Update 1.7.2 (21 April 2021)
- Added toggle-able announcement panel on top right of title screen.
- Improved description of Completion milestones to clarify that you need all 30 of them.
- Fixed issue that would allow plants to be placed in bridges.
- Fixed code issues in warning signs.
- Various fixes for rare crashes.
- Better error messages for some modding errors.
- Fixed typo in Spanish translation of Deep Mining tech.
- Fixed typo in the French text for "Extractable resources"
Update 1.7.1 (3 December 2020)
- Watchtower now requires the thatching tech to be built.
- Storage filters are no longer visible if the structure is not operational.
- Fixed issues with one of the Tin deposit variants not changing texture in winter.
- You can no longer place plants outside of the playable game area.
Update 1.7.0 (17 November 2020)
- Cheese can now be made in the new Cheesemaker structure, from the Neolithic onward. Cheese lasts for longer than Milk, and can be traded.
- You can now sell animals to trader.
- Trader can now bring male and female animals at the same time, and you can choose which ones to purchase.
- Trader animals are now visible and stay in village when purchased, or leave when sold.
- Main trader that comes to village can now sometimes be an old person and companion trader can be of any age.
- Male animals are now cheaper.
- When double clicking on animals, only animals from the same team are selected (Trader or Player).
- Default resource limit for sickles is now 75% of adults.
- Edit work area option doesn't appear when several Work Areas are selected.
- When editing a work area, canceling caused the work area to be destroyed. Now, the work area will be restored to its original location.
- Fix for issue that could potentially result in people being stuck after coming down from platforms.
Update 1.6.2 (14 September 2020)
- You can now double click a work area to select all areas of the same type in town.
- You can now double click on ore deposits, flint and rocks to select similar nearby entities.
- You can now Alt+Right Click to give alternative commands to people like collecting tannin from trees, collecting mud from banks, shearing or milking animals.
- Improved milestone unlock screen, that highlights which milestone is being unlocked.
- You can now specify an FPS limit in the settings screen (when VSync is off).
- Tin and Iron deposits are now properly highlighted when placing mining work areas.
- Fixed issue that could cause people to be stuck in a loop performing commands when their stats were low.
- People are now be able to swap tools from resource slots to tool slots when required for the action they have to perform.
- Fixed game unpausing while on primal vision in normal mode if a trader was selected.
Update 1.6.0 (27 July 2020)
NEW RESOURCE: LEATHER ARMOR
Made from leather, offers reasonable protection, available from the Bronze Age.
NEW RESOURCE: MAIL ARMOR
Made from iron rings, offers very good protection, available in the Iron Age.
NEW STRUCTURE: ARMORER
Structure that produces Leather and Mail Armor, we've also moved the shield manufacturing here, which was in the Workshop previously.
NEW TECHS
New techs Armor, Mail and Reinforced Shields, required for Leather Armor, Mail Armor and Oval Shields.
COMBAT IMPROVEMENTS
- It is now possible to edit the position at which people gather behind the gates when the alert is on.
- Gates can now be build in 8 directions allowing for more organic wall designs.
- You can now build walls, watchtowers and platforms in shallow water, and in steeper slopes.
- In the Bronze and Iron Ages, raiders don't immediately acquire all techs in the era, but they do it progressively with each attack wave.
- There is now an option in the defense panel to customize the amount of men and women that will use melee weapons in combat.
- People will now upgrade their weapons from slings to bows if available.
- Weapons that raiders drop when dead now have random condition instead of 100%
- Added some old raiders, and slightly increased the proportion of males that come to attack.
- Clothing now decays when absorbing combat damage, the damage that is saved is instead taken by the clothing.
- Stamina decay rate is now cut in half when the alert is on. This affects all humans, including raiders.
- Slings can now be sold for their full value up to the Neolithic only (down from the Copper Age).
- Making sure that people don't run to another gate after all raiders are dead.
- Animals that have been butchered, even only partially, now decay a lot faster.
- Most defensive structures, like walls, gates and towers are now a bit more resistant.
NEW ADULT PERCENTAGE RESOURCE LIMITS
- It is now possible to set a resource limit to a percentage of the adults in the settlement.
- This is now the default for tools, shields and armor, as children can not use them.
- Improved tooltips for all resource limits, to make everything more clear.
- Added 20% and 33% resource limits
IMPROVED HUNTING RESOURCE LIMITS
- Butchering tasks for hunted or slaughtered animals will now only get auto-generated if any of Meat, Bone or Raw Skins are under the limits.
- In auto generated butchering tasks (after hunting or slaughtering), people will not extract resources that are over the limits.
- Meat limit is now set to 100 by default (it was 30 before).
- Raw Skins limit is now set to 40 by default (it was 10 before).
- Bones limit is now set to 20 by default (it was 10 before).
- These changes do not affect manual butcher tasks (created by right clicking or using the context actions), these always extract all resources from the animal.
IMPROVED COMBAT BEHAVIOUR
When a person is given a direct command to move somewhere (by right clicking on the ground), they will stay there and:
- They won't go to their usual combat positions. This is useful when the enemies are attacking if you want to station a bunch of people somewhere instead of in the default positions.
- They won't wander around town.
- For a while, they won't go and get any weapons or armor.
- For a while, they won't go to rest.
- For a while, they won't get assigned any tasks.
- For a while, they won't go store any resources.
The idea behind these changes is that you get more control over what people do, but eventually they will do what they need to do to survive.
IMPROVED PATHFINDING
- Humans will retry with higher accuracy if they can't find a suitable path to the destination.
- Beings prefer to walk on even terrain.
- Beings try harder to cross by a nearby ford instead of swimming.
MISC
- New loading screen for the Ancient Warriors scenario.
- Ancient Warriors tech cost has now been slightly reduced.
- Slightly increased population limit.
- Domestic Animals will now prefer to wander around stables.
- People now prefer to wear outfits that are in better condition.
- Workload calculations now count kids as half an adult.
- You can now select a loaded person and right click on a storage structure to tell them to unload there.
- Added Elasmotherium, Hyena, long haired woman and old man to intro screen.
- Carts, Sledges and Plows can now be built by two people simultaneously.
Update 1.5.1 (18 May 2020)
- Donkeys and Horses will usually now spend 3 game years as adults and 1 as old (before it was 2/2). This will bring up their reproduction rate to the same level as cattle.
- Domestic animals escape from raiders when not sheltered, even before being attacked.
- People will now build structures even if very hungry when there is no food available, this can easily happen in Nomad mode.
- Fixed issue with animals sometimes stuck in a loop in or near rivers/lakes
- "No space in stables" warning is now only shown in Autumn or Winter.
- When two scenarios use the same string ID, the game will now display a very obvious warning at startup.
- Fixed crash when spawning items for humans in scenarios and there is no space to put them.
- Iron Sword now uppercase like the rest of the tool names.
- Improved appearance of "Requires Tech" tooltip for context actions.
- Fixed issue of animals/humans using the wrong idle animation when switching model (this is triggered by switching Age or outfit).
- Fixed issue that could cause 2 trees to grow in the same place sometimes.
Update 1.5.0 (3 April 2020)
- It is now possible to precisely alter the distribution of trees, deposits, details and objects in custom Environments.
- ConditionEntityNearMarker action in scenarios now works with any type of entity.
- Fixed issue causing traders not to bring techs costing over 20 knowledge points if changed tech cost multiplier.
- Added new CurrentGameMode, CurrentStartMode and CurrentEnvironment values for ConditionValueEquals
- New Plowing technology.
- Plant and harvest tasks are now generated in rows, with the closest plants to town going first.
- UI SFX volume reduced slightly.
- Added panic sounds for humans.
- Only adult domestic animals can now be used to pull Carts or Plows.
- Only adult Goats or Cattle now produce Milk.
- Milk production time reduced from 0.2 years to 0.18 years.
- Better usage of transports overall.
- Improved the way transports and animals follow humans, this also reduces clipping against structures.
- New larger and more visible mouse pointer.
- Improved Leather and Tanning icons.
- Raiders now ignore megaliths and mines.
- Performance optimizations in combat code, which should make mods with a ton of raiders run more smoothly.
- Removed most artifacts in tinted models.
- Fixed issue with river sound not updating it's volume properly when game paused.
- Load is now centered when just one object is being carried on sledge or cart.
- Added some more syllables for random names.
- Fixed typo in burials text.
- Fixed selection box on bridges under construction.
Update 1.4.2 (9 January 2020)
- Fixed problem with traders not selling animals if all Stables were upgraded to Stone Stables.
- Fixed wrong trader animal tooltips in French.
Update 1.4.1 (8 January 2020)
- Updated to Unity 2017.4.35, this should fix issues with Citrix receiver and hopefully some other rare startup issues.
- People are now allowed to plant crops when hungry if the overall level of food is very low.
- Fixed issue with people cutting down trees from a distance if their sledge was recycled while walking to it.
- Fixed issue with wrong text size in loading screen if changing resolution after coming back to the main menu.
- Fixed issue people dropping resources in structures at wrong distance sometimes.
- Fixed graphical glitch in mines when switching from Primal Vision mode in hardcore difficulty while transitioning seasons.
- Fixed issue with sometimes people having tool props while carrying sledges.
- Fixed a couple of typos in the English help text.
- Fixed typo in the German translation of underground mining tech name.
- Stability fixes.
Update 1.4.0 (9 December 2019)
New Techs
- Funerary Rituals
- Unlocks the Burial Mound structure.
- Staddle Stones
- Unlocks the Staddle Granary structure.
Hunting
- Rebalanced danger levels and the amount of hunters that go to attack each type of animal.
- Fixed issue with hunt work area tasks always sending 1-3 hunters.
Population
- Relaxing population limits a bit more, it should now be possible to reach 300 people.
AI Improvements
- People are now more efficient when gathering resources from hunts.
- People will now take food from transports if extremely hungry.
- If extremely hungry, people will eat raw food instead of cooking it.
UI Improvements
- Added workload to general panel.
- Environment temperature bar has been replaced by an more compact icon with a tooltip.
- Traders now indicate the gender of the animals they are offering.
- Fixed issue in savegame name input, where all text wasn't always selected.
- Savegames and town names can now include the dash character.
New settings
- Added option to disable edge scrolling.
- Added option to toggle fullscreen.
- Added option to change UI sound volume.
- Settings that can be set on or off now use a toggle UI.
Misc
- Up to two people can now use the Menhir at once.
- Up to four people can now use the Stone Circle at once.
- Collect and harvest wild plants work area now properly obeys resource limits on a per plant type basis.
- Flax re-added to collect and harvest wild plants work area.
- Mining work areas now show resource limits for all 3 types of ores.
- Fixed issue with mining work areas sometimes reporting that they were exhausted when it wasn't true.
- Fixed graphical issues with materials of new work areas and entities during primal vision mode.
- Removed stats window from main menu, as we didn't manage to get this to work properly.
- VSync settings now work properly in windowed mode.
- Fixed issue where trader animals could breed with yours.
- Traders will only bring straw from the neolithic onward.
- Fixed issue with panel widths when the help button was present on top.
- You can now keep on earning knowledge after unlocking all techs.
Update 1.3.2 (28 October 2019)
- For any task to be assigned to a human, they have to have at least 50% hydration (this could be 25% before in some cases).
- Most non-food related tasks, can now only be assigned to a human when they have at least 50% nutrition.
- If someone is crafting a non-food item, and their nutrition or hydration go too low, they will abort.
- There are a few more situations where people will abort what they are doing if they are low on hydration or nutrition.
- When cutting down trees using a Sledge/Cart the resulting logs will always be placed in the transport and not the person's inventory.
- Collect tannin and flax tasks now have the same priority as all other non-food related collection tasks (before their priority was the same as of food tasks, which was higher).
- Fixed typo in the "Resource has decayed" French text
- Fixed a couple of rare crashes
- Fixed bug which would allow the player to place the second variant of the tent in an isolated location, causing different issues
- When the game fails to open the profile or settings files, it now gives a more helpful error
Update 1.3.1 (10 October 2019)
- Packs of the same type of animal are now be better distributed around the map. This will make the experience while playing the game the game more predictable and fair.
- Cave Hyena packs can now have a maximum of 5 adults and 4 young (before it was 6 adults and 3 young).
- When raider animals make a kill, they might stop actively chasing people in the town, and will only continue fighting if engaged in combat already.
- Limiting global stats in the title stats window to the last 7 days.
- Sanity checking stats more before uploading them.
- Fixed missing description for Bone Polishing tech.
- Better placement of resources in buildings under construction.
- Fixed a couple of rare crashes.
Update 1.3.0 (30 September 2019)
New techs
Dog Training - Allows dogs to help with hunting.
Bone Polishing - Unlocks Bone Knife and Bone Sickle.
New bone tools
New bone tools make bone more useful early game, as it typically was too abundant, these include the Bone Knife and Bone Sickle
Fauna behavior overhaul
The behaviour of wild animals is now more realistic making gameplay more challenging and interesting.
- Animals defend all young around the area, not just their own offspring (this makes Wolves and Cave Lions quite a bit more aggressive).
- Animals sometimes disengage from the attacker if it runs away (unless hungry). Humans will now run away when confronted with overwhelming odds.
- Animals will now try really hard not to drink near the player's settlement.
- Animals will now react properly while drinking when attacked by other animals.
- Animals won't eat dead animals that have butcher tasks associated with them.
- Several herbivores might retaliate when attacking their herd, even in normal mode.
- Animals now target humans more often when hungry (but still prefer other animals).
- Dogs can be knocked back by large animals.
Balance changes
- All outfits now take 90s to make (up from 50 or 60).
- All flint tools now take 60s to make (up from 50).
- All bone tools last for less time and uses when compared with the equivalent flint tools.
- All animals have had their speeds, produced resources and hit points reviewed and iterated.
- Downgrading Food Dryer to 6 slots, this will force the player to build more of these, as they were too efficient before.
- Doubled the amount of time animal carcasses remain in the game.
- Cave Lions now do 35 damage (from 30).
Work Area management improvements
- Added work areas panel.
- Replaced Next/Previous work area buttons in work area options by a button to access the panel (Next/Previous work area shortcuts still work).
- Hunt work areas now display a different tooltip saying "maximum number of simultaneous tasks in this area", as the previous tooltip was wrong.
Other
- Creative mode and "The Long March" challenges are now playable from the start.
- Changed "Winter Hunt" milestone in "The Northlands" scenario to include the Elasmotherium and Muskox.
- In the Knowledge Progress Panel, structures and animals that can not be currently built/hunted are now grayed out.
- You can now select a bunch of trees with/without cutting down tasks assigned and cancel them all or cut them all down.
- Collect wild plants work area also also works for Flax now.
- When taking heavy resources to store, people will abort if very hungry or dehydrated.
- When a selected entity enters a structure, it gets deselected.
- Adding butcher tasks for domestic animals that die of starvation or natural causes.
- Improved impact particle spawn positions.
Update 1.2.2 (11 September 2019)
- Trees that are not full grown, produce less wood when cut down.
- Cut down work areas only cut down trees that are fully grown.
- Preventing structures and transports from being built where another transport is being built.
- Swordmaking and Swordmastery milestones in Ancient Warriors, now require you to produce swords, instead of just accumulating them (so you can't get them from looting the raider's weapons)
- Stability fixes.
Update 1.2.1b (7 August 2019)
AI and Gameplay
- If a resource's condition is below 50%, then the AI will store it with very high priority.
- New default resource limits: Meat: 30, Bones: 10, Raw Skins: 10. This prevents Hunting work areas from getting overused if it's not required.
Optimizations
- Human and animal paths are now saved in savegames, this prevents the game from stuttering at the beginning sometimes when recalculating them.
- Various performance optimizations from the console version are now included, which make the game run better with high population counts.
Stability
- If the game now detects that the settings or profile are corrupted, it will reset them instead of crashing out.
- Making the game more tolerant to corrupted savegames.
- Fixed crash when clicking on enable/disable if a human was also selected.
- Preventing messages from focusing on destroyed entities
Update 1.2 (16 July 2019)
This is a large content update focusing on combat, aiming to make it more balanced, realistic and fun to play.
This version introduces new elements like Shields and Platforms that fundamentally change how combat will play out.
Raider AI has also been overhauled, and the existing defense structures have been rebalanced.
New Resources
Round Shield
A basic shield that can be used with one handed weapons to block incoming attacks.
1 Leather + 1 Log = 2 Round Shields.
Has 200 HP and a 50% chance of blocking incoming attacks.
Available from the Bronze Age onward.
Oval Shield
A large shield that can be used with one handed weapons to block incoming attacks.
1 Iron + 1 Log = 2 Oval Shields.
Has 400 HP and a 66% chance of blocking incoming attacks.
Available at the Iron Age.
New Structures
-
Wooden Platform
A structure, built inside the settlement's walls, so your people can shoot at raiders from it.
-
Reinforced Platform
A sturdier version of the Wooden Platform, can hold more people in it.
-
Deep Iron Mine
An upgraded Iron Mine, that increases the amount of ore that can be extracted from it.
A few people from the community asked for this, as they were running out of Iron in late game.
New Techs
New Music
Quality of Life
- New Structures panel, that allows you to locate any structures you have built (especially useful for mines).
- New Megaliths panel, that allows you locate megaliths and megalithic transports.
- Management panels are now split between "Standard" and "Advanced".
- New default resource limits: Wool: 50, Dry Skin: 20, Leather: 20.
Balance Changes
- Increased the amount of Raiders that attack your settlement from the Copper Age onward, since it is easier to defend your town now.
- Watchtowers and Guard Towers are more expensive now, but also more resistant.
- Increased amount of skins produced by domestic animals, as Leather is now in higher demand in late game.
- Slightly reduced the cost of techs in the Ancient Warriors scenario (but they are still more expensive than normal).
- Changed express evolution achievement to 6 hours instead of 5.
- Reduced Reinforced Gate cost to 1 unit of Iron.
- Slightly increased hit points of Gate, Reinforced Gate, Palisade and Wall.
- Moved netting tech to Bronze Age.
- Reduced trader prices of all animals.
Misc
- Fix issue with raiders bringing outdated weapons in hardcore mode sometimes.
- Tweaked main menu UI.
- People will now abort capture tasks if very hungry, or if the animal has run too far away.
- Towers and Platforms can now be toggled off, which will cause AI to ignore them.
- Raiders now gather near the town and attack in a more coordinated manner.
- Improved Wall and Palisade selection boxes.
- Optimized rendering of small objects.
- Properly snapping materials to terrain when building a structure.
- Improvements to milestone cameras to make sure they show more relevant scenes.
- Preventing people from changing outfit when the alert is on.
- Fixed exploit where the player could save the game just before a trader arrived to get better resources.
- Fixed issues with milestones on community scenarios with uppercase names.
- Improved shadows for palisade
Update 1.1.2 (3 June 2019)
AI Improvements
- AI will now feed Grain to animals if there is a large surplus of it (when compared to Straw).
- Animals and people now distribute themselves better among buildings when seeking shelter, instead of all flocking to the nearest one.
Fixes
- When a savegame is loaded, all of it's milestones are copied into the profile (this is useful when moving savegames between computers).
- When giving a command while carrying a heavy resource, the human will drop it unless the command requires it.
- When a command is given to a task that the player is already doing, the entity flashes green.
- Fixed issue that caused weapons recovered from raiders to be indestructible.
- Fixed issue allowing the player to set automatic production during tutorial when it shouldn't.
- Some improvements and additional restrictions on bridge placement.
- Fixed glitch when swapping structure variant while placing it on an invalid location.
- Fixed issue where all Raiders had blonde hair and light skin color.
Update 1.1.1 (14 May 2019)
- When humans die, their resources are placed randomly around them instead of all piling in the exact same location (this also includes raiders).
- Fixed issue in automatic transport production: Trader transports were being counted when comparing to production limits.
- Fixed issue that could cause people to drop their current warm outfit in a random place before going to get a light one.
- Fixed issue that caused raider weapons to be counted as if they were owned by the player.
- Fixed rare issue with migrants getting stuck when coming to town.
- Fixed issue where for some people the game could immediately throw an "Invalid Location" message when trying to place structures or work areas.
- Code optimizations so we can upgrade the population cap in the future.
Update 1.0.8 (30 April 2019)
- There is now an unlimited number of hardcore savegame slots available (but still one per game you start).
- Activity and tasks panels now refresh in real time.
- Game can now handle several modal panels at once, this fixes crashes in some community scenarios.
- Making sure that people that join settlement don't change outfit/skin/hair colors.
- Fixed issue with progress bars in Knowledge Progress panel not displaying properly sometimes.
- Stability fixes.
Update 1.0.7
New Feature
- Storage Tent, Storage Hut and Warehouse now have resource type filters.
Balance Changes
- Bone Spear and Bone Harpoon now have a trade value of 7 (down from 10).
- One unit of Grain now produces two units of Beer in Brewery (Beer trade value halved).
- Reinforced Gate doesn't decay over time anymore.
- Mammoth now has 800 health points (up from 600).
- Skins, Meat and Fish now dry 50% slower.
AI Improvements
- People will now go to shelter when they think that their temperature is dropping too quickly (before it actually reaches critical levels).
Fixes
- Fixed state of river and lake banks not being saved properly.
- Fixed Composite Bow trade value in Bronze Age.
- Fixed issue with raiders sometimes getting stuck when all gates closed.
- Fixed exploit that could allow player to trade multiple times with the same trader.
- Fixed temperature increasing/decreasing independently of game speed.
- Fixed stone circle not freeing up AI nodes after being recycled.
- Fixed clipping issue in knowledge counter if you have more that 200 points.
- Fixed traders sometimes getting stuck near structure in settlement.
Update 1.0.6 (29 March 2019)
AI Improvements.
- Children can now milk goats and cows.
- Stricter enforcement of animals limits: more slaughter tasks get generated if required.
- When people go back to town to rest, change outfit, or get better tools, they won't drop their current sledge if carrying one.
- People now prefer to use carts over sledges if available.
- Preventing people from wandering around town immediately after delivering a resource to storage, so they can store more resources faster.
- Fixed issue where AI would not use transports if going to grab one more resource than they can carry.
Balance changes.
- Relaxing population limits, you can now get more people in your settlement.
- Structures now have custom amounts at which they give knowledge points, in order to promote reasonable settlement construction. Residence structures give more points, crafting and mining structures give less.
- Added move speed modifiers for transports, depending on how full they are: 90% - 70% for sledges, 95% - 75% for donkey carts, 100% - 80% for horse carts.
- Increased the amount of wolves in paleolithic and mesolithic
Notification changes.
- When continuous production of Carts or Sledges is active, you don't get notifications about them decaying anymore.
- Once you build 3 stables, you stop getting notifications of animal births or deaths by slaughtering.
- Once you reach 50 people, you stop getting notification of human births or deaths by natural causes.
QOL improvements.
- Default limit for Sledges and Carts is now 10.
- The defense panel can now be accessed from a button in Towers and Gates.
Misc Fixes.
- Changed defense icon.
- Fixed broken birth limits in mods.
- Fixed milk and wool resource limits.
- Fixed various issues in community screen.
- Making sure work areas can not be placed on top of each other.
- Primal vision key shortcut is now disabled in tutorial when button is disabled.
- Stability fixes.
Update 1.0.5 (19 March 2019)
Galaxy Achievements
- This is now supported, local achievements will get synched on first boot
Animal limits improvements.
- You can now access the animal limits by clicking a button in the Stables.
- Animal limits are also displayed in the Domestic animals panel.
- Better tooltips for animal limits.
- Animal limits hint will now appear when you acquire 10 goats/sheep/pigs.
- Added animal limits help topic.
Balance Changes.
- Now you can get attacks of packs of animals (before only 1 animal would attack at once).
- Slightly increased animal attack frequency.
- Plant diseases are now slightly more deadly (They affect 65% of crops instead of 50% in the Continental Dawn scenario).
- Traders now bring Stone in the Iron Age.
Modding.
- Custom Environments are now supported.
Important Fixes.
- Fixed issue with people not producing bread if limit was set to infinity.
- Fixed issue where traders could get stuck at edge of some maps (Plains of Conflict was one of them) and spawn resources far from settlement.
- Fixed crash when commanding people to sprint into a house while they were pulling a donkey/horse.
Other Fixes.
- Fixes issues with prestige calculations.
- Fixed Express Evolution achievement.
- Fix for some achievements not completing until game was restarted.
- You can now double click on stone, flint and ore deposits to select nearby same objects.
- Loading screen now renders properly in any aspect ratio.
- Fixed swordmastery tooltip in german indicating Bronze Swords, instead of Steel Swords.
- Added game state info for error reports.
- More stability fixes.
Update 1.0.4 (08 March 2019)
Overhauled camera controls
- Camera can now be rotated up and down (PageUp/PageDown by default)
- New setting to control camera rotation (this affects both mouse and key rotation):
Turn: the camera rotates in position (same as it was before)
Orbit: the camera rotates around a point ahead of it (how some other games work)
- Camera can now be zoomed in/out a bit more
Stability fixes
- Fixed crash when coming out of primal vision at the same time as a selected work area was exhausted
- Fixed crash when someone was targeting a megalith while it was being destroyed
- Fixed crash that was sometimes happening when placing a Wood Pile at the edge of the map
- Some fixes in the texts for the crash screen
Update 1.0.3 (04 March 2019)
- Fixed for crash that could happen when someone tried to mine in a full mine
- Fixed crash if the player presses F10 or Esc while a tutorial window is open
- Fixed crash if selecting just harvested megalith while coming out of primal vision in hardcore mode
- Damaged gates can no longer be opened or closed
- Added more code to track down remaining issues
Update 1.0.2 (01 March 2019)
- Better error message for when profile or settings are corrupted
- Changed save code to prevent file corruption
- Better email formatting for error reports
1.0.1
- Fixed broken Tech Panel in screens with 4:3 aspect ratios
- Fixed issue that could cause game profile to be corrupted
- Fixed crash when trying to spawn 2 trees in same place