[p]Greetings, medievalists![/p][p][/p][p]The newest patch (
1.0.92)
is now live on all platforms on the main branch and the demo. 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][p]
NOTE:
Help us on the experimental branch if you can. New mining/construction/deconstructions logic has been there for a while and now looks pretty stable. Basically, settlers will build objects in order of their placement. Unreachable/blocked things will be skipped. The same logic is implemented for digging and deconstructing. We would appreciate it a lot if you could switch to experimental branch and let us know how it feels to you in
Experimental Branch Subforum. Thanks![/p][p][/p]
Bugs and fixes
- [p]Fixed several crash occurrences.[/p]
- [p]Fixed FPS spikes caused by a lot of hungry animals having the attack goal active at the same time.[/p]
- [p]Fixed the issue where objects would not appear visible in rooms if they stopped being rooms.[/p]
[p][/p][p]The only difference between the
main branch (now 1.0.90) and
experimental branch (now 1.0.91) is that the experimental one has better pathing logic (
we mentioned here). [/p][p][/p][p]
Known issues:[/p]
- [p align="justify"]Assigned Pets don't sleep with owners.[/p]
- [p align="justify"]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.[/p]
[p][/p]
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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]
Foxy Voxel [/p][p][/p][p]
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