Going Medieval experimentalとは? †
experimentalとは、製品版に向けた実験的なビルド版になります。このバージョンは、最新のアップデートが施されていますが、多くのバグも含まれている場合があります。そのため、セーブデータが破損してしまう場合もあります。experimental版をプレイする場合は、必ずセーブデータを別途保存してから遊びましょう。
今後のアップデート方針として、毎回月曜日に何らかの新しい発表を行うようです。ただし、「毎週」ではないようです。
experimentalの利用方法 †
steam版でプレイするには以下の流れで利用することができます。
- On Steam:
- steamを開きます。
- 「ゲーム」>「ゲームライブラリを表示」を選択します。
- ゲーム一覧にあるGoing Medievalを選択し、マウスの右クリックで小ウィンドウを表示させ「プロパティ」を選択します。
- 左のメニューにある「ベータ」を選択します。
- 右画面の「参加希望のベータを選択してください」の中から「experimental - Home of future updates」を選択します。
- ウィンドウを閉じると、Going Medievalのアップデートが開始します。
- ゲーム一覧の表示を見ると、Going Medievalから Going Medieval [experimental] という表示に変わります。
- これで完了です。
- もとのEarly Access版へ戻す方法
- 前項目5番目の「experimental - Home of future updates」を「なし」へ変更します。
- ウィンドウを閉じると、Going Medievalのアップデートが開始します。
- ゲーム一覧の表示を見ると、Going Medieval [experimental] から Going Medieval という表示に変わります。
- これで完了です。
Update note †
Update 0.6.2.4 †
原文はこちらから。Google日本語訳はこちらから。
2021年10月20日
- Bugs and Fixes
- Fixed several rare crash occurrences.
- Fixed the issue that caused settlers to go to sleep on the ground even though there are available beds in the settlement. This was caused by merchant appearing and idling.
- Fixed the issue that caused settlers not to eat nor drink at the table if the merchant was near.
- Fixed the issue that caused bartering tutorial to appear behind the bartering panel.
- Fixed the issue that caused “Next” button usable even though limit for Group Creation Points was surpassed.
- Fixed the issue where settlers would be stuck in the loop loop of moving resources in and around the storage areas.
- Fixed the issue where "You have unlocked the Research Panel" notification would appear every time if the research table was relocated.
- Fixed the issue where player could enter any letter/symbol in advanced Settler customization.
- Fixed rare issue where merchant would stay on the map forever after loading - Merchants and guards now forcefully leave the map if the game is loaded and no merchant event is active.
- Enemy’s village will be placed minimum 6 tiles from the player’s settlement, this will not affect the existing saves.
- Settlement stock will not refresh every time player access it.
Update 0.6.2 †
原文はこちらから。Google日本語訳はこちらから。
2021年10月15日
- Bug fixes and improvements
- Fixed several crashes that happened with the character creator
- Fixed the issue where the game would be unresponsive if loading an empty settler in the character creator
- Fixed issue where certain settlers would never go to sleep
- Fixed issue where settlers would disappear when sent in a caravan
- Fixed issue where settlers would not go to sleep if merchants are on the map
- Fixed issue where settlers would abort the barter goal seemingly at random
- Fixed Issue where research panel couldn’t be opened if 2x research tables were constructed
- Fixed historical records of settlers being noted as dead if they leave with a caravan
- Fixed missing enemy text
- Fixed doors being detected in build mode while the layer the door is on is hidden.
- Fixed issue where the raid after arriving for the runaway would never end
- Fixed issue where you were able to select things in the background while the trading panel was active
- Fixed issue with trading panel blocking gameplay if UI scale was set to largest
- Fixed issues of tooltips being stuck on screen in character creation panel
- Fixed Runaway events being displayed as stings in historical records
Update 0.6.1.6 †
原文はこちらから。Google日本語訳はこちらから。
2021年10月13日
Character Creation †
We’ve enabled the option to customize starting settlers if the player chooses to do so - by selecting the Advanced customization, the settlers screen will expand and players will be able to choose things like their looks, backgrounds, pseudonyms, religious alignments, ages, weights, heights, what perks do they have and at what skills do they excel at.
There are some limitations to the creation points used to “build” your settler - they are not unlimited. They are randomly distributed to every settler and the players can change where they want those points to go. The number of points it costs to alter a skill, perk, background, passion, etc., varies.
Players are able to save their settlers as presets, so they can use them in other scenarios.
- Bug fixes and improvements
- Fixed the issue where events would stop appearing after some time
- Fixed the issue where settler behaviour would bug out after coming back from the caravan travel
- Fixed the issue that caused Steward job not to be prioritized even though it had the highest priority set
- Fixed the issue where two settlers, equipped with ranged weapons, drafted and located on the same voxel would not auto-attack enemies if they were in range
- Fixed the issue that caused deconstruction order not to work on the trap if it was placed between two walls with one ground voxel between them, and a door was next to it
- Fixed the issue that caused structure piles to not show their proper names and images in the trading screen
- Fixed the issue that caused white square to appear on a settler avatar if the reroll option was used
- Fixed the issue that caused names of structure piles to be displayed as strings in the Info tab when multi-selected
- Fixed the issue that caused deconstruction order to not work as intended on the relocated structures - if used on those structures, it would turn them into piles
- Fixed the issue that made event images appear as white
- Fixed several issues regarding text keys now showing properly in events
- Fixed the issue where the loading screen would not have text in non-English languages
- Added several new faction types to the game. They will be randomly picked when starting a new game
- You can no longer see all the factions in the game in the factions panel. Just the ones that are on your region map
- Added Cartographers table to furniture. This Structure can be unlocked by researching it and gates the region map panel. NOTE: If you already have caravans active on the map but no cartographers table built, there might be some issues.
- Speechcraft XP can be gained by bartering with merchants or settlements
- Combinations of perks now make more sense. They now have tooltips that show if they conflict with some other perks
Update 0.6.1.3 †
原文はこちらから。Google日本語訳はこちらから。
2021年10月7日
Faction System †
The Faction tab is located within the history panel in-game, as a new tab. It will show players what alignments they have with other factions and which faction is at war with who. Players can change alignment with other factions by trading with them, gifting them things during trading/caravan gameplay, attacking traders, returning runaways, or refusing to do so (more info in the event segment).
New Region Map †
Players can now select other settlements on the region map and see their basic information, as well as send caravans to them.
Trading Implemented †
Traders, as an event, will arrive at the player’s base over time. Players can start the trading process by selecting one of their settlers and right-clicking the trader NPC. Only resources on stockpiles/shelves will be available for trading from the player’s side.
Trading is based on the value system of resources/equipment and the value of each resource differs depending on the time of year, merchant, if the player is giving or taking, etc.
Once the transaction is completed, sold items/resources will teleport from the player’s stockpiles/shelves to the trader’s inventory, and bought items will be spawned from the trader.
Players can attack merchants and lose alignment points with the trader’s faction, but be careful - they will usually come with bodyguards. If the merchant turns hostile, both the trader and their bodyguards will act like raiders.
Traders will not trade weapons/armors/shields if they have neutral alignment with the player, and certain traders (like weapon merchants and large goods merchants) will not appear if the player has no friendly factions on their region map. Some traders will travel alone.
Caravan System †
Right now, the caravan system is only utilized for trading and gifting purposes. Attacking other settlements via caravans is not currently in the game, but will be supported over the course of the development.
Players can now send caravans by selecting other settlements in the region map and choosing the ‘send caravan’ option. However, for that to work, players will have to choose which settlers to send and what goods to send with them.
The caravan won't start if no settlers are chosen, the mass is too great or there is not enough nutrition for the trip to and from the settlement.
Sending a caravan will give the player the ability to trade with the settlement when the caravan arrives at the destination. Once there, the caravan will wait for 24h before returning automatically, but players can always call it back manually.
Trading with settlements is the same as regular trading, except that the prices are in favor of the player and not the faction.
Caravans can’t return home if the player has bought more mass than can be carried or if the amount of nutrition is not met for the way back.
If another settlement hasn’t been reached, players can cancel their caravan process and settlers (and resources) will return home.
When the player creates a caravan, all the designated resources will magically teleport to the inventories of the settlers chosen for the caravan. The settlers will pick a spot (campfire, great hall, stockpile, random room, etc) and assemble there before going to the edge of the map and starting the caravan process.
If the settlers (designated for caravan) die while the caravan is formed, they will drop all of the resources they’ve been carrying and the caravan will fail to start.
If a player tries to lock a settler or traps them in any way, the caravan will fail after 18 hours if the caravan does not start.
Relocate Structures †
We’ve also implemented a feature where players can turn almost any production building/furniture/decoration/trap into a pile named the same as the movable structure. Once turned into a pile, they can be moved onto stockpiles or be installed anywhere else (if there is a space for it).
Installing and reinstalling a structure takes ⅓ of the time it takes to build it, but this process doesn’t have a minimum level requirement, nor does it give XP to settlers.
Event System Overhaul †
To adapt to newly introduced trading and faction systems, we decided to do some tweaks to events. Beyond introducing new trader events, we’ve overhauled how existing raid events work. Before there were 3x different raid events for 3x different factions in the game. Now there is only one raid event and the faction is chosen randomly from hostile factions.
Dev note: If the player loads the save that is currently experiencing a raid, that raid will disappear. All the raids that come after that one should work properly.
The Runaway event has a slightly different outcome now. Refusing to give the settler back will not necessarily initiate a raid, but it will set -50 to the alignment with the faction that is looking for the runaway. This can result in the faction potentially turning neutral from friendly or hostile from neutral, towards your settlement.
Update 0.5.31.15 †
原文はこちらから。Google日本語訳はこちらから。
2021年9月6日
- Bugs and Fixes
- Fixed crash caused by placing traps under the stairs.
- Fixed issue that caused the game to freeze upon large-scale enemy encounters.
Update 0.5.31.13 †
原文はこちらから。Google日本語訳はこちらから。
2021年8月25日
- Bugs and Fixes
- Fixed several rare crash occurrences.
- Production buildings are no longer selectable through walls.
- Fixed the issue that caused convalescing settlers to teleport all around the map.
- Fixed the issue that caused settlers to do Steward jobs even if that job was disabled.
- Fixed the issue that caused enemies from the Third Coming Attack raid to spawn and remain idle, even though there is a clear path to the settlement.
- Fixed the issue that caused forbidden icons to overlap with some objects and resource piles.
- Fixed the issue that caused decomposing info for a resource to disappear if the object they’ve been stored in has been deconstructed.
- Fixed the issue that caused settlers’ behavior to corrupt if they get unconscious by the heatwave event - the prioritizing wounds would have no functionality, they would start losing HP due to starving as they don't recover or wake up unless drafted and undrafted, and their walking animation would get corrupted multiple times and they would appear as idle/drafted, standing still in one position for a few seconds. Weird stuff, thankfully, now solved.
- Fixed the issue that caused some of the raiders to become idle if there are more than 10 spawned by the event
- Fixed the issue that caused settlers to flee even if the enemies (raiders/wolves are not in the line of sight)
- Fixed the issue that caused the selection box to remain on the screen despite the player’s input.
- Fixed the issue that caused the relocation process of the items to get corrupt if the player would modify the quality of items that the storing object accepted. This would result in a situation that the items in the storing objects would not be movable until the storing object was deconstructed.
- Fixed the issue that caused heraldry design to appear black/corrupted.
- Fixed the issue that caused settlers to ignore resources located on the stockpile for crafting purposes.
- F-ixed the issue that caused items stored on Armour Racks/Shelves to remain visible if the layer is lowered immediately after settlers placed them on the storage structures.
- Fixed the issue that caused deconstructed merlon to leave a walkable path if those merlons have been created above the ground. This would result in invisible paths.
- Fixed the issue that caused raiders to ignore settlers that were sleeping on the Wooden Hay Bed above the ground level during the raid attack.
- Fixed the issue where upon loading an older save and settlers going to sleep and waking up, their behavior would bug out, usually resulting in them being stuck in one place.
Update 0.5.31.9 †
原文はこちらから。Google日本語訳はこちらから。
2021年8月16日
The new hotfix (0.5.31.9) is now live (on the experimental and the main branch). Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
- Bugs and Fixes
- Fixed several rare crash occurrences
- Fixed issue with some heraldry symbols not having opacity on heraldry preview in the main menu
Update 0.5.31.7 notes - 2021.08.04 †
原文はこちらから。Google日本語訳はこちらから。
2021年8月4日
HOTFIX 0.5.31.6
- Bug fixes and improvements
- Settlers will now prioritize resources from shelves when using them for productions (before they would prioritize form stockpiles).
- Shelves and racks now have information about what they can store, as well as the number of piles they can store (in the construction menu and in the selection menu).
- Several crashes were fixed.
- Known issues
- Settlers will walk a long way to shelves instead of going to closer stockpiles when it comes to using items for production. This is something we will be fixing in later updates, because it will require some changes in the pathfinding system.
HOTFIX 0.5.31.7
- Bug fixes and improvements
- One Exception fixed that would happen when loading save games that somehow had dead plants written in the save file (loading them now would just simply delete the dead plants)
Update 0.5.31.5 notes - 2021.08.03 †
原文はこちらから。Google日本語訳はこちらから。
2021年8月3日
- Bug fixes and improvements
- Fixed the issue that caused the right-click prioritize hauling function not to work properly, making piles stuck until save/load.
- Fixed the issue where sometimes deleting a stockpile would result in piles not being marked for hauling but the game, making them just sit there.
- Fixed the issue with resource spawning as shown if spawned on a layer that’s hidden. (applied to resources on shelves, too).
- Added shelf and rack content to shelf/rack selection panel as well as a tooltip to show rot/decompose.
- Multiple crash fixes.
Update 0.5.31.4 notes - 2021.07.23 †
原文はこちらから。Google日本語訳はこちらから。
2021年7月23日
- Bug fixes and improvements
- Fixed the crash caused by resource pile save compatibility. Corrupt piles will now be properly removed from saves.
- Fixed the crash caused by clicking on the Healing pack icon in the Research tab.
- Fixed the issue where on older saves (after load) items stored on shelves would appear invisible until they're moved to a freshly built shelf.
- Fixed the issue with inverted Heatwave min. and max. temperature values.
- Fixed save compatibility bug which would cause corpses to disappear even if not necessary.
- Multiple crash fixes.
Update 0.5.31.3 notes - 2021.07.22 †
原文はこちらから。Google日本語訳はこちらから。
2021年7月22日
- Bug fixes and improvements
- Multiple crash fixes.
- Fixed the issue that made loading some saves stuck in the loading screen and/or show connection error.
- Using the "prioritize haul" option on the resource pile, settlers will now properly choose the highest priority storage available.
Update 0.5.31.2 notes - 2021.07.21 †
原文はこちらから。Google日本語訳はこちらから。
2021年7月21日
- Bug fixes and improvements
- Fixed the issue that caused text in Almanac search tab to appear as cut off
- Fixed the issue that prevented copy/pasting settings from armour racks to work as intended
- Fixed the issue that caused carcass resources to disappear when stored in graves
- Added bug tracking improvements for some persistent crashes
- Various smaller fixes and improvements
Update 0.5.31.1 notes - 2021.07.21 †
原文はこちらから。Google日本語訳はこちらから。
2021年7月21日
- Fixes
- Fixed the issue with selecting multiple zones: copy, expand and shrink buttons were enabled and clicking on them would result in a crash.
- Fixed the issue that caused settlers to ignore forbid order when those are assigned to shelves, chests and racks.
- Fixed the issue that caused some resource piles not decomposing faster when exposed to rain.
- Fixed the issue that caused settlers to get stuck in a hauling loop when there was a plant on the stockpile.
- Fixed the issue where the Deconstruct icon would disappear (before the structure disappears) when changing the layer.
- Resolved the issue where if an enemy died on a trap (killed by the trap) that grid space would still be considered an enemy, and settlers would not be able to go through (making kill box mazes bug out and not letting settlers walk through)
- Fixed the issue that caused plants not to die when they reach 0 health.
- Fixed various autoequip related issues.
- Multiple crash fixes
- Various smaller bug fixes.
- Improvements
- Added shelf highlight when using allow/forbid tool.
- Added allow/forbid buttons to shelves UI panel.
- "Prioritize haul” button now works with shelves.
- Socketable buildings are forbidden from overlapping as there can be only one object per type on gridspace.
- Black Bar Text should now appear properly when changing custom heraldry folder.
- Particles now orient correctly when workers build roofs.
- Further memory allocation optimization.
Update 0.5.31.0 notes - 2021.07.19 †
原文はこちらから。Google日本語訳はこちらから。
2021年7月19日
- Bookshelf
- can store up to 4 piles of books (Chronicles, Textbooks, and Thesis)
- Wall Bookshelf
- same function as a regular bookshelf, but these can store 3 piles of books and are attached to walls. Note: Wall bookshelves from older saves will work properly, but they will just appear as “empty”.
- Weapon Rack
- up to 3 different weapons/shields can be stacked on this rack
If you go deeper into the research tab, you’ll be able to unlock “Furniture II”. This will unlock things like armor racks and chests.
- Armor Rack
- can store armor and/or apparel. Choose wisely, since it can store only one head dedicated and one body dedicated item
- Chest
- can store up to 2 items (from the clothing/hats, armor, and/or weapons category)
- DEV TIP
- All shelves can be edited in json files, so those players that want to play around with them are free to do so. The type of storage is defined in the Furniture.json, and the content and number of piles is defined in the UniversalStorage.json
Stockpile Priority †
We added a drop-down menu on stockpiles and shelves. Settlers will always haul resources to the stockpile with the highest priority (this will not change the hauling priority, just the choice of stockpiles) - meaning, settlers will always choose higher priority stockpiles first. Additionally, settlers will move resources from lower to higher priority storages - this also applies to shelves and racks. So, if a rack is set to very high priority, settlers will constantly try to keep that rack stacked.
Copy stockpile settings †
Copying a stockpile with the copy button (like any other building) will now copy the stockpile settings as well. There are two new buttons (copy and paste settings) for the player to be able to copy the stockpile settings to other stockpiles. You will also be able to copy stockpile settings onto the shelves and racks, however - their limitations will automatically dismiss piles that they can’t support ( example: you’ll not be able to copy meat from the stockpile, onto the bookshelf, because the bookshelf doesn’t support meat).
Map sizes †
Larger maps are in, but we opted out of adding the large map from the previous experimental branch version (the 320x320 one - however, if you feel brave enough, by now you probably know how to edit map size in the json file). We chose to set up the maps as follows:
- 190x190 (formerly default) Small
- 220 x220 Medium
- 250x250 Large
The reasoning behind this is that our settlers are not designed to operate in large areas. Sending them to one end of the map will make them starve while they come back to the food source, etc. This can also happen on other map sizes in some cases but not very likely. This might change in the future and we might start supporting even larger maps officially, but that would require some deeper changes in settler behavior logic.
Trebuchets received some balancing †
We’ve made several changes to the trebuchets to make them more interesting, but still - make them a bit threatening (note that trebuchets from the old saves that already spawned on the map, will not be affected by these changes):
- Now, trebuchet projectiles will not pass through walls. If the projectile destroys the obstacle on the way (like a floor or something weak), it will pass through (but will cause much less damage afterward)
- Trebuchets target random structures around the map. Before, they would target one point on the map and continue firing on that dot.
Trebuchets now have an impact circle of 12-meters (6 m radius) represented by a red circle so they are not very precise anymore so the projectile can land at any point inside this radius.
- The firing rate has been slowed down
- Enemies will deplete their ammo and then step out of trebuchets to join the fight.
- We’ve also fixed the issue where trebuchets would not disappear after the raid if the player saves/loads
Resource pile optimization †
Many of you reported an FPS drain mid to late game. It took us some time to investigate this, and we discovered that part of the FPS drain was caused by resource piles. Not “present” piles in the game, but rather, how the game handles piles being spawned, counted, recounted, etc. The bigger the number of resources, the bigger memory leaks there were. The most significant FPS drop would come when trebuchets would hit a structure that had a stockpile on the next floor. Having piles fall would result in 1 FPS for some time.
Here are some of the use cases that were affected by this issue:
- Allowing or forbidding a large number of piles would lead to an FPS drop
- Changing stockpile settings would sometimes result in the stockpile being corrupt, resulting in settlers not wanting to carry resources to it, or carrying the wrong resource to a stockpile
- Changing stockpile settings while settlers are carrying piles to it would result in an FPS drop
- Marking a bunch of resources within a stockpile would result in a major FPS drop
We have refactored the resource system meaning many of these issues are solved - this is something that we felt had to be addressed before we start adding more systems and features.
All in all, performance should be much better now. We'd like to continue to optimize the game further into Early Access, but we felt like this was a good start.
And finally, a couple of notes regarding this new system and carcasses:
- If you load an older save (0.5.29 and before) and the save had human carcasses (in pyres, graves, and on stockpiles), the g-ame will spawn 1x bone pile instead of a carcass.
- Starting a new game and having carcasses will work fine.
- Continuing an older save and having new carcasses will work fine.
Temperature balancing †
Although this was reported by many as a bug, it was really a balancing issue. The issue was that underground voxels give off negative heat and cool down a room, but placing floors would isolate that cooling and make the room warmer.
This is now solved by adding a small cooling effect on floors. This does, in turn, make rooms colder in the winter months but that's something that will not make gameplay suffer and it can be mended by heating rooms by adding some heat sources. This is just a temporary solution and will be most likely revisited in the future.
Improved room detection †
In the case where one room is above the other - Stairs now create two separate rooms if there are no other gaps between those rooms. If there is only one missing floor tile between the two rooms, it will be considered as one room. Also, rooms are now generally easier to make due to them not having so many constraints. Prior to this update, the kitchen would stop being considered a kitchen if the player placed a campfire in the room. That’s not the case now. Also, text and overlay of rooms will not appear on every load notifying you that rooms are created.
Other notable things worth mentioning †
- New settler tooltip
- When a new settler appears now, hovering over the info about that settler will not show all information. It will show just one highest skill and one random skill as well as perks being shown blurred with a ? over them. This is done intentionally, so players can have a bit of risk when choosing to let settlers come or not.
- New decorative buildings
- We’ve added candelabras and stone fences. Candelabras are used to illuminate the darkness, soif you are a fan of candles - look no further. Stone fences have been added too - because the community asked for it!
- Piles Visuals and Rebalance
- Many resources now have different visual pile sizes that correlate to the number of resources on those piles. Example: the limestone pile now has three versions - 1/3 of the pile is a small pile of rocks, 2/3 of a pile is the same as before, 3/3 is now a larger pile of rocks. This visual change has been made to many piles, but not all. Other resources will get this treatment as we continue updating the game.
Resource pile size has been doubled for almost all of the resources. This is due to players reporting having problems with too much limestone on mountain maps. This means that the piles will take up 50% less space.
- Flora & Fauna rebalancing
- Plants no longer die at once when the temperature is below the death threshold. Now, they slowly lose HP (randomized a bit) and die when it reaches 0 HP.
- Redcurrants take one day longer to grow.
- Plants yield more food (except mushrooms) on a lower difficulty and less on hard difficulty.
- New plants spawn faster now (a bit faster on large maps and slower on small maps)
- New plants no longer spawn just near the same plants. There is a 30% chance they will spawn randomly (this is to combat the problem where the middle of the map becomes increasingly empty after a few years of playing, making all plants grow on the edges of the map).
- Animals spawn a bit faster (this is now regulated by difficulty, making them spawn faster on easy and very easy difficulty).
- Keyboard Controls
- The control scheme is now changed to be more in line with what players are used to in other colony sims. We heard the feedback from the community that they wanted Q and E to be rotating buildings and F to be used for Allow/Forbid.
NOTE: old saves and already installed games will have the old control scheme until setting controls in the options menu.
NOTE: this will not change your existing control scheme but if you’d like to try it out, just reset the keybindings in the keybinding menu in the options menu.
- QOL - additions to the game
- Jump to the layer button. We’ve added a button to the selection panel that takes you to the layer that this object is on.
- Layer changing edits - layers now have a flash effect on the numbers when changed. We have added a small tip when holding down CTRL showing to the layer what can be done with layer control.
- Next settler button. We have added the next settler button (TAB) to quickly select the next settler. It's located in the header of the selection panel header.
- Piles are now hidden when looking at the layer underneath them.
- Almanac additions - all resources now have "Produced in:" links that take you to production structures that make that resource.
- Photo Mode Camera update - Photomode has a separate camera now that can be moved around more freely. For the modders amongst you this can be further modified from AltCameraSettings.json.
- Small Changes & Balancing
- Smoked meat and pickled vegetables are now in the raw food group instead of meals.
- We’ve added the “Medicine” group to the resource panel and all stockpiles.
- When the raid includes 4 or more raiders, 20% of them will be archers.
- We have added trebuchets to the raid warning message.
- We’ve also solved an issue where enemies would leave the map, halfway toward the player’s settlement.
- Settlers get hungry a bit slower than before.
- Settlers get tired a bit slower than before.
- The Almanac has been updated - we’ve added a list of clickable hyperlinks in resource entries leading to the production structures so that it can be easier to see where you can produce what resource.
- All icons are now selectable within the Research panel and they lead to the Almanac entry so you can read in more detail about the things that are being unlocked.
- Building traps now require higher Construction skill.
- Construction pricing and timing received several tweaks.
- Lightning strikes will now damage roofs and walls properly.
- Terrain saving optimization.
- We’ve optimized how rooms calculate content isolation and other things, making room detection run much smoother.
- Graves have snow on them in the winter.
- Spirit distillery now emits heat when producing.
Fixes †
- Multiple hard-to-catch crashes have been fixed.
- The camera no longer stops moving when holding D and A at the same time and releasing one of them.
- Fixed the issue with books (and other resources) magically rotting in closed rooms with floors.
- Fixed the issue where settlers would refuse to haul to a certain stockpile (or more).
- Fixed the issue that caused some production buildings to emit heat even when production is paused.
- Fixed the issue where the gameplay keyboard would work in the save menu (the game would react to typing "o" in the save menu as if not paused).
- Fixed the issue that caused FPS to drop when enemies would arrive, but players would dig a moat around their settlement with no entry.
- Fixed a visual issue where loading a winter save would not render snow on the ground.
- Fixed the issue where production speed modifiers would change rapidly if a production building is out in the rain.
- Fixed several Fahrenheit issues (there were issues in how the game displays Fahrenheit units).
- Fixed the issue that caused armor tooltip not showing proper rating.
- Fixed the issue where players would get corrupted save games and would not be able to load them anymore. NOTE: unfortunately the corrupted save games are still corrupted.
- But it should not happen to save files going forward anymore.
- Fixed the issue where settlers would pick up 2x piles of the same resource, and the new pile that they’d drop would have reset stats (the merged stats take the middle value now).