1.0.35.9 (14 March 2025)
Bug Fixes
- Fixed a small memory leak.
- Fixed an issue where merchant AI would continue despite them being captured.
- Fixed an issue where entities weren’t being removed after dying.
- Fixed an issue where entities weren’t eating, drinking, or sleeping after changing faction.
- Fixed an issue where entities were holding on to inventory items, which would also cause them not to eat or drink because they couldn’t pick up more items.
- Fixed an issue where entities would dump all their items at a stockpile, and some items could spill out of the room.
- Fixed an issue where entities were not carrying their max inventory capacity when stockpiling rooms.
- Fixed an issue where plants weren’t regaining health.
- Fixed an issue where entities would move extra slow when walking and possessing a move speed debug.
- Fixed several issues with tooltip text not lining up correctly.
- Fixed an issue where merchant trade tooltips weren’t displaying for items.
- Fixed an issue with pathfinding when trying to build a multi-level ladder.
- Fixed several issues related to entities standing around idling.
- Fixed an issue where the invert scroll wheel setting wasn’t changing the camera scroll direction.
- Fixed an issue where water would fill blocks extremely slowly.
- Fixed an issue where simulations weren’t accurately processing at time scale speed.
- Fixed an issue where building a block of water on plants instantly killed them.
- Fixed an issue where sfx were playing rapidly. This was most apparent when entities picked up lots of items.
- Fixed an issue where summons showed “New settler born!” notification.
- Fixed an issue where the starting storage room boundaries could be larger than the container positions.
- Fixed an issue where starting level wasn’t increasing skill level.
- Fixed an issue where the leader health was half full when first becoming leader.
- Fixed an issue where “unknown” blocks were appearing on the surface.
- Fixed an issue where rooms weren’t being displayed when searching.
- Fixed an issue where room jobs weren’t starting if another job existed at the workstation location. i.e., wood plank blueprint underneath the workbench.
- Fixed an issue where leadership statuses weren’t visible to the player.
- Fixed an issue where the nax hedge lantern wasn’t producing light or heat.
- Fixed an issue where one could get stuck in the loading screen rarely because of a rounding error.
- Fixed an issue where some steel weapons were worse than iron weapons.
- Fixed an issue where butchering certain animal remains would not drop hides.
- Fixed an issue where the loading screen would not align to the window after the resolution is changed.
- Fixed an issue where pathing wasn’t updated correctly and it would keep entities getting to certain locations.
- Fixed an issue with eat/drink not prioritizing over build jobs.
- Fixed an issue where VFX on the overworld were clamping to the bottom of the map.
- Fixed a couple of issues where the capture mechanic wasn't working.
- Fixed an issue where using out-of-date mods would lock the game.
- Fixed a typo. Sheer is now Shear.
- Fixed an issue where boil used other props besides cauldrons.
- Fixed an issue where lists weren't updated. Notably on entity death.
- Fixed an issue where items weren't being equipped properly.
- Fixed an issue where uniform items weren't equipping by priority properly.
- Fixed an issue where Saga unlock FX wasn't playing.
- Fixed an issue where entity xp requirement to lvl wasn't scaling correctly.
- Fixed an issue where sleeping in a bed was increasing energy at the same rate as sleeping on the ground.
- Fixed an issue where cows wouldn’t produce milk.
- Fixed an issue where not all idle animations were playing.
- Fixed an issue where settler overview lists weren’t updating when professions changed.
- Fixed an issue where the seed input would take letters and numbers.
- Fixed an issue where room default stockpiles weren’t setting their preset item permissions.
- Fixed an issue where unclaimed items tooltip showed entries that were 0.
- Fixed an issue where the rooms and blueprints weren’t updating after a new room or blueprint was created/discovered.
- Fixed an issue where an entity would equip the wrong item from their inventory.
- Fixed an issue where entities weren’t being removed from control groups after dying.
- Fixed an issue where XP was awarded for killing a friendly entity.
- Fixed an issue where room props were displaying as missing when they weren’t.
- Fixed an issue where thatch roofing wasn’t appearing in the research window.
- Fixed an issue where death reason was showing the tooltip id.
- Fixed an issue where move orders would be ignored if the entity was in combat.
- Fixed an issue where hold position would be ignored if the entity was in combat. The entity will still enter combat if the target is directly adjacent to them.
- Fixed an issue where control groups and world markers could not be created with the hotkey “Ctrl+#”.
- Fixed an issue where dead entities were not showing up in entity family lists.
- Fixed a bug where Ancient last names didn’t have “The” between the first and last name.
- Fixed an issue where some items would be consumed for jobs instead of emptied. i.e., watering plants was using the item instead of producing an empty glass container.
- Fixed an issue where hostile entities would build wood platforms while out in the ocean.
Tuning/Content/Polish/Misc
- Improved rendering performance.
- Added toggle to show/hide inventory entries at zero.
- Added toggle to add/remove world item count to item total count in inventory window.
- Added toggle to add/remove carried item count to item total count in inventory window.
- Added toggle to add/remove equipped item count to item total count in inventory window.
- Added set faction “-f” option to the set command to change selected entity faction.
- Added separate hotkey to lock current tooltip (left-ctrl). This allows you to lock the tooltip without having to click the block (though you can still do it through this method).
- Cleaned up tooltips: Moved extra entity info to entity overlay window, added tooltip for hovering over statuses on several other UI elements.
- Added entity overlay window.
- Added more info to indicate plant is not getting enough light on tooltip.
- Polished room production screen.
- Polished notifications and tracking top bar.
- Added rooms to tracking bar.
- Saga research is now unlocked with kingdom points instead of time.
- Entity starting level is now determined by kingdom level.
- All profession skills are now increased on level up instead of randomly.
- Settlers now start out with basic tools.
- Entities now start with three default uniforms (individual, race, and profession) with default items preset.
- Added some more entity names.
- Added animal profession to help organize animals better.
- Re-added visual to grid to indicate when block has obstruction above it.
- New room names are now suffixed with A, B, C→AB, AC, AD instead of 0, 1, 2, 3…
- Added Global Buffs which are unlocked in the research window. These affect all entities of the settlement.
- Added several new research nodes to unlock.
- Integrating citizens is now unlocked in the town hall. This is intended to be an ability unique to humans.
- Integrating citizens now requires writing instead of hauling.
- Separated market into its own window.
- Entities can now earn XP from skills outside their core skillset (skills associated with the profession). However, the amount of XP earned is much lower.
- Added item discovery requirements to some of the research nodes.
- Performance improvements.
- Added notification to indicate entity caught in cage.
- Re-enabled item decay.
- Entities without a default generated or given name will show up as ???.
- Thirst and hunger will now be removed at 50% instead of 80% after eating/drinking.
- Neutral and hostile entities no longer start with the metabolism status. They should get it if captured!
- Improved room performance when many rooms are designated.
- Added common props to room tooltip.
- Tuned combat mechanics and entity behaviors.
- Improved performance for when hostile entities are on screen trying to reach the player.