Quality of Life improvements
- Small tweaks to the trebuchet reload animation.
- When in combat, settlers will now faint more often than get killed.
- Removed the yellow circle when aiming with siege weapons.
- Added range indicators for trebuchets.
Fixes for Enemy AI
- Fixed the issue where enemy dig markers were not loaded properly.
- Fixed the issue where enemy buildings were not converted into your buildings after the raid ended.
- Fixed the issue where enemies would get stuck in certain scenarios.
- Fixed the issue where enemy pathfinding would behave strangely.
- Fixed the issue where enemies were not attacking rugs and tables in some cases.
- Fixed the issue where enemies would twitch while trying to pathfind.
- Fixed the issue where enemies would start constructing even though there is a clear path to the target.
- Fixed the issue where enemies being unable to place buildings would display messages for you to see.
- Fixed the issue where enemy weapons would turn invisible.
- Fixed the issue that caused enemies to stop constructing if the designated builder died.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where blood was visible through fog.
- Fixed the issue where player triggered events could not be held if a beam was above the event related building.
- Fixed the issue where enemies were building very slowly if their faith requirements were not met.
- Fixed the issue where the stockpile could be placed atop blueprinted buildings.
Known issues:
- Enemies might get stuck during a siege after breaching walls with siege equipment.
- Enemies don't set stuff on fire anymore. (this is temporary because the setting on fire stuff and commander AI don't play that nice at the moment ːsteamsadː)
- Having underwater grated doors might confuse the enemy AI resulting in enemies just standing at the edge of the map.
- If your settlers are experiencing weird animations with some actions, be sure to turn off V-sync and cap the game's FPS in the game's options. Cap it to 60fps. If the issue persists, cap it at 30.
- Assigned Pets don't sleep with owners.
- Some text keys are still not translated.
- Player-triggered events don't have sound effects
- Settlers will not refuel torches if there is no floor/ground beneath them.
- Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!
Foxy Voxel