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Recent Updates v0.306 - v0.316

Hi Everyone,

Here is a listing of the recent changes from the testing branch that are now live in the default branch.

Please consider joining the testing branch. It makes the game better and more stable, AND you get access to all the new (sometimes rough) systems as soon as I build them. See v0.312 to see some of the fun that you can experience on the testing branch (Clothing Eating Doorways)

To join, select Clanfolk in your library, then properties, betas, and in there find "testing branch"

These changes mostly cover important bug fixes and quality of life improvements

Soon I will be working on a new large content update again, but I wanted to get these issues dealt with so that you all can have the best experience possible while I work on the next major update.

So, here are the recent changes since Update 8:

V0.306
  • Fixed case where if a senior wild cat dies of old age in a den, it could cause a lockup in the pathfinder freezing everyone in position because just at that moment it may also have thought about trying to catch one last rabbit, triggering a pathfind that went to a dead cat. It wanted one last hunt and took the whole game with it.


V0.307
  • Fixed Tiled Peat Stoves being activated in dark rooms for lighting because they only provide heat.
  • Fixed case where sold chickens could get stuck in barns because they were unable to exit barn doors
  • Updated German Language
  • Fixed case where a Water Jug is on a Stopped Pallet and it freezes that the new Ice Jug ejects from the Pallet because it cannot be added due to the stopping. If Ice Jug ejection is desired, then mark on the pallet that Ice Jugs are not valid items for this pallet.
  • Fixed case where an item that is dropped in a room that has no doors and where all floor tiles are occupied was destroyed. In the test case, this was an ice jug being destroyed in a walled off room that had been ejected from a jug pallet that was stopped. Now the jug is allowed to exist instead of self destructing, but may be doubled up with another item on a single tile, which is usually not allowed.


V0.308
  • Fix for multi job selection where before the units would select 1 high priority job, then be allowed to select and other jobs in the area (sometimes lower priority when other high priority jobs were available.) Now the units will select the highest priority job and will only do other jobs in the area if they are of equal priority. If there is a lower priority job in the area, but it is now the next highest priority job on the map, then it is also allowed to be picked. Jobs are picked within a range of 5 tiles, so sometimes workers will not take a full load to complete all 6 nearby jobs because it may be that there is another place on the map that needs those supplies more.
  • Fixed bug that caused priorities to sometimes be ignored because tasks would try to chain to nearby lower priority tasks and ignore far away but higher priority tasks. This was a fairly major fix and should resolve much of the "why are they not following the priorities" bugs. It was very well hidden.
  • Fixed issue where when a unit was building multiple tiles like for roofs and the closest valid build tile was not on a wall, but the next one was on a wall, it would not extend the multiple build onto the wall and would not bring a full load of materials. If the build started on a wall it worked, but not if a build moved onto a wall.


V0.309
  • Fixed case where when a Cat would complete a hunt, the prey was marked as paused for a frame preventing it from being added to the haulable list. This meant the bunny would not get picked to be hauled home.
  • Fixed an issue with hauling tasks such that then an item was in the rain or had a temporary priority offset like if they were sick, when being tested to find the best item to haul next, the entire list of entities could be skipped after the offset one as part of an earlier optimization. This would ALSO mean that the darn bunny would not get hauled sometimes when there was another bunny outside then a bunny inside, then the one just hunted.
  • Fixed case where if a Cat decided it wanted to hunt for food while doing an instinct hunt, it would skip bringing home the present from the instinct hunt and go hunt something else for fun/food.
  • Fixed case where when a cat was hunting and had killed its prey (default priority 7) then there was another dead bunny somewhere with priority 8 or more, the cat would go try to haul that back as a present instead.
  • Fixed bug with hunting tasks by humans where after the target was killed, a higher priority target could end up being picked to be hauled instead of the one at the hunters feet.
  • Fixed case with dead animals in the rain getting the same +1 virtual priority as items. This lead to cases where the dead bunny half way across the map was picked for butchering when there were dead bunnies all around the butcher block, but 1 priority level lower.
  • Fix for case where a container object can be created but the associated stockpile was not created (have not found out how this happens yet) If anyone sees a container object repeatedly deconstructing itself, please let me know and I will find out what is creating the problem in the first place, but for now, this will prevent all the units from locking up as a result of this bug.


V0.310
  • Fixed Composts, Bark Wash, Ash Wash, Hide Rack not showing required item count to activate their auto processing
  • Fixed containers not auto stacking to nearby storage when emptied into a crafting object for a recipe. (Manure Baskets + Compost -> Gong Place)
  • Fixed case where with chained tasks sometimes a higher priority task could be ignored due to it being outside of the chaining range. In this case the chain should break so that the higher priority task can be serviced.
  • Added a "Remove Wall" task for when units are trapped inside a room with no doors. This task will allow them to find demolish wall jobs and dig their way out.


V0.311
  • Fixed case where if items were on top of a build task that was also on a wall that the build task would never complete.
  • Items that would spawn on walls are now kicked to the nearest valid room if possible. A recent change had them stacking on walls which makes them impossible to haul away.
  • Added helper on load that will move all items that are stuck on walls to valid positions.


V0.312
  • Fixed Doorways eating peoples' clothing when a unit is loaded that was travelling through a doorway when the save happened. That helper in v0.311 turned out to give doorways a mighty hunger too...


V0.313
  • Fixed case with Graves where if a dead person had rotted and vanished, that the Alert for them still needing to be buried would never go away
  • Added a counter to the Grave Alert so players know how many are currently needed
  • Changed the Alert indicator on the Grave Alert so it does not look like an unlocking alert and instead looks like a missing item alert.


V0.314
  • Fixed very rare case where the ground would glow brightly as a result of the addition of Peat Bogs and some combination of video driver + hardware.
  • Fixed it being impossible to rename Clanfolk if their naming has been aborted and they were called "Human"
  • Added some code to hopefully prevent the name inputs being somehow activated when people are scrolling the map with WASD. I am wondering if this is somehow controller related now. If anyone has a reliable way to reproduce the bug where people end up names swwwawwd etc. I would love that info.


V0.315
  • Updated the Auto Supply Slider to make is much easier to select high values.
  • Updated Auto Supply window with a tip to click the number to enter the exact value.
  • Fixed Case (After 4 months of looking, yay) where the blue unlock icons could sometimes get stuck on the category and type buttons. What caused this was right clicking in the Ideas Menu on a locked item before it had been unlocked.


V0.316
  • Fixed case where sometimes names would become "wsaa" etc... This was actually more nasty than it first appeared. When a toggle was clicked, and then WASD was used within a second AND the player moused over a part of the screen where there was a hidden input field or slider, that UI element would be set active for a split second and get input due to a bug in Unity's auto UI navigation system. So in some cases names were changed, but sounds and video sliders could also change depending on what hidden UI element had been moused over when WASD was used in that split second.
  • NOTE: It would be a good idea to review your Sound and Video settings if you used WASD a lot for camera movement.


Thanks very much for playing, reporting bugs, and generally participating and sharing ideas!

Andrew Hume (Blorf)
MinMax Games Ltd.

Scottish medieval city builder Clanfolk adds bogs and bagpipes

Scottish medieval city builder and colony sim Clanfolk just got even more Scottish with the addition of bogs and bagpipes to the management game. Update eight has now rolled out for Clanfolk's Steam Early Access build, and developer MinMax Games is celebrating with an ongoing Steam sale offering the city-building game at a discount. Also included in the latest patch are heather and thistle patches, and a new range of historical Scottish Clan tartans for players to choose from.


Read the rest of the story...

Clanfolk Progress Update and Weekend Deal!

Hi Everyone,

I thought today would be a great time for a Progress Update, because I also have some Great News.

Clanfolk is now 20% off for the Weekend Deal!

First off, I wanted to thank everyone who has been playing Clanfolk and sharing their ideas. Your discussions and also bug reports from the testing branch have been invaluable.

As of today, Clanfolk has had 1.28 Million Hours of playtime. I am so grateful for all the time you have spent playing my game. I made Clanfolk as an escape for myself, hoping others might feel the same way, just wanting to just relax in 1300's Scotland for a while. I feel so lucky that it turned out that I am not alone. :)

Over the last 112 days, Clanfolk has made a ton of progress with 8 Major Content updates to the Default Branch and 85 updates to the Testing Branch.
(Testing Branch Plug: Please Join Us! Clanfolk->Properties->Betas>testing)

There have been updates focusing on optimization, better priority management, but also some great new content like the Cats and Rats as well as the Bogs and Bagpipes update from just last week. If you have not played in a while, now is a perfect time to start up a New Map.

[h2]Recent Changes[/h2]
  • New world building with Bogs, Bog Iron, Thistle, Heather
  • New Instruments and Play Skill Levels for the Family Band
  • New Crafting Chains for Bog Iron and Peat Bricks
  • Lots of updates to the Priority System to make it work better for people.
  • Cats start out Wild and can be Tamed and also Bought and Sold. They will even Hunt on their own and Deliver Presents
  • Ability to Marry off Clan members! (population control)
  • 31 New Historic Clans


[h2]Going Forward[/h2]
I will continue to chip away at the Road Map below while fixing bugs and sometimes adjusting priorities based on the great ideas coming up on Steam and Discord.

In the next little while, I would like to look into Furniture and Decorations, as well as a new Clothing Management system, Beekeeping/Brewing and the addition of more Wildlife. I have the art ready to go for Wolves, Bears, Beavers, Pine Martens, Red Deer, Scottish Deerhounds and more. So keep an ear out for howling at midnight :)

[h2]Road Map[/h2]
https://store.steampowered.com/news/app/1700870/view/3388412789658793666

Thanks again everyone!

It has been a pleasure working on Clanfolk and sharing ideas with you.

Andrew Hume (Blorf)
MinMax Games Ltd.

Update 8: Bogs and Bagpipes!

Hi Everyone,

Update 8 was all about delivering more Scotland. The biggest additions are the Peat Bogs, Thistle, and Heather fields which totally change the world building and create new building and crafting opportunities. The instrument system was upgraded with Bagpipes and Harps, and 31 more Historic Clans have been added.

On the Quality of Life side, Strict/Non-Strict priorities are now selectable on a per unit basis. Advice tutorials for Fall, Winter, Spring preparation have been added, and there is now Smart Harvest Mode (more details below)

Important Note: For the new world building items (Peat Bogs, Thistle, Heather) you need to start a new map for them to be populated.

[h2]Let's Talk About Bog Iron[/h2]



It turns out that in medieval times, iron was harvested from Bogs. I was quite surprised to learn this as I worked on Clanfolk and wanted to do my best to represent the process in game.

So the first big addition was the Peat Bogs. Peat Bogs have two very important resources. Peat Bricks, and Bog Iron. Both of these replenish over a long period of time.

When Wet Peat Bricks are left outside, they will dry and become Dry Peat Bricks (Keep these out of the rain)



Peat Bricks are harvested with the new Peat Spade. It is an interesting thin shovel with a right angle to extract long bricks of Peat from a peat bank. As you remove the peat from the new zones, you will notice (hopefully) that I even mark the ground such that is looks like a peat spade did a pass there :)

The Peat Bricks are then Stacked for Drying. The new Peat Brick Storage is seen above as well.

There is also Bog Iron in the Peat Bogs. This is found in two ways. It can be collected initially like normal stones, but over time becomes harder to find and must be dug out as part of the Peat Brick extraction.

Bog Iron is a porous impure rather large lump that appears in bogs. This bog iron needs to be processed in the Bog Iron Crusher to convert it into Iron Ore for the the Bloomery. Peat Bogs now give us a permanent, though slow to renew, source of iron.

[h2]Multi Purpose Peat Bricks[/h2]

Once peat bricks have dried, they can be used for both building and heating. Update 8 brings us the Tiled Peat Stove. This is a large ceramic space heater/cooking station that brings along with it the addition of Clay Bowls, the Bowl Stand and Brose being moved much earlier in the Ideas Tree to make it a more viable option, heating in the stove.



Peat Bricks can also be used for building low cost Walls and the new Thatch Roofs which take much less straw.



[h2]Thistle and Heather[/h2]

While I was reworking the world builder, I decided that I better add the Thistle and Heather at the same time, since they all require a new map to populate them. Adding the Thistle and Heather really adds to the Scottish feel in the maps.



Heather can be harvested from the Heather fields which have high natural beauty. The Heather can then be placed on the Herb Rack which is the first decoration item. In the future, both Heather and Thistle will be used for natural remedies as well. Heather can be broken down into branches.

Thistle fields have lower beauty than Heather fields, but also provide a natural barrier to movement. The Thistle will also be placed on the Herb Rack to beautify rooms. Thistle can be broken down into hay as needed.



[h2]New Instruments and Skill Levels[/h2]

I have added Bagpipes and the Celtic Harp to the Instruments that Clanfolk know how to play.

Clanfolk also now have skill levels when they play songs. A juvenile will play poorly, an adult is competent, and a senior will be an expert. Depending on which instruments are played together and the skills of the players, the band's song can sound quite different and is sometimes quite amusing.



[h2]New Clans![/h2]

I have Added 31 historic Clans based on requests from players. I will be adding more Clans in the future as well, some with generic Clan tartans where players can set their own family name and mottos.

I hope those of you who find your family name in there really enjoy the added immersion!



New Clans names are listed in the change logs below. Ctrl-F is your friend :)

[h2]Priority Modes[/h2]

It seems about half of players really liked Strict priorities for being deterministic, and the other half liked non-strict for being mostly hands off. Well now you can set the mode per unit. So Generalists and Specialists on demand.

I added a tutorial text to better explain the selection when picking the mode for a Clan member. Non Strict works well when a few people are doing many jobs from different skills (like in early game) Strict works very well when you have specialists who focus on a particular job (late game)

Remember, don't over boost. It is for emergencies. Too many tasks and too much boost prevent the AI from completing a wide variety of tasks. I will be adding warning for this in the next update.

[h2]Seasonal Advice[/h2]

There are now reminder tutorials when new seasons start. These are fairly simple things but can really help new players. Like a suggestion to collect mushrooms in fall for example. Or needing to have a LOT of branches for winter. Needing warm clothes, stuff like that which gets missed the first time and then everyone dies.

[h2]Smart Harvest Mode[/h2]

In the Jobs menu, there is now a tick box for 100% harvest only. This will allow you you select grand swaths of land, but only pick/harvest items that are at their max yield. This has been very popular on the testing branch since it went live.

[h2]Texture Upgrades[/h2]

There were a few textures that did not cut it. The gravel paths are much nicer now, and the hardwood floors and wooden walls have been replaced. There is also a new trim system that I really like. Whenever a floor touches a wall or connects with another floor type, it will generate a trim piece. This trim piece is such a simple thing but it really adds a lot of realism for me and I love it.



All Update 8 Change logs


Here is a full listing of everything that has gone in/been fixed since Update 7.

[h2]V0.284[/h2]
  • Fixed console spam when crafting objects had a "Wait Until Tomorrow" entry. This did not cause harm, but bloated the log files in some cases making real problems harder to spot.
  • Strict Priorities On/Off is now a toggle on a per unit basis. Strict is defaulted to Off, but as the player needs specialists, they can turn it on for specific Clanfolk while leaving others to do general labor.
  • Added Strict Priority Selection tick boxes to the Skills Index
  • Fixed Low Priority Alerts toggle also turning off Missing Item alerts


[h2]v0.285[/h2]
  • Fixed bug introduced in v0.284 that caused crafting stations to stop working.
  • Fixed Strict Priority toggle not working on multi-select


[h2]v0.286[/h2]
  • Upgraded the initial Camera/Priorities Tutorial to better explain task priority and the strict priority toggle


[h2]V0.287[/h2]
  • Added "Keep Lit" Toggle to Fire Places and Torches
  • Added Heating Tutorial that activates after Day 12 (Note: Will only show up once it has been translated)


[h2]v0.288[/h2]
  • Upgraded Heating Tutorial to also cover the heating overlay.
  • Socialization Task will not trigger when talk targets are more than 30 tiles away. Saw a Hermit chase a Cat across the map to talk
  • Upgraded the Tartan System to allow from 25 -> 625 Tartan Variations.
  • Added Clan MacRae (Many More To Come)


[h2]v0.289[/h2]


    New Clans:
  • MacLean
  • MacKinnin
  • Buchanon
  • MacGregor
  • Stirling
  • Lindsay
  • Duncan
  • Stewart
  • Fraser Of Lovat
  • Turnbull
  • Graham
  • MacFarlane
  • MacKay
  • Gunn
  • Keith
  • Boyd
  • Murray
  • Sutherland
  • Munro
  • Colquhoun
  • Kennedy
  • Anderson
  • MacLaine of Lochbuuie
  • Urquhart
  • Comyn
  • Farquharson
  • MacNeil
  • Watson
  • Fergusson
  • Forbes


New Stuff
  • Cats will only retrieve small sized animals now. No more stashing dead Grandpa at the foot of the bed.
  • Added Bagpipes!
  • Flute rack is now an Instrument Rack
  • Songs give 90 Fun per sec vs 110, but play time is from 20->30 secs
  • Added Senior, Adults and Kids version of Bagpipes and Flutes songs. They play based on their skill level now.


[h2]V0.290[/h2]
  • Fixed Tool Racks allowing Bagpipes
  • Fixed case where going through a door while having a diagonal roof/floor/wall building task (where N,S,E,W tiles blocked) would cause the task to abort
  • New Flax Art to make it easier to find
  • Added Harp
  • Added Harp version of Clanfok song for Juvenile, Adult, and Senior
  • Rebalanced the Clanfolk songs so the instruments are not too loud. Bagpipes are a little loud, but they are bagpipes afterall
  • Updated French


[h2]V0.291[/h2]
  • Bogs and Bog Iron!
  • Added Simple and Iron Peat Spade
  • Added Wet and Dry Peat Bricks
  • Peat will slooooowly grow back after being harvested.
  • Added 12 Slot Peat Stack
  • Added Bog Iron Lumps to be gathered in bogs. Harvesting Peat also will find a little bit and this will replenish over time.
  • Rock Heaps can take Bog Iron now
  • Added Bog Iron Crusher to convert Bog Iron to Iron Ore
  • Cooking Fires and Fireplaces will now accept Branches OR Dry Peat Bricks for Heating ans Lighting
  • Smoked and Cooked Meat, Fish and Eels all accept Dry Peat Bricks or Branches (FireFuel) as part of their recipe now.
  • Added Peat Brick Walls
  • Added Thatch Roofs - made with Peat, Straw and Logs.
  • Added New Gravel Texture for Paths
  • Reworked the Flax Shader to make it look more natural.
  • Kittens will no longer Hunt or Retrieve.
  • Upgraded Recipe System to allow SubGroups of items to be used as ingredients. This works with FireFuel now, but will be useful for other recipes in the future where substitutions are logically possible.
  • Stored items now show the afflictions that are changing their quality per sec.
  • Inventory items with zero count now show up so that you can turn off alerts for these items if one has ever spawned
  • Fixed objects that are being relocated sometimes showing they had missing items needed.
  • Cat Instinct Bar depletes 25% more slowly. They were OP Bunny Murder/Retrieval Machines.
  • Fixed bug where when sometimes an item was picked as close by if it was behind a wall instead of picking much closer items right next to the unit.
  • Floor Mat 20 -> 40 uses (Note: will need to replace floor mat for them to upgrade)
  • Fixed case where when an object is moved, if the mover has a higher Hauling than Building skill priority, they haul the crate then move it to the new position like a silly person.


[h2]v0.292[/h2]
  • New Peat Wall that looks more natural and had more depth.
  • Added Tiled Peat Stove for Heating and a bit of Cooking using Dry Peat Bricks
  • Back to Branches for meat recipes and keeping fires lit. Peat Stove will handle peat cooking/heating.
  • Fixed case where a builder could get stuck on clearing a tile footprint with the wrong tool
  • Added Clay Bowl (Made at Kiln)
  • Moved Brose to a Clay Bowl Recipe that is cooked in the Tiled Peat Stove (Good emergency food)
  • Added Bowl Stand for storing Clay Bowls and Soups next to the Tiled Peat Stove


[h2]V0.293[/h2]
  • Fixed bug where vents and window blueprints placed on walls were removed when the game was loaded.
  • Extended the Senior age period for Humans, Cats, Cattle, Goats, Pigs, Sheep so that pregnancies always complete before death by old age.
  • Fixed Water Bowls and Animal Water troughs not freezing in winter if in cold environment.
  • Fixed case where hoods for cloaks are showing up in the inventory menu when they are part of cloaks and should not be there.
  • Fixed outside fires being left on for heating anytime it got below 15c. For outside heating (radiant heating of nearby tiles) use the new Keep Lit option.
  • Fixed pathfinding weight on Tiled Peat Stoves so they are walked around instead of through


[h2]v0.294[/h2]
  • Stumps no longer blow in the wind.
  • Disabled Hire/Rent Room buttons grey out properly now
  • Renters/Workers are Hired at the sign now to prevent them from getting angry when hired out in the woods on cold days
  • Fixed arriving units code such that if a sign is taken down or turned off while the traders/workers/visitors are arriving, that they will go into free time mode waiting for the sign to be replaced or being told to leave.
  • Babies can open doors like the rest of the Clan now to prevent them from getting stuck. Still possible to take their keys away though as needed.
  • Recent optimization may have caused some doors to be seen as passable when units did not have keys in some circumstances. Added new logic to the optimization to prevent this. Please let me know if you see people/animals locked in rooms again. Note it is still possible for workers to get locked in if rescuing a patient or helping a baby, but working on this too.
  • When people are arriving or leaving they will attempt to not use doors that should be locked to them (unless trapped from the sign, or the map exit)
  • When Visitors/Workers/Traders arrive they will stay at the sign for at least 120 seconds before leaving.
  • Added Cat and Kitten ambient noises
  • Added Bell when Visitors/Traders/Workers arrive
  • Added Heather Fields. They have high beauty and grow slowly. They can be harvested for Heather. Slows movement more than grass.
  • Added Heather. Has high beauty and can be placed on the Herb Rack. Can also be broken down for branches (keep dry)
  • Added Herb Rack. A place to display Heather and other Herbs as they are added. This can be used as a decoration when Heather is placed on it
  • Added Thistle Fields. Thistle is very slow to move through and will eventually also cause some health damage. But it is nice to look at.
  • Added Thistle. Currently used for decoration and can be broken down into hay for animal feed. Later will be used for remedies


[h2]v0.295[/h2]
  • Fixed bug with the delayed leaving of Workers and Travelers that caused them to sometimes leave after hired


[h2]V0.296[/h2]
  • Improved the Thistle and Heather art to make it easier on the eyes when in motion
  • Reworked world generation to make the Thistle and Heather integrate more naturally with the grasses.
  • Herb Rack 8 -> 5 slots, but Thistle and Heather 50 -> 100 max count.
  • Fixed Thistle plants dying in winter and removing themselves from map
  • Timbery work skill is now Lumber
  • Bog Iron Crusher work skill is now Mining
  • Wooden Bowls are now made at crafting benches.


[h2]V0.297[/h2]
  • Gave all the Livestock the ability to exit blocked tiles if they get stuck on them like humans do. Sometimes livestock got stranded on walls/mountains and starved
  • Fixed issue with Cat respawning where dead cats that had been buried counted toward total population, preventing new spawns.
  • Fixed issue with the Exit Blocked tile code that may have caused people to sometimes choose to exit into sealed rooms and starve to death. I am not 100% sure this was the cause of the occasional stuck baby issue, but it may have contributed.
  • Fixed case that could cause plants to grow in winter instead of recede if they had been planted shortly before winter. Never saw the case, but a look at the code made the possibility apparent.
  • Made Thistle and Heather take less time to grow such that they can get to full growth before the end of the year if they had receeded in the previous winter.
  • Fixed Jug Pallet sometimes unlocking at strange times
  • Fixed issue where sometimes 2 tools would be auto supplied when only 1 was asked for.
  • Fixed case where items in storage objects that had been paused would have their items kicked out if a floor was built under them.
  • Fixed Flammable blockers preventing Oats and Flax from being planted on Tilled Soil
  • Heather and Thistle can now be planted on Tilled Soil
  • Auto Harvest and Auto replant works on Thistle and Heather
  • Dens will not spawn in sealed rooms
  • Rabbit and Cat Dens will collapse if the grass around them is destroyed or of a floor is built under them


[h2]V0.298[/h2]
  • Fixed Critter Doors not working due to change in v0.297


[h2]V0.299[/h2]
  • Added Fall Tutorial
  • Added Winter Tutorial
  • Added Spring Tutorial


[h2]V0.300[/h2]
  • Updated Wool dressing description
  • Lowered the Wind and Rain volume in large storms
  • Lowered price of Iron Peat Spade from 125 -> 62 to bring it in line with other iron tools based on build requirements
  • Fixed Cats sometimes hauling around other dead cats as presents
  • Upgraded normal wooden floor texture to make it look like hardwood and give it some better definition.
  • Upgraded normal wood wall texture because the nicer floors made the walls feel self concious
  • Updated German Language
  • Smart Harvest Mode! (When selecting jobs, there is a tickbox to only harvest at 100%, also hold Shift while dragging at any time for Smart Harvest.
  • Thistle and Heather Full Growth 16 -> 14 Days (at 100% growth rate)
  • Reworked the Thistle artwork so that the pink thistle heads show up later in the growth cycle to make the growth progress easier to estimate
  • Reworked Heather artwork so the Heather color fills out much more near the complete growth stage


[h2]V0.301[/h2]
  • Updated French Language
  • Added trim to floor edges where they meet walls and other join-able tiles.


[h2]V0.302[/h2]
  • Updated German Language
  • Updated Hungarian Language
  • Updated Japanese Language
  • Updated Brazilian Portuguese


[h2]V0.303[/h2]
  • Updated Spanish Language
  • Updated Japanese Language
  • Removed the "Warmth: 30" attribute from heating objects as it did not make sense
  • Added Heat Output/Heat Tiles values for objects that produce heat when in use. Gives a much better idea of their heat output and spread.
  • Fixed Sick Animals not being taken back to beds for healing.
  • Doctor Skill renamed to Doctor / Baby Care for clarity.
  • Fixed a Baby Juggle case where when Non Strict Priorities were active, the baby would sometimes get dropped over and over as a haul task tried to find a stockpile for it, resetting the baby care task.
  • Prevented Case where Guests would sometimes steal the Clan's clothing while visiting
  • Fixed case where on load, sometimes hundreds of sounds would play when items spawned and were picked up while the sound system was muted
  • Fixed case where instruments would play forever if you loaded a game while one was playing
  • Fixed bug that caused ALL animals to make their ambient sound when the game was paused or unpaused. Large barns got noisy!
  • Fixed case where Clanfolk would transfer items between stockpiles of different priorities one at a time as items were used from the high priority stockpiles. This caused a lot of pointless walking. Now transfers between stockpiles only happen if the receiving stockpile has an empty slot.
  • Fixed case where when adding items to a nearby stockpile, Clanfolk could steal from a higher priority stockpile to get a full load for the target stockpile.
  • Updated Simplified Chinese
  • Updated Traditional Chinese


[h2]V0.304[/h2]
  • Fixed tools that are being transported to building/planting jobs breaking down from being hauled. Seen when digging graves and planting Heather
  • When bunnies go into holes and have been targeted for as hunting task, that hunting task will re-apply when they exist the hole again.
  • When very old senior bunnies go into a hole, they will die and despawn. This prevents the issue of dead bodies with the red x all over the map.
  • Updated Animal Sounds to be under the Critter Chatter category for individual adjustment (they were under sound fx before)
  • Updated the Human eating, drinking, pickup, drop sounds to be under the Unit Chatter category. Possible to turn down loud chewing now.
  • Fixed dead cats showing up in the Male/Female counts when interacting with traders
  • Fix for case where clicking the 100% Harvest Only mode while moving with WASD could cause an error that would prevent WASD from working for a while
  • Fixed Dead Animals causing Disturbed Sleep. Cat Presents won't cause restless sleep anymore
  • Increased Max Auto Supply Limit from 1,000 -> 10,000


[h2]V0.305[/h2]
  • Fixed Case where a nursing baby stuck behind an owned door that was owned by the mother could not pass through the door causing the nursing task to abort over and over causing the mother's current task to thrash.
  • Updated Italian Language
  • Updated Korean Language
  • Updated Polish Language
  • Updated Russian Language
  • Updated Thai Language


[h2]Road Map[/h2]

There is a lot more to come! Please take a look at the Road Map for further long term details as well.

https://store.steampowered.com/news/app/1700870/view/3388412789658793666

Thanks again people on the testing branch. It helps keep the main branch stable. If you like quicker daily updates, come join us in the testing branch too :)

Library->Clanfolk->Properties->Betas->testing

Diving back into the code now.

Andrew Hume (Blorf)
MinMax Games Ltd.

Updates v0.280-v0.283

Hi All,

I am pushing these updates a little early as there are some quality of life fixes as well as one crash bug appeared, and I wanted to fix that as soon as possible. Here are the details:

V0.280
  • Updated Brazilian Portuguese
  • Fixed "My Companion" (Pet/Owner) text not being updated when unit names changed or units died.
  • Pet Bowl art changed to make it more obvious that it is for the food attribute and not to fulfill the water attribute
  • Pet Food Bowl only requires raw meat to be filled now
  • Pet Food Bowl does not provide water attribute anymore
  • Water trough from 10 -> 20 uses (to make is much more desirable than pet water bowls because it is so much larger
  • Added Pet Water Bowl, a much smaller version of the trough that Pets will want to use. 5 uses vs 20 for the trough
  • Pet Water Bowl does not aid in taming wild cats
  • Pet Water Bowl increases water attribute at 500 per seconds vs 1000 for the trough
  • When clicking to dump items from containers, they not longer auto stack into other nearby containers.
  • Container Objects that have been Stopped will not be valid places to haul items to/from or to take items from for crafting.
  • Items on Stockpile Blockers will now be given a temporary +5 hauling priority to get them moved quickly.


V0.281
  • Lowered Desirability of Bread from 1 to 0.25 to allow Stew to be made before the Bread gets consumed
  • Lowered Desirability of Brose from 1 to 0.75
  • Food placed on the Serving Table is 2x as desirable as food stored in other places. This means tha t by setting the Foods the serving table allows, you can determine what will tend to get eaten first.
  • Fix for bug introduced in v0.280 when dumping items from storage onto a blocker


V0.282
  • Walls, Floors and Roofs can now be built into holes using the closest corner. This was seen when replacing a roof and being unable to replace the roof piece where the walls intersected.
  • Fix for a possible problem with the animal companion system that could lead to a large number of errors in the log file
  • Fixed Livestock stuck wandering indoors once they were indoors, even on sunny days.
  • Fixed issue with Livestock wandering where they would sometimes choose to wander into a doorway, causing the task to fail
  • Fixed Livestock getting stuck when wandering inside if they were locked inside
  • Fixed issue with diagonal openings in walls being seen as possible wander spots while livestock wandering (this lead to aborted paths)
  • Instinct Attribute always drains by at least 1 per second now, this should lead to 1 instinct hunt per day. (Causing Cats to deliver rabbits and rats)


V0.283
  • Removed Vent fix from v0.274 from Doors, so doors do not block travel when they are facing the wrong direction (when people are going ultra low budget with walls)
  • Fixed case with Composts where each time the game was loaded, the blocked items would reset
  • For the Compost, the mouse over text now indicates that the food items being added are spoiled
  • Fixed Crash when a worker tries to take a patient/baby to a room where they do not have a key. The Doctor task is now given a temporary key to allow doctors to complete their tasks. This could lead to a unit getting stuck in a room though after they stop being a doctor. This is better than a crash for the time being, but I will add a special exit task to handle this as well.