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Experimental Branch Patch (0.27.12)

[p]Greetings, players! The newest patch (0.27.12) 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][h2]Quality of Life Improvements[/h2]
  • [p]Tweaked Settler construction and mining AI a bit more, so it acts a bit smarter now. Simply put, they’ll reserve 3 tasks to construct/deconstruct/mine, to avoid unnecessary idling. They’ll also commit to finishing one mining block before tackling another one. Settlers will also prefer jobs closer to them.[/p]
[h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where the Y position of your Settlers was incorrectly written in their info panel.[/p]
  • [p]Fixed the issue in which Settlers would block themselves after constructing a building.[/p]
  • [p]Fixed the issue which caused buildings to not spawn resources after collapsing due to stability.[/p]
  • [p]Fixed the issue where small rooms were detected under stairs.[/p]
  • [p]Fixed the issue that caused wall, door or window bridges to not lose their walkability after deconstructing in certain cases.[/p]
  • [p]Fixed the issue that caused animal tails to become elongated in some cases.[/p]
  • [p]Fixed the issue where roofs would appear offset after reloading the save.[/p]
  • [p]Fixed the issue where settlers would not attack enemies.[/p]
  • [p]Fixed the issue where Filling Barrels was listed as a stewarding task instead of hauling, when right click prioritizing the goal.[/p]
[h3]Known issues:[/h3]
  • [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]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]