Going Medieval is out now in 1.0!
[p]Greetings, medievalists!
[/p][p]This is it! We’ve officially launched 1.0 of Going Medieval. See the new epic trailer celebrating this moment![/p][previewyoutube][/previewyoutube][p][/p][p]Here is a 20% discount to celebrate the launch![/p][p][dynamiclink][/dynamiclink][/p][p]We also bundled with one of our biggest inspirations - Rimworld:[/p][p][dynamiclink][/dynamiclink][/p][p]If you asked people to name the game that best represents base-building and strategy games, RimWorld would likely be the number one choice for most of them. It’s that influential!
This bundle offer will last for next 48 hours, so be sure to grab it while you can![/p][p][/p][p]We’re honored to be part of a bundle with them for this event. The bundle will only be available for two days, so be sure to grab the deal if you haven’t already.
[/p][p]Now, the reason you are all here - here are the latest things that await you in this version:[/p][p][/p][h2]Global Stats & Grand Objectives[/h2][p]Grand objectives represent the final goal of the game. It is the endgame. Once you lock on a grand objective, you will not be able to pursue others, so be sure to save before that and experiment with every scenario. Here is how it functions:[/p][p]
[/p][p]Influence is taken out of the game and region map and replaced with global stats. Global stats are these global counters that are increased and decreased by your actions. These stats are hidden until you reach a certain threshold. We have 6 stats in total:[/p]
[/p][p]When a stat reaches 100% you can accept a grand objective (related to that stat). These are:[/p][p]
[/p][p]Center of Pilgrimage - Choosing this will unlock you access to a new room type - Reliquary Chapel. It's similar to a church but requires more space and a few more objects in it. After some time, a pilgrim will come to your settlement and let you know the location of the holy relic. Send someone to get it and bring it to your settlement. Over time, npc pilgrims will come to your settlement and witness the relic and spread the word about it. After 5 of them have done that, you can accept the option in the region map to turn your settlement into a Center for Pilgrimage. By accepting it, you will “finish” the game and settlers that are Oak brethren will leave the settlement. Congratulations!
[/p][p]Pagan Sanctuary - This is basically the objective that we described in our Medieval Monday Talk. After some time, a pilgrim will come to your settlement and let you know the location of the mighty oak. Send someone to chop the tree and take the sapling and bring it to your settlement. Once you plant the sapling, you’ll want to construct Oak Brethren Sanctuary around it. It's similar to a temple but requires more objects in it and a lot more space as that tree will grow. Over time, npc pagans pilgrims will come to your settlement and witness the oak and spread the world about it. After 5 of them have done that you can accept the option in the region map to turn your settlement into a Pagan Sanctuary. By accepting it, you will “finish” the game and restitutionist settlers will leave the settlement. Congratulations![/p][p][/p][p]New University - After some time, you’ll encounter a traveling scholar that will show you the location of a Grand Research Desk - an ancient table used for writing treaties. After you bring it to your settlement, you will want to place it in Fellows’ Library - new room type unlocked by accepting this grand objective. It is somewhat similar to a regular library, but it will need more space, more books and book-related objects. Use a settler to write Influential Treatises - great compendium of the distilled knowledge. Once that is done, go to the region map and turn your settlement into a New University. Congratulations, you “finished” the game![/p][p][/p][p]Charter Fair - Build enough Merchant Stall, Market Cross, Treasury, level up your Broker, acquire a lot of gold coins and after some time a broker from a neutral/friendly faction will come to offer you a big trade deal - either in weapons, furniture or cloth. After you accept it, you’ll get a trade agreement location on the region map. Send caravan to that location with the things you agreed on and accept the offer. Congratulations! You are ready to become the Center of Trade and “finish” the game. To celebrate this, 4-5 merchants will appear in your settlement along with some bystanders and offer you goods!
[/p][p]Protector of the Realm - If you accept this objective, several bandit strongholds will appear on the region map. Defeat 3 of them and you’ll earn the title Protector of the Realm. Congrats! You “finished” the game.[/p][p]
Secret - Survive the consequences of your actions.[/p][p][/p][h2]New Rooms, Roles and Events[/h2][p]In order to complete objectives mentioned above, you’ll need to assign roles to your settlers, put new rooms within your settlement and partake in different events.[/p][p]
[/p][p]Rooms[/p][p]Training Room - By placing training equipment in this room, it becomes a space settlers can visit to boost their training speed.[/p][p]Treasury - This room type gives no benefits but it can look slick if you decorate it appropriately. Nice power move and a place for your broker (more on that role below).[/p][p]Fellows’ Library - Bigger version of the library unlocked by accepting New University objective. Essential for completing it.[/p][p]Oak Brethren Sanctuary - A bigger version of the Oak Brethren Temple unlocked by accepting Pagan Sanctuary objective. Essential for completing it. We’re not kidding about space - you’ll need a lot of it as that tree can grow![/p][p]Reliquary Chapel - A bigger version of the Restitutionist temple, unlocked by accepting the Center of Pilgrimage objective. Essential for completing it.[/p][p][/p][p]Roles[/p][p]Librarian - A person with solid intelligence is good for this role. Their presence in the library enhances the speed of all researchers studying there.[/p][p]Sergeant-at-arms - Needs to know a little bit about melee and ranged combat. When this role reports to the training room, all settlers there gain bonus XP.[/p][p]Broker - Settler with a nice speechcraft is suitable for this role. Settlers make better trade with merchants when the broker is present.[/p][p][/p][p]Events[/p][p]Study Group - By selecting Scholars’ Lectern within the library, you are able to organize study group event. Throw in a Librarian and a textbook(more on them below) to get the best out of it. Attending the study group buffs settlers in a skill detailed in the chosen textbook.[/p][p]Martial Training - By selecting Sergeant's Podium within the training room, you’ll be able to organize martial training event. Choose who will train what, have enough targets and dummies, and a sergeant to provide a boost. Attending martial training buffs settlers in the weapon skill selected.[/p][p][/p][p]Speaking of events, let’s talk about the things that can happen on your map.[/p][p][/p][h3]New Animal events[/h3][p]
[/p][p]Previously we had just aggressive wolves event where a pack of ferocious wolves would appear and start attacking everything around them.[/p][p][/p][p]Now, almost all animals can be a part of aggressive animal events. Violent deer? Why not? Rabid dogs? Be careful. Angry polecats? Sure.[/p][p][/p][p]Their objectives may vary but they are threats one way or the other. A pack of aggressive rabbits will target your plants, while one bear will provide a challenge to several of your settlers.[/p][p][/p][p]A special shoutout deserves the rat infestation event where a bunch of aggressive rats spawn in your basement. This can happen if you have a room that is surrounded by soil (even one voxel) and has food in it on stockpiles/shelves. This infestation is dealt with by simply killing all the rats, and you can stop it from happening by having a layer of walls in those storage rooms. OG players remember the rat-pocalipse - solved, but never forgotten.[/p][p][/p][h3]Cellar Flooding[/h3][p]
[/p][p]Underground rooms surrounded by soil may flood from time to time, especially on marsh maps. This can happen more often in spring and autumn due to rain and “underground waters”. You can combat this by building a layer of walls around the underground rooms or making a drainage system with mesh floors. Nothing prevents you from building a well there and draining the water that way.[/p][p][/p][h2]Tutorial[/h2][p]
[/p][p]We’d like for Going Medieval to appeal to beginner and veteran players. While the experienced folk already understand the mechanics of a city/colony building sim, we would often receive messages from people new to the genre how they’d like to try the game but are overwhelmed by the game’s options. We agree. The old tutorial was functional but left a lot to be desired.[/p][p][/p][p]Now, in the main menu you can start a Tutorial on a temporary map with step by step instructions when it comes to basic actions - how to build stuff, how to use orders, how to prepare your settlement. It will be enough for you to jump in the new game, where additional tips will appear throughout the gameplay, if you choose to do so.[/p][p][/p][h2]New Starting Conditions[/h2][p]
[/p][p]We’ve overhauled starting conditions and gave additional control when it comes to gameplay options. Difficulty as you knew it doesn’t exist anymore, as the rhythm of the game is now influenced by gameplay settings. Four default scenarios present in the game are the result of our set adjustments that will work for different types of players. They are:[/p]
[/p][p]And yes, if you’ve been playing on peaceful difficulty but wanted to test your settlement with raids, you can do that now by dabbling with these options now. Have fun![/p][p][/p][h2]Drawbridges[/h2][p]
[/p][p]This has been a long time coming, but it’s finally here - and we’re announcing it like this because so many of you asked for it. After all, what is a castle without a drawbridge?[/p][p][/p][p]The Large Drawbridge (Defensive Structures 4 in the Research window, found under the Base category) is a movable bridge that can be used defensively to keep enemies out. It makes for the perfect entrance to your settlement while providing solid protection from outside forces.[/p][p][/p][p]And you can crush enemies by lowering the bridge. How medieval![/p][p][/p][h2]New backgrounds and backstories [/h2][p]We’ve introduced some new origin stories (both the backgrounds and the backstories) with some new goal preferences: Turnkey, Netmaker, Recuperant, Squire, Fen Scout, Nitre Miner, Quacksalver, Brawler, Infirmarian, Quartermaster, Delver, Marksage, Hermit, Tutor, Bearbaiter, Ashen, Wary, Tangled, Whole, Disciplined, Gnarled, Frosty, Riven, Seaborn, Frayed, Candlelit, Merciful, Grim, Singed, Unshaped, Gentle, Nurturing, Studious, Lightfoot, Keen.[/p][p][/p][p]Read them, figure out their pros and cons and mix and match accordingly![/p][p][/p][h2]Manage Panel 2.0[/h2][p]
[/p][p]We redesigned the manage panel for easier look and use. Here are the important notes:[/p]
[/p][p]Depending on the building type, the customization options may vary. Choose material, food type, healthpoint of a material or even freshness, in addition to the specific settler and/or their skill.[/p][p][/p][h3]Stockpile Control[/h3][p]You asked and we listened - we added a checkmark within the stockpile/shelves panels that says “Allow usage in production”. Unchecking it will make sure that settlers ignore resources on these storage for production purposes. This solves the age-old problem where settlers would use up all the barley for the production of beer and food and wouldn't leave any for sowing. With this option you can make a special shelf for barley, make it not used for production, and always have a nice reserve of seed.[/p][p][/p][h3]New Corpses Logic[/h3][p]As you know, before, when a person died, they would drop all items on the ground, like in the hit 2000 game Nox. We changed this, and now all items are kept within carcasses. Makes everything a bit cleaner.[/p]
[/p][p]That’s right - we added new achievements, bringing the grand total to a whopping 94! Good luck completing them all… it might take a while. In addition to that, we also threw in 7 trading cards, 3 backgrounds, 5 emojis and one set of badges. What a collection![/p][p][/p][h2]New Things[/h2][p]New structures[/p][p]
[/p]
Note for entertainment buildings: We’ve changed how the entertainment goal works. Now, settlers will get bored with them and can even get negative mood buffs when there is only one type of entertainment available. These negative mood buffs are available only when the settlers have medium or higher expectations (so it won't happen in the first couple of days). Entertainment buildings will also provide a few XP points to certain skills, depending on the type of game.[/p][p][/p][p]New Flora[/p][p]
[/p][p]We’ve added three new bush fruit types, which are similar to the redcurrant one already in the game. They add a bit of variety in resource types and some map types might not have some berry type. You will not be blocked if a berry type does not exist on a certain map type.[/p]
[/p]
[/p][p]For this to work, you'll have to connect with your Twitch account (via Options > Twitch) and invite friends to participate in your gameplay. All features are togglable & adjustable and you can decide which one suits you best. [/p][p]
[/p][p][/p][p]Default settings are for small streamers, up to 20 people watching. With more viewers, try increasing cooldowns.[/p][p][/p][p]The commands viewers are able to type in the chat:[/p][p]!appear, will spawn a random small animal of random type with a name of a twitch user, has global cooldown of ~minutes,[/p][p]!gift, items dropped on the edge of the map by “mysterious individual” with a name of a twitch user, gift value scales with total settlement worth, has global cooldown of ~10 min,[/p][p]!name, will add you to a pool of names, each living creature gets assigned a name from the list,[/p][p]!strike, spawns a random lightning strike on the map, has a global cooldown of ~5 min,[/p][p][/p][p]We’ve also included Twitch Drops! Twitch Drops for Going Medieval will be a decoration item that does not need to be researched and can be constructed for a small amount of materials.[/p][p][/p][p]
[/p][p]More info about Twitch integration, Twitch Drops and how it all works can be found here.[/p][p][/p][h2]Thank You to All Our Players![/h2][p]Your feedback, participation, and support made developing Going Medieval a real joy. Your creativity inspired us, and your passion and commitment left us in awe. The way you help each other, share tips, and support fellow players has helped shape Going Medieval into what it is today. We truly couldn’t ask for a better community.[/p][p][/p][p]Some of you have asked how you can support us further, and… that’s amazing. Truly. For those who would like to, we’ve created an optional Supporter Pack on our store page. It contains six grand statues of medieval chess pieces that can be crafted in wood, limestone, silver, and gold. They’re purely cosmetic, but if you’d like to pick them up, we’d be very grateful. [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Our soundtrack is also available if you’d like to give it a listen - it contains some new banger tracks.[/p][p][dynamiclink][/dynamiclink][/p][h3]Once again, from everyone here at Foxy Voxel - thank you![/h3][p][/p][p]The next section is for our players that have played the game before and wanted to know what bugs we solved.[/p][p][/p][p]We did a lot of bug fixing:[/p][p][/p][h3]Bug Fixes and Improvements[/h3]
[/p][p]Stay medieval![/p][p][/p][p]Foxy Voxel [/p][p][/p][p]Discord Reddit X/Twitter Bluesky TikTok Facebook[/p][hr][/hr][h2]Previous Updates[/h2][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
[/p][p]This is it! We’ve officially launched 1.0 of Going Medieval. See the new epic trailer celebrating this moment![/p][previewyoutube][/previewyoutube][p][/p][p]Here is a 20% discount to celebrate the launch![/p][p][dynamiclink][/dynamiclink][/p][p]We also bundled with one of our biggest inspirations - Rimworld:[/p][p][dynamiclink][/dynamiclink][/p][p]If you asked people to name the game that best represents base-building and strategy games, RimWorld would likely be the number one choice for most of them. It’s that influential!
This bundle offer will last for next 48 hours, so be sure to grab it while you can![/p][p][/p][p]We’re honored to be part of a bundle with them for this event. The bundle will only be available for two days, so be sure to grab the deal if you haven’t already.
[/p][p]Now, the reason you are all here - here are the latest things that await you in this version:[/p][p][/p][h2]Global Stats & Grand Objectives[/h2][p]Grand objectives represent the final goal of the game. It is the endgame. Once you lock on a grand objective, you will not be able to pursue others, so be sure to save before that and experiment with every scenario. Here is how it functions:[/p][p]
- [p]Church of Restitution Renown - This stat will increase by leveling your chaplain and holding sermons.[/p]
- [p]Oak Brethren Renown - This stat will increase by leveling your druid and holding rituals.[/p]
- [p]Military Renown - This stat will increase by leveling your sergeant-at-arms (more on that role later) and excelling in combat scenarios.[/p]
- [p]Intellectual Renown - This stat will increase by leveling your librarian and holding study group events (more on those later).[/p]
- [p]Trading Renown - This stat will increase by leveling your broker and performing barters.[/p]
- [p]Secret - We want to keep this one secret, but let’s say that this one will increase by doing very bad things - both to enemies and npcs.[/p]
[/p][p]When a stat reaches 100% you can accept a grand objective (related to that stat). These are:[/p][p]
[/p][p]Pagan Sanctuary - This is basically the objective that we described in our Medieval Monday Talk. After some time, a pilgrim will come to your settlement and let you know the location of the mighty oak. Send someone to chop the tree and take the sapling and bring it to your settlement. Once you plant the sapling, you’ll want to construct Oak Brethren Sanctuary around it. It's similar to a temple but requires more objects in it and a lot more space as that tree will grow. Over time, npc pagans pilgrims will come to your settlement and witness the oak and spread the world about it. After 5 of them have done that you can accept the option in the region map to turn your settlement into a Pagan Sanctuary. By accepting it, you will “finish” the game and restitutionist settlers will leave the settlement. Congratulations![/p][p][/p][p]New University - After some time, you’ll encounter a traveling scholar that will show you the location of a Grand Research Desk - an ancient table used for writing treaties. After you bring it to your settlement, you will want to place it in Fellows’ Library - new room type unlocked by accepting this grand objective. It is somewhat similar to a regular library, but it will need more space, more books and book-related objects. Use a settler to write Influential Treatises - great compendium of the distilled knowledge. Once that is done, go to the region map and turn your settlement into a New University. Congratulations, you “finished” the game![/p][p][/p][p]Charter Fair - Build enough Merchant Stall, Market Cross, Treasury, level up your Broker, acquire a lot of gold coins and after some time a broker from a neutral/friendly faction will come to offer you a big trade deal - either in weapons, furniture or cloth. After you accept it, you’ll get a trade agreement location on the region map. Send caravan to that location with the things you agreed on and accept the offer. Congratulations! You are ready to become the Center of Trade and “finish” the game. To celebrate this, 4-5 merchants will appear in your settlement along with some bystanders and offer you goods!
[/p][p]Protector of the Realm - If you accept this objective, several bandit strongholds will appear on the region map. Defeat 3 of them and you’ll earn the title Protector of the Realm. Congrats! You “finished” the game.[/p][p]
Secret - Survive the consequences of your actions.[/p][p][/p][h2]New Rooms, Roles and Events[/h2][p]In order to complete objectives mentioned above, you’ll need to assign roles to your settlers, put new rooms within your settlement and partake in different events.[/p][p]
- [p]A New Life - A default new player experience. You want to have opponents, but also a nice tempo when it comes to colony expansion.[/p]
- [p]Peaceful - Chill scenario that is just going for the constructing experience, without any combat.[/p]
- [p]Lone Wolf - You are an experienced player and want a harsher start.[/p]
- [p]Pioneer - Fight is in your blood. This will test your combat skills.[/p]
[/p][p]And yes, if you’ve been playing on peaceful difficulty but wanted to test your settlement with raids, you can do that now by dabbling with these options now. Have fun![/p][p][/p][h2]Drawbridges[/h2][p]
- [p]Manage weapons, shields, headgear, apparel and armour sections are grouped in two categories where you'll be able to manage all of them - Manage Apparel and Manage Weapon.[/p]
- [p]The drop weapon button is removed from this panel. You can still perform that action by selecting a settler, but it is removed from the manage tab to keep the tab itself as clear as possible.[/p]
- [p]A copy-and-paste function for managing presets has been implemented. You are able to apply one preset to all settlers with the paste all function.[/p]
- [p]Settlers can now change clothes automatically based on seasons. By selecting the edit of apparel profile, you can choose what type of clothes/armor should be wearable in what time of year.[/p]
- [p]Force Un-equip implemented as an option for clothes and weapons - With force un-equip checkbox turned on, they’ll instantly drop things that don’t have a checkmark. This will hopefully give you better control, especially when it comes to yearly overrides.[/p][p][/p]
[/p][p]Depending on the building type, the customization options may vary. Choose material, food type, healthpoint of a material or even freshness, in addition to the specific settler and/or their skill.[/p][p][/p][h3]Stockpile Control[/h3][p]You asked and we listened - we added a checkmark within the stockpile/shelves panels that says “Allow usage in production”. Unchecking it will make sure that settlers ignore resources on these storage for production purposes. This solves the age-old problem where settlers would use up all the barley for the production of beer and food and wouldn't leave any for sowing. With this option you can make a special shelf for barley, make it not used for production, and always have a nice reserve of seed.[/p][p][/p][h3]New Corpses Logic[/h3][p]As you know, before, when a person died, they would drop all items on the ground, like in the hit 2000 game Nox. We changed this, and now all items are kept within carcasses. Makes everything a bit cleaner.[/p]
- [p]You can order other settlers to strip the carcass and this will drop all the items the body had on it. No one will automatically haul, let's say, swords from the carcass, until you strip the body first.[/p]
- [p]When producing with a carcass (pyre, butcher), the carcass will be automatically stripped.[/p]
- [p]Hovering on the carcass will show you what items it has, their quality and hitpoints.[/p]
- [p]By selecting a carcass, you can see more details about each item.[/p][p][/p]
- [p]Rally point (Strategic Structures 1 in the Research window, appears in the Warfare category) - small flag that you use to determine which settler will be tied to it and upon using its call function, draft those settlers and order them to get to the rally point.[/p]
- [p]Large Bell (Strategic Structures 2 in the Research window, appears in the Warfare category) - essentially a manager of rally points. Choose which rally point to activate depending on the scenario and by activating it, all those rally points will be drafted at the same time.[/p]
- [p]War Table (Strategic Structures 2 in the Research window, appears in the Furniture category) - Needed for leveling the Sergeant-at-arms role.[/p]
- [p]Scholars’ Lectern (Library Structures 1 in the Research window, appears in the Furniture category) - organize Study group events with it in your library.[/p]
- [p]Ornate Bookshelf (Library Structures 2 in the Research window, appears in the Furniture category) - used to store valuable textbooks.[/p]
- [p]Planetarium (Library Structures 3 in the Research window, appears in the Misc category) - Needed for leveling the Librarian role.[/p]
- [p]Sergeant’s Podium (Combat Training Equipment in the Research window, appears in the Leisure category) - organize martial training events here within your training room.[/p]
- [p]Altar Shelf (Religious Structures 3 in the Research window, appears in the Furniture category) - a fitting spot to place a relic. Essential object for the Center of the Pilgrimage grand objective.[/p]
- [p]War Chest (Merchant Structures 1 in the Research window, appears in the Furniture category) - a bigger and stronger box for storing your coins. Needed for leveling the Broker role.[/p]
- [p]Scales (Merchant Structures 2 in the Research window, appears in the Misc category). Needed for leveling the Broker role.[/p]
- [p]Market Cross (Merchant Structures 3 in the Research window, appears in the Misc category) - A perfect building for an aspiring market. Essential for Charter Fair grand objective.[/p]
- [p]Grand Research Table - Rare object, found outside of your settlement. Essential for New University grand objective.[/p]
- [p]Decorative Stone Tiled Floor (Appears in the Base category) - another floor variant. Made within Decorative Tile Stone.[/p]
- [p]Decorative Clay Tiled Floor (Appears in the Base category) - another floor variant. Made within Decorative Tile Clay.[/p]
- [p]Decorative Tile Marble - another floor variant. It can only be found/sold by NPCs.[/p]
- [p]Coin Mint - Rare object. Turns gold ingot into gold coins. This structure can’t be constructed, but can be found in loot stashes. Merchants, too, can have it sometimes.[/p]
- [p]Skittles (Entertainment 1 in the Research window, appears in the Leisure category) - new entertainment building where settlers roll a heavy leather ball at nine wooden pins. Can be played by two persons.[/p]
- [p]Shovelboard (Entertainment 2 in the Research window, appears in the Leisure category) - new entertainment building where one settler slides a groat down the board to score.[/p]
- [p]Quoits (Entertainment 3 in the Research window, appears in the Leisure category) - new entertainment building where settlers are tossing hoops. It was very popular in taverns. Played by one person.[/p]
Note for entertainment buildings: We’ve changed how the entertainment goal works. Now, settlers will get bored with them and can even get negative mood buffs when there is only one type of entertainment available. These negative mood buffs are available only when the settlers have medium or higher expectations (so it won't happen in the first couple of days). Entertainment buildings will also provide a few XP points to certain skills, depending on the type of game.[/p][p][/p][p]New Flora[/p][p]
- [p]Blackthorn bush - gives Sloe[/p]
- [p]Bramble bush - gives Blackberry[/p]
- [p]Gooseberry bush - gives Gooseberry[/p]
- [p]Walnut tree - gives Walnut[/p]
- [p]Damson tree - gives Damson[/p]
- [p]Quince tree - gives Quince[/p]
- [p]Mulberry tree - gives Mulberry[/p]
- [p]Mighty oak sapling - Rare tree. Essential for completing Pagan Sanctuary grand objective. Will grow massively throughout its phases.[/p][p][/p]
- [p]Textbooks - 14 unique books (one for each skill) that the player finds or purchases. The librarian can use them in Study group events to teach other settlers and give them XP for that specific skill from the textbook.[/p]
- [p]Influential Treaties - Rare item that you get from Grand Research Table. Essential for completing the New University grand objective.[/p]
- [p]Holy Relic - Rare item that you find on the map. Essential for completing the Center of Pilgrimage grand objective.[/p]
- [p]Decorative Tile Stone (Decorative Structures 2 in the Research window) - another floor variant. Made within Stonemason’s Bench.[/p]
- [p]Decorative Tile Stone (Decorative Structures 2 in the Research window) - another floor variant. Made within Kiln.[/p]
- [p]Decorative Tiled Marble - another floor variant.[/p]
- [p]Sloe - Alternative to redcurrants. Can be used as primary, secondary, alcohol ingredient, seed or eaten raw.[/p]
- [p]Blackberry - Alternative to redcurrants. Can be used as primary, secondary, alcohol ingredient, seed or eaten raw.[/p]
- [p]Gooseberry - Alternative to redcurrants. Can be used as primary, secondary, alcohol ingredient, seed or eaten raw.[/p]
- [p]Walnut - Alternative to apples. Can be used as a secondary ingredient, oil source or eaten raw.[/p]
- [p]Damson - Alternative to apples. Can be used as a primary, secondary, or alcohol ingredient or eaten raw.[/p]
- [p]Quince - Alternative to apples. Can be used as a primary, secondary, or alcohol ingredient or eaten raw.[/p]
- [p]Mulberry - Alternative to apples. Can be used as a primary, secondary, or alcohol ingredient or eaten raw.[/p]
- [p]Boiled egg - Made by using egg for a simple meal.[/p]
- [p]Compote - Made by using Redcurrant, gooseberry, blackberry, mulberry or sloe. [/p]
- [p]Gruel - Made by using barley for a simple meal.[/p]
- [p]Grilled Fish - Made by using trout or pike for a simple meal.[/p]
- [p]Grilled Mushrooms - Made by using mushrooms for a simple meal.[/p]
- [p]Lavish Vegetable Dish - Lavish meal made out of vegetables.[/p]
- [p]Lavish Meat Roast - Lavish meal made out of regular meat and any other ingredients.[/p]
- [p]Lavish Human Roast - Lavish meal made out of human meat and any other ingredients.[/p]
- [p]Honey-glazed vegetables - Lavish meal made by using vegetables and honey.[/p]
- [p]Fruit Pudding - Lavish meal made by using fruit and pudding.[/p]
- [p]Fruit Pie - Lavish meal made by using Redcurrant, gooseberry, blackberry, mulberry or sloe and Barley.[/p]
- [p]Meat Pie - Lavish meal made by using meat and Barley.[/p]
- [p]Various other meals like - Scones, Pottage, Lavish Seafood Treat, Cheese and Fruit Platter, Sweetmeat, Lavish Fruit Course - experiment, try various combinations and have fun![/p][p][/p]
- [p]Significant optimization improvements -we've done a lot of work under the hood and figured out how to optimize it, especially in the mid to late game. You should see major improvements if you have a lot of building elements on the map. Keep in mind that this is not applied to all creations within saves due to the sheer complexity of some of your designs. Some may experience +20fps, while others can gain just +1fps. Let us know how it goes![/p]
- [p]You can now preview map seed in the Location selection screen. That’s right, we did it! No more will you load random seeds for a few minutes (hours?) to find a perfect starting spot. What a time to be alive. Huzzah![/p]
- [p]Malnutrition has been added to the game. Settlers no longer start losing HP when starving. Starvation leads to malnutrition, and severe malnutrition leads to HP loss. Stages of malnutrition will make settlers /enemies/NPCs slower in work, they’ll heal slower, and take in less XP.[/p]
- [p]Meal preparation has been overhauled - Now at a campfire, the player prepares a simple meal with less mood modifiers and less nutritious than lavish meals. Lavish meals are now a whole category of meals and need primary and secondary cooking ingredients to be made. Lavish meals can be prepared at the stove structures just like before, but meal type will be influenced by resources. only that they now have different meals depending on resources. Because of this, some existing resources are turned into secondary cooking materials (like honey and milk). Speaking of honey…[/p]
- [p]Skeps have been overhauled - They need plants around them to thrive. Every plant gives +3% speed of production, while another skep in the range will give -30% making the player place skeps nicely and strategically around the map and not 25 next to each other and steamroll honey. Speed of production will also be influenced by phase of the plant, so don’t expect dead flora to contribute to it.[/p]
- [p]Clothing from dead people is considered tainted and gives negative mood modifiers to the majority of settlers when they have it equipped. Tainted clothing is 0.1 value. You can filter out tainted clothing in stockpiles and recycling materials easily. Again, this just affects clothes and not armors and weapons.[/p]
- [p]The sowing period slider now appears upon crop selection. It allows you to choose custom times for sowing of those crops.[/p]
- [p]Deconstructing, uninstalling and relocating buildings now has priority over production when a settler is actively using a production building. [/p]
- [p]When you mark something with an order tool (like chop/cut/hunt/deconstruct etc) the icon now has an animation when it appears, making it a bit more visible [/p]
- [p]Holding right click now does not dismiss building placement/orders, so it's harder to accidentally dismiss what you are doing when moving the camera.[/p]
- [p]Selecting any of the orders in the bottom right corner will automatically close building panels that are opened in the bottom left corner.[/p]
- [p]Added plus marker to structures that have variations in the additional menu[/p]
- [p]New reaction icons and thought bubbles have been added to settlers. Now, each need has a different icon for reacting to stuff. It should be more useful than the bunch of red and green emojis. We are still polishing up this one a bit.[/p]
- [p]Paste all and paste selected are now active in the jobs and schedule menu.[/p]
- [p]Randomized settlers that the game presents at the start in the settler creation screen will always have maximum group creation points unless you choose to perform advanced customisation. [/p]
- [p]The right-click prioritize menu now appears over the info panels, windows and UI overall.[/p]
- [p]If you try to start a new game on the same seed, its river shapes will look a bit different. The terrain layout and its content will stay mostly the same. It’s just that a river path is gonna be a bit streamlined.[/p]
- [p]Roofs, Floors, Fences, Merlons and Walls (except wood walls) now automatically change variations when placed. Simply put - Corners of fences, merlons and walls should be created automatically. The system is pretty loose. Any changes made by the player will invalidate the automatic system. There's also a checkmark for everything to enable/disable the systems.[/p]
- [p]Shrubs located on voxels that are on edges will display a nice shrubbery texture on those voxels.[/p]
- [p]Workshop room type now affects easel, oil press, apothecary table and minting station.[/p]
- [p]Apothecary station is allowed in the Infirmary room type and it will have a small boost to production because of that.[/p]
- [p]Added a warning when a bed is unavailable due to low temperature.[/p]
- [p]The same message will not spawn multiple times if the text is the same.[/p]
- [p]The news panel has a fancy appearance now.[/p]
- [p]Cut order is now reserved just for plants.[/p]
- [p]Some wild aggressive animals now have a small back-off after attacking behavior. Bears are not those animals. [/p]
- [p]Peaceful mode now has 0% chance of ambush and runaway events.[/p]
- [p]Lone Wolf and Pioneer have a larger chance of raid events.[/p]
- [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]Missing audio has been added for everything except for the Player Triggered Event.[/p]
- [p]Visual explosion effect has been added for trebuchet impact with flammable oil and greek fire oil.[/p]
- [p]Some construction / deconstruction / mining improvements. Settlers now wait less time when choosing what to do next.[/p]
- [p]New songs have been added.[/p]
- [p]Turning V-sync on will now turn the framerate cap option off.[/p]
- [p]Night is a bit darker.[/p]
- [p]Heavy rain nights are a bit darker.[/p]
- [p]Snow days are a bit brighter.[/p]
- [p]New grass visuals have been implemented into the Main Menu.[/p]
- [p]Added a custom cursor to the game.[/p]
- [p]Merchants should have a bit variety in their inventory now.[/p]
- [p]Siege weapon projectile trails are visible for a longer time.[/p]
- [p]Added better character preview for skin color, head type, hair type, hair color and facial hair type.[/p]
- [p]You can prioritize sowing on cropfields via right click now.[/p]
- [p]New gameplay tips have been added for various systems. They now pop up according to the action you are taking instead of popping up on a timer like before.[/p]
- [p]Advanced character creation has been changed: The pricing of all backstories and perks has been rebalanced, the point amount that you have is lower, the game will try to randomise with all points possible when randomising the whole character, and it is a bit clearer now what you gain from backstores/perks etc and what are the manually added skill points.[/p]
- [p]The research panel has been redone.[/p]
- [p]Almanac now has room, player-triggered events, Skillbook and Roles entries.[/p]
- [p]Almanac items now have "Unlocked with research" links which open the Research panel and show research nodes. If the Research table is not built yet, a note will be displayed. Overall, Almanac has a bunch of hyperlinks in it so getting necessary info should be much easier.[/p]
- [p]Heat Map and Aesthetic map can now have keyboard shortcuts.[/p]
- [p]Rearranged the orders in the lower right corner. It used to be:
Chop | Cut | Deconstruct | Cancel | Fish
Urgent Haul | Harvest | Mine | Hunt | Allow
Now it’s:
Chop | Cut | Fish | Deconstruct | Cancel
Harvest | Mine | Hunt | Urgent Haul | Allow[/p] - [p]Added tooltip messages for fuel consumers that they can ignite arrows.[/p]
- [p]The required skill to use every weapon is found in the Almanac.[/p]
- [p]Tutorial videos have been updated.[/p]
- [p]Clicking on the "Caravan is at destination" warning message if the game is paused will open the region map[/p]
- [p]The loading screen has a neat loading bar now that shows the loading progress. It also shows you the last few historical entries that occurred during your last playthrough.[/p]
- [p]Arrow for collapsing / expanding save folders has been added in the save/load menu.[/p]
- [p]Added new grass visuals! You can turn this off in Options > Graphics > Grass.[/p]
- [p]You can now right-click attack with drafted settlers on non-breached enemy gates and doors.,[/p]
- [p]The perk selection window in the Character Customization has better visibility and is now easier to use.,[/p]
- [p]Added an option to disable hover highlighting (like when you would hover over trees), to reduce seizures. You can control this via Options > Game > Hover Intensity.[/p]
- [p]Added options to choose a specific tree phase when using chop order. Yup. It’s finally here.[/p]
- [p]An unforgettable feast as an event result is now possible.[/p]
- [p]More time has been given for you to set up sieging when attacking enemy camps/settlements.[/p]
- [p]Updated Steam SDK - modders are now able to set which version their mod supports. Go to your mod and open Change Notes. There you’ll see the “Link to Game Version” option.[/p]
- [p]Added the Subscribe to Newsletter button in the Main Menu. Support your devs! We promise not to spam.[/p]
- [p]Minimum Animal Handling skill level to train/tame animals is 5.[/p]
- [p]Animals that should be harder to train in real life need even more skill to train (10-15lvl).[/p]
- [p]Animals that haul now have slightly longer cooldown between hauling.[/p]
- [p]Cut speed and construction speed are a bit slower on the maximum level.[/p]
- [p]Fail chance for construction &, cut harvest is higher in lower levels but becomes 0 around lvl 12.[/p]
- [p]Settler doesn't need a private chamber for a Bard Lvl 1. This makes it easier to surface roles in early-mid game.[/p]
- [p]Some voxels take a bit longer to mine now.[/p]
- [p]Changed the amount of points for generating settlers from 170 to 90. Settlers were a bit overpowered, honestly.[/p]
- [p]Merchants have a bigger chance of appearing with gold coins.[/p]
- [p]Settlements have a larger amount of coins to trade with.[/p][p][/p]
[/p][p]For this to work, you'll have to connect with your Twitch account (via Options > Twitch) and invite friends to participate in your gameplay. All features are togglable & adjustable and you can decide which one suits you best. [/p][p]
- [p]Fixed several crash occurrences.[/p]
- [p]Fixed the issue where blueprints would end up stuck in the air when placing them. [/p]
- [p]Fixed the issue where some settlers were playing entertainment structures forever.[/p]
- [p]Fixed the issue that allowed settlers to mine under floors.[/p]
- [p]Fixed the issue where settlers would not construct certain reachable walls, despite having enough resources.[/p]
- [p]Fixed the issue where some shadows would disappear during the use of Screenshot Mode.[/p]
- [p]Fixed the issue where the bow would not disappear from a settler when dropping it or equipping another weapon.[/p]
- [p]Fixed the issue where moving the cursor around during the pause menu would show tooltips inside the game. This occurred when doing a manual save inside the pause menu, right after the save process finished.[/p]
- [p]Fixed the issue that allowed you the use of game controls (camera movement, game speed, etc.) in the bug reporter window due to having at least one mod active.[/p]
- [p]Fixed the issue where settlers wouldn’t build blueprints that were placed and then the game was saved & loaded.[/p]
- [p]Fixed the issue where If you dig 3 voxels and put a stair in their place, the stairs would be detected as a spare room.[/p]
- [p]Fixed the issue where changing background customization all the time constantly added to the creation points.[/p]
- [p]Fixed the issue where rugs couldn’t be placed in front of gates and vice versa.[/p]
- [p]Fixed the issue where selecting multiple different wild plants would show only the first type selected in the info tab window in the bottom right corner.[/p]
- [p]Fixed the issue where double-clicking on a painting would select only paintings of the same quality and not all paintings.[/p]
- [p]Fixed the issue that prevented the alternative button for Orbit camera from working, regardless of which button you try to assign.[/p]
- [p]Fixed the issue where armor would lose texture on a settler if they dropped their clothing. The same issue worked vice versa for clothing.[/p]
- [p]Fixed the issue where Historical Records would not count settlers sent out with a caravan.[/p]
- [p]Fixed the issue that allowed a settler to become friends with themselves by self-tending. We are all about the ‘loving yourself' mantra, but this is silly.[/p]
- [p]Fixed the issue where upon receiving a new settler, job priority tooltips in the Job tab would not update properly.[/p]
- [p]Fixed the issue where the settlers' job preferences would be displayed outside of their tooltip in the Summary screen.[/p]
- [p]Fixed the issue that prevented socketable buildings from being constructed above stairs on dirt voxels. [/p]
- [p]Fixed the issue where settlers with hauling turned off would still haul resources in certain cases.[/p]
- [p]Fixed the issue where resource piles would end up floating in the air in some cases.[/p]
- [p]Fixed the issue that prevented “base yield when ripe” info from appearing upon crop selection.[/p]
- [p]Fixed the issue with prices being wrong when you visit a settlement that allowed you to exploit and earn gold by selling and buying back for cheaper. Shoutout to our subreddit for notifying us about it.[/p]
- [p]Fixed the issue that forced settlers to tame animals from behind. :|[/p]
- [p]Fixed the issue where some bows wouldn’t bend during their shooting attack animation.[/p]
- [p]Fixed the issue where items in chests would lose hitpoints if those chests were located outside.[/p]
- [p]Fixed the issue where clicking on a settler portrait would make the camera jump to that settler. This is expected behavior with single selection.[/p]
- [p]Fixed the issue where a visitor would appear with no food to barter with.[/p]
- [p]Fixed the issue that prevented you from digging a voxel in a 1x1 hole accessible only by ladders.[/p]
- [p]Fixed the issue that prevented archers from attacking if they were positioned atop ladders.[/p]
- [p]Fixed the issue where settlers would not continue digging adjacent tiles after breaking a block.[/p]
- [p]Fixed the issue where attacking an aggressive animal during an event would make the settler run away instead of attacking.[/p]
- [p]Fixed the issue where settlers wouldn’t sow plants and trees after the first year.[/p]
- [p]Fixed the issue where settlers would not change clothes when they were supposed to, after the first year.[/p]
- [p]Fixed the issue where the scrollbar would not appear on the biography tab of the extra panel when selecting a settler with filled info.[/p]
- [p]Fixed several issues related to ladders and pathfinding.[/p]
- [p]Fixed the issue that prevented Settlers from gathering for an event even though that event was marked as started.[/p]
- [p]Fixed the issue where Anti Aliasing being set to FXAA would make blueprints invisible.[/p]
- [p]Fixed the issue where UI would not be properly scaled with UI scaling option.[/p]
- [p]Fixed the issue where plant's description in the almanac would disappear.[/p]
- [p]Fixed the issue where a small black square would appear near the mouse cursor when hovering on the Region map with the mouse cursor and pressing Esc button.[/p]
- [p]Fixed the issue where all trees would hover up, regardless of your selection with chop order.[/p]
- [p]Fixed the issue that broke combat animations on ladders.[/p]
- [p]Fixed the issue where animals would get stuck on ladders.[/p]
- [p]Fixed the issue where the game would stutter upon using orders from the bottom right corner of the screen.[/p]
- [p]Fixed the issue that prevented a settler from building soil, if the closest point to it was at the top of the ramp.[/p]
- [p]Fixed the pathfinding issue where settlers would sometimes deconstruct ladders in the pit from the bottom, thus ending trapped in the hole.[/p]
- [p]Fixed the issue where settlers wouldn’t tend prisoners’ wounds.[/p]
- [p]Fixed the issue where prisoners wouldn’t be affected by fire.[/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 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 the issue where raiders would end up frozen in place if they tried to attack buildings that were not finished or are in the foundation phase.[/p]
- [p]Fixed the issue where raiders that attacked your settlement and managed to win would not leave the settlement and would end up idle.[/p]
- [p]Partially Fixed the issue where drafted settlers were not attacking enemies automatically. So, if the raid happens, they will attack if you draft them. But if you undraft and draft them again, only melee settlers will not attack automatically. Ranged and unarmed settlers should continue to fight.[/p]
- [p]Fixed the issue where the raiders would get stuck and do nothing if your building was only accessible through a door that leads directly to water.[/p]
- [p]Fixed the issue where drafted attack via right-click was not working on animals.[/p]
- [p]Fixed the issue where a settler would sometimes traverse an imaginary ladder in the air during their deconstruction goal.[/p]
- [p]Fixed the issue where domestic animals would reserve blighted crops, thus blocking settlers from cutting them.[/p]
- [p]Fixed the issue where settlers would overlap with other settlers during their wound tending animations.[/p]
- [p]Fixed the issue where a settler would end up in an infinite construction loop if they attempted to build over a sleeping settler.[/p]
- [p]Fixed the issue where outlines were offset in some cases.[/p]
- [p]Fixed the issue that made settlers end up stuck during ladders/stairs/slope deconstruction.[/p]
- [p]Fixed the issue that made drafted settlers to glitch out during the ladder usage animation.[/p]
- [p]Fixed the issue where roof detection would not work if it was a cellar with a roof and the only exit was via staircase.[/p]
- [p]Fixed the issue where in some cases a prisoner merchant would leave the map without taking prisoner with them.[/p]
- [p]Fixed the issue where you’d get duplicated socketable objects if you place a socketable object blueprint on a wall blueprint and the settler starts to build a wall and you cancel that wall’s construction.[/p]
- [p]Fixed the issue that prevented room detection from working if you dug a hole in that room.[/p]
- [p]Fixed the issue that prevented triggering animation for settlers climbing ladders.[/p]
- [p]Potential fix for the issue where object variants would not be properly loaded in some cases.[/p]
- [p]Fixed the issue where in some cases archers were able to shoot through closed gates.[/p]
- [p]Fixed the issue where the season sunrise/sunet and angle values were wrong in the Lone Wolf scenario.[/p]
- [p]Fixed the issue where a large black square cloud could sometimes be seen on Region Map.[/p]
- [p]Fixed the issue where settlers would mine/ignore selected soil voxel, if that voxel was positioned on the 16th layer (the top one).[/p]
- [p]Fixed the issue where graves would flicker a bit during their construction phase.[/p]
- [p]Fixed the issue where the white force-equip outline would remain on the empty slot in the Manage panel when a settler would drop a force equipped item.[/p]
- [p]Fixed the issue where during the caravan formation if some settlers leave the map (but not all) and you save and load the session, the game would remove those settlers that left the map out of the game, never to return.[/p]
- [p]Fixed the issue that allowed you to give orders to banished settlers via right click.[/p]
- [p]Fixed the issue that allowed you to interact with banished settlers via selection panel buttons.[/p]
- [p]Fixed the issue where the most impressive room calculation wasn’t properly detected.[/p]
- [p]Fixed the issue where settlers, if drafted, would start gliding when moving out of the water.[/p]
- [p]Fixed the issue where domestic animals would never leave pens made out of blueprint fences.[/p]
- [p]Fixed the issue where a socketable building preview wouldn’t always rotate automatically when it should have.[/p]
- [p]Fixed the issue where large structures, if they were rotated, would emit destruction particles at a wrong angle during the deconstruction process.[/p]
- [p]Fixed the issue where prioritizing construction via right click would make settlers to just bring resources and not construct.[/p]
- [p]Fixed the issue where animal task icons (tame, train etc.) would remain visible even after that task is completed or canceled.[/p]
- [p]Fixed the issue where settlers would sometimes refuse to prioritize deconstruction.[/p]
- [p]Fixed the issue that sometimes made fainted settlers fall through the bed.[/p]
- [p]Fixed the issue that would copy body settings to other graves upon selecting two graves where one had all bodies enabled and the other one had none.[/p]
- [p]Fixed the issue where if you build a terrace above the room and use a fence for it, the game would detect it as a room.[/p]
- [p]Fixed the issue where resource copies would spawn when canceling, destroying or deconstructing buildings.[/p]
- [p]Fixed the issue that prevented you from roping sleeping animals via right click.[/p]
- [p]Fixed the issue where your settlers would attempt to work on enemy crops on secondary maps.[/p]
- [p]Fixed the issue where buildings would not be fully shown after using the "Go To Layers" button.[/p]
- [p]Fixed the issue that prevented water from evaporating from positions where its flow was blocked.[/p]
- [p]Fixed the issue where the silver mirror was missing from the Almanac.[/p]
- [p]Fixed the issue where the main options panel would still be visible in the background and its buttons clickable when opening audio options.[/p]
- [p]Fixed the issue where settlers would continue burying enemy/settler corpses after the grave filter is changed mid-action.[/p]
- [p]Fixed the issue that prevented Pseudonyms from updating correctly when using advanced character customization.[/p]
- [p]Fixed the issue that made merchants spawn in unreachable spots.[/p]
- [p]Fixed the issue where the Main Menu screen looked messed up on Large and Large UI sizes.[/p]
- [p]Fixed the issue where some room overlays wouldn’t be properly detected.[/p]
- [p]Fixed the issue where settlers would not refuel torches if there was no floor/ground beneath them. Oh yeah. Finally![/p]
- [p]Fixed the issue where settlers/animals would magically fall through the ground in some scenarios. Please let us know if it starts appearing again.[/p]
- [p]Fixed the issue where a mining hover would appear on walls in some situations[/p]
- [p]Fixed the issue where socketable buildings would end up being hard to select and place sometimes.[/p]
- [p]Fixed the issue where placing large amounts of building on cropfields/stockpiles would cause mini-freezes/stutters.[/p]
- [p]Fixed the issue that made wicker roof variants visually glitch in some cases.[/p]
- [p]Fixed the issue where when a multi selection is made on your settlers, settlers avatar highlights were updated with delay.[/p]
- [p]Fixed the issue where the enemy's construction AI wouldn’t properly work in some cases.[/p]
- [p]Fixed the issue where heraldry wrapping pattern didn’t behave as intended.[/p]
- [p]Fixed the issue where a message “wound needs tending” would appear on wild animals.[/p]
- [p]Fixed the issue where Gobbler perk wasn’t in a conflict with Austere and Ascetic perks.[/p]
- [p]Fixed the issue that prevented snow melting from some roofs in certain situations.[/p]
- [p]Fixed the issue that prevented snow from appearing on top of roofs if they were demolished and then rebuilt.[/p]
- [p]Fixed the issue that prevented socketable buildings from being built above slopes.[/p]
- [p]Fixed the issue where if the settler was drafted, their pet with the battle turned on would end up stuck on hauling tasks.[/p]
- [p]Fixed the issue that triggered heavy lag when cancelling large amounts of dig markers via cancel button in selection UI (multiple seconds freezes).[/p]
- [p]Fixed the issue that allowed wild aggressive animals to be tamable through the Overview window.[/p]
- [p]Fixed the issue that prevented structure piles from being recognized as resources when saving and loading the session.[/p]
- [p]Fixed the issue where the "Remove" process would not resume after saving and loading/resuming the session.[/p]
- [p]Fixed the issue where the battle balance scale would appear on top of everything.[/p]
- [p]Fixed the issue where injured humans would slide when exiting the water.[/p]
- [p]Fixed various minor text issues and appearances.[/p]
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