Quality of life improvements
- [p]Added visuals around the map edge, so it no longer looks like your map is floating in the ether. Let's go![/p][/*]
- [p]Cropfields are now divided into 3 categories: bushes, trees and other.[/p][/*]
- [p]"Research Available" message now shows the number of unlockable research nodes, and list of those in the message tooltip.[/p][/*]
- [p]Footprint visuals now match the scale of the settler.[/p][/*]
- [p]Run cycle tweaked so smaller human NPCs don't glide so much when walking/running.[/p][/*]
Bugs and fixes
- [p]Fixed the issue where Wall Mirror was not counted toward Bard role requirement promotion.[/p][/*]
- [p]Fixed the issue where the Jump to button in the Overview tab would not switch layers to the selected object when used from a different layer. Now the layer also jumps to the selected resource pile's layer. [/p][/*]
- [p]Fixed the issue where clicking on Fishing or Mining orders would not close the building panels.[/p][/*]
- [p]Fixed the issue where the Lacking requirements submenu from the NPC Mood tab would display incorrect info.[/p][/*]
- [p]Fixed the issue where some animations wouldn’t display properly during the Feast event.[/p][/*]
- [p]Fixed several text issues.[/p][p][/p][/*]
Known issues:
- [p]Some event portrait images will be the sad cat graphics as they are placeholder and will be replaced.[/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][/*]
