Hotfix 0.15.4REL (1.08.2023)
Greetings medievalists!
August’s mini update, officially titled “Coin Bartering” is now live on GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! We call this one a “mini-update” because it doesn’t have new features, rather a much needed overhaul of existing ones.
But first, for an optimal user experience, we suggest that you: Disable Mods if you have them Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If this occurs, turn the mods off before starting the game.
Now, onto the update:
Look at this update as a couple of smaller QoL improvements that will in no way revolutionise the way you play the game, but it might give you “hey, this is a cool moment”. We’ll categorise them and try to explain the general idea behind some of the choices made. Let’s get to it. Animal Protectors
A lot of players reported that it's frustrating that foxes and polecats would just simply go into your settlement and kill small animals. So we added a few things: Pet dogs/wolves/bears (while awake) now protect animals in their proximity. Regular domesticated animals will not perform this function. Torches, braziers, and production buildings (while the flame is on) also protect animals around them. NOTE: they’ll protect them, even through walls. Settlers (while awake) also protect small animals
The protection works as follows: When the small animal enters the proximity zone (emitted by the stuff we mentioned above), they'll get protected. During that time in that area, they’ll not be attacked by predators.
Leaving the proximity will still have them protected for the next 2.5 hours If the small animal is targeted by a predator and that small animal goes back to the protector's range, the predator will back off immediately.
Some things to note: Animals that come with traders can't be targeted by wild animals Animals that come with traders will never sleep Animals returning with caravan if returning at night will be protected from predators for some time Animals returning with caravans will not fall asleep in the next 8 hours
Animals purchased from merchants will not fall asleep or the next 8 hours
Now let’s talk wound tending and healing QoL! Healing v2 We haven't touched wounds and wound tending since the Early Access launch, so we wanted to add a set of changes to make everything a bit more QoL-fy :)
Patient Job
The Patient job type is now added to the JOB panel. This job just makes settlers go to beds and wait for their wounds to be tended. So it's basically like convalescence but if convalescence is not active or is a low priority that settler will continue doing other stuff. This solves the issue with wanting your settlers to be tended but you don't want them to convalesce so they can get stuff done :)
Self Tend
Players can turn this on in the MANAGE panel. It's self explanatory - settlers can tend their own wounds. If they choose to do so, they’ll get a bit less XP for that and the tend quality will have a low quality. NOTE: If you turn off the Tend job in the jobs panel, this will disable self tend as well.
Healing Kit in pouch
Settlers will carry healing kits in pouches now (only healing kit items - not herbs, tallow nor honey) and use them when tending instead of going to get healing kits somewhere far. Jobs have different priority depending on hour type Some of you reported that it doesn't make sense that wounded settlers would not convalesce while in leisure/any hour type. Well, in the old system, “rest” was considered a job and jobs get low priorities in these hour types. It was… a messy system. But check it now!
We now have the option to forcefully set priorities and also enable jobs per hour type. Carry wounded’s goal: settlers will carry wounded even if they don't have a tend job turned on and in leisure/any hour. This makes them a bit more natural at acting and saving their friends even if they are in leisure mode. Tend wounds will have higher priority than, let's say, needing to play backgammon, because community. BUT, they’ll still be willing to ignore the call if the player turned off tend job for that settler.
Main takeaway here’s are: Patient/Convalescence Job - These jobs have a pretty high priority in leisure/any hours and are forcefully enabled even if the player disables them in the jobs panel.
This way the jobs panel is 100% efficient only in Work hours.
Now let’s talk wounds
Wounds v2
Wounds can now be categorised 3x different ways: First category will not trigger the settler need to be tended. This is used for wounds like bruises that can't be tended with medicine and time will heal itself. Second category is used for wounds like scratches. They need to be tended sure, but the settlers do not need to lay down in order for that wound to pass. Third category is Minimum Wound Severity. Like before, as time goes by wounds lose severity and are weaker in their effects. But now, let's say the settler breaks a leg. They will need tending and rest for a few days but then when the wound heals 90% it will hit the minimum severity threshold and will still be there with some small effects on walk speed etc, but will heal on its own over time with no need for further tending or rest. Wounds can now be tended anywhere! Settlers can tend to other settlers anywhere, no need for them to be in a bed. Just two small notes here: NOTE 1: The settlers still prioritise taking them to a bed and then tend them. Also the tend wound anywhere only works if the settler that is being tended has fainted and is laying bleeding on the ground and there are no beds available to tend.
NOTE 2: player can right click priorities tend on any settler anywhere and that should work without a bed for the patient to be in Now let’s talk more fun stuff: Coin Bartering
We added gold coins as resources to the game Yes, at the end of the 14th century, 95% of the global population perished due to rampant plague. While the pure survivor and willingness to persevere at any cost were on the minds of those folks, you just know that at one point someone would try to reintroduce familiar monetary systems, because current value can be deemed to abstract at some crucial points. Coins are in the game!
Coins can not be produced, only acquired through trading Coins always have a value of 1 and never change when bartering like other resources do. Almost all Merchants have some amount of coin Coins appear at the top of the bartering list when merchants arrive (if the player and merchants have no coins then it will not appear)
Coins can be smelted into gold ingots (if you want to do that) This basically means that all wealth has been rebalanced. Everything is a bit less valuable now. But all other wealth parameters (attack size and strength, influence, room impressiveness, expectation etc) have been scaled down accordingly. This is done so we can keep the simple rule of 1 gold coin being 1 wealth/value equal. We’ll see how and if the system will continue to expand but this seems like a good starting place. Maybe you’ll want to keep your wealth only through value which you can easily manipulate? Maybe you like your dungeons filled with coins because that’s how old school you are? Maybe, down the development, certain quests will only be done via the old good coin deed. Now, now, we’re not promising anything here nor anytime soon - just leaving your imagination to potential scenarios.
Birds
This is 100% a visual thing and has nothing to do with gameplay. NOTE: Environmental effects need to be turned on in the graphical options for birds to be visible.
Birds sometimes fly over the map - depending on the time of year and time of day, also their type and direction change with time of year. Birds sometimes fly out of trees and bushes when settlers start chopping them down. This is random and just happens sometimes (also dependent on the time of day and year). Birds should not appear at night. This can sometimes happen if they appear 1s before sundown and fly over when the night has started. Crows will sometimes fly around carcasses of humans and larger animals after a while. Only for piles that are not in the home area (this is about 10x grid spaces around a players building) and that are not under roof. Crows will sometimes spawn as they eat the carcasses (has no gameplay effect). Will fly off when a settler is nearby or when animals haul the carcass away. If a flock of crows appear while the settler is in proximity of the pile the crows will not fly away until the settler a) picks up the pile, b) exits the proximity and enters again. And let’s end this mini update with building cosmetics We have new Paintings and Tapistry variations. We added 3x new variations to paintings and 2x new tapestry variations.
You might even recognize some of them as certain designs are inspired by modern memes and situations here and there. We also updated the portrait art for various factions:
Now all factions have unique portraits except: mountain bandits, looters, river bandits, Ravagers, society of fellows. This will be changed in the later updates.
Bugs and fixes.
Fixed the issue where unconscious settlers would sometimes spawn in the middle of a voxel, essentially making them stuck in torment. Fixed the issue where sometimes wild Foxes would sleep in pens, and they feed from inside pens during the day even though other sources of food are available on the map Fixed the issue where Wild polecats would sleep in stockpiles in the settlement on voxels on which there is something deposited already. Fixed the issue where If a caravan returns at night, the animals in the caravan will immediately fall asleep. This would lead to small animals like chicken to be killed by predators. Fixed issue where shelves would drop stockpiled items when building floors below them. Fixed several text issues Fixed huge stuttering with late game settlements that had a large amount of piles.
Known issues
Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions. If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
That would be all for the official update notes. New patches and improvements will be deployed accordingly. In the meantime, feel free to post your experience regarding the new update on GOG forum. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.
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Hotfix 0.13.4 (17.03.2023)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue that prevented statues/paintings/tapestries to have different variations.
- Fixed the issue that prevented sorting by vermin control from working as intended for pets in the Overview menu.
- Fixed the issue where settlers would not relocate piles if those piles were within building foundations.
Quality of life improvements
- The belief conversation system has been redone. The chance for this type of conversation to occur is increased if settlers are praying or if they are zealots. Belief attributes are influenced by speechcraft and intelligence (a more intelligent settler has a greater chance of influencing belief change in the other settler in the conversation, while greater speechcraft has a lesser chance to fail at the conversation (sending an opposite effect to the targeted settler). You still can have a lvl 50 int and lvl 50 speechcraft settler that if he/she is a zealot all settlers will become zealots over time.
- The camera following settlers feature has been improved. Now, the camera follow feature will not “drop” while rotating, tilting, and zooming the camera. Pressing ‘Tab’ on your keyboard while camera follow is active will jump the camera to the next thing and continue following that thing as well. Only WASD, camera pan, and right-clicking will disable the camera follow feature
- Stockpile resources are now counter by pile tracker even if they are unreachable by settlers.
Known issues:
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update #8 (14.03.2023)
Social interactions
Settlers will interact with each other when they are close to one another. The system is currently reserved for human interaction only, but we plan to expand it to animals, too. Here is how it works:
- All interactions are instant and not accompanied by additional animations. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay. Settlers will turn their head towards social interaction target when in range, to acknowledge them.
- Settlers can have a conversation every few hours. Some perks (like “Contemplative”) might influence the number of conversations they have.
- Settlers now get +3xp in speechcraft for every conversation.
- The outcome of conversations is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.
- Social interactions can’t occur if one of the settlers is drafted or is sleeping.
- Interactions can have several different results - they are essentially positive and negative small talks.
- The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as “Ill Favored”, “Ruthless”, “Disfigured”, etc.)
- Positive interaction will be buffed if settlers wear quality clothing, are drunk, or have perks for specific situations. For example: Night Owl will tend to have positive interactions at night, and Sun Seeker will have it while the sun is shining.
- Some social interactions result in the changing of the religious alignment and are represented by different icons (golden oak leaf for oak brethren and purple grail for the church of restitution). By hovering on the settler's “Religious Alignment” bar, you can see recent interactions and how they might have influenced religious change. NOTE: This means that settlers can change their religious alignment even if there is only one religion present in your settlement.
- Some settlers (like ones with the “Punch drunk” perk) will have a high chance to have negative conversations with settlers, when drunk.
- Dreams can now influence the chance of positive/negative interactions for settlers.
- Rebellious settlers will insult more often.
- Rebellious settlers have longer pauses between conversations
- Conversation chance increases when settlers sit down/eat/play backgammon.
- Sitting down to play backgammon together will increase the chance of a conversation happening and will also increase the chance of positive social interaction.
Affection
Social interactions, like small talk, pleasant conversation, and unpleasant conversation, will result in the modifying of the affection of one settler towards another.
- Other actions in the game, like battling together (being close together while fighting) carrying each other to a bed, tending wounds, etc. will result in affection as well.
- When the affection is high enough (+80) the settlers will become friends. If the affection goes under -80 then settlers become rivals. Friends can still have bad conversations, and rivals can have pleasant ones.
- This has no immediate gameplay impact other than different mood modifiers when a friend/rival dies or is banished.
Individual Action log
We have added the Log feature to certain things. Social interactions, combat, health, and other notable events will be shown in the log.
- All conversations between settlers will be logged. One settler will discuss something with the other, and that one will respond accordingly.
- All combat hits, moves misses, and evades are logged. Different weapon types have different wording, as well as animal attack types.
- Health changes, birthdays, and animals turning into domestic/pets are also added to the log.
- Certain effectors (when characters eat a good meal, drink good ale, etc.) are also shown here.
- Logs are inherited by the carcass of a settler/enemy/animal. After that trophies and graves also inherit this log so players can read what happened to that settler/enemy/animal after their death. Graves will show enemy types if you choose to bury them.
- Settlers and enemies will say their final words before they die.
NOTE: The log is saved as text and will not be translated when changing languages mid-game. Also, if a settler/animal is renamed it will not reflect in the log.
Keep in mind that these features will constantly evolve as new things are introduced and the existing features are upgraded.
New animals
The bears and polecats are now in the game. We are aware that bears were not a thing in medieval England, but there are reports of a couple being traveling sideshow attractions in those times. In the canon of Going Medieval, we like to think that the plague helped them break free from their captivity and roam the land.
Polecat
Polecat, gameplay-wise, is basically the wild version of the cat.
- They can spawn on any map type.
- Polecats are nocturnal animals that, like foxes, will sleep during the day.
- They will hunt down your chicken, rabbits, and pheasants (fox logic).
- You can get leather from it and build banners, armor, etc.
- Can be used for vermin control when turned into a pet.
- You can turn a polecat into a trophy.
Bear
Bears are very strong animals that spawn very rarely on the map.
- Taming and training them can take a long time.
- They can be used for hauling and battle.
- Their leather can be used for banners, clothing, etc.
- You can turn a bear into a trophy.
Bugs and fixes
- Fixed the issue that prevented some players from placing construction on locations where they could be placed.
- Fixed the issue that caused room detection to not work as intended in certain scenarios.
- Fixed the issue that prevented animals from returning to the caravan from harvesting, if during the return of the caravan, the game was saved & loaded.
- Fixed the issue where the blueprint of all the graves did not match their size grid when using the “Copy” function.
- Fixed the issue that made settlers face the wrong side when working on a research table.
- Fixed the issue that made settlers appear as floating if they were ordered to deconstruct stairs and were in the middle of them with a “Sleep” schedule in progress.
- Fixed the issue that caused the behavior of beams to become corrupted if you place them in between Doors or Windows.
- Fixed the issue where settlers would sow crops on a location where they shouldn’t due to the “Temperature conditions do not meet” factor.
- Fixed the issue that prevented constructions from placement with the first click, if players were using the “Relocate” or “Install” feature.
- Fixed the issue where the order “Until you have” on the Sewing Station did not work as intended if the produced item was Rush Matting.
- Fixed the issue where using Curdling Milk as a cooking resource when making a meal on a campfire or a stove would result in no meal being created upon completion of production.
- Fixed the issue where raiders would run around aimlessly during an incursion.
- Fixed the issue that caused placement of the crop/stockpile in a random position, if the player used only one voxel for that crop/stockpile.
- Fixed the issue where settlers wouldn’t repair damaged structures while a merchant is near them.
Quality of life improvements
- The capacity of some pile stacks related to Raw Food has been increased from 25 to 50.
- Upon finishing harvesting of animals, settlers will take gathered resources (milk and wool) and carry them to the stockpile.
- We have added a minimal skill level to train and tame certain animals (bears, wolves, foxes, and boars have this now).
- Taming and training process of certain animals has been rebalanced.
- We have also added feedback to the player when trying to train or tame an animal and not having the required min skill level.
We made subtle changes to the animation of some animals. This is purely cosmetic, but it livens up the world a bit.
- We added a tail system where tails move a bit differently now (can be seen when an animal moves and you pause the game) tails now bend a bit when the animal turns, making them a bit more fluid.
- The spine system has been added to animals as well. When the animal turns, the spine will bend in that direction a bit. This is very subtle but makes their movement a bit less stiff. Most noticeable in donkeys and cattle.
Known issues
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.12.13 (15.02.2023)
Bugs and Fixes
- Fixed the issue that prevented items from chests & racks to be equipped upon saving & loading the game.
- Fixed the issue where the animal “assigned to” status would be reset upon saving & loading.
Known issues:
- Some players are experiencing significant FPS drops, we are investigating this. If you played the game normally before the last couple of patches, do F10 the issue and write it in the report. One report per player. Thanks.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.12.11 (13.02.2023)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where animals would appear stuck in certain situations. Do let us know if they are still stuck on stairs and slopes.
- Fixed the issue that caused building destruction particles to appear offset.
- Fixed the issue that caused the appearance of the resource requirement info in the toolbar, during the usage of the install function.
- Fixed the issue that prevented settlers from repairing the building, if that building received damage during its construction pile form.
- Fixed the issue that caused the shaking animation to continue even when the game was paused.
Known issues:
- If the bookshelf is located above the stairs, piles on those shelves will not be registered.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.12.8 (02.02.2023)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where some players experienced freezing on the loading screen while starting a new game.
- Fixed the issue that created a graphical glitch during the tree-chopping animation. We wanted to punish the person responsible for this, but he already broke his arm.
- Fixed large FPS drops that some players experienced on large maps.
Quality of life improvements
- The game runs a bit better.
- Items in the Overview panel load and sort much faster now.
Known issues:
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.12.7 (31.01.2023)
Bug fixes and improvements
Greetings players! The newest patch (0.12.7) is now live on all platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Bugs and Fixes
- Fixed the issue that made some players experience freeze on the map loading screen.
- Fixed the issue that caused the settler to get stuck in place and ignore bartering if the barter was initiated while the merchant was in the Merchant Stall.
- Fixed the issue where relocate functionality didn't work properly upon save/load in some cases.
- Fixed the issue that caused settlers to carry the other one to the regular bed, even when an infirmary bed was present nearby.
- Fixed the issue that caused the appearance of the “Train” marker on pets, if the “Train all” button was used from the Overview Panel. This was just a visual bug.
- Fixed the issue that caused pen markers to be linked to the wrong pens.
Quality of life improvements
- “Prioritize removing” and “Prioritize relocate” have been added to the right-click menu.
Known issues:
- Certain players on large maps can experience large FPS drops. We’re looking into it.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at
Update #7 (30.01.2023)
Bed and Room Ownership
Settlers can finally have their own beds, even rooms. You can assign settlers manually to beds (via the info panel) or, when the night comes, they’ll choose beds and in that process acquire ownership. Some things to note about beds:
- Beds are built as unassigned.
- If there is an assigned bed on the map for that settler, the settler will seek it when the time comes.
- If a settler has an assigned bed that's unreachable/locked off, that bed will become unassigned and the settler will seek a reachable bed.
- Nothing will happen if you change the assignment of a bed while it's being used. The ownership will revert back to the settler sleeping on it, and a text will appear notifying the player.
- If you assign an empty bed to the settler who is sleeping somewhere else, that settler will immediately wake up and go to their new bed.
- A settler can’t have more than one bed assigned to them.
- A bed can’t have more than one assigned settler for it.
- If a settler is in a caravan, they will still retain the bed ownership.
- If a settler dies, their bed is automatically unassigned.
- If a settler is banished or given to raiders, their bed will be automatically unassigned.
- If there is an assigned bed in a single bedroom, that ownership of the bedroom will transfer to that settler.
We are also introducing a new room type called “Infirmary”. These rooms are used for healing settlers and tending their wounds. Here is what you need to know:
- To turn a room into an Infirmary, you will have to build at least one infirmary bed in it, and at least two infirmary shelves.
- Infirmary rooms can’t have shrines, entertainment structures, workstations, or regular beds in them.
- You need to research Infirmary beds before you can create them.
- Infirmary beds can’t be assigned.
- Settlers heal faster in the Infirmary and tending has a higher chance of success.
- If a settler is wounded and wants to rest (convalescence), they will always go to an infirmary bed if possible.
- If a healthy settler doesn’t have any wounds and doesn’t have any other bed except the infirmary bed, they will still not sleep in the infirmary bed.
- Wounded settlers will prioritize medical beds if they want to sleep.
- When a settler carries wounded to beds, they will always prioritize: free/reachable medical beds in the infirmary, infirmary beds in rooms, infirmary beds under roofs, infirmary beds outside, assigned beds to that wounded settler and then an unassigned bed if there is nowhere else to go.
Now, let’s talk about another feature that relates to room ownership, enriches the gameplay, and allows us to expand it and tie it to other systems.
Aesthetic Value
Every single thing in the game will have an “Aesthetic Value”, a number that indicates how beautiful (or ugly) things are. Settlers will react to beautiful stuff all around and according to that get various mood modifiers.
There is a new icon beneath the Manage button called "Show Aesthetic Heatmap”.
Checking the aesthetic value of an area is done with a mouse, hovering over an area, and looking at the info on the bottom left side of the screen.
When it comes to items, piles, buildings, etc. their aesthetic value can be checked by selecting them and checking their info panel (like in the bed screenshot above).
Here are some notable things when it comes to this feature:
- When a settler stands on a grid space, that grid will output and calculate the average beauty of everything around the settler (in a 19-grid radius) and will affect the beauty stat target. You can check this by hovering the cursor on the Aesthetic stat for that settler.
- Standing on a gridspace that has a large amount of beauty will make the beauty stat rise and the settler will get a nice mood boost. Standing in an ugly area will make the settler get negative mood boosts.
- Buildings have an aesthetic value that they emit all around them.
- Item aesthetic value will change depending on if they are a pile, on a rack, or equipped.
- Some piles, like limestone and dirt, provide negative aesthetic value when inside a room when compared to being outside (e.g. having bones in rooms will provide negative aesthetics).
- Plants have different beauty in each phase of growth (dead plants have negative value, while apple trees when blooming and flowering are very pretty).
- Settlers and animals also emit beauty. For instance, rats have a negative amount while pheasants and foxes have the highest amount of beauty
- Some perks can affect a settler's aesthetic value.
- Settlers can change their beauty amount when equipping something nice.
Room Impressiveness
Rooms have different impressiveness levels now. This can be checked by selecting a room (via an overlay of detected rooms) and going to its Stats panel and looking at “Impressiveness”.
- The level of impressiveness depends on overall space, the amount of wealth of the room, and its average aesthetic value - smaller rooms with no windows will give negative modifiers, while spacious rooms filled with rich buildings and furniture will offer positive ones.
- Impressiveness is tied to bedrooms, shared bedrooms, great halls, and shrines.
- Settlers with dainty and precious perks now have jealousy effectors, which will be triggered if someone in the settlement has a nicer room than they, or if someone has a room that they don’t.
Because of this, settlers will get various mood boosts while doing stuff in these rooms (sleeping in a room, eating in a great hall, praying in the chapel, etc.).
Comfort
The Comfort stat allows settlers to get varying mood boosts depending on the level of comfort. If a settler uses chairs for eating, they will get a comfort boost. If the area they pray at has rugs on it, they will get a comfort boost. Basically, better beds, chairs, and clothes will result in a higher value of this stat, because comfort modifiers have been added to them. Keep in mind that settlers with the “Ascetic” perk will not get positive buffs from impressive rooms, nor will they get any comfort modifiers.
And what is beauty and comfort without new furniture and structures?
New Structures and Furniture Types
We want every settlement to feel unique, and uniqueness comes with additional options. Here are the things we added.
New furniture
All of these things can be found in a Furniture panel if you researched the necessary stuff.
- Royal beds (linen and wool)
- Quality beds (linen and wool)
- Wicker bed
- Quality chair (linen and wool)
- Iron chair
- Wicker stool
But now you can also produce certain furniture types within production buildings.
- Tapestry (produced at a sewing station)
- Rug (produced at a sewing station)
- Rush matting (produced at a sewing station)
- Painting (produced at a new production building - “Easel”)
- Wall mirror (produced at a Blacksmith’s forge)
- Stone statue and relief (produced at a Stonemason's bench)
- Wall statue and relief (produced at a Woodwork bench)
Similar rules that are present for regular production are also applied here:
- These structures are produced at workbenches like any other item.
- These structures are produced as de-installed structure piles.
- These structures are produced with different quality levels (like weapons) that are related to the settler's skill level.
New resource
- Pigment (produced at the Apothecary table) is used for making paintings.
Some furniture types outputs are worth mentioning:
- Rugs will appear differently, depending on the type of leather (or cloth) you are using. More on that in the Quality of Life improvements section.
- Rugs can be placed under all furniture and production buildings. They can be placed on the ground, too.
- Paintings, tapestries, and statues have randomized shapes and textures. This doesn’t mean you’ll get a new look if you uninstall and install them again, nor does it mean that you’ll get a new look if you sell it to a merchant and buy it, but it does mean that every time you produce one, randomization will take place.
Overview Panel
We made some changes to the Animal panel and turned it into an Overview panel.
- It now contains 4 tabs (Resource, Items, Domestic, and Wildlife).
- Domestic and Wildlife work the same while the Resource and Items should provide a quicker overview and additional management options.
Bugs and fixes
- Fixed the issue where no plant life could be damaged by hail storms or lightning strikes.
- Fixed the issue where settlers would tend wounds without healing kits, even if one is available.
- Fixed the issue where settlers would not follow the priorities of braziers, torches, and candelabras during the refueling goal
- Fixed the issue where a settler would have a weird position during their work on certain production buildings.
- Fixed the issue that caused settlers to lose their way when looking for merchants or other moving targets.
Quality of life improvements
- The “Artist” job has been added to the game. It is used to produce art.
- A shake effect has been added to all buildings when they get damaged. The shake duration depends on the amount of HP being reduced.
- A shake effect has been added to plants during the cutting process. It’s a minor thing, but hey - every action needs a reaction, right?
- Leather is no longer just leather. Now we have leather for every type of animal (that drops leather) and different variations of clothes and buildings can be constructed with different materials. All the present leather will be converted into Deer leather.
- We’ve added a mood effector that affects all settlers according to the amount of wealth per settler on the map. This basically means that as you progress through the game, settlers might turn unhappy because they “want more stuff”. This also means that managing mood at the start should be easier.
- Merchants will exclude all items made of human skin during trading.
- More objects are allowed for a “Great Hall” room. You can use wicker stools, new banners, etc. Some items, like infirmary beds, are forbidden.
- Influence wealth is raised from 70k to 120k because reaching the max influence level was too easy before.
- “Prioritize roping animal” has been added to the right-click menu.
- “Prioritize Resetting” has been added to the right-click menu on traps.
Known issues
- Settlers can stuck at Merchant's Trading posts when attempting barter with them there. Draft/undraft the settler and proceed with bartering.
- Settlers will not choose the closest production building if there are more of the same type, but the one that has a production set first in the global list of production.
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been tough to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.11.13 (29.12.2022)
Bugs and Fixes
- Fixed the issue where a settler would be stuck in a looping sequence of picking up and dropping resource during his refueling order.
Known issues:
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
-
If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.11.12 (26.12.2022)
Bugs and Fixes
- Fixed several crash occurrences.
Known issues:
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.11.11 (22.12.2022)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where auto-rotation would stop working for windows, doors, and fence gates in the blueprint phase.
- Fixed the issue that caused infinite refueling in some cases.
Known issues:
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.11.10 (15.12.2022)
Bugs and Fixes:
- Fixed several crash occurrences.
- Fixed the issue that occurred after an incursion, if the player un-drafts all settlers, they would be prone to getting stuck on the same food container if they were hungry.
- Fixed the issue where editing a production that has already started affected that production when it should affect the next unit of that production
Known issues:
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.10.8 (15.11.2022)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue that caused blueprint placed on beams to have 0 stability upon loading the game.
- Fixed the issue that prevented settlers from hauling to underground stockpiles.
- Fixed the issue where settlers would not haul resources from areas that had stockpiles on them, but those stockpiles were removed.
- Fixed the issue where sometimes the blueprint of the dirt wall was installed immediately in the construction phase, even though the dirt construction phase wasn’t finished.
Quality of life improvements
- Domestic cats, dogs and foxes can now walk through doors. This should prevent situations where these animals would die during the training phase (since they were roaming outside the settlement).
- Cats and dogs live longer.
- Wolves can be placed in pens now. This is a temporary solution to avoid situations where domesticated wolves would starve outside the settlement’s walls.
Known issues:
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.10.7 (10.11.2022)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where settlers would not interact with structures that were marked with the “Remove” button, if the save/load of the game was used before the realization of that order.
- Fixed the issue where if a shrine was used by one settler, a second settler would not pray at that shrine.
- Fixed the issue where a room would not be updated if a hole above it was patched with a dirt voxel.
- Fixed the issue that prevented splitting rooms in halves with the construction of stairs between them.
- Fixed the issue that caused settlers to be stuck on ramps.
- Slaughter, harvest and training on animals will not be started on ramps. This should solve some instances of the animals being stuck on stairs/slopes.
Quality of life improvements
- The cat's diet changed a bit. They eat milk now (duh!) and will prioritize it. They’ll eat eggs too, but that’s on the lower list of their priorities. Other carnivore animals will also look for milk and eggs, but in their case, those will not have as big of a priority.
- Added tooltips to all animals. Hovering on them with a cursor will show what they haul.
Known issues:
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again but the chances for that to occur are significantly lower. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.10.6 (08.11.2022)
Bugs and Fixes
- Fixed the issue where a vermin control check box would appear for animals that should not have it.
- Fixed the issue where the maximum enemy hitpoint set in the custom difficulty, wouldn’t translate properly in-game.
- Fixed the issue that caused random beams to be destroyed upon loading the game.
- Fixed the issue that stopped settlers from hauling after some time and not listening to priorities.
Known issues:
- Animals get stuck on slopes and stairs sometimes, save/load fixes this. Yes, this happens again. However, please F10 this issue whenever it occurs. It’s been really hard to replicate the issue on our side.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update #6 (07.11.2022)
Terraforming
The ability to create natural dirt voxels and slopes has been added to the game. To unlock them, you’ll have to research “Terraforming” in the Research tab. Here are a couple of things to know about this feature:
- A new resource has been added to the game: Dirt.
- Dirt is acquired by mining dirt, grass, and rock voxels.
- Dirt piles will also appear on the map when you start a new game.
- Building dirt voxels/slopes is similar to building walls/stairs, with the main difference being that upon its creation, you will not be able to select it.
New animals and behavior
Animal population has expanded! Say hello to your little friends: pheasants, donkeys and cats. Also, say hello to the upgraded logic for all animals.
- Cats and Donkeys will appear as domestic animals, while pheasants will appear as wildlife on the map.
- Animals like dogs, wolves, cats, foxes will attack other animals when hungry.
- Foxes, dogs and cats only attack small animals.
- Wolves, on the other hand, will attack different targets depending on their hunger level. If they are just a little hungry, they’ll go for smaller animals. But if they are starving, they will go for bigger ones, maybe even settlers. They can even attack other wolves.
- All wild animals will target domestic animals rather than wild ones.
- Foxes will randomly trigger a need to hunt down small domestic animals when awake, even if they are not starving, just hungry. They can even go through fences (let's imagine that they jump over), so tread carefully.
- When cats, wolves, foxes and dogs are turned into pets, they will have the option to do vermin control (pest control) just like some animals haul and battle.
- Pest control allows those pets to randomly target wild rats, rabbits or pheasants from time to time (cats do it most often), to help clean the map of those… well… pests. Turning this option off will, of course, make them not do this.
- Yes, you can make trophies out of the new animals, too.
Custom Difficulty
We have added the option for you to choose custom difficulty when choosing game mode. This will allow you to fine tune some parameters of the game session. Here is the explanation of the parameters:
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Event Strength Multiplier - Change the strength of the events like blight, weather events and raids. The higher the number, the more challenge the event will provide.
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Wound Severity Multiplier - Adjust the severity of wounds inflicted upon your settlers. The higher the number, the harder it is to tend the wounds and they’ll have more severe effects on attributes.
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Animal Spawn Rate Multiplier - Change the rate of new animal spawning on the map. Higher numbers indicates faster spawn rate.
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Plant Yield Multiplier - Adjust the amount of resources you get from cutting/harvesting plants.
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Mine Yield Multiplier - Adjust the amount of resources you get from mining voxels.
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Settler Mood Value - Change the chance of settler rebelling. If you lower this value, they’ll rebel more frequently.
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Enemy Hitpoints - Want to give more health to your enemies? (Why?) Increase this value.
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Hitpoints Recovery - Change the speed of health recovery. Higher numbers indicate faster recovery.
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Rotting Speed - Indicates how fast the food will rot and lose freshness. Increase this value if you want to experience rotting hell. Dev’s note: Rotting hell is not suggested.
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Decomposition Speed - Indicates how fast the resources/equipment will lose health based on factors like rain and temperature.
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Barter Value - Set this number higher if you want better bargaining deals.
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Chance Quarry Retaliates - You know how when you try to attack/train wild animals, there is a chance for it to fight back in the process? Lower this value if you want to avoid those situations.
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Global Work Speed - Want your settlers to work faster? Increase this number.
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Thunderstorm - Turn on/off Thunderstorm event.
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Blighted Crops - Turn on/off Blighted Crops event.
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Hostile Animals - Don’t like those aggressive wolves appearing on the map? Turn them off here.
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Domestic Animals Event - You don’t like that friendly animals spawn on your map? Turn them off here. Also, why would you do that?
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Hailstorm Event - Turn on/off Hailstorm event.
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Cold Snap - Turn on/off Cold Snap event.
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Heat Wave - Turn on/off Heat Wave event.
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Enemy Raid Events - You’ve started the game in Standard or Survival mode and don’t like the idea of enemy spawning? Maybe you need more time to prepare your settlement before the battle? You can control that here.
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Use Seeds - Some players didn’t like the introduction of seeds and how the farming process evolved. Shame. We really like it. Turn off this option if you want to take farming to the original version where no seeds are required. Keep in mind that this will essentially make seeds useless.
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Enemies Have Trebuchets - Some people don’t like when enemies appear with trebuchets in regular raids. In those cases, this option will disable them. HOWEVER, if the enemy can’t find a clear path to a door that leads to your fort, the AI will see this as turtling and will spawn a siege version of the raid that will have trebuchets.
Two things to keep in mind:
- You will be able to change these options at any point in the game’s options.
- If you are playing in a peaceful mode, you will not be able to spawn raids/enemies.
Changing some parameters mid-game can create weird behavior. Example: Turning off trebuchets will not work if the raid that's already happening has trebuchets. Or - you can turn off the raid completely, but they will not turn off attacks from factions coming to get a hostage back etc.
Bugs and fixes
- Fixed the issue where, if two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
- Fixed the issue where a beam would prevent stockpile/crop placement/expansion.
- Fixed the issue that caused animals to freeze, if the player would uncheck hauling during their haul goal.
- Fixed the issue with room detection - if the room only had stairs coming to it, the game would not see it as a room.
- The issue where animals would get stuck on slopes should be fixed. Please report if the issue still occurs.
- Fixed the issue where some beams would float in the air upon loading the game, causing stability issues.
Quality of life improvements
- Plants in the wild have gained more nutrition. This way, wild animals will not eat all of the saplings and young plants as soon as they spawn.
Known issues
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If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.9.11 (18.10.2022)
Bugs and Fixes
- Fixed the issue that caused massive lags and stuttering.
- Fixed the issue that prevented heraldry menu opening from in-game, causing the game to pause and glitch.
Known issues:
- Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
- If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
- Several messages are still in English for all languages.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update 0.9.10 (12.10.2022)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue that caused the same animal to be both sent to the caravan and stay on the map.
- Fixed the issue that caused storage capacity to stay the same, after selling/buying animals while on that caravan.
- Fixed the issue that caused pets to walk super slow during the hauling sequence.
- Fixed the issue that caused particles to have selection outlines in some cases.
- Fixed the issue that prevented construction and blood particles from colliding with ground properly.
- Fixed the issue that prevented alcohol resources from automatic consumption due to lack of nutritional value in the json file.
- Fixed the issue that caused the removal of the training mark in some cases.
- Fixed the issue that allowed the taming of the merchant’s animals.
Quality of life improvements
- Several performance improvements have been implemented.
- Alcohol resources will be automatically consumed now.
- Animal order code has been simplified.
Known issues:
- Animals get stuck on slopes and stairs sometimes,save/load fixes this. However, if you know a definitive way to recreate this scenario, please do let us know. It’s been really hard to replicate the issue on our side.
- If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
- Several messages are still in English for all languages.
- If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Hotfix 0.9.9 (05.10.2022)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue that caused perks of new settlers to be displayed as placeholder icons during the new settler event.
- Fixed the issue that caused settlers to ignore crop harvesting.
- Fixed the issue that caused the appearance of the ‘Harvesting’ goal for settlers, even though they are not doing that.
- Fixed the issue where merchant’s domesticated animals would walk over the traps and die in the process.
- Fixed the issue that caused certain animal types to have orders on them that they shouldn’t - eg. pet would have a “Train” order active.
- Fixed the issue that caused animals born during caravan travels to be spawned on the settlement map. Now, they’ll be added to the caravan and will be spawned on the map once that caravan returns.
- Fixed the issue that caused settlers/animals to stand at a stockpile for a while/appear frozen, unable to perform intended hauling functions.
- Fixed the issue that caused the progress duration of construction to stay at 0 in some cases.
- Fixed the issue where settlers would refuse to harvest ripe fields.
Known issues:
- If two or more shrines (of the same type) are constructed next to one another, settlers will use just one for praying purposes.
- Several messages are still in English for all languages.
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If your settlers are experiencing weird animations with some actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
Update #5 (03.10.2022)
ANIMALS
Animal Trading
You can finally trade animals with other settlements/merchants.
Trading with merchants:
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Every once in a while, a merchant will appear, accompanied by some animals that they can trade.
- Both domestic animals and pets can be traded from your side. The animals you get from merchants will be domesticated.
- Merchants can have animals that are not for trading (their own pets).
- Animal type (domesticated/pet) will not influence barter value - you will not get a better value if you use pets for bartering.
- Animals can be taken with settlers in caravans. In that case, they (animals) will not need food for a caravan trip. Also, some animals will increase the carrying capacity of the caravan.
- Animals that are locked away will appear gray in the trading menu.
We wanted to emphasize each animal type more especially to make having pets for combat fun. We had to be careful not to make animals overpowered when retaliating.
Depending on the type (domestic, wild, pet), animals have different stats:
- Pets deal more damage, heal faster and bleed less from wounds.
- Domestic animals bleed less from wounds but don’t deal more damage.
- Wild aggressive animals deal more damage than regular wild animals.
FOOD
Food consumption and nutrition adjusted
Here are the notable changes:
- When hungry, settlers will look for food with the most nutritional value.
- Depending on their hunger state and location in relation to chairs, settlers might want to sit while eating.
- Sitting in a chair with no table will give different mood effectors, as opposed to a chair & table.
- Settlers will look to sit and eat in the great hall first, then a room, then under a roof, then outside. Of course, their search will depend on their location in relation to the aforementioned places. If there is no such place nearby, they’ll stand and eat.
- We rebalanced the amount of nutrition that the settler gets from meals and raw food (before a meal would bring around 85-100 nutrition, now it is set to about 80-90 while raw food has been lowered from 25-40 to 10-15 nutrition).
- Due to the rebalance of nutrition the amount of dropped meat and raw resources from plants has increased by 20-40%. Because of this, the amount of raw food for cooking meals has doubled (for meals, packaged meals, and lavish meals).
- Since the consumption of raw food offers low nutrition, settlers will eat multiple piles of it (if the food of better quality is not present) to satisfy their hunger.
Settlers have food pouches now
These function as a small storage space attached to them, where settlers can store food for later. This should solve the problem of settlers abandoning their work and traversing major distances to get to their settlement, just to eat something. Some things to note, settlers will only store:
- Food enabled in their Manage panel.
- Food in the meal category (so no raw foods, only packaged, lavish, stew, etc).
- Food that is on shelves and or stockpiles.
Other things to note about the pouch:
- When a settler gets hungry, they’ll primarily eat the food from the pouch. Refilling their pouches is a new goal we’ve added to settlers.
- Settlers will prioritize refilling their pouches during a non-working schedule.
- You can order settlers to consume food from their pouches within the settler’s inventory. If you do that, settlers will not search for chairs or random spots, etc - they’ll eat where they stand. This will happen even if settlers are drafted.
- Settlers can store 1x from the food pile in the pouch,
- Food stored in those pouches will rot/decay. If it reaches 0 hp, it will disappear from the settler's pouch. If it reaches 0% freshness, it will turn into a pile of rot and the settlers will drop it on the ground. The only meal that will drop as rot will be roasted meat, but the chances for that happening are close to none. You have to put the meat that is already close to rotting in the pouch and hope that the settler doesn't eat it.
Think of the pouch as a personal pile that is one-time use, easy to refill, and near your settler.
HAUL
Hauling logic has been recalculated
- You’ve probably experienced situations where a bunch of animals in your settlement, along with settlers, were hauling stuff all the time. That created situations where settlers would stand still for 3-10 seconds while they calculated what to do next. Our quickfix up until now was to limit the number of animals that can haul per their species - they did not haul as frequently, and would have a big cooldown until the next haul goal. While there is no need for that anymore, we think some balancing is in order. So, the animals will haul faster now, but some are still nerfed when it comes to their frequency.
Added hauling priority for the resource type
- All of the resources have a haul priority located in the Resources.json file. The setup at the moment is that items and resources have the highest hauling priority. Fret not - the stockpile/shelves priority is still valid and will not clash with this priority. These items will be hauled to the closest/highest priority free stockpile.
Multi-pile haul is implemented
- If a settler picks a small pile during their haul goal, they’ll look for the piles of the same type nearby and pick as many as they can (and if they were not reserved by another settler). This prevents scenarios where settlers would go back and forth just to pick a bunch of small piles of the same type. Note: This will not occur if the hauled piles are dedicated for production.
Overweight hauling
- Settlers and animals can now haul singular piles over 60kg, but in doing so will slow down.
BUILDING
New building type: Signs
- These wooden constructs do not add anything to the game, except give a bit of personality to your settlement.
- You can place them on the ground or attach them to a wall
- There are 4 different shapes in total and you can put a symbol on them and choose a color for that symbol.
- Messages can be left on signs. Typing in a message will show as a tooltip when hovered over the sign.
Quality of life improvements
- Optimized the game a bit and improved performance mid to late game.
- Animal number control during animal events has been modified as well. Now animal events will be rare as you have more of the same animal. Domesticated dogs will stop appearing when you have around 10x dogs.
- Animals now have type info when clicking on them (to clear the confusion for players about why pets can't be in pens).
- Animals in the “Animal” panel can now be sorted by species, type, age, etc.
- Added ‘mark/clear all’ for hunting, taming, training, hauling, and battling (basically, any tickable/markable thing in the Animal panel). This way you can mark all of the animals to be hunted or clear of all hunt orders etc.
- Tooltips and hover effects are added to the Animal panel.
- Animals should not spawn on 'islands' they cannot get off from.
- Players will not be able to use hay/fodder/seeds as nutritional elements for settlers on caravan anymore. That was silly.
- Harvest and cut markers are hidden on crop fields. Now the field itself determines when the crop should be harvested/cut and the orders of the player will override this in all cases.
- Auto equip and drop item changed: now settlers will not drop forbidden items but will only auto equip things that are on stockpiles.
- Added BBT message when a piece of equipment is destroyed on the settler (ex settlers have a shield, the shield gets hit and gets destroyed).
- NPC characters will leave at once if you attack them.
- Deconstruct order will cancel uninstall order.
- Uninstall or move order will cancel deconstruct order.
- Cider is removed from the game. With the introduction of fermentation, we decided that you’ll get Fruit Juice from the fermentation of fruits. That fermenting pile will turn into a rough wine after some time. Since any fruit can be used for this process, it also means all of them will turn into rough wine.
- Text for raid appearing is now translated into all languages.
- Additional text has been added that explains that animals don't waste food when in caravans.
Bugs and fixes
- Fixed the issue that caused drafted settlers to ignore orders.
- Fixed the issue that caused settlers to ignore animals that they didn’t manage to kill the first time.
- Fixed the issue that prevented a merchant event from ending upon save/load, if that merchant turned aggressive in the meantime.
Known issues
- In some cases, settlers will stop while hauling from one stockpile to another (or shelf to shelf) - this does not break the game but looks weird and annoying.
- Settlers will sometimes refuse to harvest ripe fields. solved with save/load
- Several messages are still in English for all of the languages.
- If your settlers are experiencing weird animations with some of the actions, be sure to cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it to 30fps.
Update 0.8.36 (22.07.2022)
Bugs and Fixes
- Fixed the issue that caused the loss of certain weapon animations upon loading the game.
- Fixed the issue that caused graves to ignore stability updates.
- Fixed the issue where placing beams under completed structures (such as floors, walls, etc.) wouldn’t always refresh stability properly.
- Fixed the issue where objects placed on beams wouldn’t change stability when those beams changed their stability.
- Fixed the issue where beam stability would appear the same in each construction phase (blueprint/constructed).
- Fixed the issue where a couple of animals on one grid space would appear as if they are on top of each other.
- Fixed a couple of issues where settlers wouldn't properly prioritize crop planting, harvesting, and cutting.
- Fixed the issue where all furniture pieces would be registered as storage buildings.
- Fixed the issue that caused settlers to try to pick up multiple pieces of equipment at the same time while hauling, resulting in a hauling loop.
- Fixed the issue that prevented settlers from sowing crops in some cases, despite having necessary resources in their possession.
- Fixed the issue that prevented a raid event from ending.
- Fixed the lag that occurred if a player would banish a settler, but that settler wouldn’t have a clear path for leaving the settlement.
- Fixed the issue that caused settlers to ignore cooking if that job was set to ‘1’ in the Job panel.
Quality of life improvements
- Minor performance improvements.
- Bored animation states added to boars & chickens.
- Dismantle goal received better optimization.
- Production goal received a couple of fixes and should work better.
Known issues
- Sound effects are missing for some actions like harvesting/mining etc.
- When the message appears that a settler can’t be banished, it will appear in English in all of the languages.
- Some crop harvesting yields nothing. This occurs if one crop type has been turned into another one at some point in time (e.g. apples into cabbages). The solution (at the moment) is to cut old crops, destroy the cropfield and plant the ones that you want. We'll fix this in the next patch but don't know when that is happening.
Update 0.8.35 (14.07.2022)
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where settlers would still ignore repairing buildings in some situations.
- Fixed the issue that caused settlers to be stuck in dismantle loop with nothing to dismantle.
- Fixed the issue where a pet would freeze in place if the position of its owner was unreachable.
- Fixed the issue where a wrong message would appear during the Violent Extortionists raid if the extortionist settler was sent to the caravan but returned back before extortionists came.
- Fixed the issue that caused the Barn Door blueprint to have two colors when the resource for it was unavailable.
- Fixed the issue that caused arrows in-game to have purple color.
- Fixed the issue that caused multiple settlers to try and tend to the same person.
- Fixed the issue where particles during construction/production/harvesting/cutting would appear as squares.
Quality of life improvements
- Animals will haul more frequently now, but not as they did before. We nerfed this because players with a lot of hauling animals would experience significant FPS drops. This issue is being fixed, but until then, animals will haul a bit less often. If you can’t wait for the fix, did not experience FPS drops, and understand that this might cause some other issues - you can edit files on your own. Find animalBase.json file, look for the animal type you want to modify, and change “fireHaulEndEffectorChance” to 0.
- Bored animation state added for deer.
Known issues
- Sound effects are missing for some actions like harvesting/mining etc.
Hotfix 0.8.33 (12.07.2022)
Bugs and Fixes
- Fixed the issue where settlers would ignore food and starve to death, despite having food present.
Known Issues
- Settlers would start to dismantle with nothing, and gain nothing as a result (except the XP), creating a loop in the process - this occurs if you dismantle more than one thing in a building (or if you put it on forever) - the first one will go as intended, but every next one will cause that issue. Right now, until we fix it - we suggest that you cancel that production and put the new one on queue. That reported fixes for some folks.
- Sound effects are missing for some actions like harvesting/mining etc.
- Particles during construction/production/harvesting/cutting can appear as squares.
- Sometimes, lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
Update 0.8.32 (11.07.2022)
Bugs and Fixes
- Fixed minor crash occurrences.
- Fixed the issue that caused wolves to be stuck in idle walk animation between two points.
- Fixed the issue that caused reservation of production buildings, where a message ‘Already assigned to…’ would appear even though no one would work on those buildings.
- Fixed the issue that caused newborn animals to be a random number of days old.
- Fixed the issue that caused black bar texts to appear on influence events and after the end of raids.
- Fixed the issue that prevented the triggering of hunger effector in some cases which would cause settlers to starve, but not to eat.
- Fixed some of the issues that caused settlers to stand still for a long time, in between the tasks.
- Fixed the issue that caused wrong armor rating values to appear in tooltips.
- Fixed the issue where the ‘Tame’ order wasn’t working upon loading in some cases.
- Fixed the issue that caused settlers to be stuck in the hauling loop.
- Fixed the issue that caused the flickering of the mining marker.
- Fixed the issue that caused the flickering of the production circle.
- Fixed the issue where items were not pickable if they were located on graves.
- Fixed the issue that caused default clothes to reset upon entering the ‘Edit Scenario’ window.
- Fixed the issue that caused placeholder building resource icons to appear in settlers' inventory.
- Fixed the issue where all domesticated animals would go toward/into pen markers when idling, thus resulting in weird visual glitches.
- Fixed the issue where beam stability would always appear as 4 in the blueprint phase.
- Fixed the issue that caused incorrect messages to appear upon ordering the opening/closing of windows.
- Fixed the issue that caused settlers to look for beds that already had unconscious settlers in them.
- Fixed the issue where enemies would pathfind through settlers upon loading the game that was in the middle of the raid.
- Fixed the issue where the speed x5 would carry over to the daytime.
- Fixed the issue that prevented settlers from walking over walls, doors, and windows if those objects didn’t have floors on them.
- Fixed the issue that caused invisible slopes. Let’s hope that’s definitely fixed.
- Fixed the issue that caused the appearance of the blank notification when clicking on unavailable settlers in caravan formation.
- Fixed the issue that caused corrupted idle animation for merchant’s guards.
- Fixed the issue where plants would still grow even if there was a roof positioned above them.
- Fixed the issue that caused settlers to ignore repairing damaged buildings after a load.
- Fixed the issue where newborn domesticated animals would have trained stat at 99%, and newborn wild animals would have tamed stat at 99% in some cases.
Quality of life improvements
- Raid end conditions are changed to make a bit more sense.
- A settler can have only one pet now.
- Added animations for slaughter, milking, and shearing.
- Settlers should be looking for the nearest beds now.
- Added ‘Traveling’ next to the settler's name in the ‘Animal’ panel. This will appear if the animals’ owners are currently on a caravan. Those settlers will also be grayed out.
- The animal haul process should work a bit better.
- Improved how temperature is calculated. This should result in less lag.
- Chests have different HP depending on their material type.
- Plants should be easier to select now.
- You can now set settlers that are on the caravan as pet owners.
- When hungry, settlers will now look to prioritize their chair positions. They’ll look first for a great hall > room > under roof > outside.
Known issues
- Sound effects are missing for some actions like harvesting/mining etc.
- Particles during construction/production/harvesting/cutting can appear as squares.
- Lag will still occur if a lot of animals are performing hauling. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
Update 0.8.30 (27.06.2022)
Bugs and Fixes
- Fixed various crash instances.
- Fixed the issue that caused the appearance of a wrong production duration calculation.
- Fixed the issue that prevented beams from being selectable by the side parts.
- Fixed the issue that caused flickering if a beam was selected and hovered over it.
- Fixed the issue that caused the corruption of the target indicator, thus making it appear offset.
- Fixed the issue where some enemies wouldn’t hunt settlers when destroying one of the doors.
- Fixed the issue that caused settlers to be “stuck” in place.
- Fixed the issue that caused disappearances of room overlay colors.
- Fixed the issue that caused the appearance of floating piles.
- Fixed the issue that caused influence to drop to zero.
- Fixed the issue that caused copied objects to have different priorities from the original ones.
- Fixed the issue that caused settlers to perform infinite trap resetting animation if a priority order was given while they were rearming traps.
- Fixed the issue that caused Combat music to appear during merchants' visits.
- Fixed the issue that caused settlers to avoid eating in ‘Great hall’ room types.
- Fixed the issue where adding passion levels had no cost in Group Creation Points.
- Fixed the issue that caused the multiplication of warning messages every time you return to the main menu and load the game.
- Fixed the issue that showed incorrect warning messages like "Buildings can't be reached" and "Not enough resources" on blueprints when using the ‘Relocate’ option.
- Fixed the issue that caused the placeholder text to appear when a wild animal group was leaving the map.
- Fixed the issue that showed the influence graph to have the upper limit of 175, when it should be 100 since it is a percentage value.
- Fixed the issue that caused production reservations not to work as intended.
- Fixed the issue that allowed Barn doors to be used for making Pens, thus resulting in situations where domesticated animals could get out of pens.
- Fixed several issues with settlers not prioritizing stuff and/or doing stuff and holding on to them while sleeping. Long story short, this should fix several scenarios like:
- Settlers kept the task reserved even when they went to sleep.
- Forced food piles were not properly reserved for the hunger goal.
- Prioritizing the hauling order did not work as expected.
- Production resource delivery was not properly reserved.
Quality of life improvements
- You can load the game from inside the game. Huzzah!
- Plant growth gets halted when the plant is roofed.
- Using the ‘Attack’ goal via order and/or right-click should be more responsive and reactive now.
Known issues
- Sound effects are missing for some actions like harvesting/mining etc.
- Settlers will take some time before they decide what to do next. This issue is probably related to the big number of pets and humans performing hauling goals. It also affects the lagging in the game. The only advice we can give you at the moment is to disable hauling for your pets in order to improve the framerate/settlers lagging.
Hotfix 0.8.28 (20.06.2022)
Bugs and Fixes
- Fixed various crash instances.
- Fixed the issue that caused food particles to stay visible even if a settler is drafted/undrafted.
- Fixed the issue that made the ‘Cancel’ button in the Keyboard Configuration menu to restore already applied key binds.
- Fixed the issue that caused the disappearance of the rebellious purple highlight upon loading the game.
- Fixed the issue that caused prioritization of tending wounds to not work as intended.
- Fixed the issue that caused an infinite hauling loop for settlers and animals when interacting with walled shelves and racks.
- Fixed missing text for Woodwork Bench and Sewing Station, in the Almanac.
- Fixed the issue that caused constant spawn and destruction of certain pile types if those piles appeared under socketable shelves.
- Fixed the issue that occurred when the player would use the ‘Cancel’ button during the building installation process - if the player selected the corresponding building pile after that, it would still show the ‘Cancel’ button even though there’s nothing to cancel.
- Fixed the issue that didn’t show proper resource availability when the player would install a blueprint.
- Fixed the issue that caused combat music to disappear upon loading the save with an active raid.
Quality of life improvements
- The game should lag less now.
- Additional mouse buttons, including the middle button, can now be assigned to different keybinding. Left/Right buttons and mouse wheel functionality remains locked by default.
- The way the enemy list is shown upon hovering on the ‘Raid’ notification is now formatted differently. Now, the list will not show each enemy separately.
- Text for some equipment in the Almanac has received clearer wording.
- Animation of rats and chickens received a bit of fine-tuning.
Known issues
- Objects still appear floating in the air. Build floors beneath them to pick them up.
Hotfix 0.8.26 (15.06.2022)
Bugs and Fixes
- Fixed various crash instances.
- Fixed the issue that caused the training marker to disappear when obstructed by walls.
- Fixed the issue that caused longer settler’s names to exceed the name box in the ‘Animals tab’.
- Fixed the issue that caused invisible slopes. This needs more testing, so let us know if it still appears in this build.
- Fixed the issue that prevented other raiders from attacking the door, if one of them was killed in that process beforehand.
- Fixed the issue that caused settlers to haul a random pile instead of the one that was ordered to be hauled.
- Fixed the issue that prevented shackles and chaperone items from disappearing when hiding layers.
Quality of life improvements
- The transition from idle to walk and run animations for all of the animals is smoother now.
Known issues
- Objects still appear floating in the air. Build floors beneath them to pick them up.
- Settlers and animals get stuck in a loop where they move resources from one shelf to another. Save/load should fix this.
Hotfix 0.8.25 (14.06.2022)
Bugs and Fixes
- Fixed various crash instances.
- Fixed the issue that caused piles to turn invisible or to appear as non-selectable.
- Fixed the issue that caused beams to appear visually offset and placable over slopes.
- Fixed the issue that prevented settlers from waking up in the ‘Anything’ hour.
- Fixed the issue that forced settlers to take unnecessarily long routes to mine voxels.
- Fixed the issue that caused the wrong priority levels to appear upon copying storage structures.
- Fixed the issue that caused some settlers to sleep a lot more than necessary.
Quality of life improvements
- Fox running animation and its speed received adjustments.
- Siege raids will appear less often.
Known issues
- Objects still appear floating in the air. Build floors beneath them to pick them up.
Hotfix 0.8.23 (10.06.2022)
Bugs and Fixes
- Fixed various crash occurrences.
- Fixed the issue that prevented rabbits from eating hay.
- Partially fixed the issue that caused some piles to appear invisible, unable to move, and thus occupying grid space. These piles will disappear and clear grid space upon loading.
Quality of life improvements
- The loading and saving procedure has received optimization.
- Some storing options have different default priorities upon being built now (Books shelves, weapon racks, trophy racks, etc now have very high priority from the start. Dumping stockpile has a medium priority).
- Settlers will go to sleep earlier if their hours are set to ‘Anything’ in the ‘Schedule’ tab.
- Particles have been added to the ‘Successful training’ procedure.
- Fixed the issue that caused stairs to have invalid stability if they were built on windows, regular doors, and barn doors.
- Fixed the issue that caused “can’t reach building” situations to appear when trying to prioritize building certain structures.
Hotfix 0.8.22 (08.06.2022)
Bugs and Fixes
- Fixed the crash that appeared when a lot of animals would start eating at the same time.
- Fixed the crash that appeared when settlers would return from a caravan.
- Fixed the issue that caused the multiplication of research books in some cases, after loading.
- Fixed the issue that caused settlers to bug out and stop doing anything in the late game.
- Fixed the issue that prevented rooms from properly being detected.
- Fixed the issues where on load the list of resources would be incomplete, resulting in settlers not wanting to take resources from stockpiles to produce or equip.
- Fixed the issue where training and harvesting on stairs would result in an infinite loop of chasing the animal (This might appear off visually, but it works).
- Fixed the issue that prevented animals from aging, upon starting the new game.
- Fixed the issue where settlers would not deliver resources for building blueprints, because other blueprints had assigned resources that were unreachable.
Quality of life improvements
- Small optimization for the lag that appeared in the late game.
- Selecting the flax field (if the flax is on it) should be easier now.
- Animal's age now appears in the ‘ yy: dd’ format.
Known Issues
- Items still float in the air in some cases.
Hotfix 0.8.21 (07.06.2022)
Bugs and Fixes
- Fixed the lag that was caused by a couple of building procedures.
- Fixed the lag that was caused by the appearances of new animals.
- Fixed the lag that was caused by the mining on big maps.
- Fixed the lag that was caused by a large number of characters appearing on the biggest map type.
- Fixed the issue that caused blueprints to turn red upon their placement, even if they were reachable.
- Fixed the issue that caused the right-click attack during the ‘Drafted’ state to not work as intended.
- Fixed the issue that caused settlers and animals to stop doing stuff after some time and just stand in one place. The issue might still be present, but it will require additional testing.
- Fixed the issue that prevented resources from being properly counted on stockpiles, after loading the game.
- Fixed the issue that showed wrong info for the Animal Food hunger bar.
- Fixed the issue that caused the ‘Idle’ stat to appear in the enemy’s info tab, even when that enemy was clearly attacking.
- The situations where settlers end up stuck in the holes now should happen less often.
- Fixed minor text issues.
Quality of life improvements
- Animal names appear above them now and this can be changed in the options menu. This is a default setting for pets only. Players with older saves will have it off by default.
- Thunderstorms received rebalancing - they should not happen on ‘Peaceful’ game mode anymore. In other game modes, they will happen only with +5 settlers. The chances of thunderstorms happening in the same season are lower now.
- Save load should be a bit faster now (this will receive more optimization over time).
- Obsolete saves (old ones, marked in red) will not appear anymore in the ‘Save’ panel.
- Pseudonym tooltip now correctly parses the settler's name.
- More animal names that Discord members suggested have been added to the database.
Known issues
- The game might crash if a lot of animals appear on the screen. We’re fixing this in the next patch.
- Wall decorations will not be taken into account for proper room detection. It will be fixed with the next patch.
- Objects still appear floating in the air. Build floors beneath them to pick them up.
- Interactions with animals on stairs might still glitch. Simply destroying the stairs in that case should resume the gaming normally.
Hotfix 0.8.20 (04.06.2022)
Bugs and Fixes
- Fixed severe lag caused by many blueprints being unreachable.
Known issue
- Blueprints created on top of other blueprints will appear orange and unreachable, regardless of their reachability. The good news is - settlers will build them if they can reach them.
- Some players will experience the disappearance of the stockpile counter on the top right part of the screen. Because of this, some production will stop and display as lacking in resources. Also, some books will not be registered due to this in the research panel. The temporary fix is to destroy those old stockpiles and build new ones (we've also received reports that resizing them as well as adjusting what they accept will fix it, too. the same thing applies to shelves) - then it should work properly. We'll look into a real solution for it next week.
- We'll continue fixing these(and other) issues next week. Have patience.
Hotfix 0.8.19 (03.06.2022)
Bugs and Fixes
- Fixed several rare crash occurrences.
- Fixed the issue where enemies would shoot through terrain if the layers are lowered.
- Fixed the issue where pets would not sleep on the same level as their owners.
- Fixed the issue where banished settlers wouldn’t leave the settlement.
- Fixed the issue where settlers wouldn’t harvest animals automatically and the player was able to order them only by right-clicking to do so.
- Fixed the lag that occurred when a lot of unreachable blueprints were placed on the map.
- Fixed the issue where a door locked up a room, upon being built.
- Fixed numerous issues related to pathfinding (settlers not mining/constructing/eating) related to stairs detection.
- Fixed the issue where settlers would get into the loop of picking up and dropping objects.
- Fixed the issue that allowed the food graph bar to go out of bounds in the Historical Records.
- Male/Female text is now properly positioned for the Polish language
Quality of life improvements
- Traps received additional balancing - there is now a 1% chance for trap activation when settlers walk over them.
- ‘Trough doesn't require minimum construction skill anymore.
- “Animals are hungry” warning message has been added.
- Black bar text will appear if an animal starves to death or dies from old age.
- Black bar text will appear when an animal gives birth now.
- Animals emit dust particles when running.
- Trying to load old saves (pre Update #4) has better messaging now - old saves will be marked with red text, and trying to load them will give a more detailed explanation of why it can’t be done.
Hotfix 0.7.17 (07.03.2022)
- Fixed crash caused by settlers trying to install a Structure Pile.
- Fixed crash caused by canceling relocated structures mid-construction on the same voxel several times, using the assigned keybind.
- Fixed crash caused by drafting a settler that is sleeping in a bed via keybind,
- Fixed the issue where undrafted stances of settlers couldn’t be modified through the Manage menu when other settlers are traveling with a caravan.
- Fixed the issue that caused merchant idling behavior to bug out if a merchant's stall is locked away or walled off.
- Fixed the issue that caused settlers not to sow the fields when seeds become available.
- Fixed the issue where a roof blueprint could be placed and built overlapped over Floor Tiles, with no warning messages displayed.
- Fixed the issue where the structure piles would multiply if their installation was canceled multiple times via the assigned keybind.
- Percentages in the production speed modifiers in the selection panel of a production structure are color-coded now.
- All variations of research tables now count for the warning message “research table missing”. Also, all research tables unlock the research panel (if the player somehow purchases an advanced research table before constructing the basic one).
Hotfix 0.7.15 (14.02.2022)
- Fixed the issue that caused settlers to ignore hauling to stockpiles marked as ‘very high priority’.
- Fixed the issue that caused settlers to stop sowing the fields even when Seeds became available.
- Fixed the issue that caused Clothes and Armors to be displayed sideways when stored on armor racks.
- Fixed the issue that caused settlers not to sow fields, even though seeds, as a resource, became present.
- Fixed the issue that caused icons for winter clothes to appear smaller than the rest of the items when hovering over racks and chests.
- Fixed the issue that caused the game not to update counter of the “Until you have” option for the Armourer’s Table once the Buckler Shield has been crafted.
- Fixed the issue that caused the Reroll and Pseudonym buttons for Background on the Settlers screen to appear, even if the Advanced Customization menu is disabled.
- Fixed the issue that caused the "Load" preset feature in the Settlers screen to stay disabled upon using the “Save” preset feature for the first time.
- Fixed the issue where deleting a preset (in a Settlers screen) would corrupt Save menu's functionality and additional presets would overwrite the remaining preset.
- Fixed the issue that caused the settler's avatar to not properly update with the settlers' hair color when changing the body type.
- Fixed the issue that caused short screen freezes when changing settlers’ body type in the Settlers screen.
- Fixed the issue that caused changing settlers’ body type to modify the current Group Creation Points value, even though no other options that use Creation Points were changed.
- Fixed the issue that caused Structure Piles to not be accumulated and properly displayed in the Merchants' Trading menu.
- Fixed the issue that caused Factions' Alignment values to be inconsistently displayed in the Info Tab and in the tooltips.
- Fixed the issue that caused the Hair Color/Skin Color menu to have the scroll bar present.
- Fixed the issue that caused sides of voxels situated in the Forbidden Zone to not have red overlay.
- Fixed the issue that caused the disappearance of tooltips for Apparel and Equipment items when hovering over them in the Seal the Deal screen.
- Fixed the issue that caused corruption of settlers’ avatars after modifying their "Height" or “Body Type” value by typing in the text box and clicking on a different settler afterwards, in the Settler Creation screen.
- Fixed the issue that caused Summary Screen to not update properly when going back and forth between menus to select a different Heraldry.
- Fixed the issue where packaged meals (human meat) would not count in the “until you have” production counter.
- Fixed the issue that caused tooltips not to update in real time when using the "Allow/Forbid" order.
- Fixed the issue that caused "Pain" and "Inebriated" stat values not consistent with the ones in the Scenario description.
- Fixed the issue where text boxes from a custom scenario, upon entering 9 or more digits, would corrupt such scenario.
- Fixed the issue that caused the corruption of the custom scenario edit menu if “Override” stats are added.
- Fixed the issue that caused all of the shields to have "Two Handed" description in their Info tab and Almanac entries.
- Map seed number has been added to the pause menu and statistics panel within Historical Records.
- Mail helmets are no longer comically large.
- Metal shields are now properly added to the almanac.
- Wooden Buckler and Wooden Shield from the Research menu now have a proper Almanac link functionality when clicked on.
- Beds can be built now in rooms like the kitchen and workshop.
- Animated equipment like bows and flails will have proper animations after loading a game (previously, only equipped items from that session would be animated properly).
- Facial hair is hidden when mail helmets are equipped.
- NOTE: Due to shield and buckler productions changes within the code, every active production of that equipment from 0.7.11 saves and before these productions will be automatically deleted upon load. Any new production set will work fine.
- Fixed minor text issues.
Hotfix 0.7.11 (10.02.2022)
- Fixed several rare crash occurrences.
- Fixed the issue that caused brazier material to appear half transparent when lowering world layers.
- Fixed the issue that caused new construction variations to appear hollow when lowering world layers.
- Fixed the issue that caused Caravan Halt to have a hard to select hotspot.
- Fixed the issue where the progress bar of some structures would clip with floor graphics,if the floor is used above those structures.
- Fixed the issue that caused Wooden Buckler and Wooden Shield from the Research
- menu to lack the Almanac link functionality when clicked on.
- Fixed the issue that caused ‘Seeds’ text in the Shelves' Info tab to be missing the hyperlink that opens the Almanac when clicked on.
- Fixed the issue where the ‘Wooden Shield’ used the wrong icon in every menu and tooltip where present.
- Added info about production speed % in the production structure selection panel. Now, you can see what influence the room has, or temperature, or rain, etc.
- Forbidden structures for some room types have been updated.
- Minor visual glitches have been removed.
- Fixed minor text issues.
Update 3 (01.02.2022)
Seeds and Saplings
We have made some major changes to crops. You won’t be able to magically conjure them from thin air anymore and we’ve added a new phase to the life cycle of plants. Saplings are also in the game. Here is how it’s all going to work:
- To sow crops, you will need new resources - seeds and saplings.
- Agriculture now unlocks all crop fields, but they will not appear in the crop field panel unless you have the seed for that crop somewhere on the map.
- One seed/sapling occupies one grid space.
- One settler can carry a maximum of 300 seeds or 30 saplings in their inventory.
- Some crops, like barley and redcurrant, are sown with their produce (one redcurrant, as a resource is used to plant one redcurrant bush).
- All plants drop seeds in their ripe phase, but there are certain plants like cabbages, carrots, and beets, that give more when in flowering and seeding phases.
- Trees drop saplings whenever they are cut, except when in the dead phase.
Crop Blight
- Blight is the new event in the game and will appear during summer and autumn. It will occasionally occur on random sections of the field and will destroy your crops if it isn’t dealt with.
- Blight can affect only flax, barley, cabbage, carrots, and beets.
- When the blight appears, you will want to cut contaminated crops before it’s too late, as it will spread to nearby crops.
- Strategic crop placement will also prevent the blight from spreading - the size of the crop fields, as well as their shapes, play a big role in blight control.
New flora
To make things a little easier and interesting, we added some new flora elements.
- Apple trees are added to the game and can be sown with apple saplings. You can't find those saplings in the wild, but they can be bought from merchants or settlements. These trees have several harvest cycles and produce apples, wood, and sticks.
- Wild flax and wild barley are here (or, as we’d say it: growing wild!). Look at them as a starting point from which you will obtain seeds. They look a bit different and give fewer resources than regular flax and barley.
- Even if your scenario starts with zero wild flax and barley, over time they should appear all over the map. The amount will depend on the map type and size.
NOTE: Wild flax and wild barley will not grow on maps from an old save.
New resources
With the latest update, we are bringing some useful new resources that can be utilized across your settlement.
- Bread - produced as a meal if you use barley as a singular cooking resource.
- Apple pie - produced as a meal if you use apples as a singular cooking resource.
- Redcurrant pie - produced as a meal if you use redcurrants as a singular cooking resource.
- Honey crisps - produced as a meal if you use honey as a singular cooking resource.
- Apple cider - produced from using apples in the brewing station.
- Mead - produced from using honey in the brewing station.
- Honey - produced from skeps. It can be eaten raw, used for cooking and used as a basic medkit (like herbs.)
- Wax - produced from skeps. Used to refuel candles.
- Tallow - produced when butchering some animals. Also used as a basic medkit (like herbs). Can also be used to refuel candles.
- Ice blocks - made from ice boxes. They can only be produced if the temperature around them is -1 or less. Ice blocks lower the temperature of the room around them when stored in any room.
- Silver - mined from voxels.
- Silver ingots - made from silver in the smelting station, like other ingots.
NOTE: silver voxels can't be found on old save maps. Only when starting a new game
New equipment
We’ve added new weapon materials for you and your enemies:
- Silver versions of weapons, armors, and shields are in the game. When it comes to quality for weapons, silver is a bit better than gold, but still worse than iron or steel. Silver items have a greenish tint to them, so they look like rusted silver. It’s a design choice to make them different from gold, iron, and steel.
- Bucklers, kite, and regular shields now have all-metal variations (gold, steel, iron, and silver.)
- Enemies and visitors have some new equipment that you can't create. Things like armor made from bones, animal headpieces, headbands, etc. Nothing stops you from taking those forcefully, though.
New structures
New production buildings, as well the ones that are going to make trading easier, are now in the game.
- Icebox - produces ice blocks. Temperature around the structure influences the speed of production. The production will stop when the temperature becomes higher than -1. The lower the temperature, the faster the production.
- Skep - produces honey and wax. Skeps are also influenced by temperature and will not produce if the temperature is too low.
- Merchants stall - merchants will go to this structure once they appear on your map. Their goods will appear on the stall when they reach it, and you will be able to start the trading process either by the right-clicking merchant or the stall.
- Caravan Halt - settlers will gather at this structure when forming a caravan. Forming caravans also works as before. When settlers return, the resources will spawn around the nearest halt instead of on the edge of the map.
Visual variations to structures
You can now change visual variations to some structures. NOTE: This type of change will have no impact on gameplay. It only impacts the visuals of the game.
- Elements that have variations are: roofs, walls, floors, fences, merlons.
- Beyond shape variations, roofs now have material variations, too. These are strictly visual differences.
- By using a rotation of these variations, only the visual representation will be affected.
NOTE: Corner merlons and corner fences are included as variations of merlons/fences now. This move creates empty spots in the places you used previous corners.
Research panel changes
The research panel had to be reorganized a bit due to the integration of the elements mentioned above.
- Beekeeping and Ice Making research nodes are now in the research panel - unlocking these nodes will allow you to build Skeps and Ice Boxes.
- The research panel received a bit of visual rearrangement due to the integration of these elements.
New harvesting control and behavior
Crop fields have an additional panel next to the selection panel now. Within that panel there are a couple of options that you can select:
- Crop field priority - You can change the priority of crop fields, just like you do with stockpiles. All crop fields with the same priority will be treated the same as before (the closest one has the highest priority). Priority influences sowing, cutting, and harvesting.
- Don’t Sow - Settlers will still harvest the existing crops on the field but will not sow another round while this box is checked.
- Harvest Phase - You can now choose in which phase a crop gets harvested. The phases you can choose are only phases where a harvestable resource is present (note that barley plants only have one harvest phase.)
- Cutting Phase - This option appears when you select tree crops. Some trees, like apple trees, have both cutting and harvesting phases within this panel.
- Changing crops - You can change the type of crops that are sown on the selected field. Changing a crop type will order the crops on that field to be cut down so the new ones can be sown.
Other notable changes in this area:
- Plants now die if they are under a roof. A message will appear in a plant’s selection screen when this happens. If you place crop fields under the roof, it will not trigger settlers to sow there
- Resource amount dropped after harvesting/cutting is now multiplied by the percentage of HP the plant has. For example: if the hailstorm, frost, or blight hurts the plants, they will give fewer resources because of it.
Fuel system
Light and heat sources now require refueling in order to emit heat/light. Once these buildings are out of fuel, settlers will need to use one of the fuel types to refill them.
- Structures like braziers, torches, and candles need refueling to emit heat.
- Each structure can have a different kind of fuel. Torches and braziers use coal, wood, and sticks, while candles use tallow and wax.
- Each fuel resource has an assigned fuel strength, meaning they will not offer the same fuel amount. More tallow is needed than wax to refuel a candle. You will also need more sticks than coal or wood.
- Settlers that have the Steward job turned on will do the refueling.
- Once refueled, those buildings can be turned on/off without settlers.
NOTE: The fuel system is used on furniture that gives heat (braziers, candelabra, torches). We are not using them on production buildings (even though they give off heat as well).
New modifiers for settlers
Settlers now have different modifiers as they age (some of the attributes are different if they are young, adult, middle-aged, or senior). These modifiers are also affected by the settler's height and weight.
- Settlers gain random perks (sometimes) when they have a birthday. The perk is given in the same rule set as randomizing a settler when creating them.
- Some perks (for now only the cannibal perk) can’t be received with birthdays.
- Settlers can now die of old age. Every time it’s time for them to wake up (if they are older than 65 and after at least 3h of sleep) there is a chance they will die. As they grow, their chances of dying will increase. If you really want to see the odds and edit them, you can do so within the WorkerBase.json file.
The rebellious state and merry modifiers have been changed.
- Rebellious - Before, when a settler’s mood would drop under a certain threshold, the settler would become rebellious. Now, when the mood drops under a certain threshold, there is a 50% chance the settler will become rebellious, with each negative mood modifier that happens. There is a cooldown where the settler can't become rebellious sometime after being rebellious.
- Merry - Before, while a settler’s mood was over 80%, the settlers were merry by default. Now, when the mood is over 80% settlers have a 50% chance of getting the merry effector, with every good mood modifier that triggers.
Settlers are dreaming.
- Settlers can now have good or bad dreams. (there is also a chance they do not dream.)
- Settlers that have some perks, like glutinous, cannibal, and bloodlust can also have different dreams.
- Settlers with the bloodlust perk now get a mood modifier when killing someone.
Enemies
Enemies now have new equipment that relates to the factions they are tied to - this is an aesthetic choice as we think it adds a bit more personality to the factions.
- Shields and plate armors now have heraldry on them. They will have the enemy heraldry while the enemy has them equipped and the player’s heraldry while the player has them equipped.
- Factions now have a percentage of female visitors and/or enemies.
Music
- New songs, yay! Added two music tracks and changed music playlist logic.
Other notable introductions and improvements
- The Animal Husbandry job type has been added to the JOBS panel. At the moment, it is only used for beekeeping.
- The camera will not move to the merchant location once the event appears in the game.
- Clay brick and Limestone Brick arches are in the game, due to the popular demand
- The Bartering and Caravan screen has sorting arrows now - you can sort items by alphabetical placement, value, amount, etc.
- Non-tradable items will be always at the bottom of the screen by default.
- We’ve introduced daily maximum attainable level experience for a skill per settler. On a daily basis, settlers will be able to earn 1600XP for one skill. If that number is passed, the settler will earn 10% of the XP for that skill (meaning, if they earned 50XP for cutting trees, now they’ll earn 5XP). When the day starts anew, XP that was 1600/1600 will return to 0/1600. The cap limit is influenced by various factors, so settlers will differentiate among themselves. We also introduced skill decay - once a settler reaches level 5 with a skill, XP for those will start to decay. Decay will be slower but over time, as settlers age, decay numbers will increase. Decay will not affect their current skill level - skill level cannot decay under the last level gained.
- A new tooltip system has been implemented. Tooltips should no longer stay active on the screen and appear dubbed from time to time. Tooltips will now follow the mouse cursor in order to look a bit more fluid.
- World layer level is now written in the save data - upon loading, the game will remember the layer on which you were on.
Bugs & Fixes
- We have also fixed a bunch of things:
- Fixed the issue that caused roof textures to flicker and overlap when different combinations are made (next to one another) and the camera is rotated.
- Fixed the issue where settlers would get multiple birthdays in some cases.
- Fixed the issue where surrounding textures can be seen through the Kiln texture.
- Fixed the issue where "Some custom images have been deleted, “Your heraldry design might lack the custom image used." message would appear in the Heraldry edit menu.
- Fixed the issue where some perks were addable to the body types that didn’t make sense.
- Fixed the issue where the shadow texture of tools and weapons did not display properly.
- Fixed the issue where merchants’ storage capacity is sometimes out of proportion without trading/gifting anything, and the "Accept" button is greyed out.
- Fixed various tooltip issues.
- Fixed various text issues.
- Fixed issue where editing resources in the production building would edit resources in the next building you select.
- Holding down CTRL for layer jumping will no longer deselect what you have selected.
- Holding down CTRL for layer jumping will no longer place buildings in construction mode.
- Adjustments are made for the click-through system (clicking on the same thing to select the object behind it). Click through issues have been fixed (in certain situations the player would select a floor element instead of a settler)
- Fixed issue of production being paused resuming after lading that session.
Patch 0.6.2.10 (16.12.2021)
- Fixed the issue that prevented players from building anything on some spots, accompanied with the message “Cannot start construction, need to clear area first”
- Fixed the issue where redcurrants would disappear after saving and loading the game. Note: this is still present on all those redcurrant crops that were in the harvest process during save/load, but for all of the new ones created after this hotfix - it should work as intended.
- Trebuchets have been nerfed - They have less ammunition now, and all three versions have 10% reduced damage. They’ll also appear a bit less often.
- Raids now have a very small chance to happen if your settlement has 3 or fewer settlers. Before, the chance for a raid to appear in such a scenario was 0%.
Patch 0.6.2.8 (09.12.2021)
- Some of you reported an issue where your saves wouldn't load - this issue has been fixed now.
Patch 0.6.2.7 (01.12.2021)
- Fixed the issue where events would stop appearing or they appeared rarely.
- Fixed the issue where some crops would disappear after saving and loading the game.
- Fixed the issue where settlers would not harvest crops, despite them being in the “ripe” phase.
- Fixed the issue where quitting the session while a Thunderstorm or Hailstorm event is on the verge of ending corrupts their visual assets.
- Fixed the issue where the game would remember camera movement related inputs (e.g. using right arrow) after entering and closing Region tab.
- Fixed the issue where new settlers that are accepted from events would appear equipped with apparel items set as default clothes in the scenario, dropping the items they were already equipped with.
- Fixed the issue where settler corpses disappeared and enemy bodies were displayed as purple bones when the Caravan returned with bodies in its inventory.
- Fixed the issue where door animation would not trigger if merchants/bodyguards would walk through them.
- Fixed the issue where the factions' trader name was displayed as placeholder text in the Caravan Trading menu.
- Fixed the issue where keybindings would lack functionality if used in the Region menu.
- Fixed the issue where the Alignment-related notifications were not displayed, despite the fact that faction’s alignment has been changed.
- Fixed the issue where having a Wooden Beam present in between Walls would allow the overlapping of other Wall blueprints with the already built structures.
- Fixed the issue where Blueprints could overlap and be constructed within Roofs.
- Fixed the issue where the same Structure Piles were present twice in the Custom Scenario menu.
- Fixed the issue where placing a Floor Tile on the voxel located in front of a Wall Decoration would trigger the message: "Can't be placed, blocked by:...".
- Fixed a couple of text issues.
Patch 0.6.2.6 (08.11.2021)
Bugs and Fixes
- Fixed the crash caused by using the relocate function for some construction - if the player would place a blueprint on a voxel, then cancel it, then repeat the process on the same voxel two more times, after the third time - it would result in a crash.
- Fixed the progress blocker caused by pausing the game at the same time the Autosave feature triggers.
- Fixed the issue when using multi selection (via double click) on walls OR windows, both would be selected in this process. Now, a multi selection of walls will select only walls separately like when doors are being multi selected. Windows selection works the same way.
- Fixed the issue where settlers that are sent in a Caravan would appear as "Settler Died" events in the Historical Records menu.
- Fixed the issue that caused traded Items and resources, or ones given as gifts, to still be displayed in the Caravan Info Tab.
- Fixed the issue that caused the roof to collapse if the construction of the door was started in a room next to a wall. Player would cancel construction of the door and, with that action, cause the roof above the door to collapse.
- Fixed the issue that would cause resources/items to decay from weather events even though there was a roof above them. The roof would not properly register sometimes, if created during the weather event.
- Fixed the issue that caused the counter in the Research Menu to corrupt when selling/gifting allocated Books.
- Fixed the issue where players were not able to get a Retribution achievement
- Fixed the issue where the Room types could be created using the Structure Pile variant of the required structures.
- Fixed the issue that caused stored items in storage structures (chest, racks) to disappear after the voxels under those structures have been mined.
- Fixed the issue that caused the blueprint to cancel itself when the blueprint beneath it was finally constructed.
- Fixed various issues related to missing text.
Quality of life improvements
- Leaf particles have been added to trees. (This can be turned off in options menu, within ‘Graphics’)
- Added particles for when a production is finished.
- Weight cap has been added to traders - trading can’t continue if the merchant can't carry any more resources (players can't gift 100k limestone to a visitor anymore. Yeah. Sorry :) ).
- Settlements have a slightly different stock if they are mountain or valley settlements (wood and stone/gold/iron have different price modifiers and amounts).
- Locking a merchant now makes the faction lose alignment (-5/h), also a note will appear when a merchant wants to leave, but is locked in.
- Keybindings for panels (4,5,6) work on the world map now.
Patch 0.6.2.5 (01.11.2021)
Bugs and Fixes
- Fixed several rare crash occurrences.
- Fixed the issue where graves could be built on top of floor tiles if the blueprint was placed over a Stockpile that's located over the Floor.
- Fixed the issue where copying the settings for the allowed resources from a Chest, Rack, Shelf or Stockpile and pasting them in the same structure made the checkboxes to appear as unmarked.
- Fixed the issue where the text boxes were not reverting to the default values when higher/lower values are entered more than once in the Transform tab from the Edit Heraldry menu.
- Fixed the issue where modifying a settler's name in the Settlers Selection screen had no impact outside of the profile tab.
- Fixed various issues related to the UI of the Settlers Selection screen.
- Fixed the issue that caused the Alignment status of Permanently Hostile Factions to be modified by returning settlers during Runaway events.
- Fixed the issue that caused Heraldry to disappear from the Pause Menu and Summary Screen.
- Fixed the issue that caused the "Send Caravan" button to not become greyed out once a Caravan has been designated to go to the settlement.
- Fixed the issue that caused the Crop Field to appear as floating over the ground if the player would place crops on one location, and then mine those same voxels.
- Fixed the issue that caused the Order buttons to lose functionality if the Info Tab of any item/resource/structure was opened prior to entering the Region Map.
- Fixed the issue that caused cancelling the Relocate order when settlers are working on the initial structure to not work as intended.
- Fixed the issue that caused facial hair of loaded settlers' presets to not appear as previously saved.
- Fixed the issue that would block the floor from being constructed beneath the trap, if the trap was built first.
- Fixed text formatting in the caravan trading screen.
Patch 0.6.2.4 (20.10.2021)
Bugs and Fixes
- Fixed several rare crash occurrences.
- Fixed the issue that caused settlers to go to sleep on the ground even though there are available beds in the settlement. This was caused by merchant appearing and idling.
- Fixed the issue that caused settlers not to eat nor drink at the table if the merchant was near.
- Fixed the issue that caused bartering tutorial to appear behind the bartering panel.
- Fixed the issue that caused “Next” button usable even though limit for Group Creation Points was surpassed.
- Fixed the issue where settlers would be stuck in the loop loop of moving resources in and around the storage areas.
- Fixed the issue where "You have unlocked the Research Panel" notification would appear every time if the research table was relocated.
- Fixed the issue where player could enter any letter/symbol in advanced Settler customization.
- Fixed rare issue where merchant would stay on the map forever after loading - Merchants and guards now forcefully leave the map if the game is loaded and no merchant event is active.
- Enemy’s village will be placed minimum 6 tiles from the player’s settlement, this will not affect the existing saves.
- Settlement stock will not refresh every time player access it.
"Merchants and Diplomacy" Patch (19.10.2021)
Faction System
- The Faction tab is located within the Historical Records panel in-game. It shows you what alignments you have with other factions and which faction is at war with who. You can change alignment with other factions by trading with them, gifting them things during trading/caravan gameplay, attacking traders, returning runaways or refusing to do so (more info in the event segment!).
New Region Map
- To unlock the Region map, you will have to research “Cartography” in the Research tab. Once you do that, you’ll be able to build a new furniture type - the Cartography Table which will, in turn, give you access to the Region tab. You can now select other settlements on the region map and see their basic information, as well as send caravans to them.
Bartering
- Merchants, as an event, will arrive at the player’s base over time. You can start the bartering process by selecting one of your settlers and right-clicking the trader NPC. Only resources on stockpiles/shelves will be available for trading from the player’s side.
- Trading is based on the value system of resources/equipment and the value of each resource differs depending on time of year, merchant, if the player is giving or taking, etc.
- You can attack merchants and lose alignment points with the trader’s faction, but be careful - they will usually come with bodyguards. If the merchant turns hostile, both the trader and their bodyguards will act like raiders.
- Merchants will not trade weapons/armors/shields if they have neutral alignment with you, and certain traders (like weapon merchants and large goods merchants) will not appear if the player has no friendly factions on their region map.
Caravan System
- Right now, the caravan system is only utilized for trading and gifting purposes. Attacking other settlements via caravans is not currently in the game, but will be supported over the course of the development.
- You can now send caravans by selecting other settlements in the region map and choosing the ‘send caravan’ option. However, for that to work, you will have to choose which settlers to send and what goods to send with them.
- The caravan won't start if there are no settlers chosen, the mass is too great or there is not enough nutrition for the trip to and from the destination settlement.
- Sending a caravan will give you the ability to trade with the settlement when the caravan arrives at the destination.
- Bartering with settlements is the same as regular trading, except that the prices are in favor of the player and not the faction.
- Caravans can’t return home if the player has bought more mass than can be carried or if the amount of nutrition is not met for the way back.
Relocate Structures - [Community Request]
- We’ve also implemented a feature where you can turn almost any production building/furniture/decoration/trap into a pile allowing for the relocation of a structure. Once turned into a pile, it can be moved onto stockpiles or be installed anywhere else (if there is space for it!)
- Installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers. It’s also worth mentioning that you will be able to buy some structures (as piles) from merchants, even though they’ve not been previously researched.
Event System Overhaul
- To adapt to newly introduced trading and faction systems, we decided to do some tweaks to events. Beyond introducing new trader events, we’ve overhauled how existing raid events work. Before there were 3x different raid events for 3x different factions in the game. Now there is only one raid event and the faction is chosen randomly from hostile factions.
- Dev note:
If you load the save that is currently experiencing a raid in the 0.5.31.15
version of the game, that raid will disappear. All the raids that come after that one should work properly.
- The Runaway event has a slightly different outcome now. Refusing to give the settler back will not necessarily initiate a raid, but it will set -50 to the alignment with the faction that is looking for the runaway. This can result in the faction potentially turning neutral from friendly or hostile from neutral.
Character Creation
- We’ve enabled the option to customize starting settlers if you choose to do so - by selecting the Advanced Customization option, the settlers screen will expand and you will be able to choose things like their looks, backgrounds, pseudonyms, religious alignments, ages, weights, heights, what perks they have and what skills they excel at.
- There are some limitations to the creation points used to “build” your settler - they are not infinite. They are randomly distributed to every settler and the players can change where they want those points to go. The number of points it costs to alter a skill, perk, background, passion, etc., varies.
- You are able to save your settlers as presets, so you can use them in other scenarios.
Additional fixes/features
- Certain crop fields now have a minimum botanical skill in order to be sown.
- Trap prices and damage have been changed - they are a bit expensive to make now and need a higher minimum skill.
- 14 new heraldry symbols added to the heraldry editor.
- Level up particle effect added when settlers gain a level.
- All dust effects are replaced with a new dust shader.
- Added particle effect when production buildings are complete.
- Added dust effect when a pile spawns on the ground.
- Added dust effect when settlers run.
- Changed the way layer transparency works (the annoying transparent 0.5 layer has been removed).
- Perks have been tweaked in terms of balance and conflict with others perks.
- Added tooltip information for perks if they conflict with some other perks.
- Fixed issue with loading screen not showing text properly in non-English languages.
- Fixed several Community-noted translation issues.
Patch 0.5.31.15 (07.09.2021)
Bugs and Fixes
- Fixed crash caused by placing traps under the stairs.
- Fixed issue that caused the game to freeze upon large-scale enemy encounters.
Patch 0.5.31.13 (25.08.2021)
Bugs and Fixes
- Fixed several rare crash occurrences.
- Production buildings are no longer selectable through walls.
- Fixed the issue that caused convalescing settlers to teleport all around the map.
- Fixed the issue that caused settlers to do Steward jobs even if that job was disabled.
- Fixed the issue that caused enemies from the Third Coming Attack raid to spawn and remain idle, even though there is a clear path to the settlement.
- Fixed the issue that caused forbidden icons to overlap with some objects and resource piles.
- Fixed the issue that caused decomposing info for a resource to disappear if the object they’ve been stored in has been deconstructed.
- Fixed the issue that caused settlers’ behavior to corrupt if they get unconscious by the heatwave event - the prioritizing wounds would have no functionality, they would start losing HP due to starving as they don't recover or wake up unless drafted and undrafted, and their walking animation would get corrupted multiple times and they would appear as idle/drafted, standing still in one position for a few seconds. Weird stuff, thankfully, now solved.
- Fixed the issue that caused some of the raiders to become idle if there are more than 10 spawned by the event
- Fixed the issue that caused settlers to flee even if the enemies (raiders/wolves are not in the line of sight)
- Fixed the issue that caused the selection box to remain on the screen despite the player’s input.
- Fixed the issue that caused the relocation process of the items to get corrupt if the player would modify the quality of items that the storing object accepted. This would result in a situation that the items in the storing objects would not be movable until the storing object was deconstructed.
- Fixed the issue that caused heraldry design to appear black/corrupted.
- Fixed the issue that caused settlers to ignore resources located on the stockpile for crafting purposes.
- Fixed the issue that caused items stored on Armour Racks/Shelves to remain visible if the layer is lowered immediately after settlers placed them on the storage structures.
- Fixed the issue that caused deconstructed merlon to leave a walkable path if those merlons have been created above the ground. This would result in invisible paths.
- Fixed the issue that caused raiders to ignore settlers that were sleeping on the Wooden Hay Bed above the ground level during the raid attack.
- Fixed the issue where upon loading an older save and settlers going to sleep and waking up, their behavior would bug out, usually resulting in them being stuck in one place.
Patch 0.5.31.9 (16.08.2021)
Bugs and Fixes
- Fixed several rare crash occurrences
- Fixed issue with some heraldry symbols not having opacity on heraldry preview in the main menu
Patch 0.5.29.3 (17 June 2021)
- Fixed crash caused by quitting to the main menu if the settler's health starts depleting
- Fixed crash caused by quitting to the main menu while the warning messages are appearing
- Fixed crash that occurred when one of the production buildings would get destroyed and the player quickly tried to quit the game. Alternatively, the same thing would happen if the player managed to select that building somehow, once it was destroyed
- Fixed bug that made doors appear "Open" regardless of the state that the player chooses. It should happen way less or not at all
- Fixed bug that prevented roof from being destroyed if that roof was supported by the ground
- Fixed issue that prevented room detection from working as intended in some cases - when a player would build one room above the other and try to patch a 1x1 hole in one room's ceiling (the other's floor), the room would not be divided into two rooms.
- Fixed issue that caused beams to (sometimes) be placed 90 degrees from where they were originally supposed to be
- Fixed issue that caused the Research panel to not react to the mouse scroll wheel
- Animals spawn rate received additional rebalance
- Minor pathfinding optimization have been implemented
- Various other crash fixes
- Fixed issue with not being able to click on the menu and game freezing
Patch 0.5.28.6 (7 June 2021)
- Various crash fixes are implemented throughout the game, caused by resource piles, room temperatures, roof spawning, building rotation, particle spawning, job panel, tooltips, & pausing production
- Fixed crashes caused by naming settlers and village with non-latin characters
- Fixed bug that caused dead settlers to get production experience
- Added run in the background option: Players can now choose whether they want to allow the game to run in the background when changing focus (ALT+TAB)
- Added a message when the player is trying to place a building somewhere where stability is 0. This also means that the message will appear when a player drags a wall off a cliff or tries to palace a wall on a spot with no stability
- Merlons will not be counted as wall anymore
- Fixed issue where music would get stuck on "one-note"