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Alpha 5 patch 9 hotfix 47

This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions.

[h3]Added/changed:[/h3]
  • Some minor optimizations
  • Added text flow around image in help pages
  • Can now use command line argument like "ostriv.exe -map level01" to start on specific map (mostly for dev purposes, but who knows)
  • Added help page for stone mining camp
  • Added a few more resource carry models
  • Improved construction workers logic (don't go with a gang of 20 to build a single cart parking)
  • Added options in cartwright to repair specific vehicles (or none)
  • Added category totals in resource stats





[h3]Fixed:[/h3]
  • Roads could get weird after loading one save after another
  • Imported oxen were female and could give milk
  • Wagon sheds and farms could secretly breed animals
  • Crash when barber surgeon's patient didn't wait for him and died
  • Fallow fields could restore too much nutrients in some cases
  • Changing crop could immediately restore field nutrients

Alpha 5 patch 9 hotfix 46

[h3]Added/changed:[/h3]
  • Cowshed and sheep farm can now hire up to 5 workers (was 4)
  • Cart parkings now show icons in properties to indicate if a cart is being used or reserved for use
  • Another little bit of optimizations


[h3]Fixed:[/h3]
  • Livestock building workers didn't prioritize water delivery when needed

Alpha 5 patch 9 hotfix 45

[h3]Added/changed:[/h3]
  • Several minor optimizations


[h3]Fixed:[/h3]
  • FPS drops when hovering coastal building over water
  • Draft animals temporarily forgot to die of old age
  • Foresters could get stuck in rare cases
  • Crash related to horses dying
  • FPS drops during ploughing
  • Farm managers did some black magic with oxen relocation

Alpha 5 patch 9 hotfix 44

[h3]Added/changed:[/h3]
  • Now notifying if some buildings used warehouse as supply source when linking to a building
  • Now removing warehouse from supply sources if linked to one building
  • Edited some help pages
  • Improved rowhouse LOD models
  • Slightly reduced livestock water need when on pasture (60% instead of 80%)
  • A small optimization (up to 5% on big towns)


[h3]Fixed:[/h3]
  • "On hold" didn't show on empty houses
  • Pigsty trade delivery could get stuck after loading save
  • "Protect" check didn't save for horses
  • Wrong number of male/female horses in trade deal window

Alpha 5 patch 9 hotfix 43

Had to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to release a final version of the game, so polishing the fundamentals is just as important as adding new major features. Meanwhile some new features did slip in as a side effect of said refactoring.

Added/changed:
  • New fences will now replace previous ones if built over (no overlap)
  • Default animal feed stock values are now proportional to livestock size and consumption
  • Trade boats will now fold their sails while moored



  • Trade boats will now lower their mast to pass under a bridge



  • Stable can now have dedicated pasture



  • Horses can now also graze on a field
  • Horses now require both grain and hay (or grass) for optimal health
  • Stables/saltworks/wagon sheds in old saves will get certain amount of grain and hay for free if needed for transition to new mechanics
  • Stable now has "Livestock limit" slider
  • Can now change a field to fallow even if not all harvest stooks gathered yet
  • Animals with lower health produce less resources when slaughtered
  • Oxen in ploughs can now be combined if two ploughs with only one ox
  • Now visualizing connection to linked building on warehouses and cart parkings
  • Animals now have health property which depends on feed quality



  • Livestock buildings now have feed rationing setting for emergencies



  • Draft animals with lower health move slower
  • Milk and wool production also depends on animal health now
  • Updated help pages for buildings with new features
  • Added a notification if grass quality is low around a dryer
  • Added an option to allow forestry workers to plant trees
  • Added a notification on a wagon shed and farm if a draft animal replacement is needed
  • Clicking on wagon/boat/plough icon will now focus on it
  • Added a health bar for plough and wagon animals
  • If ploughing skipped on a field, but a plough arrived to farm, the field will now switch back to plouging if possible
  • Clicking on ordered cart/plough/etc. will focus on a building where it's being built
  • Now the "Next" button in fields works even if ploughing started
  • Now showing notification if there's no available cart to supply resources



  • A few slight optimizations

Fixed:
  • It was possible to remove fences from building by demolishing an adjacent building (only fixed for new builds)
  • Windmill didn't function properly
  • Animals didn't consume water when on pasture
  • Livestock feed consumption could depend on game speed and fps
  • Potentially fixed all the weird behaviors related to slaughtering and relocation of animals
  • Slaughtering from saltworks produced twice the amount of resources
  • Another case of wrongfully blocked buildings
  • Some UI overflow conditions
  • An incest loophole for widows and widowers
  • Bad performance when forestry is selected (on some machines)
  • Ploughing visuals were lagging behind the plough in some fields
  • Cowshed or stable manager could take the last animal required for breeding
  • Boatyard could show inaccessible orders in total count
  • "Optimize bulls livestock" could misbehave sometimes
  • Rowhouse lods didn't have color variation