Patch 1.3.7
Changes and additions:
- New diseases from the Vet DLC are now available regardless if the missions are completed, disabled or enabled (before they were only available if missions were finished or disabled when using the mail box).
- We've rebalanced the generation of sick animals: after the changes in the disease system introduced in the Vet Clinic DLC, the chances of
encountering a sick animal were far too low at lower shelter reputation levels. Now, the game should offer a more balanced challenge across all reputation tiers.
- Further refinements have been made to the system that generates prospective adopters from pet adoption ads. We've enhanced the system that generates interested humans for pets based on ads. Now, if a pet doesn't have any trait considered as "positive", the system will also take into account their "neutral" traits. It's important to note that there's always a possibility of a "difficult" animal (perhaps due to traumatic past experiences, improper care, or lack of training) arriving at the shelter. Such animals might not possess traits seen by the system as either "positive" or even "neutral." Matching such an animal with a human will be more challenging. However, to boost the odds of finding the best possible new owner even more, we've also doubled the number of people responding to adoption ads. This ensures that every furry friend has a greater chance of finding a loving home.
- We've enhanced the system that generates visitors coming to the shelter for animals not listed in adoption ads. Now, the generation of potential adopters for available pets should be more precise, ensuring every kind of critter will find someone eager to welcome them into their new home.
- We've made significant adjustments to the way inventory contents of both the Warehouse and Medical Cabinet are saved. Some players reported instances of
items mysteriously disappearing or moving between the Warehouse and Medical Cabinet after saving. We believe we've pinpointed the root cause, but addressing it
required an overhaul of the save system for these elements. As a result of these changes, if players have a Medical Cabinet in their save data, upon the first load after the new patch, all items from the Medical Cabinet should be safely transferred to the Warehouse. This is a necessary step to "reset" incorrectly saved item parameters. After this adjustment, everything should return to normal. Feel free to move items back from Warehouse to the Medical Cabinet, and they should now be saved and loaded correctly.
- We've improved using microscopes by disabling exiting the mini-game by using the secondary/alternative interaction button (which happed a lot by accident). Additionally, when the sample is "infected", the chance of detecting an infection while scanning key points in the sample is increased (from 50% to 75%), making it easier to detect an infection using the microscope mini-game.
- Occasionally, the wound treatment status was saved incorrectly, causing the wound to load with a dressing applied, yet the Medical Chart would show that the wound needed treatment first (and it was impossible to remove the currently applied dressing). We've added a safeguard to prevent improper loading of wounds on animals, ensuring that healing goes smoothly and your pets remain in tip-top shape.
- We've supercharged your shopping experience! The maximum allowed number of items in a shop order has been cranked up from a mere 9 to a whopping 99. Time to stock up like never before!
- Horses, by mistake, were given the ability to have the "Wound" disease in the base game. However, they couldn't be treated because it required the Treatment Platform, which is exclusive to the new clinics in the Vet Clinic DLC. To resolve this, we've disabled the possibility of adding this wound to horses in the base game.
Bug fixes:
- The bandage wrapping for the paw of the Inu-inspired breed had an incorrect rotation, but it's now fixed and looking proper.
- Fixed a bug in the mission involving a dog with a sick paw that needed treatment (a block was applied incorrectly for admitting sick animals, which inadvertently stalling the mission progress).
- Fixed a bug causing some of our new decorative items (like the fresh armchairs or coffee tables) saving and loading incorrectly.
- Fixed a bug causing the urination sound effect occasionally loop way longer than intended.
- Fixed a bug where a disease would save with zero suggested tests during the diagnosis phase, resulting in an empty test recommendation list in the Medical Chart upon loading.
- Fixed a bug that prevented changing the type of food in a bowl that's already filled.
- Fixed a bug that messed with the pathfinding system near the northern wall of the shelter (ever tried to put your pet in its cage and witnessed it magically teleport out?).
- Fixed a bug causing the dog's animation when hopping into the van after adoption looking a bit off.
Known issues and workarounds:
We believe we are close to fixing the issue of disappearing animals, but it will still take a bit.
Animals are not being removed - they are still in the shelter, but unfortunately due to an error, they might become invisible.
In the meantime, here is a workaround if that ever happens to you:
- If, using superhuman tracking skills, you manage to locate such an invisible animal (it should show a tooltip then you look at it - just like with normal animals) please pick it up
- Take it to a cage in a building with walls (i.e. not to the enclosures surrounded by a mesh, but e.g. in dog/cat/puppy/kitten buildings or veterinary isolation rooms)
- Close the cage door (to prevent the animal from leaving it)
- Completely exit that building - not the ROOM, but the BUILDING - and close the door behind you
- Upon re-entering the building, the invisible animal should materialize
Why it happens (if you're interested in the details): The disappearance is caused by an error in the system that turns off objects invisible to the player to improve performance, but only in a very specific situation, precisely when the animal has the cage door open and leaves it by itself, while the main building doors are closed (so objects in that building are invisible). In such a situation, upon re-entering the building, the animal that left the cage on its own does not properly turn back on.
This issues can be avoided by closing the cage doors and preventing the animals from leaving them on their own. Sorry for the temporary inconvenience.
- New diseases from the Vet DLC are now available regardless if the missions are completed, disabled or enabled (before they were only available if missions were finished or disabled when using the mail box).
- We've rebalanced the generation of sick animals: after the changes in the disease system introduced in the Vet Clinic DLC, the chances of
encountering a sick animal were far too low at lower shelter reputation levels. Now, the game should offer a more balanced challenge across all reputation tiers.
- Further refinements have been made to the system that generates prospective adopters from pet adoption ads. We've enhanced the system that generates interested humans for pets based on ads. Now, if a pet doesn't have any trait considered as "positive", the system will also take into account their "neutral" traits. It's important to note that there's always a possibility of a "difficult" animal (perhaps due to traumatic past experiences, improper care, or lack of training) arriving at the shelter. Such animals might not possess traits seen by the system as either "positive" or even "neutral." Matching such an animal with a human will be more challenging. However, to boost the odds of finding the best possible new owner even more, we've also doubled the number of people responding to adoption ads. This ensures that every furry friend has a greater chance of finding a loving home.
- We've enhanced the system that generates visitors coming to the shelter for animals not listed in adoption ads. Now, the generation of potential adopters for available pets should be more precise, ensuring every kind of critter will find someone eager to welcome them into their new home.
- We've made significant adjustments to the way inventory contents of both the Warehouse and Medical Cabinet are saved. Some players reported instances of
items mysteriously disappearing or moving between the Warehouse and Medical Cabinet after saving. We believe we've pinpointed the root cause, but addressing it
required an overhaul of the save system for these elements. As a result of these changes, if players have a Medical Cabinet in their save data, upon the first load after the new patch, all items from the Medical Cabinet should be safely transferred to the Warehouse. This is a necessary step to "reset" incorrectly saved item parameters. After this adjustment, everything should return to normal. Feel free to move items back from Warehouse to the Medical Cabinet, and they should now be saved and loaded correctly.
- We've improved using microscopes by disabling exiting the mini-game by using the secondary/alternative interaction button (which happed a lot by accident). Additionally, when the sample is "infected", the chance of detecting an infection while scanning key points in the sample is increased (from 50% to 75%), making it easier to detect an infection using the microscope mini-game.
- Occasionally, the wound treatment status was saved incorrectly, causing the wound to load with a dressing applied, yet the Medical Chart would show that the wound needed treatment first (and it was impossible to remove the currently applied dressing). We've added a safeguard to prevent improper loading of wounds on animals, ensuring that healing goes smoothly and your pets remain in tip-top shape.
- We've supercharged your shopping experience! The maximum allowed number of items in a shop order has been cranked up from a mere 9 to a whopping 99. Time to stock up like never before!
- Horses, by mistake, were given the ability to have the "Wound" disease in the base game. However, they couldn't be treated because it required the Treatment Platform, which is exclusive to the new clinics in the Vet Clinic DLC. To resolve this, we've disabled the possibility of adding this wound to horses in the base game.
Bug fixes:
- The bandage wrapping for the paw of the Inu-inspired breed had an incorrect rotation, but it's now fixed and looking proper.
- Fixed a bug in the mission involving a dog with a sick paw that needed treatment (a block was applied incorrectly for admitting sick animals, which inadvertently stalling the mission progress).
- Fixed a bug causing some of our new decorative items (like the fresh armchairs or coffee tables) saving and loading incorrectly.
- Fixed a bug causing the urination sound effect occasionally loop way longer than intended.
- Fixed a bug where a disease would save with zero suggested tests during the diagnosis phase, resulting in an empty test recommendation list in the Medical Chart upon loading.
- Fixed a bug that prevented changing the type of food in a bowl that's already filled.
- Fixed a bug that messed with the pathfinding system near the northern wall of the shelter (ever tried to put your pet in its cage and witnessed it magically teleport out?).
- Fixed a bug causing the dog's animation when hopping into the van after adoption looking a bit off.
Known issues and workarounds:
We believe we are close to fixing the issue of disappearing animals, but it will still take a bit.
Animals are not being removed - they are still in the shelter, but unfortunately due to an error, they might become invisible.
In the meantime, here is a workaround if that ever happens to you:
- If, using superhuman tracking skills, you manage to locate such an invisible animal (it should show a tooltip then you look at it - just like with normal animals) please pick it up
- Take it to a cage in a building with walls (i.e. not to the enclosures surrounded by a mesh, but e.g. in dog/cat/puppy/kitten buildings or veterinary isolation rooms)
- Close the cage door (to prevent the animal from leaving it)
- Completely exit that building - not the ROOM, but the BUILDING - and close the door behind you
- Upon re-entering the building, the invisible animal should materialize
Why it happens (if you're interested in the details): The disappearance is caused by an error in the system that turns off objects invisible to the player to improve performance, but only in a very specific situation, precisely when the animal has the cage door open and leaves it by itself, while the main building doors are closed (so objects in that building are invisible). In such a situation, upon re-entering the building, the animal that left the cage on its own does not properly turn back on.
This issues can be avoided by closing the cage doors and preventing the animals from leaving them on their own. Sorry for the temporary inconvenience.