Fixes
- [p]People going to church will no longer invade the orphan quarters.[/p][/*]
- [p]Fixed a bug that would cause you to keep your house if you sold it to pay tax.[/p][/*]
- [p]Fixed a bug where the player would get stuck unable to move if they were working at a job during a raid.[/p][/*]
- [p]Fixed a bug where people would not be rehired at the market on load.[/p][/*]
- [p]Fixed viking crash when player working at particular jobs.[/p][/*]
- [p]Fixed a bug with selling poisoned items.[/p][/*]
- [p]Fixed issue with trading items from your pack.[/p][/*]
- [p]Fixed a potential issue with people dancing for far too long.[/p][/*]
- [p]Fixed harvest animal animation as watchman at night not working.[/p][/*]
- [p]Fixed issue where outlaw was able to rent a home which would then bug out.[/p][/*]
- [p]Fixed some Steam Deck issues.[/p][/*]
- [p]UI fixes.[/p][/*]
- [p]Teacher events now only happen when the teacher is actually teaching.[/p][/*]
- [p]Fixed issue with pressing certain keys when naming a pet.[/p][/*]
- [p]More text clarity improvements.[/p][/*]
- [p]Fixed some issues with foraging at coops.[/p][/*]
- [p]If you sell your spouse to pay tax and they work for you, it will no longer break production at that building.[/p][/*]
- [p]You can no longer sell babies to the tax man.[/p][/*]
Tweaks
- [p]Tenants no longer pay rent upfront when moving in.[/p][/*]
- [p]Tweaked some sounds so they don’t make strange whooshing sounds when the game is paused.[/p][/*]
- [p]Tweaked the logic behind how caravans buy goods.[/p][/*]
- [p]Tiny cart is no longer worth anything to sell, instead you’ll get a few wood if you destroy it.[/p][/*]
- [p]Wage tweaks.[/p][/*]
- [p]Changed how spouse jealousy works when you proposition someone. They will now only be jealous if they’re within a small range of you when you initiate proposition. Additionally, if they are nearby when you actually ‘do the act’, they will also get upset at you.[/p][/*]
- [p]Now when people relax they will take the opportunity to bond with people relaxing nearby.[/p][/*]
- [p]Reduced the time people will wait for a chat, and reduced the distance people will travel to chat with someone.[/p][/*]
- [p]Optimised AI fishing.[/p][/*]
- [p]Tweaks to social and energy needs fulfilment requirements.[/p][/*]
- [p]AI will no longer be subject to certain player actions when there is a raid (begging, etc).[/p][/*]
- [p]Changed graveyard grave calculation to be based on family wealth, not individual wealth.[/p][/*]
- [p]Lowered the max ages of the ‘old man’ and ’old woman’ templates which can be randomly chosen for new families.[/p][/*]
- [p]Made sure people replace their current gear with better gear if offered.[/p][/*]
- [p]Chatting tweaks.[/p][/*]
- [p]Code optimisations.[/p][/*]
- [p]More severe poison on some time settings.[/p][/*]
- [p]Inventory optimisations.[/p][/*]
- [p]Made sure that buildings in character trade window show their vanity name.[/p][/*]
- [p]Cheaper Alehouse room renting and tweaks to how it works.[/p][/*]
- [p]Tweaks to how sickness spreads.[/p][/*]
- [p]Changed how the daily balance in your ledger resets.[/p][/*]
- [p]Changed how hauling is levelled up.[/p][/*]
- [p]Fireplace upgrades are now cheaper.[/p][/*]
- [p]Trading Post with exotic goods upgrade should now yield more exotic goods.[/p][/*]
- [p]Particles and birds, etc now run at a consistent speed regardless of game speed or pause state.[/p][/*]
New
- [p]Now when selling to market the items go to a stockpile first and then get transferred to the market over time. If your trading skill is high enough you can view the stockpile, but cannot trade with it.[/p][/*]
- [p]New item - Tonic - used to restore a large portion of your energy. Can be made at herbalist hut and alehouse.[/p][/*]
- [p]Workshops and services filters added to building tab.[/p][/*]
- [p]The player now has access to rental inventories, but will be punished with a relationship penalty if they remove stuff from it.[/p][/*]
- [p]You can now retract position application[/p][/*]
- [p]Skills will now grow slightly when making a production, not just when it is finished.[/p][/*]
- [p]The budget in the caravan and ship trade mission windows is now a text field where you enter in the amount of silver, rather than a slider.[/p][/*]
- [p]Chance to insta-kill unarmed, unarmored people when doing a melee attack - chance of success is based on your melee skill.[/p][/*]
- [p]New weapon: Seax - quick attack, two chances per turn, but lower damage - increase game skinning efficiency.[/p][/*]
- [p]New homemade productions - arrows, axe, bow.[/p][p][/p][/*]
Advanced Gameplay settings
[p]These settings can now be tweaked when you start a new game[/p]- [p]Bunkhouse warmth - on/off[/p][/*]
- [p]Market stockpile - on/off[/p][/*]
- [p]Contagious sickness - on/off[/p][/*]
- [p]Competition relationship penalties - on/off[/p][/*]
- [p]Fire caused by internal fireplaces - on/off[/p][/*]
- [p]Immigration approval - on/off[/p][/*]
- [p]Materials for upgrades - on/off[/p][/*]
- [p]Starvation - on/off[/p][/*]
- [p]Storm damage - on/off[/p][/*]
- [p]Travelling merchant camps - on/off[/p][/*]
- [p]NPC buying delay at game start - on/off[/p][/*]
- [p]Foraging - on/off[/p][/*]
- [p]Spreadable fire - on/off[/p][/*]
- [p]Land tax - on/off[/p][/*]
- [p]Plague - on/off[/p][/*]
- [p]Nails for construction - on/off[/p][/*]
- [p]Cap the max silver of rich immigrants - select[/p][/*]
- [p]Max wild animals setting - select[/p][/*]
- [p]Add additional raiders to every raid - select[/p][/*]
- [p]Death and injury based production events - on/off[/p][/*]
- [p]Arrows required for bows - on/off[/p][/*]