Bugs and fixes
- [p]Fixed several crash occurrences.[/p][/*]
- [p]Fixed the issue that allowed objects to be built on crops without the need to remove them.[/p][/*]
- [p]Fixed the issue in which Settlers were not gaining Speechcraft XP after trading.[/p][/*]
- [p]Fixed the issue that made it possible for you to talk with leaving merchants.[/p][/*]
- [p]Fixed the issue that prevented slopes from being mineable, except with right-click → prioritize.[/p][/*]
- [p]Fixed the issue in which roofs had wrong combat colliders causing hits to miss, hits to register when they clearly missed, or hits to register much earlier than expected.[/p][/*]
- [p]Fixed the issue where roofs were selectable when hidden.[/p][/*]
- [p]Fixed the issue that made production sounds continue playing after the building is destroyed (yes, the bee sounds among other things).[/p][/*]
- [p]Fixed the issue that prevented siege weapons from being usable after multiple loads of the game.[/p][/*]
- [p]Fixed the issue that broke caravan resource filters after enabling and clearing filters.[/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][/*]