Twitch Integration
[p]Twitch integration was always something that sounded pretty cool in our heads. We finally managed to find time to work on it and thought of some cool moments, usage and rewards tied to it.[/p][p]For this to work, you'll have to connect with your Twitch account (via Options > Twitch) and invite friends to participate in your gameplay. All features are toggleable and you can decide which one suits you best. Default settings are for small streamers, up to 20 people watching. With more viewers, try increasing cooldowns.[/p][p][/p][p]The commands viewers are able to type in the chat:[/p]
- [p]!appear, will spawn a random small animal of random type with a name of a twitch user, has global cooldown of ~30 seconds[/p][/*]
- [p]!gift, items dropped on the edge of the map by “mysterious individual” with a name of a twitch user, gift value scales with total settlement worth, has global cooldown of ~10 min[/p][/*]
- [p]!name, will add you to a pool of names, each living creature gets assigned a name from the list[/p][/*]
- [p]!strike, spawns a random lightning strike on the map, has a global cooldown of ~5 min[/p][/*]
Quality of life improvements
- [p]Autorotated buildings can only be rotated in 180 increments if they're between 2 buildings which forced autorotation (ie door between walls).[/p][/*]
- [p]An unforgettable feast as an event result is now possible.[/p][/*]
- [p]More time has been given for you to set up sieging.[/p][/*]
- [p]The tutorial map scene received minor adjustments.[/p][/*]
- [p]The upper part of the corner variant of a merlon has been enlarged.[/p][/*]
- [p]The tutorial step now has markers for additional merlon placement.[/p][/*]
- [p]All apparel has yearly override now.[/p][/*]
- [p]Some light optimization is introduced. This caused options, keybinds, etc. to reset. Please double check.[/p][/*]
Bugs and fixes
- [p]Fixed several crash occurrences.[/p][/*]
- [p]Fixed the issue where in some cases a prisoner merchant would leave the map without taking prisoner with them.[/p][/*]
- [p]Fixed the issue where sometimes edge fences would not be visible upon their construction.[/p][/*]
- [p]Fixed the issue where you’d get duplicated socketable objects if you place a socketable object blueprint on a wall blueprint and the settler starts to build a wall and you cancel that wall’s construction.[/p][/*]
- [p]Fixed the issue that prevented room detection from working if you dug a hole in that room.[/p][/*]
- [p]Fixed the issue that prevented triggering animation for settlers climbing ladders .[/p][/*]
- [p]Potential fix for the issue where object variants would not be properly loaded in some cases.[/p][/*]
- [p]Fixed the issue where in some cases archers were able to shoot through closed gates.[/p][/*]
- [p]Fixed the issue where the season sunrise/sunet and angle values were wrong in the Lone Wolf scenario.[/p][/*]
- [p]Fixed the issue where a large black square cloud could sometimes be seen on Region Map.[/p][/*]
- [p]Fixed the issue where settlers would mine/ignore selected soil voxel, if that voxel was positioned on the 16th layer (the top one).[/p][/*]
- [p]Fixed the issue where portcullis didn’t deal damage upon its closing.[/p][/*]
- [p]Fixed the issue where graves would flicker a bit during their construction phase.[/p][/*]
- [p]Fixed the issue where the white force-equip outline would remain on the empty slot in the Manage panel when a settler would drop a force equipped item.[/p][/*]
- [p]Fixed the issue where during the caravan formation if some settlers leave the map (but not all) and you save and load the session, the game would remove those settlers that left the map out of the game, never to return.[/p][/*]
- [p]Fixed the issue that allowed you to give orders to banished settlers via right click.[/p][/*]
- [p]Fixed the issue that allowed you to interact with banished settlers via selection panel buttons.[/p][/*]
- [p]Fixed the issue where the most impressive room calculation wasn’t properly detected.[/p][/*]
- [p]Fixed the issue where settlers, if drafted, would start gliding when moving out of the water.[/p][/*]
- [p]Fixed the issue that prevented portcullis animation to work as intended.[/p][/*]
- [p]Fixed the issue where a room detection popup would appear each time you expanded a room via digging.[/p][/*]
- [p]Fixed the issue where cellar flood events would flood the whole map in some cases. If you have an issue with a flood, write to us on our Discord or via support @ foxyvoxel . io[/p][/*]
- [p]Fixed the issue where partially building the roof at step 9. in the tutorial would prevent you from making further progress.[/p][/*]
- [p]Fixed the issue that allowed you to open and use the Stockpile menu causing a softlock in Step 11. in the tutorial.[/p][/*]
- [p]Fixed the issue that prevented animals from reacting to being hunted by settlers.[/p][/*]
- [p]Fixed the issue where domestic animals would never leave pens made out of blueprint fences.[/p][/*]
- [p]Fixed the issue where a socketable building preview wouldn’t always rotate automatically when it should have. [/p][/*]
- [p]Fixed the issue that prevented date/time tooltip from showing.[/p][/*]
- [p]Fixed the issue where wild animals would break blueprints of fences.[/p][/*]
- [p]Fixed the issue where large structures, if they were rotated, would emit destruction particles at a wrong angle during the deconstruction process.[/p][/*]
- [p]Fixed the issue that caused merlon blueprints to be placed in a wrong way in some cases.[/p][/*]
- [p]Various text key fixes and improvements, applied to Localization, too.[/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][/*]
