The main addition in this release is the Farm, a new business you can buy on the town map and staff with up to twenty workers. It produces food, animals, drinks, crafted goods, and reagents; it can supply your other businesses directly and sell what you do not use.
The Farm is meant to be something you run, not another passive income source. Who you put there matters; different jobs depend on each other; workers can get hurt or exhausted; and work can slowly change the people doing it.
Most of the numbers are still working values. Prices, reserves, magic chances, and the speed of worker changes will likely change as I get more feedback.
The Farm
A Farm costs 10,000 gold and can accommodate twenty workers. All Farm jobs share the same business inventory, visible on the Farm screen.
Your bar takes drinks from the Farm before buying more. The arena does the same with beasts. A Marketer keeps enough stock to roughly cover what your buildings used last week, adds a small reserve, and sells part of what remains.
How well this works depends on how you staff the place. A reasonably balanced Farm can make money after wages and upkeep, while an understaffed one can easily cost more than it produces. Processing also matters: turning food into something useful is generally worth more than simply selling the raw stock.
Every Farm job now produces a report for each shift. Skill affects output, but workers can also have good and bad days, get tired, lose mood, or suffer injuries. A shift in which the worker dies produces nothing and pays nothing.
Farmers can occasionally find things while working, but those finds come out of their harvest rather than appearing on top of it. Unpaid slaves work around 10% slower on the Farm, and crafting becomes less efficient as the house cut increases.
Farm staff
These jobs are more than different names for the same production bonus.
A Farm Manager takes exhausted or injured workers off duty and slightly improves their obedience while they work. A Milker needs animals, and each herd can produce only so much milk per shift. A Veterinarian reduces weekly animal losses.
A Hunter’s catches improve with skill, and they can occasionally find unusual items, including one rare find that permanently affects whoever consumes it. A Farm Hand handles cleaning, with the amount cleaned depending on skill. The Catacomb Rancher uses her actual armor and weapons on the job.
Work can change workers
Some jobs gradually affect the people who do them.
Field and herd work can make a worker Tough or Strong, or wear away Fragile. Jobs that involve interacting with people can make her Charismatic, while research can remove slow learning.
These changes are intentionally uncommon. When one occurs, the weekly report tells you which job caused it.
Magic
You can enable Magic for the Farm in Building Setup, with a minimum mana reserve.
A charm can improve or reduce a shift's output and may also injure the worker. With low Magic skill, it is generally a bad trade; with high skill, it can become worthwhile.
Skills
There are 22 new skills in total, including Farming, Animal Handling, Crafting, Herbalism, Brewing, Cooking, Medicine, and four act skills.
Buildings now give workers skill experience, and you can use free time to train any skill.
Other changes
- Loan interest is now 10% of the remaining balance, rather than 10% of the original loan.
- Tips from bar and floor jobs are no longer capped.
- Named characters you already have should no longer reappear in the catacombs or during town walks.
- Double-clicking a conversation option no longer skips the reply.
- Adding an Arena room now correctly costs 200 gold.
- The default UI font is now Atkinson Hyperlegible Next. F9 still switches between the available fonts.
- The Settings screen now scrolls.
- With experimental Accounting enabled, buildings show stock produced, used, lost, and sold.
- Test characters are no longer included directly with the game. A small Base Roster pack provides characters for new games instead. Old sample files are removed during the update, while edited ones are moved to retired-files/.
Not in yet
Crafters currently produce stock rather than named items, and milk production does not yet depend on lactation or pregnancy. Some Hunter and milking events are still missing.
Jobs do not yet become liked or disliked on their own. For now, that can only happen through events during a shift.
For pack authors
Buildings can now be added as pack content and bought, staffed, and run by the player.
Jobs can share per-shift limits, scale their output, exchange stock for a worker, require combat equipment without being combat jobs, and weight lines based on worker skill.
See the authoring kit and turningpnt.com for details.
Saves
1.20 saves are intended to load, and existing workers receive starting values for the new skills once.
This migration path is covered by automated tests, but I have not yet manually loaded a real long-running 1.20 save. Back up your saves/ folder before updating.
If something breaks, send me gamelog.txt before launching the game again. The file is overwritten on every launch.
Download
Itch: https://turningpoint.itch.io/wmcrossgate




