Quality of Life improvements
- Added new range indicators for siege weapons. This indicator appears during weapon placement and selection.
- The X-ray of settlers and enemies is adjusted and has a bit more see-through to it. It was a bit too much when there were a lot of enemies and settlers on the screen.
Enemy AI Changes
- The Enemy Siege behavior changes: [list]
- They no longer huddle around one siege machine, but prefer to split into groups and huddle around all of the machines
- They now use all their ammunition and then attack you head-on. Essentially, sieging is split into two phases - first they prepare the machines and bombard you, then they attack as they normally would.
- Siege weapons from enemies have less ammo now so they don't bombard you for hours. :)
- We’ve fixed the ugly stop-and-go movement of artillery guards during the siege weapon construction phase.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where some saves wouldn’t be loadable due to missing resources (caused by using obsolete mods or other changes).
- Fixed a bunch of issues related to enemies getting stuck when their builder/miner died, or part of the built bridge gets broken.
- Fixed the issue where production circles would become transparent during the raiding.
- Fixed the issue where having underwater doors might have confused the enemy AI resulting in enemies just standing at the edge of the map.
- Fixed the issue that caused raiders getting stuck if you broke their precious bridges.
- Fixed the issue where the torch flame would be offset after relocating it.
- Fixed the issue where settlers weren’t able to reload siege weapons after those weapons were used in different directions in some situations.
- Fixed the issue that prevented siege attacks from happening because you used the roof as a wall in some scenarios.
- Fixed the issue where resource/item icons within production buildings would change coloring in some moments.
- Fixed some dither texture issue with headware not showing properly in the x-ray mode.
- Fixed the issue where settlers wouldn’t harvest crops in some saves, despite the proper settings.
Known issues:
- 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)
- 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