Added/changed:
- New fences will now replace previous ones if built over (no overlap)[/*]
- Default animal feed stock values are now proportional to livestock size and consumption[/*]
- Trade boats will now fold their sails while moored
[/*]
- Trade boats will now lower their mast to pass under a bridge
[/*]
- Stable can now have dedicated pasture
[/*]
- Horses can now also graze on a field[/*]
- Horses now require both grain and hay (or grass) for optimal health[/*]
- Stables/saltworks/wagon sheds in old saves will get certain amount of grain and hay for free if needed for transition to new mechanics[/*]
- Stable now has "Livestock limit" slider[/*]
- Can now change a field to fallow even if not all harvest stooks gathered yet[/*]
- Animals with lower health produce less resources when slaughtered[/*]
- Oxen in ploughs can now be combined if two ploughs with only one ox[/*]
- Now visualizing connection to linked building on warehouses and cart parkings[/*]
- Animals now have health property which depends on feed quality
[/*]
- Livestock buildings now have feed rationing setting for emergencies
[/*]
- Draft animals with lower health move slower[/*]
- Milk and wool production also depends on animal health now[/*]
- Updated help pages for buildings with new features[/*]
- Added a notification if grass quality is low around a dryer[/*]
- Added an option to allow forestry workers to plant trees[/*]
- Added a notification on a wagon shed and farm if a draft animal replacement is needed[/*]
- Clicking on wagon/boat/plough icon will now focus on it[/*]
- Added a health bar for plough and wagon animals[/*]
- If ploughing skipped on a field, but a plough arrived to farm, the field will now switch back to plouging if possible[/*]
- Clicking on ordered cart/plough/etc. will focus on a building where it's being built[/*]
- Now the "Next" button in fields works even if ploughing started[/*]
- Now showing notification if there's no available cart to supply resources
[/*]
- A few slight optimizations[/*]
Fixed:
- It was possible to remove fences from building by demolishing an adjacent building (only fixed for new builds)[/*]
- Windmill didn't function properly[/*]
- Animals didn't consume water when on pasture[/*]
- Livestock feed consumption could depend on game speed and fps[/*]
- Potentially fixed all the weird behaviors related to slaughtering and relocation of animals[/*]
- Slaughtering from saltworks produced twice the amount of resources[/*]
- Another case of wrongfully blocked buildings[/*]
- Some UI overflow conditions[/*]
- An incest loophole for widows and widowers[/*]
- Bad performance when forestry is selected (on some machines)[/*]
- Ploughing visuals were lagging behind the plough in some fields[/*]
- Cowshed or stable manager could take the last animal required for breeding[/*]
- Boatyard could show inaccessible orders in total count[/*]
- "Optimize bulls livestock" could misbehave sometimes[/*]
- Rowhouse lods didn't have color variation[/*]
