Ecopunk : What we’re working on
What we're working on
Hello everyone!
We wanted to share what we’re working on for the next update.
Hunter and Draft
We heard the feedbacks about the micro-management for the hunter, so in the next update, we will dissociate Hunter and Draft mode.
Hunter will work like any other jobs with its own priority and orders to avoid you the micro-management of « Draft->Hunt->Collect->Undraft ». It will be automatic, you will just need to define Hunting Area or mark animals to hunt, then the hunters will automatically hunt the animals and collect them.
Draft mode will work exactly like how Hunter works before. It will be at the same spot as before, just with a new icon to differentiate from Hunter. So draft mode will be mainly use for combat against mutants and robots (or for specific needs of micro).

The Hunting Area order will allow you to define areas for your hunters to patrol and hunt/loot any animals on sight. You will be able to assign hunters in the area, define at which hours of the day, how many characters at the same time in and also the radius (with the mouse wheel).
This workflow will also be added to the Ecologist search area. So you will not have to manually remove search area when you don’t need them anymore, you can just disable it and re-enable it on the fly, and you can set a specific search radius (for instance to avoid them to make huge detour when placed between high elevations).
The Ecopunks will no longer work « in loop » in the search area because you can set conditions, if the area planning is set to false or if enough characters are working on areas, he will not work on it and will do his other assigned jobs. (but if you want the Ecopunks to always work on it, you will be able to do it too, by setting the priority to max and all the area planning to « on »)

Difficulty Settings
We will also add Difficulty Settings to let you tweak the experience for what you want. Rather than setting a global difficulty, you will be able to adjust the difficulty of individual features. So, for instance, if you want a more chill experience, you will be able to disable completely the storm or disease, or ease a bit only the hunger and thirst management etc.
There will be some base difficulty presets (like « chill », « easy », « normal ») and you will be able to save your own presets too for your future games.

QoL/Polish
In addition of this, we change some stuff like
• Be able to build storage area on asphalt
• Ore Vein will give stones alongside its main mineral and you will be able to mark it to collect them automatically when they are restored.
• Robots will be removed when fully looted.
• More animations for animal husbandry (like for tame, animal sleeping)
• etc.
Have a great week-end and see you soon!
