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Ostriv News

Alpha 5 patch 9 hotfix 31

[h3]Fixed:[/h3]
  • Removed some leaks from Alpha 6
  • Saltworks looked wrong when flipped

Alpha 5 patch 9 hotfix 30

[h3]Fixed:[/h3]
  • Crash on using flip function with no building hovered
  • Delivery orders list didn't update properly when there are lots of orders
  • Visual glitch with village house windows
  • Placing a fulling mill on a fishing spot could cause some issues

Alpha 5 patch 9 hotfix 29

[h3]Fixed:[/h3]
  • Could flip iron ore mine leading to issues
  • New rowhouses without store didn't build properly (will need to restart construction)
  • People stopped buying salt and flour
  • Minor UI corrections

Alpha 5 patch 9 hotfix 28

[h3]Added/changed:[/h3]
  • The game is now set on pause if user logged out or some other system events happened
  • Arcaded rowhouses can now be build either with a store or extra apartment
  • Can now flip (mirror) any building (with C key by default)



  • Slightly improved the pine model





[h3]Fixed:[/h3]
  • Minor UI corrections
  • Some random issues with fishing spots
  • Crash related to blocked buildings
  • Sheep could be sheared an extra time after relocation
  • Navigational issues related to rows of graves near water
  • Fencelsess houses could create navigation issues when demolished
  • "no market stalls nearby" warning was shown for rowhouses with store
  • Brewery water supplies could get stuck if a well is demolished
  • Coastal buildings could unfairly block navigation in some cases

Alpha 5 patch 9 hotfix 27

Gonna talk a bit about Alpha 6 development and things which make it longer than expected (once again). One of the new features is about making resource consumption much more sensible and reallistic. As of Alpha 5, your citizens only strive to have 4 types of food (or 6-7 if they are on the richer side). Of course it's too simplified to be believable.

In Alpha 6 every food resource will have nutritional value, but as it turns out you can't just choose foods by nutrition. When I tried that, the citizens would just buy all the calorie-packed foods and ignore all the vegetables. Another issue is that each food type has it's own consumption rate (most people can't eat 100g of garlic at once, but everyone can eat 100g potatoes). People would rather choose foods by taste, not by technical specs.


There's also no difference in local market price for different foods in Alpha 5 and resource amounts are quite arbitrary. Alpha 6 goal is to make all numbers make sense and thus make it easier to set actual prices for different foods, which would also have an effect on purchasing decisions.
Yet another factor is citizens class differences (there will be a bit more administrative roles with higher wages in the town) which lead to different expectations for products on the market.
It's been a long time since the game had this level of rebalancing and all the little details should play along together and don't break the parts which actually work. It takes some time to experiment and choose all the right solutions, but I believe this will bring a lot of new depth to the game.

Meanwhile, here's what's available in this little update:


[h3]Added/changed:[/h3]
  • Added background colors in treasury stats to improve readability
  • Total population wealth is now visible in population stats
  • Optimized fences rendering when viewed from afar
  • Added an icon to tell if a resource is set to be collected by a building which also produces it



  • Updated some help pages
  • Can now force lime kiln burn before the whole batch collected





[h3]Fixed:[/h3]
  • Taken loans didn't save between sessions
  • Some stone bridges could block navigation on water
  • Fields and reforestation areas could cause blocked paths in some cases
  • Corrected some spelling mistakes
  • Barbers sometimes couldn't stop visiting the same fracture patients repeatedly and taking their money
  • Lime kiln resources were collected even if it's deactivated