Experimental Branch Patch (1.0.54)
[p]Greetings, players! The newest patch (1.0.54) 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]When Screenshotting in Photo Mode, a Steam screenshot is also created and saved appropriately.[/p]
- [p]“Tainted” item stats are now listed in the Almanac entry for clothes.[/p]
- [p]Additional info has been added when hovering over items in the barter panel.[/p]
- [p]Fishes spawn a bit faster now and have a slightly lower temperature threshold. Before, Marsh maps would sometimes be fishless for a long time due to this.[/p]
- [p]When hovering over book cost when a research node is selected, a tooltip will tell you the resource name, and amount you have vs the amount needed for the unlock.[/p]
- [p]Shelves now have High hauling priority by default instead of Low.[/p]
- [p]Speechcraft has been removed from the gaoler job as it was not doing anything. Gaoler jobs don't give XP as they are unskilled work. Settlers can still be passionate about being a gaoler. This will result in a nice mood boost when doing the job.[/p]
- [p]Ramp up for event difficulty is a bit lighter, so that the 3x raid in the ‘Lone Wolf’ scenario would not be too difficult.[/p]
- [p]Raids should happen a bit more often in general.[/p]
- [p]Fixed several crash occurrences.[/p]
- [p]Fixed the issue that prevented certain migrated saves from being loaded.[/p]
- [p]Fixed the issue where settlers would break the hold ground rule and attack folks below by going down the stairs/ladders. they should not do so in the hold ground stance.[/p]
- [p]Fixed the issue where settlers would teleport through the ground into underground water and end up drowning as a result.[/p]
- [p]Fixed the issue where a single fence, upon being placed, would sometimes be rotated differently from the initial preview.[/p]
- [p]Fixed the issue where piles hauled by pets, that are selected to go on a caravan, would get deleted if the caravan leaves before the pet finishes hauling.[/p]
- [p]Fixed the issue that caused selecting through other buildings to work on 3 clicks rather than 2.[/p]
- [p]Fixed the issue that made archers and siege weapons shoot their ammunition through ground.[/p]
- [p]Fixed the issue where sleeping particles (Zzz) would stay active even when the settler was awake.[/p]
- [p]Fixed the issue that caused wrong stability info to appear in the tooltip in certain moments.[/p]
- [p]Fixed the issue where blueprints that require stability (like beams) would block construction of buildings that would enclose a region.[/p]
- [p]Fixed the issue that allowed beams to be built while being attached to unfinished constructions.[/p]
- [p]Fixed the issue where sometimes room type wouldn’t be detected/updated properly.[/p]
- [p]Fixed minor text issues.[/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] 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]