Version 4.8.1 — Citizen Workplace Links
Citizen details now link directly to assigned workplaces. Select a citizen, click Workplace, and open its standard building popup; unassigned citizens display a clear Unassigned label.
Build. Manage. Survive.
DionAcre is a Banished-like colony survival game set in the 1600s German Black Forest. Manage villagers, build essential structures, and survive seasonal challenges. Early alpha and invite-only.
In development
Development
Citizen details now link directly to assigned workplaces. Select a citizen, click Workplace, and open its standard building popup; unassigned citizens display a clear Unassigned label.
Coal deposits appear on newly generated maps, and Coal Mines can produce a new heating fuel. Coal provides twice Firewood’s heating duration in compatible Churches and Burgher Houses. Heating options, inventory, artwork, and the Object Catalog have also been updated.
Farms can now grow Barley, which Granaries accept as Grain. Windmills offer separate Wheat Flour and Barley Flour recipes producing the same Flour, while Beer now requires Barley. Existing Breweries switch immediately, and Barley crops have a subtly browner overlay.
Named wolves can drop free WolfBoxes when defeated. Map-controlled drop chances and independently randomized box contents deliver rewards directly to Village Center storage. Box History now includes purchased and dropped boxes.
Version 4.5 focuses on configuration cleanup, theme extraction, object-specific visual migration, and deployment readiness. VisualTheme blocks move to theme.json, building and natural-object visuals migrate to object JSON, and new deployment checks validate environment, role, required files, sprite resolution and UI build. All gameplay, simulation, MySQL and art behavior remain unchanged.
Adds per-server environment and theme deployment preflight checks, production confirmation safeguards, and a Beelink migration readiness guide. Gameplay and artwork are unchanged.
Remaining legacy map renderer colors now load from server theme JSON; theme sprite files and palette values are validated. Existing colors, artwork, and gameplay remain unchanged.
Natural-object and animal visual settings move into their own configuration JSON, with sprite keys resolved by each game server’s theme. Terrain and shared overlays remain theme-owned. No visual or gameplay changes.
Building-specific visual settings now live with each object, while the selected theme resolves sprite keys to artwork. All existing German Countryside scales, offsets, opacity, shadows and Ranch popup images are preserved.
Separates each game server’s theme configuration from its simulation settings while preserving all existing appearance values. Shared map and lobby theme loading is now validated and reusable.
Introduces independent per-game-server DEV1, UAT1 and PROD1 environment identity, visible to administrators. Adds environment validation and guarded deployment preparation. No gameplay or appearance changes.
A new Dairy building expands village food production with three Milk-based recipes: Münster Cheese, Yoghurt, and Cottage Cheese. Milk moves to the new Dairy food group, and the Bakery gains a Danish recipe linking Dairy outputs with Flour. Trade values and production behavior follow existing 4.3 tuning.
Resource-production work now scales with a new map-level productionModifier. Tutorial and Easy maps run at 100%, Medium at 95%, Hard at 90%, and Difficult/Doomed at 50%. Apple and Pear orchards receive fully independent configuration blocks, and mature fruit overlays now share a unified size.
Pear orchards and Bean farms join the crop system. Pear mirrors Apple mechanics with distinct fruit styling, while Beans copy Cabbage behavior. Orchard type selection is now available in the building UI, and Sheep Ranch art receives a visual fix to preserve aspect ratio.
Sheep Ranch is introduced as a new livestock building producing Milk, Wool, and Mutton. Wool becomes a new raw material used in the Clothier’s Wool Cloak recipe, and the Shoulders wearable slot is added. Wool Cloaks provide warmth and happiness, expanding citizen equipment depth.
A major visual polish pass improves citizen sprites, livestock, wolves, and building readability. Silhouettes are clearer, profession badges are smaller, and completed buildings receive subtle color and contrast boosts. No gameplay or balance changes accompany this visual update.
Wolf disasters have been added to DionAcre. Wolves spawn at map edges, advance toward the Village Center, and attack citizens within range. Villagers drop cargo and respond as a unified emergency force, and wolf injuries integrate cleanly with the existing Health and Graveyard systems.
The Church is now available, offering Theology skill progression and Happiness recovery for citizens below the map’s threshold. Old-age death has been introduced, and workplace accidents can now occur in Forester, Quarry, and Iron Mine buildings, using the shared Health and death pipelines.
Fixed Stone House → Burgher House upgrade display, added Burgher House tier, improved construction-site refresh, added German Countryside ground blending, upgraded Storage Barn artwork and capacity rules, clarified Graveyard counts, and improved health diagnostics and tree pathfinding.
Iron deposits and Iron Mines have been added to DionAcre. Mines use the Miner profession, produce Iron as a building material, and feature new Black Forest-style mine artwork.
Iron deposit generation now creates more natural-looking deposits while keeping them clear of protected starting areas. Villagers can also move through trees, preventing dense forests from trapping citizens.
DionAcre remains in early alpha and invite-only, but prospective testers can now request an invitation directly from the game login page.
Graveyards gained visible burial markers and improved death records. Citizen names are now clickable throughout the interface, Citizen Needs is easier to sort, and educated and uneducated Laborers are clearly distinguished.
Village Inventory gained additional resource tabs, quest production tracking was improved, and new quest objectives can track fires successfully extinguished by the village.
Basic housing, food production, storage, trade, education, disasters, and seasonal village management are all running as DionAcre continues early-alpha development.
DionAcre is in early alpha and currently invite-only. Development updates will be posted here as the village grows.
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