Greetings, players! The newest patch ([b]0.28.41[/b]) is now live on all platforms [b][u]on the experimental branch and the demo version of the game[/u][/b]. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
Quality of Life Improvements
Added a new cursor to the game.
The forage step in the tutorial now requires more shrubs to be selected and more to be on the stockpile.
Sling throw has a new animation.
Updated animal & settler names with the names that were submitted by our Discord moderators and key helpers.
Discord moderators and key helpers are added into credits.
Added custom heraldries made by Discord moderators and key helpers as default heraldry options.
Bugs and fixes
Fixed several crash occurrences.
Fixed the issue that triggered heavy lag when cancelling large amounts of dig markers via cancel button in selection UI (multiple seconds freezes).
Fixed the issue that allowed wild aggressive animals to be tamable through the Overview window.
Fixed the issue that prevented the appearance of certain building variants, despite having necessary resources/unlocked research.
Fix settlers trapping themselves in dead ends with stairs
Fixed the issue that prevented structure piles from being recognized as resources when saving and loading the session.
Fixed the issue where the "Remove" process would not resume after saving and loading/resuming the session.
Fixed the issue where the battle balance scale would appear on top of everything.
Fixed the issue where injured humans would slide when exiting the water.
Fixed the issue where the sergeant-at-arms would play lute sometimes. God forbid that a person has hobbies.
Fixed the issue where walls would sometimes offset randomly after their build animation was finished.
Fixed the issue where selecting a trade deal would not accurately represent what you selected.
Fixed the issue that prevented enemy carcass and human carcass from appearing on lists of productions.
Fixed minor UI issues.
Known issues:
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.
Assigned Pets don't sleep with owners.
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.
[b]DISCLAIMERS: [/b]
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.
As always, use F10 and/or the [url="https://steamcommunity.com/app/1029780/discussions/3/"]experimental bug subforum[/url] for reporting experimental issues. If you want more dynamic/direct communication - head over to [url="https://discord.gg/goingmedieval"]our Discord server[/url]. Even though we might not reply, we are reading everything. Thank you!
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