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ASKA News

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]

March 24th Update

[h2]Update - March 24th[/h2]
Another week, another update, this time we're turning our gaze towards farming and mining, besides a host of fixes,improvements and some long-requested features. Here's the long version:


[h3]New Features[/h3]
· Woodcutters can harvest tree stumps for firewood;
· Reeds and Dwarf Spruce now have seeds and can be farmed at Farm 2;
· Mine workers will now harvest small stones from the caves;
· Mine Hut and Mine House have received storage for small stones and some visual tweaks.
· Added input field for quantity in task panel;
· Made terraforming fields, paths & build sites of structures besides addons to replace the dismantle shortcut interaction with a proper structure interaction that opens the menu where you can change the name & outpost of the building;
· Added FSR 3.1

[h3]Adjustments[/h3]
· Removed the carpentry level requirement from most of the high tier buildings;
· Made the warehouse carpentry baskets require the carpenter;
· Made pinned roads in the build site phase maintain their pin into the terraforming phase;
· Reduced structure weather damage by 30%;
· Increased stack size for seeds, feathers, bones, resin, fibers.

[h3]Optimizations[/h3]
· Streaming improvements for terrain data;


[h3]Fixes[/h3]
· Fixed an issue where warehouses, workshops and their addons would display their attachment indicator when not appropriate;
· Fixed an issue where addons would not display their attachment indicators when in preview mode after attaching and then detaching from the main building;
· Fixed a bug making the inventory slot to disappear while changing it's position when using a gamepad;
· Fixed cooking house workers barely using the materials stored in the cooking house;
· Fixed settlement resources dropdowns being inaccessible when using a gamepad;
· Fixed tasks reorder not working correctly;
· Fixed hunters not hunting horned smolkr for their horns;
· Fixed hunters not hunting deer for leather;
· Fixed upgrading the Dyer messing the tasks;
· Fixed harvesters not respecting task quantities;
· Fixed meat storage contents disappearing when upgrading to Cooking House 2;
· Fixed quickbar rendering behind the menu when using a gamepad;
· Fixed invalid sound played when clicking on a deed category;
· Fixed an issue where long house addons would sometimes not disable some roofs on load

Thank you for playing and thanks for the feedback, as always, it helps us make a better ASKA. Enjoy the game and enjoy a great colony-sim week!

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

ASKA is in the City Builder & Colony Sim Fest!

Hey future tribe leaders,

We're thrilled to share ASKA is currently 35% off in the Steam City Builder & Colony Sim Fest from now until 31 March at 5pm GMT.

If you've been waiting for a bargain, or trying to convince your friends to join the tribe, there's no better time than now!

PS - to all you existing tribe members, thank you so much for all the amazing reviews that have been pouring in - we appreciate them so much!

Hotfix - March 18


[h2]Hotfix - March 18th[/h2]
[h3]Cloud Saves[/h3]
· Fixed a bug that caused cloud saves to not sync correctly unless deleting the local save data;
· Please note that if you already encountered the bug, in order to fix it you will need to delete the old
local save data from the machine that did not load it correctly and then restart the game.
· The save data is located in: "C:\Users\ username\AppData\LocalLow\ Sand Sailor Studio\ Aska\ data\
savegame_saveId".
· In order to match a savegame folder with your in game session, open the "meta" file inside the
savegame_saveid folder and look at the session name.

[h3]Tweaks[/h3]
· Adjusted weapon durability hit on training dummies;
· "Q" is the new default interact with the cart/sled;
· All towers can be added as patrol markers for both Archery and Barracks;
· Builders are trying harder to finish the pinned work;
· Added an extra Hardwood Long Stick to the thin birch tree;
· Added compost to crafting materials storage in Warehouse;
· Updated some Deeds to use the newly added buildings;

[h3]Fixes[/h3]
· Fixed a bug causing bombs exploded in the mine to terraform the ground above;
· Fixed a bug causing the UI to get stuck on the Temporal Antialiasing setting;
· Fixed Thatch disappearing for a brief moment during the first transition from spring to summer;
· Fixed an issue where clients could not properly delete tasks;
· Fixed an issue where upgrading Watchtowers would remove them from archery range's patrol tasks;
· Fixed Necromancer materials;
· Fixed Warehouse tasks misbehaving when upgrading extensions;
· Fixed Metalworker 2 not displaying the armor racks;
· Fixed a bug causing the auto equip setting to not be saved correctly when changed from the inventory
menu;
· Fixed warriors not cleaning up their inventories and hoarding iron components;
· Fixed fishing skill not leveling up;
· Fixed a bug where farmers would sometimes get stuck clearing off season plants and then planting
them back when clear previous plants would be off;
· Fixed an issue with navigation data generation during world streaming;
· Fixed villager schedules getting lost on disconnect;
· Fixed Dyer messing up tasks when upgraded;

Hotfix - March 14


[h2]Hotfix - March 14th[/h2]
[h3]Features[/h3]
· You can now view each outpost's resources in the settlement resources tab;

[h3]Optimizations[/h3]
· Optimizations for the terrain generation system

[h3]Fixes[/h3]
· Fixed an incorrect carpenter proficiency requirement;
· Fixed player characters sometimes briefly swimming upon approaching a lake biome;
· Fixed warrior complaints not displaying correctly for clients;
· Fixed warriors over a certain proficiency level not searching for new weapons anymore after breaking them;
· Fixed a bug where upgrading warehouse extensions would delete the items on that extension;
· Fixed an bug where you could have multiple upgrades on the same building;
· Fixed a bug where harvest quotas would not work correctly;
· Fixed steam deck new game custom page layout issue;
· Fixed raven altar map icon;
· Adjusted rebind rules so that interact keys cannot overlap with movement keys;
· Improved 2-handed attack combos;
· Reduced weapon decay caused by training dummies by 75%