Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where settlers would never start a production on the Apothecary table, despite having all of the necessary requirements..
- Fixed the issue where settlers would ignore Gardening priority.
- Fixed the issue where canceling a building in construction wouldn’t give resources back.
- Fixed the issue where a pen wouldn't be properly detected in some cases.
- Fixed the issue where wounds would not inflict pain. This prevented settlers from fainting because of wounds, which in turn, would make them die more often in combat
- Fixed the issue where the player triggered event would be canceled if you save & load the game during that player triggered event.
Quality of Life improvements
- Thermal model for ice has received a bit of balancing and should be more consistent overall.
- Stew pot in the Main Menu has been moved a bit so it doesn’t overlap with one of the poles. As observed by [url=https://steamcommunity.com/app/1029780/eventcomments/4334231489375570837/#c4334232001332211420]this post[/url]. Now, the pain can stop. [i][b]#letthemcook[/b][/i]
- [url=https://www.youtube.com/@FoxyVoxel]Youtube[/url], [url=https://www.tiktok.com/@going.medieval]TikTok[/url], and [url=https://www.reddit.com/r/goingmedieval/]Reddit[/url] links/icons are added to the Main Menu.
- Twitter link/icon is turned to [url=https://x.com/going_medieval]X[/url] in the Main Menu.
Known issues:
- Some text keys are missing.
- Player-triggered events don't have sound effects
- Settlers will not refuel torches if there is no floor/ground beneath them.
- 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.
