For those that missed the full log of the new experimental update, you can find it here. We’ve reworded instructions for adding water to existing settlements.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed certain FPS drops.
- Fixed the issue that caused prioritization of fishing to use Cutting plants job instead of Animal Husbandry.
- Fixed the issue that caused animals and humans to get stuck.
- Fixed the issue that caused the appearance of the “lacks fuel” messages in the torches/braziers that had fuel in them.
- Fixed the issue where torches and braziers would turn on by themselves on the game's reload.
- Fixed the issue where water would go through floors in certain scenarios.
- Fixed the issue where a fish would spawn on dry land.
- Fixed the issue where a small puddle would not disappear after some time.
- Fixed the issue where water flowing through window animation would appear, even when there was no reason for it.
- Fixed the issue where settlers would swim under walls, despite being located in the deep water.
- Fixed the issue where animals and settlers would ignore urgent haul.
- Fixed the issue where a map selection would show two marsh maps in some cases, but one of those maps would be a mountain map.
- Fixed the issue where advanced books wouldn’t decay.
Quality of life improvements
- Hovering on the fish group will now display the fish type in the lower left corner of the screen.
- Piles stored on shelves will not be affected by the shallow water.
- Added sound effects to waterfalls.
- Fish pile is forbidden by default if fish dies, but allowed when a worker catches it.
Known issues:
- When you start a new game, Marsh map will not create proper pathfinding nodes in deep water that's covered with shallow water. Saving and reloading it will fix this.
- Humans and animals can't drown for some reason. Yay?
- Animals are lacking in animation when swimming (they’ll appear as walking on water).
- Pathfinding penalty is doing some weird calculations when humans/animals are walking on shallow water and is not working properly.
- 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 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.
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 very 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. Thank you!
Foxy Voxel