Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where a fence couldn’t be selected in the blueprint/constructed phase.
- Fixed the issue where building barn doors would show a lock icon on it.
- Fixed the issue where shelves wouldn’t drop piles upon being destroyed.
- Fixed the issue where some pens wouldn’t be properly detected.
- Fixed the issue where roped animals would exit their pens after some time.
- Fixed the issue where the game would forbid you from building roofs in certain areas and saying it was already occupied/blocked by something, despite nothing being present there.
- Fixed the issue where rugs/ritual circles were not being able to be positioned above the ground floor.
- Fixed the issue where negotiator’s timer wouldn’t tick upon loading the game.
- Fixed the issue that prevented the order panel from appearing.
Quality of Life improvements
- Tooltip now shows more info when capturing prisoners - weight, height, background, etc.
- Candles and Braziers are added to Great Hall room requirements.
- Captive labourers and Prisoners now have different x-ray effects from settlers (yellowish outline).
- Now, prisoners will not all merge into one spot when coming with a prisoner merchant.
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.
- Opening almanac links does not work from the building selection UI.
- ‘Research available’ message does not appear until you reload the game.
- Assigned Pets don't sleep with owners.
- Some items are missing icons and localization values.
- Tooltip is missing when hovering over perks, backgrounds and pseudonyms, when trying to add new ones in advanced character customization.
- Some items and resources are missing localization values and icons in the stockpile management UI.
- 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