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Territory: Farming and Fighting News

[Test Branch] Experience optimization and BUG repair

Bug: In the notification message of the caravan on the right, the text exceeds the frame.
New feature: Ability to relocate ant nests during winter
Optimization: Carriage supports transporting items to cells
Optimization: Trading desk, when buying as much as possible, when selecting items to buy, exclude items that have just been bought and items with lower than the lowest discount.
Optimization: For the trading desk, when the selling limit is reached, carriages with fixed routes should not transport corresponding items to the trading desk.
Optimization: An error may occur when resizing the cemetery
Optimization: There are no logistics soldiers in the military camp, give a prompt

[Test Branch] Experience optimization and BUG repair

Optimization: Updated bed textures and some building icons
Optimization: The military camp attribute brush prompts that the product needs to be set up first.
Optimization: Align some building windows to the center of the building and some to the left
New features: New: Heroes Monument, dedicated to commemorating and burying soldiers. After relatives are buried at the Heroes Monument, they will feel a sense of glory and increase their happiness.
Optimization: Furnace recycling interface, add a close button
Optimization: After the ship docks at the dock, wine can be transported directly from the barrel to the ship.
Bug: After the research desk switches from writing books to research, the prompt for lack of writing materials is not hidden.
Bug: After loading files, the list of collected residents will be displayed repeatedly.
Bug: Reduce the core territory of the ant nest from 10 to 5
Bug: When a resident does not have a table to which he belongs, he will not comply with the dining rules of other tables.
Optimization: Add a switch to the pyramid to set the residents and whether to move out the items inside.
Bug: After the cave is built, Ant-Man will not move in immediately
Bug: After the ranch is resized, the capacity limit is not refreshed immediately.

Synchronize test branch to mainline branch

BUG: After the farm/pasture is resized, buildings cannot be built in the original area
Optimization: When moving the trading desk, if the orientation does not change, the settings of the planned inventory need to be synchronized
Optimization: Warships damaged in battle can be repaired when returned to the dock
BUG: When prisoners are transferred to cells, the cell can still accept people when it is full.
BUG: The yellow line indicating residents’ tasks sometimes does not disappear.
Optimization: The ants find a new place to build their nest, and the queen will not appear until the second year
Optimization: Soldier ants can accidentally attack animals in the same location (they will not actively look for animals to attack)
Optimization: The problem that the ship's warehouse capacity limit does not take effect
New feature: Boats can perform transportation tasks on inland rivers
Optimization: Treasures on the ground (Titan’s Heart, Golden Eggs, Ambergris, Gold, Silver, etc.) have higher priority for transportation
Optimization: When the mine is hollowed out, a notification icon is displayed
Optimization: When taking up a job as a construction worker, give priority to dwarves
Numeric adjustment: Prisoner mining efficiency halved
Numerical adjustment: For cave-dwelling races, a couple will give birth to at least one child. Even if the cave is full, they will give birth to one child.
Numeric adjustment: Increase the capacity of the cell (cell length * width * 2)
Optimization: Filter out prisoners in the resident list
Bug: Enemy soldiers may cross the terrain and return to the enemy camp after fainting and then waking up.
Optimization: After conquering a village or castle, a pop-up window will appear
Bug: There is no prophet in the cell, and the handyman does not transport items to it.
Bug: Added settings to the mine. After being abandoned, it will be backfilled immediately.

[Test branch] Optimization and BUG fixing

Numeric adjustment: Increase the capacity of the cell (cell length * width * 2)
Optimization: Filter out prisoners in the resident list
Bug: Enemy soldiers may cross the terrain and return to the enemy camp after fainting and then waking up.
Optimization: After conquering a village or castle, a pop-up window will appear
Bug: There is no prophet in the cell, and the handyman does not transport items to it.
Bug: Added settings to the mine. After being abandoned, it will be backfilled immediately.

[Test branch] New features: inland waterway transportation, and bug fixes

BUG: After the farm/pasture is resized, buildings cannot be built in the original area
Optimization: When moving the trading desk, if the orientation does not change, the settings of the planned inventory need to be synchronized
Optimization: Warships damaged in battle can be repaired when returned to the dock
BUG: When prisoners are transferred to cells, the cell can still accept people when it is full.
BUG: The yellow line indicating residents’ tasks sometimes does not disappear.
Optimization: The ants find a new place to build their nest, and the queen will not appear until the second year
Optimization: Soldier ants can accidentally attack animals in the same location (they will not actively look for animals to attack)
Optimization: The problem that the ship's warehouse capacity limit does not take effect
New feature: Boats can perform transportation tasks on inland rivers