

Name - You will be able to give a name to the animal, and that name will also appear here.Īge - Represents the age of the animal in ingame years, with the age phase appearing in brackets.Īssigned to - When an animal is trained to be a pet, a dropdown will appear and the player will be able to assign the animal to a settler for training. Also, each animal will have (f) and (m), indicating their gender, to differentiate between male and female. Hyperlinks will direct you to the Almanac entries for these animals. Here is an example of the Domestic tab, within the Animal Panel:įrom left to right, we’ll explain what each column represents.Īnimals - This shows the type of animal in a form of a hyperlink. The Animal Panel is a way to give the player a quick overview of animals on the map, but it will also be used as a way of control over domestic animals, as well as wildlife. There is going to be a new tab entitled “ ANIMALS” located in the upper part of the screen. There is a lot to talk about, and we’ll use upcoming Medieval Talks to provide more details. Time for another Medieval Monday Talk and this one is about a feature that many of you requested since the game went live - Animal Husbandry. After trying it, we tend to agree with you. Some of you even suggested how it would be pretty cool to have an option to put weapons and shields on wall racks - not only would it optimize space usage, but it would give more aesthetic options. But, this opened another question for us: What if you, the player, want to use the heads of your enemies as a trophy? That sounds pretty metal, but also like something you would be proud of after a long and hard battle. You’ll need a butchering table, a carcass, and some wood, to turn them into trophies.

After you kill them, you’ll get an option to turn them into trophies Well, additional animals give us more decoration options. It was just that - a decoration, not tied to anything except for the 10 bones you needed to create it.

Here’s what we mean:īut, that doesn’t stop us from setting up other things, like wall racks. Even simple things like animating them, have to go through several iterations. We mentioned in the previous Medieval Monday Talk that we’re working on animals, and that’s still true, but just setting that process takes time.
