News Liste Going Medieval

Patch Notes (0.20.14)
Going Medieval
22.10.24 13:26 Community Announcements
Greetings, medievalists! The newest patch (0.20.14) is now live on all platforms. 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 several crash occurrences.
  • Fixed the issue where canceling pile installation during placement phase would make that pile unavailable for hauling until reloading the game.
  • Fixed the issue that created more scenarios where socketable buildings (ie torches) couldn’t be built on some walls, despite them having no clear obstacles.
  • Fixed the issue that allowed socketable buildings construction on walls in the blueprint phase.
  • Fixed the issue that didn’t count settlers with roles in the event outcome score.
  • Fixed the issue where right-clicking job prioritization wouldn’t work in some scenarios.
  • Fixed the issue that prevented open doors, windows, gates and portcullises from letting the water through.
  • Fixed the issue where domestic animals/pets turned wild would retain their traversal capabilities (like walking through doors).
  • Fixed the issue where pens wouldn’t get detected in certain situations.
  • Fixed the issue where furniture and buildings couldn’t be built on rugs.
  • Fixed the issue where the “Next recruit attempt” counter displayed wrong numbers.
  • Fixed the issue that caused a merchant to escort prisoners to the execution event.

Quality of Life improvements

  • New animation for settler opening portcullises has been added.
  • Escorting prisoner animation is a bit more fine-tuned to prevent massive roping distances.

Known issues:

  • 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.
  • Marking a sleeping prisoner for hanging will result in them not going to the event.
  • Assigned Pets don't sleep with owners.
  • Some items are missing icons and localization values.
  • 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.

DISCLAIMER: The experimental and the main branch have the same version of the game. However, on the experimental branch, we decided to keep the Dev version of the game, 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. If you are annoyed by this, please switch to the main branch to experience the game without the red text.

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Release:01.06.2021 Genre: Simulation Entwickler: Foxy Voxel Vertrieb: The Irregular Corporation Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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