Update - Bug fixes and improvements (version 14888) + Hotfix 14937
[p]Hey Shopkeepers![/p][p][/p][p]While we've been hotfixing critical issues whenever they've come up during the weekend, we've also been working on other reported issues & improvements. Here are the patch notes for version 14850 that should be out now (you may have to reboot steam if it doesn't update).[/p][p][/p][h3]Patch 14850[/h3][p]TECH[/p]
- [p]Fixed an issue where entrances that were already placed in the home/farm would break the game[/p]
- [p]Added double sided signs to make it easier to read from both sides[/p]
- [p]Fixed the camera orbit when traveling between domains.[/p]
- [p]Improved Level Up Skills objective by also checking the values when loading the objective[/p]
- [p]Fixed an issue where the max level of a skill wasn't checking against the right variable, resulting in the objective not being updated correctly.[/p]
- [p]Armor & Weapon displays would also scale products down to 0.8, these are now scaled to 1 instead[/p]
- [p]Tweaked the height at which the navmesh is carved, this should give you some more freedom when placing wall furniture high up on the wall.[/p]
- [p]Cycladen 1 and Kungen 1 had incorrectly set colliders.[/p]
- [p]Kilo 1 had the wrong tag assigned to its colliders, which blocked then blocked pathfinding[/p]
- [p]Events should now not be able to spawn twice at the same time[/p]
- [p]Skills will now go through the previous levels to unlock anything that was changed in the data after the file was saved.[/p]
- [p]Loading in a creative save file now correctly sets the purchase price of furniture to 0[/p]
- [p]Fixed an issue where one-off events were also being triggered in year 2[/p]
- [p]Fixed the filtering on trader menus breaking when similar IDs with different qualities were present[/p]
- [p]Reverted to a previous version of the KingsDay code, where products were always unique per trader. Added a fallback in case not enough products are unlocked.[/p]
- [p]Clicking New Game/Load Game/Continue multiple times would try to load the game twice, resulting in a crash.[/p]
- [p]Crafting menu skill panels used an initially wrong vertical position.[/p]
- [p]When a skill is maxed out, the menu now says so rather than showing infinite progress.[/p]
- [p]Fixed Unlock button not disappearing when switching tabs in any of the unlock menus[/p]
- [p]Added a confirmation prompt when clearing a planter or smelter slot.[/p]
- [p]Fixed sorting by buy price for traders[/p]
- [p]Greenhouse planter tooltips were not functioning properly[/p]
- [p]Increased width of the money counter in the HUD[/p]
- [p]Greenhouse planters should now allow seasonal crops to be planted.[/p]
- [p]The end of day graph will now angle the day counter if this exceeds 100 to allow the numbers to be easier to read.[/p]
- [p]You can no longer place an entrance in the farm & home domains[/p]
- [p]Crafting stations with multiple skills did not have a line break to separate the skills.[/p]
- [p]Exceeding maximum crafting skill would not cap at 100% in the crafting menu.[/p]
- [p]Added Favor as a reward for most objectives[/p]
- [p]Lowered the exp requirements for leveling up products by roughly 40%[/p]
- [p]Tweaked the minor Beetles events to have slightly less impact, and the global one to have the same impact as the previous minor events.[/p]
- [p]Fixed Drought & Winter events not blocking similar versions, which could result in them happening at the same time.[/p]
- [p]Added some missing event data[/p]
- [p]Sand is now unlocked at Swindle level 8, together with the smelter.[/p]
- [p]Fruit Bonanza was using the wrong event data.[/p]
- [p]Chainmail Gauntlets (Iron) were not being unlocked when they should.[/p]
- [p]Employee hair colors were not using natural hair colors[/p]
- [p]Fixed 4 displays and 19 decoration assets becoming invisible when the hide walls feature is active.[/p]
- [p]If for some reason the domain nodes in a save file got corrupted, it will now load in the starter layout to at least not break the entire save file.[/p]
- [p]Max skill achievement wasn't triggering as intended, these should now be granted when loading in a save file as well.[/p]
- [p]Removed the Smithing tag from Brass, and added Music to be in line with Pyrite.[/p]
- [p]Pyrite Ore & Ingot were missing the CraftingResource tag[/p]
- [p]Pyrite Ingot recipes had a duplicate ID assigned which resulted in some weird values when trying to smelt Pyrite[/p]
- [p]Added the missing Painting tag to the smaller painting variants[/p]
- [p]Added a notification at the start of the day when an event starts[/p]
- [p]Updated several light emitting decorations. Most notably the square and round fire pits.[/p]
- [p]Fixed Koning wall set sticking through paintings and posters.[/p]
- [p]Fixed Kotten wall material appearing bright while the set material was supposed to be dark. Also fixed the siblings materials in that set.[/p]
- [p]Fors entrance should now also have its thickness adjusted.[/p]
- [p]Fixed door shadows on Fiona.[/p]
- [p]Fixed visual issue with the Kroma wall set where paintings or posters would clip through the wall.[/p]
- [p]An issue would occur when stopping the game while a UI fade was happening.[/p]
- [p]Fix for Ersthof being initially invalid when placed.[/p]
- [p]IsPointInDomain didn't correctly check when something was at the exact boundary, causing the red highlighting to not work when trying to remove a wall using Remove Mode.[/p]
- [p]Cursor raycast now also checks for door colliders and treat it as if it is a wall. This should make it easier to remove walls with doors.[/p]
- [p]Updated colliders on Koudekerk.[/p]
- [p]Updated surface colliders of the Kaag wall set.[/p]
- [p]Fixed a bug where unlocking a 4 slot planter first could cause a critical error.[/p]
- [p]Moved the Jar to level 2 Pottery, and moved everything after that down by 1 level.[/p]
- [p]Improved the interactable zone for Trader Post 2.[/p]
- [p]Slightly shrunk the interactable zone for all counters & Trader Post 1.[/p]
- [p]Fixed an alignment issue in the confirmation window.[/p]
- [p]Bug reporter now word wraps correctly.[/p]
- [p]Fixed issue where deleting the continue save file wouldn't disable the button correctly.[/p]
- [p]Detail panel in the load save menu is now also wiped when deleting the save file.[/p]
- [p]Greenhouse room growth should now correctly be reflected in the planter slot progress.[/p]
- [p]Greenhouse label would not be removed when moving a planter out of the greenhouse room.[/p]
- [p]Crafting menu product fountain effect would briefly show quality result on the side of the screen.[/p]
- [p]Crafting menu recipe grid should now adjust its height up to a maximum of 4 rows of recipes.[/p]
- [p]Added employee expense to end of day screen.[/p]
- [p]The crafting menu recipe grid panel height was not updating correctly for farming.[/p]
- [p]Fixed an issue with the planting menu where the main window content would not show up after switching planter slots.[/p]
- [p]Employee end of day text would stay on-screen after closing the screen.[/p]