Quality of Life improvements
- [p]Merchant NPC now has a dagger or a staff as a weapon.[/p][/*]
- [p]Siege weapons will be automatically uninstalled when leaving a secondary map, if the outcome of that map is not any type of a defeat.[/p][/*]
- [p]Enemies now perform a small patrol on secondary maps.[/p][/*]
- [p]Enemies on secondary maps will try to alert others close to them if they are attacked.[/p][/*]
- [p]Additional loot stash value and weight estimate info is implemented into the selection panel and form a caravan panel.[/p][/*]
- [p]We’ve added enemy settlement variations for Marsh and Mountain and one more variation for Valley map type. More to come.[/p][/*]
Bugs and Fixes
- [p]Fixed several crash occurrences.[/p][/*]
- [p]Fixed the issue that allowed keyboard shortcuts to work on enemy buildings (for example, marking them for deconstruction). Thanks for letting us know.[/p][/*]
- [p]Fixed the issue where prisoners set as captive labor and going to work would immediately be escorted back to their cell.[/p][/*]
- [p]Fixed the issue where escort and strip prisoners action wouldn’t work in some cases.[/p][/*]
- [p]Fixed the issue where sometimes a shakedown event would not be tied to any faction (happened sometimes)[/p][/*]
- [p]Fixed the issue that caused weird moon angles on secondary maps during winter.[/p][/*]
- [p]Fixed the issue that caused some buildings to turn invisible upon their construction.[/p][/*]
- [p]Fixed some issues with leaving the map outcome and reentering that same map after some time.[/p][/*]
- [p]Fixed the issue where price modifiers would be applied during the beggar bargain event. This doesn’t make sense. We’re talking about beggars here.[/p][/*]
- [p]Fixed the issue where after killing the lone traveler merchant, battle scales would appear and never disappear.[/p][/*]
- [p]Fixed the issue where settlers shooting straight down from elevated surfaces didn’t work sometimes.[/p][/*]
- [p]Fixed the issue where a room detection wasn’t working if that room was located above water.[/p][/*]
- [p]Fixed the issue where some settlements in older saves would not have secondary maps of the correct biome.[/p][/*]
- [p]Fixed the issue where a prisoner wouldn’t be escorted if their destination prison room is destroyed during that process.[/p][/*]
- [p]Fixed the issue where you targeting enemy buildings with siege weapons would sometimes cause 0 damage to them.[/p][/*]
- [p]Fixed the issue that allowed loot stashes with wild animals to be looted multiple times.[/p][/*]
Known issues:
- [p] Loot stashes with wild animals can be looted multiple times due to a glitch. Will be fixed soon.[/p][p][/p][/*]
- [p]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.[/p][/*]
- [p] Assigned Pets don't sleep with owners.[/p][/*]
- [p] Some text keys are still not translated.[/p][/*]
- [p] Player-triggered events don't have sound effects[/p][/*]
- [p] Settlers will not refuel torches if there is no floor/ground beneath them.[/p][/*]
- [p] 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.[/p][/*]