v0.9.7g
[Tech]
- Fixed an issue introduced in v0.9.7f that caused the display resolution to report incorrectly in the game settings and block UI/Widget scaling at high resolutions.
v0.9.7f
[Tech]
- Fixed an issue where military units could fail to acquire targets and end up circling each other rather than dealing damage.
- Fixed an issue where placing fences/walls would cause the top right controls info to become stuck.
- Fixed an issue where shoals of fish would count twice on new maps, but register correctly on loading a save.
- Fixed an issue with combat fanfare when the settlement has no military.
- Fixed an issue with diagonal fieldstone walls sometimes generating pillars only.
- Fixed an issue where empty shelters counted towards taxes from Markets.
- Fixed an issue with the Eternal Ice of Amatok having its bonuses flipped in the last update.
- Fixed an issue with inaccurate military veterancy bonus display.
- Fixed an issue with color blind options not applying correctly in some cases.
- Fixed an issue where arrows could collide with invalid targets (ex. corpses).
- Fixed several issues with missing localization. Note: a select few texts were not correctly localized and will be localized in the next localization pass.
- Fixed a rare issue that resulted in a black screen when starting a new settlement.
[Game]
- Additional tutorials have been added for Exposure, Firewood, Food, and Tools to offer clarity for new players when dealing with these mechanics.
- Low Firewood warning has been updated and now scales with population, rather than being a fixed value.
- Note: the Barely a Scratch and Finish Them! achievements are currently difficult to complete due to the RNG nature of raider attacks. We will be updating those achievements in the future to make them more…achievable.
v0.9.7e
[Tech]
- Fixed a display issue with merchant prices not matching how much the item would actually sell for.
- Fixed an issue with raid camp raider reinforcements not counting towards raid summaries.
- Fixed an issue where rebuilding angled walls can sometimes break their orientation. This fix is not retroactive. Any already affected walls need to be rebuilt.
- Fixed an issue where rat infestation widgets would not immediately appear on reload.
- Fixed an issue where time to catch rats took longer than intended.
- Fixed a very rare issue where a building could become blocked from being visited by rat catchers.
[Game]
- Implemented additional tuning for the exposure mechanic. As a major issue with exposure was addressed in v0.9.7d, this system required significant rebalancing, and it seems the last update missed the mark. We will continue to monitor the mechanic to make sure it works as intended.
- Reduced Exposure rates for villagers.
- Increased bonus from Hide Coats for extreme weather.
- Extended firewood warmth bonus duration.
- Note: some exposure deaths are expected if villagers do not have firewood stocked prior to winter, or if firewood sources are too far from their homes. Markets generally fill that role. New tutorials will be introduced in the future to help communicate when a village is low on firewood or missing other critical goods.
v0.9.7d
[Tech]
- Fixed an issue with missing honey bonus for Fruit Trees.
- Fixed an issue where merchant buy prices could be higher than their sell prices.
- Fixed an issue where boar den spawns did not count towards hunter work areas.
- Fixed an issue where gates could not be properly oriented between 2 parallel walls.
- Fixed an issue where wall end points could be incorrect depending on build order.
- Fixed a rare issue that could result in a black screen when starting a new settlement.
- Fixed a rare crash that can occur when rerolling the map.
[Game]
- The exposure mechanic has been updated on the back-end and rebalanced to address issues with exposure deaths that should have been preventable. Note: you may still experience some exposure deaths upon loading an existing save until things restabilize, but villagers should no longer die to exposure if their needs are provided for. Conversely, villagers are now more likely to perish if their shelters do not have firewood during Winter, rather than often surviving in their first year with just coats.
v0.9.7c
[Tech]
- Creating a new game with Advanced Settings where all the options are set to the same difficulty (ex. all Vanquisher) now counts as the equivalent default difficulty for the purposes of Achievements.
- Fixed a case where raid fanfare can still report the wrong information.
- Fixed a rare issue where the town’s operations can freeze up (farms stop producing, wells dry up, etc.).
- Fixed an issue where reloading could cause phantom copies of villagers to become stuck until the game is restarted.
v0.9.7b
[Tech]
- Fixed an issue where constructing walls/gates could cause performance hitches.
- Fixed several issues with how gates connected to walls on angled walls, particularly when upgrading palisades to stone.
- Fixed an issue where tooltips can sometimes disappear on various building windows.
- Fixed an issue where slaughtering an animal in barns would display the wrong yields.
- Fixed an issue where raid fanfare would display incorrect results (ex. Robbed appearing for most battles).
- Fixed an issue where raid results would sometimes display the wrong information.
- Fixed an issue where the Cry Wolf achievement could be unlocked on all difficulties, and using by using hunters.
- Fixed an issue where Supersampling could break Color Blind Filter.
- Fixed an issue where clicking on the minimap would not align the camera view to match along the edges of the screen.
- Fixed an issue where selecting a military company would center the camera in the middle of the troops rather than on their banner.
- Fixed an issue where some decorations still had structural integrity upkeep (ex. gardens and parks).
- Fixed a rare issue where raids do not attack the settlement, but remain on the map.
- Fixed a rare issue where the game could fail to load if certain raiders are present on the map when it was saved.
Table of Contents
Major New Features
Art
Tech
Animation
Game
v0.9.7
- Mod support has been greatly expanded with the addition of the non-IL2CPP launch option. Performance in this version of the game may vary from system to system, but it offers unprecedented access to changing up the game’s mechanics and content through mods.
- Steam Achievements have been added. Show off your city building skills by earning them all!
- Villagers now engage in idle activities in their free time to help liven up your settlements.
- Supply Depots, smaller versions of the Storehouse, have been added to better manage your resources across the settlement.
- Additional ambient sounds have been added to liven up your settlements and combat.
- Building variants can now be cycled with the Alt key when placing new buildings.
- Double-wide versions of wall gates have been added.
- Walls and fences can now be constructed at 45 degrees angles. Wall placement has been improved such that parallel walls no longer connect, except at support pillars. NOTE: due to the significant changes to wall placement, these changes may rarely result in some wall segments in existing settlements appearing out of alignment. Simply rebuilding these walls should resolve the issue.
- Load times have been optimized. To benefit from this, the save file needs to be resaved in the v0.9.7 format. In our internal tests, we observed anywhere from 25% to 66% improvement in how long a settlement takes to load. This will naturally vary based on your own setups and system configuration
- RAM usage has received an optimization pass, resulting in reduced RAM allocation for the game, particularly in larger settlements.
- Addressed various UI issues related to UI scaling and 4k resolutions.
- Fixed an issue with Temporary Shelters where they would not quality for villagers to use them despite being stocked. This resulted in villagers in distant work sites dying of exposure when it could have been avoided.
- Optimized villager movement, particularly in large settlements with high populations. This results in villagers being more responsive to their needs and getting their tasks done in settlements with thousands of villagers.
- Fixed an issue where production buildings could become stuck in a paused state despite other instances of the same buildings resuming production.
- Fixed an issue where villagers can end up stuck outside of a Healer’s House and starve to death.
- Fixed an issue where the idle/travel/work times would be miscalculated and display excessive time spent unproductive.
- Fixed an issue where reloading the game would cause deer to respawn prematurely.
- Fixed an issue where immigration events would convert all incoming villagers to males.
- Fixed an issue where rebuild sites would display a builder count out of max 0 builders.
- Fixed an issue where setting a crop rotation to all maintenance tasks would not count as a complete crop rotation.
- Fixed an issue where reloading would reset the destination flag for the starting wagon.
- Fixed an issue where renaming a villager would fail to register inputs if the game was unpaused.
- Fixed an issue where archers would rarely fire their bow but no arrow would be fired.
- Fixed an issue where grazing animals would sometimes not increase area fertility.
- Fixed a rare issue where the game could fail to load.
- Fixed an issue where empty homes would generate tax revenue.
- Color Blind filters have been added to the Video Settings.
- A Brightness slider has been added to the Video Settings menu.
- A new camera keybind has been added to view the map from top-down during building placement.
- Forager’s Garden now lists its maximum yields in the tooltips for each resource.
- Reduced % Soldier Upkeep Cost Reduction on Gildor’s Purse relic to -20%
- Apiaries now benefit from fruit trees.
- Increased feed required to support animals in Barns, Chicken Coops, and Stables.
- Increased Hides and Tallow produced by Cows and Goats.
- Increased Hides required for production of items at the Armory.
- Tier 2 Foragers have received additional tuning.
- Fixed an issue where various buildings had Structural Integrity upkeep added that were not intended to do require it (ex. Town Center, walls, storage buildings, decorative buildings, etc.). This likely had a significant impact on how many resources and builders were required to maintain your town’s buildings.
- Reduced production of Hunter Cabins.
- Traps at Hunter Lodges no longer produce Tallow.
- Reduced taxes generated from Tier 3 and higher shelters.
- Reduced kills required for soldiers to gain veterancy.
- Horsemen now use Shields and their training and upkeep costs have been reduced.
- Military Stable garrison size increased to 12