Primitive Kingdoms 0.1.0 Beta
Curse Maven Snippet
What's new
Primitive Kingdoms 0.1.0-beta
First public beta. Everything below is new.
Survival (stone age)
- No tree punching: sticks and rocks lie on the ground; knapping grid for stone and clay; stone tools from heads, cordage and sticks.
- Small inventory at first; fiber sack, wicker basket, backpack, frame pack and armoured packs; carry weight.
- Fire drill, campfire fuel, pit kiln pottery.
- Thirst, dirty water and sickness, boiling water, waterskin.
- Spoilage, drying rack and smoking, four-group nutrition, farming with a digging stick and watering pots.
- Hunting with thrown spears, skittish animals, butchering, hides and leather, bone needle, fur clothing.
- Stamina, body temperature, sprains, bleeding and infected wounds, bandages and poultices.
- Fishing: fish spear, bone hook, primitive rod, fish trap.
- Longer days, rarer rain, lit campfires keep monsters away.
Physics
- Structural support: unsupported blocks fall; posts, beams, timber frames and masonry carry different loads.
- Tree felling, falling soil, landslides.
- Dropped items lie on the ground.
- Support view that colours what holds a block and what will fall.
Metal and crafts
- Charcoal piles, malachite and cassiterite, clay furnace, bellows, crucible, molds, bronze tools.
- Bloomery iron, stone and iron anvils, forge, steel tools, metal armour; the vanilla furnace needs iron first.
- Masonry (chisel, lime mortar, stone bricks), loom and cloth, bread oven, barrels, salting, brewing.
- Quern, water wheel and windmill.
- Copper, silver and gold coins; every item has a barter value.
People and settlements
- Villagers with names, jobs, moods, relationships, marriage, children, purses and grudges; a talk screen.
- 14 trades of real workers who chop, mine, farm, carry, craft and build from blueprints.
- Plant a banner to found a settlement; ranks from camp to kingdom; taxes, wages, rent, market and tavern days, thieves.
- Up to 3 settlements per ruler, with trade routes between them.
Kingdom journey
- Kingdom map (N): 2D map of your town with jobs, people, storage, goals and building placement.
- Camp jobs (Gatherer, Farmer, Builder, Guard) that split into new trades as the town grows.
- Population growth: births, settlers, wanderers, refugees.
- Seven kinds of villages to discover and win over.
- Defence: watchtowers, alarm bell, guard posts, gates, boiling water.
- Army: spearmen, archers, swordsmen, horsemen; squads and orders; barracks, range, stable, siege workshop (ram, catapult).
- Rival lords and bandit camps; diplomacy and war; the crowning.
Transport
- Dugout canoe, hand cart, horse cart, barge; animals aboard.
- Gravel and cobbled roads that speed you up.
- Ports, merchant ships and sea traders.
Creatures
- 34 new creatures (animals, small folk, brutes and bosses) with lairs.
- Non-medieval vanilla mobs turned off by default (configurable).
Journal and tutorial
- Journal (J) with 150+ missions and an illustrated guide drawn from the game's own recipes.
- Studio tutorial world with numbered stations, on-screen lessons and right-vs-wrong demos.
Known issues
- R (mount attack) clashes with Iris's shader reload key: rebind one of them.
- Xaero's Minimap's default top-left spot is under the mission panel.
- Large towns and armies can cost performance; armies are capped at about 16-24 soldiers.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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