Bugs and Fixes
- Fixed a lot of crash occurrences.
- Fixed the issue where pets weren’t doing a thing during the duration of events.
- Fixed the issue where credits were always on in the game's options.
- Fixed the issue where room detection was not working properly in some cases.
- Fixed the issue where the player was unable to start a feast in a great hall if that room had two tables.
- Fixed the issue that caused settlers to appear hungry as the feast ended.
- Fixed the issue where a character preset refused to load.
Quality of life improvements
- Positive effector has been added to fainting. Now, fainting fills up 20% of sleep, thus making the faint/work cycle not as damaging
- Role visitors don't hang out as long as before (before max was 36h, now it's 20h)
- Birds, environment particles and footsteps will be on by default on the first game start.
- Ate at table is reduced from +4 to +2
- Extremely comfortable is reduced from +8 to +4
- Beautiful surroundings is reduced from +10 to +6
- Very High Expectations is reduced from 0 to -2
- Spacious room is reduced from +4 to +2
Known issues:
- Loading resets job priorities.
- Some text keys are missing.
- Player-triggered events don't have sound effects
- The calculator of player-triggered events score is still work in progress.
- Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
- 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.