Quality of Life improvements
- Camera locking to the layer now gets saved.
- If the Camera is locked to a layer, jumping to a point of interest will unlock it.
- Holding left shift now will show you info that shift + mouse wheel changes camera layer.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where settlers that have been removed from an event via x in their icon were unable to be invited again via the “+” button.
- Fixed the issue where settlers that have a different religious alignment from the event they are partaking would not attend (or would abandon) that event if you save & load the game during the gathering/active event phase.
- Fixed the issue where your druid/chaplain would stay in a proper spot during Ritual/Sermon event.
- Fixed the issue where settlers that gain perks on their birthday would have their new preferences visible only after reloading the save.
- Fixed the issue that caused the list of settler social status to overlap with the Socializing bar.
- Fixed the issue that caused lack of Almanac link on rugs in the Research tree.
- Fixed the issue that allowed you to move/destroy the event holder object during the active event.
- Fixed the issue where the game would generate new settlers in the settler window if you decided to hit the back button on the summary window (before starting a new game).
- Potential fix for players that reported that they don’t see changes during the heraldry creation.
- Potential fix for players that reported that their settlers would freeze after some time.
Known issues:
- Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
- If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
- Assigned Pets don't sleep with owners.
- Some text keys are still not translated.
- Player-triggered events don't have sound effects
- Settlers will not refuel torches if there is no floor/ground beneath them.
- 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.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Foxy Voxel