Quality of Life Improvements
- [p]You can copy the production building queue to another building of the same type. This also applies to buildings that share similar functions (e.g. stove and campfire). Have fun![/p][/*]
- [p]Closing the Portcullis now deals damage to Settlers, NPCs, Enemies and animals caught on it.[/p][/*]
- [p]Added different Levels of Detail (LOD) to the game’s models. The LOD will decrease the further away the camera is from the object. This should give a slight performance boost.[/p][/*]
Bugs and Fixes
- [p]Fixed several crash occurrences.[/p][/*]
- [p]Fixed the issue that caused all animal names to be displayed until you reset it in the settings.[/p][/*]
- [p]Fixed the issue that would sometimes cause autoforbidding of resource piles in certain moments.[/p][/*]
- [p]Fixed the issue where buildings that don’t rely on stability (such as production, furniture, and decoration buildings) would fail to collapse if the floor they were placed on was destroyed, but only if there was another floor directly beneath the destroyed one. (This issue will not happen again, but already affected saves will not be fixed on load. Instead, when another building is constructed near the affected buildings, the stability will update properly)[/p][/*]
- [p]Fixed the issue that made animals get stuck on ladders if they are constructed on top of the animal.[/p][/*]
- [p]Fixed the issue where some spawn points on ambushes weren’t properly set.[/p][/*]
- [p]Fixed the issue that caused an annoying red \[ERR] message to spam about not being able to spawn a product, related to production.[/p][/*]
Known issues:
- [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][/*]