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Experimental Branch Patch (0.28.22)

[p]Greetings, players! The newest patch (0.28.22) 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]Added visuals around the map edge, so it no longer looks like your map is floating in the ether. Let's go![/p]
  • [p]Cropfields are now divided into 3 categories: bushes, trees and other.[/p]
  • [p]"Research Available" message now shows the number of unlockable research nodes, and list of those in the message tooltip.[/p]
  • [p]Footprint visuals now match the scale of the settler.[/p]
  • [p]Run cycle tweaked so smaller human NPCs don't glide so much when walking/running.[/p]
[p][/p][h3]Bugs and fixes[/h3]
  • [p]Fixed the issue where Wall Mirror was not counted toward Bard role requirement promotion.[/p]
  • [p]Fixed the issue where the Jump to button in the Overview tab would not switch layers to the selected object when used from a different layer. Now the layer also jumps to the selected resource pile's layer. [/p]
  • [p]Fixed the issue where clicking on Fishing or Mining orders would not close the building panels.[/p]
  • [p]Fixed the issue where the Lacking requirements submenu from the NPC Mood tab would display incorrect info.[/p]
  • [p]Fixed the issue where some animations wouldn’t display properly during the Feast event.[/p]
  • [p]Fixed several text issues.[/p][p][/p]
[h3]Known issues:[/h3]
  • [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/p][p][/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]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]