Hot-patch 0.6.5.3: Pathfinder
Here's the third and hopefully last hot-patch for the Anniversary Update.
While it's labelled as a hot-patch, a lot of work has been put into the settlers' ability to detect what they can access and what they can't (and by extension what jobs they should take). They should no longer "bug out" if you have blocked the path to their bed or other important places.
Note that this is an extensive internal change and large parts of the previous detection mechanism have been rewritten from scratch. While I've been spending most of the week testing it, it's possible that very few edge cases slipped under the radar. If any, I'll be happy to fix them as they crop up.
Beside that, depression no longer flat out prevents people from working, they'll just be much less efficient instead. That should help new players having less of a terrible time on their first few tries. In the same spirit, doctors will generally heal people fully and passive regen while sleeping is more reliable (read better).
And of course, properly reported bugs have all been fixed :)
Expect a devlog this weekend. It will address the next proper update's content.
While it's labelled as a hot-patch, a lot of work has been put into the settlers' ability to detect what they can access and what they can't (and by extension what jobs they should take). They should no longer "bug out" if you have blocked the path to their bed or other important places.
Note that this is an extensive internal change and large parts of the previous detection mechanism have been rewritten from scratch. While I've been spending most of the week testing it, it's possible that very few edge cases slipped under the radar. If any, I'll be happy to fix them as they crop up.
Beside that, depression no longer flat out prevents people from working, they'll just be much less efficient instead. That should help new players having less of a terrible time on their first few tries. In the same spirit, doctors will generally heal people fully and passive regen while sleeping is more reliable (read better).
And of course, properly reported bugs have all been fixed :)
Expect a devlog this weekend. It will address the next proper update's content.
Changelog
- AI: Settlers are much better at understanding what they can access and what they can't
- AI: If possible, doctors will try to heal people to full HP before letting them go (instead of 75%)
- Balance: Depression no longer flat out prevents people from working, they'll be much less efficient instead
- Balance: Slightly improved healing rate while sleeping (settlers still won't naturally heal if they are wounded or have a sickness like the flu)
- Balance: Capped max mood penalty for lack of beds to -25%
- Content: The animal traders now sell appropriate seeds and wheat to go with the animals
- Engine: Adding/removing walls or otherwise (un)blocking parts of the map has a much smaller impact on performances, especially on larger maps
- Fixed: The effect of traits on settlers' needs wouldn't scale with game speed
- Fixed: Cattle was responding to calls for help (swarming bandits with pigs is no longer a viable tactic, we'll get to proper guard animals later)
- Fixed: Recent regression bug causing dead people to come back to life, brain dead.
- Fixed: Ambush critters (those in buildings) wouldn't run their idle animation cycle after loading a savegame (only really visible if fog of war is disabled)
- Fixed: In combat mode, clicking on the button to switch between below and above-ground would deselect your settlers
- Fixed: Traders have less items than they should
- Fixed: Several very minor issues