Experimental Branch Patch (0.24.7)
Greetings, players! The newest patch ([b]0.24.7[/b]) is now live on all platforms [u][b][url=https://steamcommunity.com/app/1029780/discussions/3/5081733371355860518/]on the experimental branch[/url][/b][/u] and [u][b]modding branch[/b][/u]. 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.
[h2]Quality of Life improvements[/h2]
[list][*] Small tweaks to the trebuchet reload animation.
[*] When in combat, settlers will now faint more often than get killed.
[*] Removed the yellow circle when aiming with siege weapons.
[*] Added range indicators for trebuchets.[/list]
[h3]Fixes for Enemy AI[/h3][list]
[*] Fixed the issue where enemy dig markers were not loaded properly.
[*] Fixed the issue where enemy buildings were not converted into your buildings after the raid ended.
[*] Fixed the issue where enemies would get stuck in certain scenarios.
[*] Fixed the issue where enemy pathfinding would behave strangely.
[*] Fixed the issue where enemies were not attacking rugs and tables in some cases.
[*] Fixed the issue where enemies would twitch while trying to pathfind.
[*] Fixed the issue where enemies would start constructing even though there is a clear path to the target.
[*] Fixed the issue where enemies being unable to place buildings would display messages for you to see.
[*] Fixed the issue where enemy weapons would turn invisible.
[*] Fixed the issue that caused enemies to stop constructing if the designated builder died.[/list]
[h3]Bugs and Fixes[/h3][list]
[*] Fixed several crash occurrences.
[*] Fixed the issue where blood was visible through fog.
[*] Fixed the issue where player triggered events could not be held if a beam was above the event related building.
[*] Fixed the issue where enemies were building very slowly if their faith requirements were not met.
[*] Fixed the issue where the stockpile could be placed atop blueprinted buildings.[/list]
[h3]Known issues:[/h3][list]
[*] Enemies might get stuck during a siege after breaching walls with siege equipment.
[*] Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
[*] Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
[*] 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.
[*] Assigned Pets don't sleep with owners.
[*] Some text keys are still not translated.
[*] 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.[/list]
[b]DISCLAIMERS: [/b]
⚠️ 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 [url=https://steamcommunity.com/app/1029780/discussions/3/]experimental bug subforum[/url] for reporting experimental issues. If you want more dynamic/direct communication - head over to [url=https://discord.gg/goingmedieval]our Discord server[/url]. Even though we might not reply, we are reading everything. Thank you!
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