Storage Depots are nice addition as drop-off points BUT…they catch rats, meaning that rat catchers are needed and at distant locations. May I suggest a downward tweak in their attractiveness to rats or something else that would prevent them from being more of a pain than needed in the middle-to-late game phase?
you weenie!
V0.9.7b has just gone live. This hotfix addresses a number of recently reported issues.
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.
The issue with the “Robbed” message appearing in the raid fanfare has not been fixed.
Even when no villagers are harmed and no resources are stolen, the “Robbed” message still shows up.
Additionally, the number of raiders announced before the attack is often inaccurate. For example, a notification may say there are 25 raiders, but 27 actually appear during the raid.
I encountered a situation where villagers frequently starved to death despite having food on them. Additionally, there were some villagers who were “drinking ale” far away from the tavern, and manually directing them to move did not improve the situation.
I suspect that if a settlement isn’t enclosed by walls—meaning raiders have direct access to facilities like the town center—the battle result can still end up as “ROBBED,” even if we took no actual damage.
In any case, the current version is in such a terrible state that I honestly can’t understand what qualifies as “fixed” in this update.
Since this is an official release with no option to roll back, we have no choice but to endure this mess.
We are in the process of rolling out v0.9.7c to address critical issues. This hotfix should go live later tonight.
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.
Thanks Zantai.
Game loaded fine, playing onwards, thx for the fix.
Hi!
I would like to ask if the localization of the game could be expanded?
For years, we have been working on a hungarian fan translation for the game, and we continuously update it (manual translation, perfect quality).
Is there a possibility for this translation to be added to the game?
Maybe we could collaborate through an email address or on Discord, Facebook, or another platform? (If you could continuously send us a CSV or TXT, etc. file, we would keep it updated before each release.)
When moving horsemen or lancers, the fog of war is lifted later than it should be. Sometimes the horsemen go completely into the fog of war and stay there for a second or two while i wait to see what they just rode into. Population 2200. Speed 3X. I haven’t noticed if it is worse for one unit type or the other, but it doesn’t seem to be terrain related. It seems like a performance issue. I have rarely played to this level of population, so i’m not sure what is normal.
V0.9.7d hotfix is going live.
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.
That moment of time when the game re-checks for shelters when you load is brutal. I get the why it happens but still stinks if you lose too many or vital people.
On winters being harsher for exposure deaths, would you consider rebalancing against Immigration inflows during such times, then? Currently playing a game where at the start of winter, I seem to get a Housing Shortage from immigrants at the worst possible times.
This is an obvious bug, but to be honest, I don’t want it fixed. The reason is that it allows me to easily find enemy pikemen, who are the natural enemy of lancers, among enemy groups.
It would be great if a feature could be added where enemy pikemen are highlighted with a red line when selecting a friendly lancer unit, improving visibility.
IMO, that’s fixing the symptom rather than the cause. I’d rather than soldiers and raiders kept their formation better when fighting, and stayed a little bit more spaced apart, rather than turning into a giant melee as 100s of people squeeze through a single tile gap in the wall every time. Not only would this make battles more interesting, it would also let us see (and read) what’s happening.
Love it and the new coloring. High fertility farm areas and orchards show different from newer fields.
Hot/cold only, three up chevrons or nada. Empty nest showed two down chevrons. Nest with 1 remaining was three up chevrons. Not sure if this is intentional or not.
Still using meters, unfortunately