[p]Greetings, players! The newest patch (
1.0.59) 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]Meal, lavish meal, packaged meal no longer spawn ash when produced (other productions spawn ash the same as before).[/p]
- [p]You can now move the building blueprint over the building they're trying to move. (Example: if you want to relocate a bed one grid space lower, you can do that now.)[/p]
- [p]Install pile/relocate building will not cancel placement if the building wasn't placed successfully after the left click.[/p]
- [p]Bones are now also considered as fuel and can be used to fuel any Fuel consumer structure and production. Bones have low calorie value for flames so they are not as good of a heat source as alternatives but can be useful for clearing waste.[/p]
- [p]Holding left shift will not popup messages for locking camera layers until the camera is layer locked (Caps Lock).[/p]
- [p]Large animals will prefer bushes, tall grass, animal feed and hay even more than before so as to make them not eat barley out of storage if possible.[/p]
- [p]Cats will prefer milk and fish even more as to avoid them eating meals.[/p]
- [p]Runaway event: Negotiator appears a bit sooner (from max 48h to max 30h).[/p]
- [p]The negotiator sits on your map for a bit shorter time (max 16h).[/p]
- [p]Saying no to negotiator after runaway will result in attack more often (the friendliness impact is stronger).[/p]
- [p]Clearer messaging implemented when right clicking on a Trader without a selected settler.[/p]
- [p]Additional messaging in Prisoner right click menu.[/p]
- [p]Ass/Donkey pregnancy lasts shorter now (20 days -> 16 days).[/p]
- [p]The chance of male and female Asses/Donkeys breeding is now 20% instead of 10%.[/p]
- [p]The taming duration is shortened on some animals as it was taking a bit too long when setter skill was factored in.[/p]
- [p]Rebalanced other pregnancy chances for animals that are few in numbers during gameplay.[/p]
- [p]Cat carcasses no longer spawn bones as they are small, thus similar to other smaller carcasses.[/p]
- [p]Dung and bones are now in the Waste category and labeled as such.[/p]
[p]Enemy behavior has been adjusted a bit. They'll avoid constructing ladders & floors/digging/take down walls unless you:[/p]
- [p]are turtled (surrounded your settlement by walls without clear entrance),[/p]
- [p]made a badass killbox labyrinth that is 400+ meters long,[/p]
- [p]added a floating strip of doors that has 200 doors one after another. That still may result in the enemies creating alternative paths, but of course there are still ways to cheese them,[/p]
- [p]were victorious 3 times in a row, the fourth attack will be a bit less build-happy but not as much as before.[/p]
[p][/p][h3]Bugs and fixes[/h3]
- [p]Fixed several crash occurrences.[/p]
- [p]Fixed the issue where enemies would end up stuck on ladders in certain situations.[/p]
- [p]Fixed the issue where unmarked grave foundations would be visible when hiding layers.[/p]
- [p]Fixed the issue that prevented seasonal apparel override from working as intended.[/p]
- [p]Fixed the issue that made settlers stuck into an infinite plant crops loop.[/p]
- [p]Fixed the issue where the settlement name would be wrongly named in historical records when attacking enemy camps/settlements and during ambushes.[/p]
- [p]Fixed the issue where the archers range would never disappear after undrafting settlers.[/p]
- [p]Fixed the issue where the “Merry” effector wasn’t properly triggered.[/p]
- [p]Fixed the issue where settlers would fall down when deconstructing ladders/stairs.[/p]
- [p]Fixed the issue where photo mode screenshot would be completely white upon taking the screenshot.[/p]
- [p]Fixed the issue that made raiders stand still in some scenarios if your settlers occupied ladders.[/p]
- [p]Fixed the issue where settlers wouldn’t build construction when an animal/settler was in a way where the blueprint is.[/p]
- [p]Short term fix for settlers taking a long route for their goals, when the shorter path is clearly visible. Let us know how this goes.[/p]
- [p]Quick fix for the issue where self-tend healing would take 4x longer in some edge cases.[/p]
- [p]Possible fix for the issue where won't trade / won't negotiate / won't rope options wouldn’t be available.[/p]
- [p]Fixed the issue where reloading the save would increase the hotspot area of a drawbridge constantly.[/p]
- [p]Fixed the issue where Rugs would have only Human skin entry in Almanac.[/p]
- [p]Fixed the issue where clicking on rugs in the rugmaking research node wouldn’t take you to the almanac entry.[/p]
- [p]Fixed the issue that caused weird hauling behaviors.[/p]
- [p]Fixed the issue where battle balance scales would be visible in the screenshot mode.[/p]
- [p]Some minor UI corrections.[/p][p][/p]
[h3]Known issues:[/h3]
- [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]
[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]