Patch Notes (0.26.64)
[p]Greetings, medievalists![/p][p][/p][p]The newest patch (0.26.64) is now live on all platforms on the main branch. 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][h3]Bugs and Fixes[/h3]
- [p]Fixed several crash occurrences.[/p]
- [p]Fixed the crash that occurred when copying a production from a production building, destroying that production building and pasting the production again on another building.[/p]
- [p]Fixed the issue where piles of 0 amount would appear (loading the game in this version will delete all bugged out piles of 0 amount).[/p]
- [p]Fixed the issue where the game would start spawning 100-200 random piles of some production (the piles will stay in your settlements if you had this issue (Yay! Unless they are not bones or rot or something, then… dang). [/p]
- [p]Fixed the issue where copying production would cause corrupted production in some cases (those 0 pile issues we mentioned before). Now, the game will delete those corrupted productions from production buildings.[/p]
- [p]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.[/p]
- [p] Assigned Pets don't sleep with owners.[/p]
- [p] Some text keys are still not translated.[/p]
- [p] Player-triggered events don't have sound effects[/p]
- [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p]
- [p] 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]