Hotfix #5
Hello Citizens!
It's hotfix time! We have a new hotfix for you that focuses on balancing and changes based on your feedback. We want to give a big shoutout to our discord community as well for helping us crush some bugs by sending over their player logs and save files - you folks are amazing thank you so much and also I want to add that my banana mango pizza order is a completely valid pizza order.

[h2]Patch Notes[/h2]
[h3]Changes[/h3]
- New natural entity groups (trees, bushes, boulders, etc.) now spawn daily, rather than only on season change
- Barren tiles turn fertile daily (except for trampled tiles, which will turn fertile on second sunrise)
- Housing holograms no longer count towards how many citizens can spawn from the Town Hall
- The “jobs exceed housing” issue tracker message has been removed to reduce confusion regarding what action needs to be taken
- The “insufficient housing” issue tracker message now displays if either citizens or total available jobs exceed housing capacity
- The “research available” issue tracker message is now hidden until the “unlock buildings with research” objective is reached
- The overview menu tabs and hotkeys are now hidden until crown has been picked up for the first time
- Musket, Hunting Tower, Mortar Tower and Field Mortar shots, as well as Powder Keg explosions, will now alert hostile NPCs from a large distance
- Mortar shell and Powder Keg explosion terraforming now leans more towards wide, flat craters rather than jagged pockmarks
- Hunting towers will no longer target enemy structures; only characters (welcome back Tuskar Farms!!!)
- Saplings now only have 1 health and no longer interrupt drifting
- The “dash to run” button prompt now appears after 2 seconds of regular movement (instead of 5)
- Canyon is now the default map in the New World menu
[h3]Balancing[/h3]
- Research costs have been lowered overall, especially anything that costs Wood
- Path and Clear Land are now by the Frontier Settlement research (instead of Mining)
- Outlaw camps and creature nests now respawn daily, rather than only on season change
- Outlaw camps and creature nests can now spawn closer to the player’s settlement (except for the first day of a playthrough)
- Removed Coin cost on Town Hall spawning Citizens
- Increased ore deposits on a new world to 12 (from 8), and they can now spawn a bit closer together
- The work radius for resource gathering buildings have been reduced to give players greater control over where NPCs should go
- Increased citizen recruitment limit to 150 (from 100)
- Tuskars now spawn faster, but have a bit less health
- Musket shots now inflict Knockdown (instead of Stagger)
- Reduced the Gunpowder cost for constructing Powder Kegs
- Reduced the Gunpowder cost for firing the Hunting Tower and Mortar Tower
- Reduced the Mortar and Hunting Towers’ firing rates, but greatly increased the Hunting Tower’s max damage
- Powder Kegs deals more damage up-close and have a larger explosion radius
- Increased the initial amount of Vegetables and Fruit in storage when starting a new world
- Trampling now turns fertile tiles barren at just 10 steps (down from 20)
- Players and NPCs can now spot targets for their faction’s mortars up to 300m away (increased from 200m)
- Note that the Outlaws’ Field Mortar has an approximate max range of 250m on flat ground
- The default difficulty for a new world is now Challenging
[h3]Fixes[/h3]
- Fixed various memory leaks
- Shoutout to Tone & Aeliora for your player logs you absolute champions
- Fixed terrain updates sometimes being missed while terraforming in quick succession
- Added missing Simplified and Traditional Chinese translations
- Fixed being able to place a new crop plot on an already growing crop
- Fixed automatic Mortar Tower and Field Mortar targeting causing the game to crash under certain circumstances
- Thanks to Tone for finding repro steps!
- Fixed Powder Keg and mortar shell explosions not burning the loot from objects that are destroyed due to being uprooted by the explosion’s terraforming
- Fixed Mortar Towers and Field Mortars being able to lose and switch targets randomly
- Reduced Mortar Tower and Field Mortar rotation jitter
- Arch and battlement height placement is now more consistent and intuitive
- Fixed players being able to make NPC-audible movement sounds while indoors by entering a building while moving
- Fixed non-host players being able to change difficulty settings
- Fixed natural entity groups (trees, bushes, boulders, etc.) being able to spawn entities out of playable bounds
- Fixed NPCs searching for nearby resources sometimes failing and causing errors
- Fixed Mortar Towers and Field mortars searching for targets sometimes failing and causing errors
- Fixed occasional errors relating to resources on water
- Fixed tooltips being offset when playing on aspect ratios less wide than 16:9
- Fixed UI being scaled incorrectly if player settings somehow had an invalid value for the UI scale
[h2]Hotfix #4[/h2]
Released January 31st
[Patch notes here]