Steam Latest Updated to develop-2521

Here are the patch notes for this release:

Bug fixes

  • Fixed bug causing hearthlings to appear stuck in the ground.
  • Fixed error starting hearthling tasks when loading a game.
  • Buildings with flat roofs now build.
  • Fixed many scaffolding issues.
  • Fixed assertion error when designing custom buildings.
  • Fixed bug placing templates near cliffs.
  • Fixed pausing construction on a building.
  • Make sure ‘Finished Editing’ button is shown when drawing floor or raising walls.
  • Fixed UI issues for buildings actively under construction.
  • Fixed issue building ladders without a proper destination.
  • Fixed error finding path to item that is being moved (mostly crates).
  • Fixed bug trying to pick up items that were destroyed.
  • Fixed error when hearthling tries to start task on an item that was recently moved in/out of storage.
  • Fixed error in the population tracking code.
  • Fixed bug causing the trader in the trade encounter to return immediately.
  • Fixed bug that started the next encounter too soon.
  • Fixed bug that showed dialog for entities that were dead.
  • Fixed bug counting items when using the crafter maintain function.
  • Fixed floating plants.
  • Promotion window now live updates.
  • Hearthling activities now live update again on the citizens window.
  • Fixed categories for the plushie toy rabbit, wooden piggy bank, normal and wicked firepits.

Other Changes

  • Blonde and sandy hair variants are now available for female hearthlings.
  • Base hearthling attributes now use a gaussian distribution (bell curve).
  • Major performance gain when placing traps in areas with lots of items.
  • Level 1 Farmer is now a requirement to promote to a Cook.
  • Crop growth rate has been tuned to be slightly slower.
  • Exit game now has a confirmation dialog.
  • More text fields have been internationalized.
  • Make the terrain highlight service mod friendly for adding new types of minable resources.
12 Likes

But… but… I liked level 3!
Does it show the job opportunities thing in the farmers skills now?

1 Like

[quote=“Albert, post:1, topic:15104”]
Blonde and sandy hair variants are now available for female hearthlings.
[/quote]nice! it always good to get more variation!

[quote=“Albert, post:1, topic:15104”]
Make the terrain highlight service mod friendly for adding new types of minable resources.
[/quote]woot! this should be good for my mod then!

level 3 was never a requirement though…

2 Likes

I can never confirm leaving this epic game… Looks like I’ll have to be on forever :c

2 Likes

What!? But… but…
8BitCrab used confusion!
Sandwitch was confused!

2 Likes

well at least it wasnt derailment this time :laughing:

1 Like

Woohoo! happy bum wiggle

Backwards compatibility to 2513?!?! Huzzah! I can keep Morningwood going!

2 Likes

but not all of them :wink:

:smile: yay!

:heart_eyes: yay!!

:tada: :confetti_ball: (I’m so happy, this was pending from so long ago…)

And overall applause for everything else :clap:

Good job, keep it up!


Leaving this update aside, I have a question, @sdee . Will the recipes in Alpha 12 change much, with the crafter system revamp? Or would there be only minor changes, like adding a workbench to the recipe and little else?

2 Likes

The recipes themselves? Mostly this. There will be some minor changes to the crafter description file, too. Most of the changes are in the AI and UI. Unfortunately.

2 Likes

:sweat_smile: I was concerned for the mods around that consist mostly on new recipes. I just wanted to know how much time/effort would it take for the modders to update their list of recipes…

1 Like

Mostly, you have to add the target workbench type. If you do not add this, the recipe should still work, but they will make the object without a workbench.

2 Likes

The other day I thought that it might work like that. But the crafter would look like a conjurer then :satisfied:

:smiley: Hmm this opens so many possibilities too. I still remember the games where you had to buy each cooking tool separately to be able to make all the recipes. Really inspiring for those people who implemented their own crafting class, I’m sure they’ll make good use of this feature.

2 Likes

hmmmmmm thats a good opportunity - so a normal villager can make a little campfire and the mason can make a firepit or the villager can make a normal axe and the blacksmith can make bronzeaxes etc. ^^

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Considering Alpha 12 sounds like it will be largely revamping the crafters’ stations, is there any chance that assignable dropboxes/stockpiles for specific stations might be looked into at this time? I’d love to have more control over where completed items are sent, so they aren’t shipped to the miscellaneous stockpiles on my outskirts I always seem to have, making them ripe for the picking for goblin thieves.

Different priority levels for storage areas would also be highly appreciated, so that the areas closest to the crafters get new raw materials first.

2 Likes