Quality of Life Improvements
- Merchants will not appear with trebuchets in their pockets. The ones that have better (and bigger) quality of their supplies may sell ballistas and onagers, along with the ammunition for them.
- Updated localization as Birthday and pseudonyms have been added to localization patterns. Those were hardcoded, before.
- Settler position indicator for working on production buildings will now appear during blueprint placement and building selection.
- Position indicator will also appear during use of siege weapons.
- “Your game contains mods. Can you first verify if the issue persists with mods disabled before reporting?” text will now pop up if you are reporting bugs in-game via F10 and you have mods enabled. This has been added to localization.
- Mythwright (our publisher) logo has been added to the splash screen. Be sure to check their catalogue.
- Chunks of things fly off when stuff gets destroyed by trebuchet/onager/ballista.
- Predators should hunt small animals a bit less often now.
- Hares spawn a tad faster on all map types (10-15% faster).
- Shadow effect has been added beneath tables, stools and chairs. We plan to add it to other buildings as well. This is to make them less floaty in appearance indoors and when raining outside.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue that prevented autosaves from working.
- Fixed the visual issue that caused texture overlap when using some versions of clay and brick windows.
- Fixed the issue where players were not able to add chaplain to the sermon event.
- Fixed the issue where if you canceled some buildings during their construction phase, they would catch fire. Now, buildings will catch fire only when destroyed (not canceled or deconstructed).
- Fixed the issue where building piles wouldn’t appear visible upon their installation.
- Fixed the issue where a pink banner would appear visible during the shakedown event.
- Fixed the issue where job preference stars wouldn’t appear in tooltips.
Known issues:
- Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
- 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