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One Year Anniversary!

[p][/p][previewyoutube][/previewyoutube][h3]ASKA 1 year anniversary![/h3][p]
Vikings, it’s hard to believe, but it’s been officially ONE YEAR since we released ASKA in Steam Early Access! It continues to be one of our greatest adventures and endeavours as of yet! It’s been a very exciting year and jumping from update to update sometimes makes the past blend into a wonderfully hectic and colorful blur, so we’re taking a step back to look at all the things we’ve managed to achieve in this one year of early access. [/p][p][/p][h3]40% Discount![/h3][p]And to top it off, we’re lopping off 40% of the game’s price, making it THE best time to jump in the game, either alone or with friends. Let’s dive in the past!
[/p][h3]6 major updates[/h3][p]We’ve managed to deliver 6 chunky content updates, making the current version of ASKA quite a different beast from the initial release of the game. [/p][p]
[/p][h3]Update 1 - August 2024: Custom Game Mode and more![/h3][p]The first major update saw the addition of the Custom Game mode, during a time when the game was getting a bit of negative feedback for the base mode being too harsh, one of the most common requests being the addition of a “peaceful mode”. With the Custom Game we allowed the gentler vikings to take it easy and enjoy building and crafting at their own leisure without fear of Revenant attacks. Or, on the contrary, those who needed more of a challenge now had the option to crank up the enemy headcount and biome scarcity. [/p][p]Among other additions, the Outhouse (“RAAAAGH-OOOF”) brought some relief to both Vikings and farms, the Beauty Pit allowed players to customize their character mid-session, the Metal Parts Collector made Villagers take better care of their scrap iron and the Spiky Walls made life a living hell for marauding Smolkrs and Skellies.[/p][p]
[/p][h3]Update 2 - October: Farmers and Fighters[/h3][p]This important update brought a much needed feature to the farming system - the ability to schedule crops, allowing for automatic crop rotation. Hard to believe there was farming before this, right? Another much needed addition was the Militia system and the horn, which overhauled village defense and added another layer of depth to how fighters work.[/p][p]We also shed light on the Caves, adding the ability to place torches and we made the crawler dens defeatable, and we also added the Steam Cloud Save system![/p][p]
[/p][h3]Update 3 - November: Dedicated Servers Update[/h3][p]November brought on one of the most requested features: Dedicated Servers and in-game chat. The world also changed forever as part of this update were also the new terraforming tools: the Roadplanner and Pathmaker, making ramps and automated road building a reality. Archers also got better and the game received some very important visual facelifts, with new shaders, reworked materials and improved lighting.[/p][p]
[/p][h3]Yule Update - December 2024[/h3][p]A festive gift[/p][p]we had in store[/p][p]For all you Vikings[/p][p]Who cried “More!”[/p][p][/p][p]December brought in the Yule tree and decorations, as well as a HOST of other improvements for things like the Bloomery, patrol routes and some warehouse wars.[/p][p]
[/p][h3]Update 4 - February: Trees Regrow![/h3][p]This has been our all-time most well received update and made trees an infinite resource with the addition of the Forester. Our metrics so far indicate that you considered this to be the most exciting of all updates. Besides trees, we’ve also added the Explosive Sacks, making iron renewable, virtually making all the resources in the game infinite. Caves were also caught in the spotlight and received a much needed rework.[/p][p]
[/p][h3]Steam Deck Update - March[/h3][p]Hard work was also done to make ASKA run smoothly on the Steam Deck marshalling the dawn of a new kind of player: the COUCH VIKING. ASKA would no longer be restricted to the cumbersome desktop, but would learn to travel by plane, boat, bus and train.[/p][p][/p][h3]Update 5 - March: Lakes and Outposts[/h3][p]Also in March we finished work on the brand new outpost system, which allowed players for the first time to set up decentralized sub-settlements, adding a whole new layer of management to the entire villager system. Lakes were also added, marking the first time we’ve added a major new biome to the game after the EA release. Besides this, we’ve also added a whole new array of thatch buildings and PIES made their first appearance[/p][p]
[/p][h3]Update 6 - May: Tinkerers and Armorers[/h3][p]Our most recent update at the time of writing, this update allowed vikings to research new weapons using ancient looted weapons, the armorsmith was added, and probably most importantly: bombs now gained the ability to remove the dreaded unremovable rocks! As usual, a nice assortment of new buildings also graced the Build Menu, like the Lookout, the Proud Chieftain’s House. Also, last but not least, the party system was implemented.[/p][p][/p][p]Beyond the major updates, we’ve also delivered tens of patches and hotfixes and we’ll continue to do so - we’ve only just begun![/p][p][/p][h3]Our Wonderful Community[/h3][p] But by far our greatest achievement was being lucky enough to gather such a wonderful, friendly and helpful community around the game. Every developer has their concerns when it comes to how a community might evolve, but ASKA has been blessed with one of the nicest playerbases we have ever encountered as gamers ourselves. Your trust, feedback and bug reports are what made ASKA grow and we hope you realize that you’ve managed to help this tight indie team power through one of their most daunting projects ever. In a world where a lot of things can go wrong it seems A LOT of things went GOOD for ASKA, and it’s you, our alpha, beta and early access players we’re thankful for making this happen.[/p][p]
[/p][h3]What’s next?[/h3][p]We’re almost done with our next update, so expect good news really soon[/p][p]
[/p][h3]Our Community team[/h3][p]We would also like to thank our former community manager Paige for all the wonderful work she’s done for ASKA before passing the torch unto Aleksandar, our brand new shiny community manager! We’ve been fortunate to work alongside some wonderful people from Thunderful Games and this last year of development has been nothing short of spectacular.[/p][p]
An endless round of applause also goes to our faithful Discord mods: Alvoro, Hydra, Khaos, Marvin Redsock, Remize and ZapZockt, without whom we couldn’t have done anything! We’re also thankful to our Viking Veterans who have been with us since the very first versions of the game AND some of whom have been with us since our older days back during BOSSGARD’s development.[/p][p]
[/p][h3]Dev Stream Today: Playing old ASKA Builds![/h3][p]We’ll be streaming today to celebrate the anniversary, and we thought it would be really cool to turn back the clock and play some VERY old ASKA builds, just to remind ourselves of the long road which is ASKA’s development. [/p][p]Tune in on our Twitch channel at 19:30 CET: [dynamiclink][/dynamiclink][/p][p]
[/p]

Hotfix - May 16th

What's up Vikings, hope you're enjoying the latest major update so far! We managed to slay some nasty bugs just before the end of the week, here's what's new



[h3]CHANGELOG[/h3]
· Fixed a bug where players would be unable to load saves if there was a Tinkerer's Table with progress 100% and no item.
· Fixed a bug where dropping large items would no longer work after using the Tinkerer's Table;
· Looted weapons can no longer be stored in Workshop tool storages;
· Fixed Mines and Water Wells not being assigned to the correct outpost if built near another existing outpost.

That's it! Thanks for the bug reports and enjoy the weekend!

Yours bug-squishingly,
[h3]Sand Sailor Studio[/h3]

May Update: Tinkerers & Armorers

Hey Vikings, we're super proud to deliver our next major update which includes some big community requests like the ability to remove the indestructible rocks as well as a host of new buildings, new weapons, the long awaited party system, a fuel management overhaul and much more!
We’ve got a more detailed description for you here or you can skip to the bottom for the full changelog. Have fun!

[h2]New Features and Content[/h2]

[h3]Unremovable rocks are now removable![/h3]



Probably one of the oldest and most burning requests is allowing our fine vikings to remove the large decorative rocks littering the landscape. Well your prayers have been answered and the Norse God of Destroyable Rocks has blessed us.
To remove these decorative rocks you’ll have to use Explosive Sacks, which should make mines even more precious. Craft an explosive sack, place it by the rock which you want to destroy and detonate it. All rocks, regardless of their size require just one sack to be removed, just make sure you place the explosive device as close as possible to the rock. Happy landscaping!

[h3]New Buildings[/h3]



Besides adding new buildings, this update continues our efforts of bringing all buildings up to tier 2. Note: we call the “pit” buildings tier 0, the sticks and bark “huts” tier 1, and the plank and thatch “houses” tier 2.
Without further ado, here are all the new things you can build:

[h3]The Armorsmith and Improved Armorsmith[/h3]



We moved all armor making tasks to a new building: the armorsmith. This is essentially a hyper specialized workshop which will exclusively handle armor production.
The first Armorsmith is able to craft linen and leather armor pieces, while the Improved Armorsmith is able to handle metal armor.
This addition also helps us lighten the load of the Workshop worker’s AI.

[h3]New Item: Leather Scraps Gloves[/h3]

We’re also adding in a new pair of leather gloves, in case you got tired of the old linen ones. They’re more durable and provide better defense against the elements.

[h3]Proud Chieftain's House and the Party System[/h3]



The Chieftain’s Hut House can now be upgraded to the next tier, benefiting from increased durability, becoming paintable, and unlocking a brand new mechanic: the party.
After the Proud Chieftain’s House is built you will gain access to the brand new villager party system. What this essentially does is it allows you to assign villagers to your party.
Once in your party, your villagers will follow you around, fighting off hostiles that get too close, but, most importantly, you will be able to issue direct orders to them.
You can target resources and order villagers to harvest, pick them up, or carry them. You can target enemies and order your villagers to engage and you can also benefit from their added carrying capacity.
Just remember that they’re still your fellow vikings and they will need to eat and rest in order to survive.

[h3]Improved Charcoal Maker[/h3]



Something’s burning in your village, and it’s no longer just firewood. The Improved Charcoal Maker allows you to burn a wide variety of resources and turn them into coal. Burning priorities can be set from the task menu.
You can reorder them left to right, with left being the highest priority, and you can also outright prevent some types of fuel from being burned.

[h3]Fuel System Overhaul[/h3]

While on the topic of the Charcoal Maker, it’s a good time to mention that we’ve reworked how fuel is consumed and how fuel types are chosen by villagers.
All fuel-burning structures now feature a new task in their respective task menus, so you get much more control over what gets burned for fuel and where.
AI improvements have also been made to the way villagers look for fuel and how they keep fires lit.

[h3]New Resource & Fuel Type: Fish Blubber and Fish Oil[/h3]

Fishing has just become more worthwhile with the addition of Fish Blubber. This fatty resource can be obtained from harvesting various types of fish and can be cooked at the Coooking House into Fish Oil.
Fish Oil can be used instead of Resin, so now you get more control and more choice when it comes to keeping your runestones and lanterns lit

[h3]Improved Kennel[/h3]

The dog’s house is getting a nice upgrade as well, boasting increased durability, while also allowing you to paint it to your liking.

[h3]Healing House[/h3]


The new healing house is stronger and can be painted, making it a fine addition in the new collection of plank and thatch buildings.

[h3]Improved Market[/h3]



The new market building increases the number of workers to 3 and comes with 3 fresh new carts ready to take your precious goods to the far reaches of your territory. As before, it’s far sturdier and can be painted.
Like in the case of the regular Market, you get a slight discount in building cost when creating a Market with three carts as opposed to building 3 individual carts, and they’re also quicker to build since there’s one build site for all three of them.

[h3]Lookout[/h3]



If you’ve ever wanted more in-universe means of getting a bird’s-eye view of your hard work, this is where the Lookout comes in.
The Lookout is an excessively tall tower which features a custom camera setup so you can see further in the distance and at a wider FOV, perfect for taking screenshots or just chilling on top of the world.
The Lookout can be found under the Decorations tab.

[h3]New Skeleton and Draugar Variants[/h3]

Our scouts’ reports bear ill tidings, as the skeletons and draugr seem to have unearthed new ancient weaponry. Your undying enemies will now come equipped with new warhammers, battle axes and bows. Beware the Bashers, who wield one-handed hammers and shields, the Bonkers who wield mighty two handed warhammers and the Headsmen, wielders of dreadful two handed battle axes. Bronze swords and axes have also been replaced with Draugar variants, so they all fit nicely together.
Your new enemies will also drop their weapons when harvesting their bodies, which brings us to our next addition…

[h3]Tinkerer’s Table[/h3]



The Improved Metalworker features an all-new workstation revealing a new mechanic! The Tinkerer’s Table allows you to study ancient enemy equipment and gain knowledge on what these weapons originally looked like.
The studying process is an arcane one and during the process the item is broken, surrendering precious crafting materials and progress towards unlocking new crafting recipes.
You can either carry out this process yourself or you can assign villagers to study the means by which your immortal foes make war.
Every rusty weapon reveals a distinct recipe for a Reforged Ancient version of it. Reforged weapons are superior to their regular iron counterparts in terms of durability and damage.

[h3]Painting System Overhaul[/h3]

Building and clothing painting remains one of the most underused mechanics in the game so we decided to streamline the process a bit.
For clothing and armor, dye can now be applied directly from the inventory instead of going through the painting process at the Dyer.
Painting buildings has also been made easier, so hopefully moving onwards villages start getting more and more colorful!

[h3]Armor and Clothing Decay[/h3]

Previously armor and clothing was indestructible which made clothing production quickly obsolete.This will ensure a constant and slow burn of items making flax production and clothing storage a necessity.
The change also makes better clothing much more valuable, so getting your villagers out of the flimsy shirt age will be something budding tribe leaders will have to concern themselves with.

Make sure you check the changelog below for the complete list of changes!


[h2]FULL CHANGELOG[/h2]


[h2]New Features and Content[/h2]

[h3]Unremovable rocks are now removable![/h3]
Players can now use Explosive Sacks to remove the infamous unremovable rocks;
Make sure to place the bombs as close as possible to the rocks;

[h2]New Buildings[/h2]

[h3]Armorsmith and Improved Armorsmith[/h3]
Armor has been separated from clothing and removed from the Workshop recipes;
The armorsmith works like a dedicated workshop that can only produce armor parts;
The Armorsmith produces leather and linen equipment, while the Improved Armorsmith can craft metal armor.

[h3]Proud Chieftain's House (Tier 2)[/h3]
You can now upgrade the Chieftan's Hut to better version made of planks, beam and thatch;
Can be colored, like all plank buildings;
Unlocks the new Party System.

[h3]Improved Charcoal Maker[/h3]
The new charcoal maker allows you to burn a wider variety of resources to produce coal.

[h3]Improved Kennel (Tier 2)[/h3]
A plank version of the Kennel has been added, boasting increased durability;
Can be painted.

[h3]Healing House (Tier 2)[/h3]
A plank version of the Healing House has been added, boasting increased durability
Can be painted.

[h3]Lookout[/h3]
The Lookout is a decorative tower usable only by the player;
The tower is exceedingly tall and allows you to get a bird's eye view of the village;
The tower top features a custom camera setup with custom FOV values, allow you to see further in the distance;
It's perfect for taking screenshots of your sprawling villages.

[h3]Villager Party System[/h3]
Players can now take Villagers with them on adventures!
Once the new Proud Chieftan's Hut has been built, you will be able to assign villagers to your party, similar to the Militia System.

[h3]Armor and Clothing Decay[/h3]
Previously clothing and armor were indestructible, which is no longer the case;
This change is meant to make constant clothing production relevant;
This change is also meant to make better quality clothing more rewarding;
The worst clothing items will survive around 3 seasons before they need to be replaced.

[h3]Fuel System Overhaul[/h3]
Players can now select which fuels the villagers can burn, and their priority;
This feature concerns the Improved Charcoal Maker, Healing Hut, Healing House, Barbecue, Cooking Hut, Cooking House, and all Runestones.

[h3]New Resource: Fish Blubber[/h3]
Added Fish Blubber that can be converted into Fish Oil at the Cooking House;
Fish Oil can be used as fuel for Stone Lanterns and Rune Stones;
Fish Oil is designed as an alternative to resin and making fishermen more valuable.

[h3]New Item: Leather Scraps Gloves[/h3]
A more durable set of gloves as an alternative to the linen ones.

[h3]New Workstation: Tinkerer Table[/h3]
The Improved Metalworker now features a Tinkering Table;
Players and villagers can study and deconstruct looted enemy items to unlock new blueprints;
Each studied item provides progress towards a new blueprint;
Studied items are also salvaged for crafting resources, like scrap metal;
Villagers can be assigned to study items;
Added a metal scraps storage to the Improved Metalworker.

[h3]New Items: Reforged Ancient Weapons[/h3]
All Draugar weapons now unlock their "Reforged" equivalents;
Reforged Ancient weapons are superior to iron weapons;
Players will have to deconstruct multiple instances of each weapon to fully unlock these new recipes;
Reforged Ancient weapons are available to be crafted at the Improved Metalworker;
Current Reforged Ancient weapons are: 1H/2H Battle Hammers, 1H/2H Axes, 1H/2H Swords, shield, bow and arrows.

[h3]New Skeleton and Draugar Variants[/h3]
To be in tune with the new Reforged Ancient weapons, we've added new Revenant variants wielding new hammers and axes;
These new variants can be found in existing enemy biomes;
New enemy variants also take part in Bloodmoons and Winter Invasions.

[h3]Painting System Overhaul[/h3]
The painting system has been streamlined
Equipment can now be painted from the inventory
Building painting has been made more accessible

[h2]Various Fixes[/h2]

Fixed an issue where villagers would walk without animations;
Fixed some issues with the Improved Archery painting system;
Fixed an issue where the Water Well would indicate invalid placement positions as valid;
Fixed an infinite loop caused by unlinking boats from the Boat Builder;
Fixed some farm notifications not being displayed correctly;
Fixed an issue where the exploding sack would behave as if "slippery";
Fixed a bug causing the villager stamina bar to always play the follow up animation;
Fixed ambient volume slider not working;
Fixed an issue which caused villagers to sleep in their beds in awkward positions (e.g. under the floor/bed);
Fixed an issue with the market where it would not use proper task quantities;
Fixed the seeds container navigation collider;
Fixed various issues caused by changing the camera setup when entering and leaving some buildings;
Fixed an issue where villagers would not cull correctly (Known as the floating backpacks with eyes bug);
Fixed an issue which occured for the player controller while in a cave;
Fixed an issue caused by destroying buildings with ladders;
Fixed an issue where the Hunter Hut would not upgrade correctly;
Fixed an issue where dogs would disappear when upgrading the Kennel ;
Fixed a bug with the leather shoulder pads;
Fixed a bug where clients would not see the biome boss spawn effect animate correctly, and then it would remain stuck;
Fixed a bug with characters visibility on the map and on the compass;
Fixed a bug that would make the UI unresponsive in some particular cases after opening and closing Menus using the Map;
Fixed terrain level field placement error notification sometimes not showing up;
Fixed an issue where some biome items would be duplicated;
Fixed the "withdraw" option at warehouse water barrels;
Fixed item transfer glitch where items could be lost if swapped with a lower stack size container;
Fixed unpickable arrows;
Fixed villagers getting stuck at runestones and totems;
Fixed player characters floating above ground in certain circumstances;
Fixed Coal Maker pyre burn progress not being saved;
Increased stack size from 10 to 20 for the Warehouse clothing storages.

[h2]Balance & Improvements[/h2]

Increased Cooking House storage interactions;
Increased the availability of offshore fish species;
Reduced the size of the tool rack storage navigation colliders;
Improved Villager navigation in the Metalworker;
Player sliding is tighter and more reliable;
Added a separate display component for arrows at workshops and fixed non stackable arrows;
Category dropdowns in the create task tab are now saved per building;
Villagers will prioritize keeping fuel in their inventory if they need it for work or during cold weather;
Adjusted building costs: all foundation steps now require logs, long sticks and raw stones;
Adjusted some Market and Improved Market parameters;
Players can now view Warehouse tasks without villagers assigned to the warehouse;
Adjusted stack size and requirements for dyes
Coal can stack up to 10 in the Warehouse storage;
Adjusted clothing storage capacities;
Made the Improved Metalworker armor racks colliders bigger and made them non-walkable for villagers;
Added a new building step for the Market where the sleds are visible;
The Fisherman's House is now paintable;
Adjusted durability and decay;
Armor pieces now drop more relevant junk resources;
Adjusted Improved Metalworker build requirements and conditions;
Adjusted Arming Cap resource requirements;
Draugar weapon values have been adjusted;
Runestone workers now complain about needing specific types of fuel;
Garlic soup/stew now cures Cold;
Increased coal storage capacities;
Improved match target (characters position themselves better to perform certain interaction animations).
Fixed a navigation issue causing villagers to get stuck traversing doors back and forth.
Fixed a client join issue where it might get stuck in preparing world if loading near the sea

[h2]Visual Improvements[/h2]

Shader adjustments and optimizations ;
VFX adjustments and optimizations ;
Material adjustments and optimizations ;
UI shader/materials adjustments and optimizations .

[h2]User Interface[/h2]

Changed the button for splitting item stack from Shift to Ctrl;
Added custom cursor graphic for item splitting ;
UI changes to prevent other actions from occurring while harvesting moving or painting an item in the inventory;
Adjusted some player HUD elements;
Fixed some overflowing texts;
Removed progress text from task panels without progress;
Some settlement issues now display the appropriate Outpost name;
Fixed an issue caused by dragging an dropping tasks;
Fixed an issue where some task windows would not resize correctly;
Added the ability to split items with input field functionality;
Fixed some Steamdeck menus;
Fixed gamepad scroll for villagers list;
Gamepad navigation improvements for settings menu;
Fixed some UI issues for workstation menu dropdowns;
Fixed an issue with the pet menu;
Fixed task quantity UI not working;
Gamepad adjustments for task button navigation;
Fixed raven altar showing the capacity bar in UI;
Fixed character remains displaying the wrong icon;
Added a task interaction shortcut to the runestones;
Fixed some issues caused by splitting stacks;
Added a tooltip for split stack for KBM;
Added the ability to "Use" Dyes from the inventory to paint items;
Added different cursor graphics for painting and harvesting items in the inventory menu;
Added settings for Camera field of view;
Added options to hide various HUD elements;
Added input fields for various UI number selectors;
Added lowpass to ambient sound when opening the pause menu;
Added lighting settings in the main menu.

Thank you so much as always Vikings for your incredible support and feedback. We wouldn't be here without you.

Yours Skal-ingly as always,
Sand Sailor

April 2nd Hotfix

[h3]Hey Vikings,[/h3]
another day, another fix, we managed to solve a dreadful workshop bug and we also found some nasty issues with the foresters. There are some other valuable fixes as well, so make sure to check the changelog.



[h2]Update - April 2nd[/h2]
[h3]Tweaks[/h3]
· Changed the way of spawning saplings, should fix duplicate trees, fixed foresters not planting over old forests;
· Addons without parents are no longer spawned from saves. Needed to fix saves;
· Settlement issues about needing more markers are now tied to the outpost;
· Cooked Beetroot stack size increased to 10;
· Increased Improved Leatherworker storage capacity;
· Sorted forester markers and fixed a fir tree sapling exception;

[h3]Fixes[/h3]
· Fixed a bug that caused the radial menu wheel to remain stuck on the screen if your controller disconnects while the radial menu is open;
· Fixed a bug causing where the keyboard button glyphs wouldn't work;
· Fixed a bug where crafting station requests would be remade incorrectly;
· Fixed fishermen sometimes fishing from incorrect positions;
· Fixed z-fighting build parts for eye of odin II, III;
· Fixed a configuration issue with one of the fir trees which caused potential issues;
· Fixed an issue where repeatedly rotating snapped Long House addons (in preview mode) would sometimes yield weird results & disconnects.

Thanks for the bug reports and feedback!

Yours hotfixingly,
[h3]Sand Sailor Studio[/h3]

April 1st Update

[h3]Hello Vikings,[/h3]
No, this isn't an April Fools - we're back with another hotfix!
Here's another round of adjustments, fixes and various tweaks to make your village-building efforts shine brighter. Behold the changelog:


[h2]Update - April 1st[/h2]
[h3]Tweaks[/h3]
· AI Optimizations
· UI adjustments
· Perch is now available in Autumn. Previously no fish could be caught in Lakes during Autumn.
· Adjusted farm crop water UI and interaction to better indicate that a cell has already gotten enough water
· When cycling villagers in the villager menu, the current page is no longer reset
· Adjusted structure page UI
· Structures are now sorted in the settlement page
· Added indicators on the map for walls that are not connected
· Inventory full notification from picking items or gathering items no longer plays the sound fx multiple times or fills your screen with multiple copies of the UI panel
· Leather shoulder pads blueprints now use cured hide;
· Follower now has enemy highlight color;
· Added withdraw and deposit to Leatherworker 2;
· Adjusted grow time for planted trees;
· Adjusted bill of materials for hedge walls;
· Added new fish status effects;
· Added a new icon for character remains;
· Made various FX adjustments;
· Increased stack size for all raw and cooked food. Stack size is now 10;
· Tweaked outline shaders and materials;
· Changed the warehouse ore storage model;
· Increased mine wall resource yield;
· Increased the viewport of the farming tasks;
· Vegetation loads faster and more reliably;



[h3]Fixes[/h3]
· Fixed warriors not fetching the appropriate weapon tier for their proficiency level
· Fixed a pathfinding data generation bug that caused building upgrades to lose their navigation obstacles
· Fixed a bug causing terraforming grid for Addons to have valid cells that are impossible to level by the player (Wood house expansion)
· Fixed HP bar not showing for some creatures
· Fixed builders ignoring tasks after loading the game
· Fixed forestry station showing the farming tutorial
· Fixed crafters not taking into account newly added or removed addons when needing to make intermediary parts;
· Fixed hunters getting stuck asking for better knives if needing to harvest raw meat from deer;
· Fixed foresters potentially getting stuck in tight dig spots due to unlucky jitter rng;
· Fixed upgrading the roof on a Warehouse potentially resetting storage;
· Fixed some loadouts not showing correctly on clients;
· Fixed onion seed icon;
· Fixed farmer sometimes acting like there are no seeds if any of them could not be found;
· Villagers can once again stockpile firewood into their homes;
· Fixed some material issues for the Kennel;
· Fixed some parts of the Plank Gate and Improved Leatherworker models that would glow when searching for resources;
· Fixed deed rewards page being inaccessible with a gamepad;
· Fix a bug that may cause a save to appear corrupted when it was not the case;
· Fixed a steamdeck bug that would open the chat after editing a task quantity using the virtual keyboard;
· Gatherer's Pit no longer gets Sore Throat debuff when wet;
· Fixed woodcutters not harvesting seeds for reeds and dwarf spruce;
· Fixed a bug which could've gotton villagers stuck in caves or structures.

That's it! Enjoy the weekend and stay tuned for more!

Yours viking-igly,
[h3]Sand Sailor Studio[/h3]