Bugs and Fixes
- Fixed the issue where for some reason two beings (settlers, animals and/or npc) would have the same game IDs and because of that, the game would not load. Unfortunately, saves with this issue will delete one of those (that means that if two settlers have the same ID, then one of those will disappear :( ). Loading a prior save should also fix the issue and not lead up to the moment 2x creatures have the same IDs.
- Fixed the issue where the room would stop existing if you saved the game during an active event. Loading this save would also crash the game.
- Fixed the issue there searching save games on an empty list would crash the game.
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.
- Some text keys are still not translated.
- Player-triggered events don't have sound effects
- Settlers will not refuel torches without floor/ground beneath them.
- Settlers will not choose the closest production building (if there are more of the same type), but the one with 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