Quality of Life Improvements
- [p]Tweaked Settler construction and mining AI a bit more, so it acts a bit smarter now. Simply put, they’ll reserve 3 tasks to construct/deconstruct/mine, to avoid unnecessary idling. They’ll also commit to finishing one mining block before tackling another one. Settlers will also prefer jobs closer to them.[/p][/*]
- [p]Lightened the load on CPU based operations slightly, which should result in somewhat better performance.[/p][p][/p][/*]
Bugs and fixes
- [p]Fixed several crash occurrences.[/p][/*]
- [p]Fixed the issue where the Y position of your Settlers was incorrectly written in their info panel.[/p][/*]
- [p]Fixed the issue in which Settlers would block themselves after constructing a building.[/p][/*]
- [p]Fixed the issue which caused buildings to not spawn resources after collapsing due to stability.[/p][/*]
- [p]Fixed the issue where small rooms were detected under stairs.[/p][/*]
- [p]Fixed the issue that caused wall, door or window bridges to not lose their walkability after deconstructing in certain cases.[/p][/*]
- [p]Fixed the issue where roofs would appear offset after reloading the save.[/p][/*]
- [p]Fixed the issue where Filling Barrels was listed as a stewarding task instead of hauling, when right click → prioritizing the goal.[/p][p][/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][/*]