Quality of Life improvements
- [p]You can now move the building blueprint over the building they're trying to move. (Example: if you want to relocate a bed one grid space lower, you can do that now.)[/p][/*]
- [p]Install pile/relocate building will not cancel placement if the building wasn't placed successfully after the left click.[/p][/*]
- [p]Holding left shift will not popup messages for locking camera layers until the camera is layer locked (Caps Lock).[/p][/*]
- [p]Large animals will prefer bushes, tall grass, animal feed and hay even more than before so as to make them not eat barley out of storage if possible.[/p][/*]
- [p]Cats will prefer milk and fish even more as to avoid them eating meals.[/p][/*]
- [p]Runaway event: Negotiator appears a bit sooner (from max 48h to max 30h).[/p][/*]
- [p]The negotiator sits on your map for a bit shorter time (max 16h).[/p][/*]
- [p]Saying no to negotiator after runaway will result in attack more often (the friendliness impact is stronger).[/p][/*]
- [p]Clearer messaging implemented when right clicking on a Trader without a selected settler.[/p][/*]
- [p]Additional messaging in Prisoner right click menu.[/p][/*]
- [p]Ass/Donkey pregnancy lasts shorter now (20 days -> 16 days).[/p][/*]
- [p]The chance of male and female Asses/Donkeys breeding is now 20% instead of 10%.[/p][/*]
- [p]The taming duration is shortened on some animals as it was taking a bit too long when setter skill was factored in.[/p][/*]
- [p]Rebalanced other pregnancy chances for animals that are few in numbers during gameplay.[/p][/*]
Bugs and fixes
- [p]Fixed several crash occurrences.[/p][/*]
- [p]Fixed the issue where enemies would end up stuck on ladders in certain situations.[/p][/*]
- [p]Fixed the issue where unmarked grave foundations would be visible when hiding layers.[/p][/*]
- [p]Fixed the issue that prevented seasonal apparel override from working as intended.[/p][/*]
- [p]Fixed the issue that made settlers stuck into an infinite plant crops loop.[/p][/*]
- [p]Fixed the issue where the settlement name would be wrongly named in historical records when attacking enemy camps/settlements and during ambushes.[/p][/*]
- [p]Fixed the issue where the archers range would never disappear after undrafting settlers.[/p][/*]
- [p]Fixed the issue where the “Merry” effector wasn’t properly triggered.[/p][/*]
- [p]Fixed the issue where settlers would fall down when deconstructing ladders/stairs.[/p][/*]
- [p]Fixed the issue where photo mode screenshot would be completely white upon taking the screenshot.[/p][/*]
- [p]Fixed the issue that made raiders stand still in some scenarios if your settlers occupied ladders.[/p][/*]
- [p]Fixed the issue where settlers wouldn’t build construction when an animal/settler was in a way where the blueprint is.[/p][/*]
- [p]Short term fix for settlers taking a long route for their goals, when the shorter path is clearly visible. Let us know how this goes.[/p][/*]
- [p]Fixed the issue where Rugs would have only Human skin entry in Almanac.[/p][/*]
- [p]Fixed the issue where clicking on rugs in the rugmaking research node wouldn’t take you to the almanac entry.[/p][/*]
- [p]Fixed the issue that caused weird hauling behaviors.[/p][/*]
- [p]Fixed the issue where battle balance scales would be visible in the screenshot mode.[/p][p][/p][/*]
Known issues:
- [p] Assigned Pets don't sleep with owners.[/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][p][/p][/*]
