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Clanfolk News

Patch Notes: v0.366-v0.368

v0.366
  • Fixed Mem Leak in Save Game Screenshots which could cause out of memory crash after very long play sessions with many saves
  • Optimized Saving system speed. There should be less of a hitch when saving now.


v0.367
  • Fixed case that could cause critter AI to get frozen when seeking shelter or when laying eggs
  • Fixed case where it was possible to Clanfolk to get locked out of using certain attribute restoring items, like beds due to other
    Clanfolk not cleaning up their previous reservations properly.


v0.368
  • Fixed case where is a person is carrying a Baby when they die that the baby is stuck being carried and cannot be picked up by anyone else. This in particular lead to the parents never sleeping, but also never being able to help the baby in the dead person's grip.
  • Fixed case where a trade animal that has lost its owner becomes stuck on the map


Hi All, there were some unexpected problems with v0.365 that should be resolved as of v0.368 now. Please let me know in the bug report forums if you see any oddness with saving and loading or weird behaviors. I think the problems are all resolved, but if not, I will get them fixed right away.

I am going to get back to work on Update 11 as long as v0.368 turns out to be stable. As always, the testing branch is updated almost daily, so please join us if you are interested in getting quicker (but sometimes a little more rough) updates. It is very helpful having extra eyes/ideas on the new version as it develops.

Thanks Again,
Blorf :)

Patch Notes: v0.365

v0.365
  • Ambient Deer honking limited to mornings only and made much less frequent. Just enough to know they are there from a morning honk.
  • Altered Trader Male/Female Livestock choices such that no Males = 100% -> 67% chance male, no Females = 100% -> 67% chance female, so people collecting just one type do not get locked out of them spawning all together.
  • Re-Added 10% chance of a Senior animal spawning. Some players were using them for inexpensive meat and I did not realize.

Patch Note: v0.364

v0.364
  • Increased the default priority of Animal Bed, Hay Feeder, Grain Feeder, Water Trough so that those farming tasks will tend to get completed before the field work.
  • Added a note to the pregnancy meter that Babies will only be born in beds
  • Fixed issue that could cause ambient environmental sounds to not play after loading an earlier game than the current one being played
  • Added Wolf Ambient night sounds on the map based on how many wolves are in the area.
  • Deer on the map will occasionally make Honks that can be heard at long range to alert the player of free meat

Patch Notes: v0.363

v0.363
  • Reworked low Social desire Clanfolk and Alone Time such that once Clanfolk hit the "Leave Me Alone" phase (Bar Maxed), talkers will stop targeting them with conversations until "Alone Time clears.
    Introverts need some peace too.
  • Added, "All Talked Out" phase to the Social Attribute such that talkers will be less likely to talk to people who are no longer participating in talking back. If there is no one else to talk to, Talkers can still target people in this phase (as the target politely listens and fidgets)
  • Note: Babies will still demand attention when the mother is in Alone Time mode, so in some cases Alone Time may get stuck active for multiple days if the baby gets demanding and the Social meter cannot drain.
  • Fixed bug with Cats that was preventing them from wandering around, leaving them stuck in one spot most of the time.
  • Added new AI logic to allow Stopped Fireplaces/PeatStoves to be turned off to conserve resources by setting them to stopped. Prior to this the stopped object would not be visible to the AI so they would not turn it off and the fuel would need to run out.
  • Lowered the spark angle on the Wall Torches from 180 -> 170 degrees so the sparks don't sometimes hit things around corners.


The Hunters and Hunted update is looking quite stable now and these daily patches will stop arriving quite soon. I will need to lock the Default Branch down for a while and work on the next big update while pushing the updates to the testing branch.

The next big update is going to be all about life on the homestead. So new crops and traditional cooking recipes and processes. So food will likely get re-balanced with new preservation techniques arriving as well. I may also make an initial attempt at some decorations so people can better customize their homes.

On the technical side, I want to look at a zones system to allow Clanfolk and animals to be limited to certain areas. I also still want to rework the Ideas Panel to make it more searchable, and finally start on some planning mode tools.

So there is a lot to do. Depending on how the progress goes this may be spread out over two updates instead of one so you don't have to wait for a super long time for the whole thing at once.

Thanks everyone :)

Patch Notes: v0.362

v0.362
  • Babies will now stay in Cold rooms if it is Colder outside. This should still keep them out of freezers, but if both the house and the outside is < 0c The baby will stay inside now.
  • Fixed case where loading a game with an animal on a butcher block could cause an error
  • Fixed Guard Dogs protecting sold animals until they are off the map. Dogs need to stay with the main herd.
  • Made animal sound alerts species based, so rabbits alert other rabbits, but not an entire barnyard when they are hiding in holes from a dog
  • Fixed animals attacking units leaving the map causing the animals to get stuck in a loop between leaving and being attacked
  • Fixed case where Clanfolk could get permanently stuck on the map if they had been trapped while trying to leave
  • Fixed case where Animals were unable to get out of the map if they were behind locked doors
  • Workers are now able to refill water dippers, bathtubs, and empty toilets even if they have another owner. (But they still cannot use them)