource piles and resource related behaviours : gathering, loading and unloading. Now these pieces of code are powerful and easily reusable. This will speed up gameplay development.

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  20. This week we have work on attribute and trait interface. Names, descriptions and trait effects over attributes have been supported in tooltips so now almost everything in the UI is self explanatory.

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