FISHING BETA branch as at patch <b>0.7.987</b>

Du'A

٦🕊️﴿١١٦﴾🕊️ وَإِن تُطِعۡ أَكۡثَرَ مَن فِی ٱلۡأَرۡضِ یُضِلُّوكَ عَن سَبِیلِ ٱللَّهِۚ إِن یَتَّبِعُونَ إِلَّا ٱلظَّنَّ وَإِنۡ هُمۡ إِلَّا یَخۡرُصُونَ

emacs-lisp

Redo: (replace-string 
		"Lord" "LorL" nil nil nil nil nil); ﷲ, Lord of the Heavens & the Earth
👍🏼: (split-line nil)
Redo: (markdown-insert-bold) Redo: (markdown-insert-italic)
Redo: (markdown-insert-footnote)
💯: (sort-lines nil (region-beginning) (region-end))

Major changes:



-Upgraded the game to run on Unreal Engine 5:
a) A lot of old engine bugs and crashes should no longer occur, including random crashes during loading a saved game or certain resolutions breaking the game
b) [Experimental] A new "virtual shadow map" system that produces very sharp, high resolution shadows
d) New volumetric clouds and atmosphere rendering
e) GPU based LOD for Instanced Components

-Added a trade overview in the development screen which lists all the previous transactions done by the region

-Food spoilage mechanic:


a) Each food type decays at a certain rate per month, for instance fish decay faster than bread
b) Certain buildings affect spoilage, for instance storing in a granary is better than storing in the workplace's pantry
C) Weather events can affect spoilage rates (droughts make food spoil quicker)

-🐟Fishing:


a) Added a new resource node: 🐠Fishing pond,
b) Made so that the ponds freeze in the ❄️winter
c) Added a new development branch: ❄️Winter 🐟fishing, that enables 🐠fishing all year round
e) Added a new food resource: 🐟Fish
f) Added a new workplace: 🐠Fisherman's hut, with new job (fisherman)

-Crossbows:
a) Added a new military resource: Crossbows (made in bowyer workshop)
b) Added new unit types: Light Mercenary Crossbowmen and Militia Crossbowmen
c) Added a new ranged low tier mercenary group: "The huntsmen"

-Butchers
a) Implemented the butcher artisan conversion. Butchers take surplus sheep and lamb and convert them into 🥩meat
b) Added new deposit (🧊salt) and readded the 🧊salt resource which is mined with the surface/deep mine
c) Added a new resource: 🌶️Sausage (1 🧊salt + 1 🥩meat = 2 ️🌶️sausage). It is made in the Butcher workshop and has much lower spoilage rate than 🥩Meat.

-Added a system of production limits and reserves for workplaces crafting goods

-Removed the individual limits (construction limit, hunting limit) and rerouted everything to the new reserve UI in the "advanced" tab. This way, Fisherman huts now also get a 🐟fishing limit to avoid overfishing.

emacs-lisp

Redo: 
💫💫	(map-query-replace-regexp 
				"\\([Ff]\\)ish" 
						"🐟\\1ish 🐠\\1ish"
 nil START END nil);; ﷲ, Lord of the Heavens & the Earth
(map-query-replace-regexp 
			REGEXP TO-STRINGS 
&optional N
START END REGION-NONCONTIGUOUS-P)

Gameplay & Balance:


-Adjusted deposit spawning, should be (per region): 1 clay, 1 iron, 1 deer, 1 berries, 1 stone + 1 random, then either 2 of them or 1 and farming fertility get promoted to a rich deposit
-Brought rich deposits closer to the starting camp on first spawn (if possible) to make the starts a little bit more balanced
-Added a Pantry to the Malthouse
-Malthouse now actually requires refueling
-Advanced Skinning development branch doubles the Meat from butchers as well
-First butcher workshop built will set a sheep & lamb reserve automatically to a half of the population in order to avoid butchering the whole flock