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Devblog: Autonomy & Governance

[p]Hey everyone! Sorry for the lack of updates recently, the summer holidays are upon us so I have been taking some time off to see family and old friends, but development progress should be returning to normal soon and you can expected regular updates in the coming weeks. In this blog post, I'd like to give you an update on the progress for the next major update.[/p][p][/p][h2]πŸ‘‘ Autonomy & Governance[/h2][p]Counting the votes across the Steam and Discord, it seems that Autonomy & Governance is by far the most preferred option from the last feature poll, so that will be the focus for the next major release! Thanks to everyone that chipped in and gave their feedback :)[/p][p]For full autonomy (and for the town to actually look good), the town layout planning is the most important step and something I've been recently tackling. This is essentially the villager's decision-making process behind the zoning and the placement of buildings and roads. I've created a nice visual tool for me easily develop and test this, so here's some nice sneak peaks from it![/p][p][/p][p]Since this game is set in the middle ages, it would be fitting for this to function on the basis of medieval governance at the time, specifically feudalism and how settlements evolved and governance changed during this process. The following is a rough plan, so things may change and I'm open to feedback if you have better ideas or disagree with this approach - always looking for ways to improve things! :)[/p][p][/p][h2]πŸ“– Beginnings[/h2][p]As you are thinking about starting a new adventure, you will gain the option to start as either a lord / lady (let's say Leader to be simple) or a serf. The development of the town will be in the hands of whoever is the Leader at the time. If you choose not to start as the Leader, one of the other adventurers will be appointed as the Leader instead. If you do start as a Leader, you will be able to appoint or unappoint a steward to handle the planning by talking to one of your fellow villagers.[/p][p][/p][h2]🏠 Village[/h2][p][/p][p]The first building to construct as you start out will be the new manor house for the Leader. Inside, you'll be able to see the current plan of the town and the various zones. The land at the beginning will be split into housing, communal, and manor. Villagers will cooperate and work under the Leader, collaborating to complete any new projects. [/p][p][/p][h2]🏘️ Town[/h2][p][/p][p]To turn your village into a town, you'll have to fulfil a few additional requirements. You'll have to construct a new town hall building, the initial infrastructure to attract a few more villagers to join you, and then erect a wall around your settlement. After you fulfil these, you'll be able to purchase your town charter. From that point on, you'll be able to hold markets and you'll be able to rent the land to prospective merchants or craftsmen in exchange for control over that land - if you wish, or you can continue as you were :)[/p][p][/p][h2]πŸ“œ Governance[/h2][p]Inside the new town hall, you'll be able to define the rules of living in the town. These can be area-based such as deciding on where the town square or the communal gardens will be. Meanwhile, the rules can also be about what villagers can and can't do, whether that's encouraging the collection and planting of tulips, forbidding the extraction of iron, or making stealing legal! One of the ideas here is to experiment with different rules in different worlds, and see what the consequences will be and how your civilisation will pan out.[/p][p][/p][h2]πŸ™‚ As always...[/h2][p]...small updates with bug fixes, quality of life things, and minor features will continue regularly in the coming weeks, meanwhile work on this major update will continue in the background.[/p][p]Thanks for listening to this story :)[/p]

V0.11.7 - Improvements & Bug Fixes

Lots of behind the scenes work these last couple of weeks to improve the quality of updates and dialogue management. Expect less bugs in the future and villagers to be saying many more things in the coming updates! :)

  • Overhauled asking for help: there's now a small dialogue tree so that you can choose exactly what you want to know. I've also added a lot of new dialogue explaining how exactly all the important parts of the game work, based on commonly asked questions
  • Changed some existing dialogue lines and what villagers consider a large town
  • Improved performance by adding LODs for the most common decorations
  • Added the ability to skip the intro tutorial with F1 or Select
  • Added an icon for the game when shown in your taskbar (finally!)
  • Added a back button to the new game screen and improved transitions on that screen
  • Added a small sound when you begin a new game
  • Improved visibility of fields and especially grown flax fields
  • Fixed glitchy new skill animation
  • Fixed visual glitch during sleeping if it's past midnight
  • Fixed decoration rotation being frame-dependant
  • Fixed pine trees not being semi-transparent when you're in front of them
  • Improved tavern collisions
  • Fixed merchants sometimes appearing / not appearing at the wrong times
  • Fixed being able to use pickaxes without wear in the mine if switching tools
  • Fixed placement of mine not finishing correctly
  • Fixed jewellery and masonry signs not moving the wind
  • Fixed tree particles moving with the tree as it falls and adjusted colours slightly
  • Fixed villagers overwriting books
  • Fixed settings sliders being unmovable in the title screen
  • Fixed rebind overlay not covering whole screen

V0.11.6 - Improvements & Bug Fixes

I've recently gotten around to watching a couple of full streams of the V11 update (including from the amazing Nookrium and RedToxon) and I've learnt a lot about what could be done to improve the early game and tutorialisation. In the coming weeks, I'll be addressing those things whilst working on the next big thingℒ️ in the background.

  • Fixed changing the window mode using an old settings file breaking the game
  • Allowed swords to be equipped as back accessories
  • Allowed interrupting and taking over any equipment villagers are about to use (like the anvil, tailor table, and bakery oven)
  • Made merchants always bring storage chests if you have not yet unlocked them
  • Fixed interaction indicators overlapping with with the player speaking
  • Fixed fields not showing an interaction hint when not holding a scythe
  • Fixed wrong crafting animation playing if you craft outside of a workspace with a tool equipped
  • Fixed a few button selection issues when it comes to crafting inside a building with a controller
  • Fixed ESC cancelling paths / decorations AND opening settings
  • Fixed building masterpiece signs being talked about wrongly
  • Fixed bubbles in mine preview at night
  • Fixed tool being visible while villager is using the pottery

Which major feature would you most like to see next?

Hey everyone πŸ‘‹ I have an important poll for you all! I'd like to hear your thoughts on what should be the next major update for Heard of the Story? I've laid out a few of the key features which I think would be the most fun and make the most sense given the game's current state. But I want to leave it up to you all to decide! πŸ˜„ To cast your votes, please head to the Discord where you can react to this poll with emojis of the relevant features.

  • βš’οΈ Guilds & Fame: as you specialise into your favourite craft, find others with like-minded interests and establish your own guild. Likewise watch your villagers forge their own across different disciplines. Construct a guildhall and develop your collective experience to improve the items you produce. Rise to fame by developing your town's unique hallmark trade craft.
  • 🌹 Romance & Marriage: connect on a much deeper level with more dialogue, gifts, and new shared activities. Unlock new mechanics and events such as having villagers follow you around, kissing, sharing houses, and more. Marry your favourite villager, and watch others find their own partners, or get into drama over toxic break-ups.
  • πŸ‘‘ Autonomy & Governance: raise a manor house to establish building and gardening zones for your villagers. Watch them start their own construction projects or beautify the town with well thought-out decorations. Establish more general rules and policies dictating villagers' overall conduct and witness just how exactly society will evolve.
  • 🌾 Fields & Farming: purchase or gather seeds for various fruits, vegetables, and flowers. Plant any crop in any field, water it, and care for it. Finally, harvest the fruits of your labour and sell them for profit. Set up organic plantations by drawing the exact area in which you'd like the vegetation to grow, be it a big circle, small square, or a star-shaped farm.
  • πŸ—ΊοΈ Towns & Conspiracies: open up a new world map showing a drawing demarcated by district lines, denoting towns, forests, mountains, and ancient ruins. Hear about events happening across the world - whether royal marriages or tough droughts. Uncover conspiracies, mysteries, relics, or ancient legends through stories from visitors.

V0.11.5 - Improvements & Bug Fixes

  • Added resolution options to the settings
  • Added borderless and windowed mode (finally right?!)
  • Improved UI adaptability for different resolutions such as the SteamDeck
  • Trades will now show all written books and unwritten books
  • Books now have colours and will be bound in a colour corresponding to the category of the book's content
  • Fixed crafting panel partly blocking clicks on the prosperity bookmark
  • Saved and loaded some additional state to prevent villagers from talking and remarking as soon as you launch the game
  • Fixed merchants disappearing when re-loading the game after the market is over
  • Fixed markets starting on wrong days
  • A merchant will no longer arrive on your first day
  • Fixed being able to walk through tailor beams
  • Fixed and adjusted animations of the craft and sleep buttons
  • Fixed getting stuck in the mine if opening inventory and using an action button
  • Fixed banner being shiny


When using the controller:
  • The last conversation option will now be re-selected after speaking
  • Going up and down the dialogue options will now loop around
  • Fixed no SFX for dialogue options
  • Fixed tooltip being stuck visible when exiting a trade