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Ostriv News

Alpha 5 patch 9 hotfix 6

[h3]Added/changed:[/h3]
  • Citizens who live farther from workplace will now work longer to compensate the travel distance
  • Increased maximum number of workers at an oil workshop to 5
  • Increased maximum number of workers at the forestry to 7
  • Slightly rebalanced how multiple forestries distribute jobs between them
  • Added a notification when a resource is not available at the specified supply source, but available elsewhere
  • Added a message when trying to add supply source for water
  • The game is now set on pause when trade deal window is visible/li>
  • Added more info in farm help page
  • Not showing "Storage is full" on stone storage anymore
  • Some minor optimizations


[h3]Fixed:[/h3]
  • Crash on adding a supply source
  • Could add same supply source twice
  • Could add the building to its own supply sources list
  • Crash when delivering a resource to a camp storage which is emptied at the moment
  • Distillery didn't show if it's missing fuel before distilling
  • Couldn't cancel a cart/wagon order when it's stuck collecting resources
  • First-built buildings had priority in getting laborers
  • Laborers could walk extremely long distances for work in some cases
  • Crash related to saltworks
  • Another random crash
  • Crash related to widows/widowers


If you'll get bored waiting for Alpha 6 release, check out our little side project's second installment, which is also a great way to support Ostriv's future development:

https://store.steampowered.com/app/2838720/Tile_Cities_2/

Alpha 5 patch 9 hotfix 5

[h3]Added/changed:[/h3]
  • Added an option for gradual harvesting of orchards to reduce spoilage
  • Increased maximum number of workers at a trading post/dock to 6
  • Slightly optimized performance around supply chains
  • Slightly improved lighting on trees when viewed from distance



[h3]Fixed:[/h3]
  • Couldn't store fishing nets and threads in warehouses
  • Crash when clearing trees for a field
  • One more case of white lines
  • A memory leak related to big hay barrack
  • New sound options didn't save between sessions
  • Crash when an old citizen moves in with relatives
  • The game could hang on exit

Alpha 5 patch 9 hotfix 4

Apart from this nice little update we have an ETA for Alpha 6 which will be baking until around late January. Here's what we've got for now:

[h3]Added/changed:[/h3]
  • Weavery can now also produce threads



  • Fishing boats will now require fishing nets (produced in the fishing dock from threads). Older saves will get a free net for every fishing boat



  • Slaughtering sheep will now also produce tallow
  • Slightly reduced the amount of tallow from cows
  • Added an option to mute sounds on lost focus
  • Increased fishing dock catch


[h3]Fixed:[/h3]
  • Supply source adding mode didn't cancel properly
  • Citizens tended to buy more non-food items than they actually wanted
  • Crash in a very specific case
  • Couldn't use "move resources" from Lime kiln and Stone mining camp
  • Borderless window mode didn't work properly
  • There were some cases of fishing boats traveling too far

Alpha 5 patch 9 hotfix 3

[h3]Fixed:[/h3]
  • Temporary problems with hemp production

Alpha 5 patch 9 hotfix 2

[h3]Added/changed:[/h3]
  • Harvesting hemp will now also yield hemp seeds



  • Chickens, pigs and horses can now be fed hemp seeds
  • Oil workshop will now also produce hemp oil and linseed oil



  • Citizens will now consume hemp oil and linseed oil additionally to sunflower oil. Only one kind of oil is counted towards food variety
  • Can now set supply sources for each building



  • "Set resource slots automatically" in market stalls will now replace slots with empty storage to more appropriate ones
  • Slightly rebalanced hemp and flax nutrients demand


[h3]Fixed:[/h3]
  • When someone moved in with their relatives in a tavern or a barber surgery, they kept their previous occupation, leading to undefined behavior when they died
  • Citizens could use stone mining carts for regular deliveries
  • It was possible to start a production batch for zero amount
  • Treasury amount stopped working correctly after reaching around 1 million
  • Hay barracks didn't show their list of laborers


A lot of people asked of the ways to support us outside of buying the game, so we made this little symbolic DLC which not only helps ensure the future of Ostriv, but also adds a nice decorative building:

https://store.steampowered.com/app/2365430