[p]Greetings, players! The newest patch (
1.0.89) is now live on all platforms
on the experimental branch. Please 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.[/p][p][/p]
Quality Of Life Improvements
- [p]Another batch of optimization and fixing potential memory leaks.[/p]
- [p]Mining and Construction improvements:[/p]
- [p]Mining has better prioritization now.[/p]
- [p]Settlers now have a lower chance to enclose themselves when mining and constructing.[/p]
- [p]Increase construction job manager refresh rates and change them from scaled time to realtime since startup (so that they'll run while the game is paused as well), meaning when you give out orders the priority will be calculated even if the game is paused[/p]
- [p]Added sticky clustering of construction and mining jobs. Now, when calculating priority for jobs, settlers will take into account not only the order in which buildings were placed / voxels were marked for mining but they’ll also try to construct as many buildings which are close together first.[/p]
- [p]Negotiators and ambushes can take structures now. Yay?[/p][p][/p]
Bugs and fixes
- [p]Fixed the issue where if an enemy surrenders on ladders they couldn’t be escorted with your settlers.[/p]
- [p]Fixed the issue where room detection wouldn’t properly work in some cases if the room included ladders. [/p]
- [p]Fixed the issue where, while hovering on prisoners, they would retain their raider title after being imprisoned.[/p]
- [p]Fixed the issue where settlers would run around repairing stuff on the secondary maps after you’ve won the battle. Now, the repair goal is disabled on secondary maps.[/p]
- [p]Fixed the issue where settlers would repair floors (and other floor structures) with standing up animation.[/p]
- [p]Fixed the issue that prevented sarcophagus from being placed under beams, but beams could be placed over sarcophagus.[/p]
- [p]Fixed the issue that allowed animals marked for taming to be targeted for pest control and hunger goal of pet and domestic animals.[/p]
- [p]Fixed the issue where Japanese and French localization were missing the actual age of Settlers upon their selection.[/p]
- [p]Fixed the issue where setting only specific religion alignment settlers in a custom scenario would create settlers of the opposite alignment in the character creation screen.[/p]
- [p]Fixed the issue where settlers in the tutorial would have names of opposite genders.[/p]
- [p]Fixed the issue where all the statues and paintings would turn into the same model upon loading the game. [/p]
- [p]Fixed the issue where going in and out of secondary maps would duplicate renown notifications.[/p]
- [p]Fixed the issue where some elements of Grand Objectives would not register as complete, despite clearly achieving them.[/p]
- [p]Fixed the issue where deconstructing buildings or cancelling blueprints and foundation phase buildings would result in you losing battle balance on secondary combat maps (thanks Compeador).[/p]
- [p]Fixed some extra blurry textures (thanks Lyosha).[/p][p][/p]
Known issues:
- [p] Assigned Pets don't sleep with owners.[/p][p][/p]
[p]
DISCLAIMERS: [/p][p]⚠️ 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.[/p][p]⚠️ 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.[/p][p][/p][p]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![/p][p][/p][p]
Foxy Voxel[/p]