June Update
Author: pogosan,
published 4 months ago,
Thanks to your feedback and suggestions that you've been kindly submitting on our Discord, Steam Forums, and Reddit, we've managed to compile this large update introducing major quality of life improvements and much-needed fixes to reported problems!
Along with countless overhauls and tweaks to management, deliveries, book reading, and other parts of the game, we also added practice fights. You can now spar with your companions and other players in co-op to learn combat and hone your skills in preparation for bandit camp changes, where they will establish new camps in uninhabited lands, and if you're up for it, new difficulty settings for brigand reclamation parties.
[previewyoutube=o4czSNaAccY;full][/previewyoutube]
[h3]Mastering Combat[/h3]
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[*] Added practice fights against your villagers and other players in co-op to hone your skills in combat safely.
[*] Added new difficulty settings for frequency and strength of brigand reclamation parties against liberated villages.
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[h3]Structures[/h3]
[list]
[*] Added ability to copy structure settings between buildings like priorities or storage filters when a structure supports all orders of the same type.
[*] Added buttons for structure renaming directly to management screens for an easier use.
[*] Made it impossible to build structures on top of mud and peat, so valuable resources aren't lost; simply harvest them to build there.
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[list]
[*] Fixed minable rocks getting destroyed by placing structures on top or near them.
[*] Fixed Weaver Loom and similar structures disappearing for clients in co-op.
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[h3]Settlement Storage[/h3]
[list]
[*] Made items still be considered available for production if stockpile storage rule Min is above 0; items used to be completely invisible until the Min is reached.
[*] Added ability to set up top-up orders for outpost deliveries, allowing consistent export of goods.
[*] Made outpost deliveries respect storage filter settings; food will be brought to Food Cellars, weapons to Weapon Racks, etc.
[*] Improved worker item delivery logic when canceling outdated deliveries in the settlement.
[*] Split Equipment storage filters into Armors, Weapons, Tools, Gear, and Ammo to allow more granular setup.
[*] Added Weapons and Tools storage filters for Weapon Rack.
[/list]
[list]
[*] Fixed incoming item delivery not getting updated correctly after editing stockpile storage rules.
[*] Fixed items that are currently being delivered not counting towards top-up orders resulting in overproduction.
[*] Fixed not all items appearing on stockpile storage filter lists.
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[h3]Villagers[/h3]
[list]
[*] Overhauled book reading and introducing a menu about skills that will be improved, time of reading, and other useful information.
[*] Added Morale tab to villager inspect screen showing full information on what causes their current values.
[*] Made unemployed villagers start doing a job instantly after being assigned to it instead of waiting until the current walking destination is reached.
[*] Added ability to change priorities even when they're grayed out; for example on villagers when a job isn't available.
[*] Made villagers drop tools and resources to correct stockpiles respecting storage rules when they’re using staging ground, switching jobs, etc.
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[list]
[*] Fixed villagers walking long distances to pick up loot bags near road signs.
[*] Fixed rare cases of workers getting stuck in behavior until switched to companions and back.
[*] Fixed trapper thinking the job is invalid if there are no delivery requests.
[*] Fixed trappers sometimes get stuck when not being able to skin caught animal.
[*] Fixed villagers getting stuck when using or walking near Rabbit Traps, Cabin, Lumbermill, and Forester.
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[h3]User Interface[/h3]
[list]
[*] Added reclamation party notification similar to raiders to indicate when they’re moving out.
[*] Added new unique icons to all knowledge books to distinguish between their types and tiers.
[*] Added unique icons to various items that had them shared, making it confusing which item is which.
[*] Added missing icons to the map screen for Iron Ore and Cotton locations.
[*] Adjusted positions of Granite icons on the map screen to match their locations better.
[*] Tweaked and cleaned up attributes screen and different skill effects.
[*] Removed map icons from fences, making it difficult to read what other structures are there.
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[list]
[*] Fixed incorrect tooltip text on some of the bandit camp loot.
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[h3]Guards & Companions[/h3]
[list]
[*] Made Call to Arms allow switching reservists to either guards or companions for a quick army gathering.
[*] Made guards not switch to workers when starving; guards will instead flee from enemies in that case and try to eat, but stay as guard.
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[list]
[*] Fixed enemies never disengaging when chasing player companions.
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[h3]Tier 3 Improvements[/h3]
[list]
[*] Added 2 new Advanced Pit Saws to Lumbermill with much more efficient recipes for planks than the low tier Pit Saw.
[*] Added Trapper Station and Drying Racks to Hunter's Lodge.
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[h3]Tier 1 Improvements[/h3]
[list]
[*] Changed Lubomir's quest to allow hiring before building a Housing Tent for him, so he helps to build his own house.
[*] Replaced Lubomir's Primitive Club with Simple Axe to allow him to gather Logs for his Housing Tent.
[*] Made Outhouse unlock automatically after researching Farm instead of being buildable from the start; many of you were accidentally wasting resources on it too early.
[*] Slightly reduced building cost for Campfire, Foraging Camp, and Logging Camp to adjust the early grind before more workers become available.
[*] Tweaked Winter Cloak; added 2 armor value, changed the name to Fur Cloak, removed description about winter, as it currently doesn’t provide a buff.
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[h3]Bandits[/h3]
[list]
[*] Overhauled bandit camp migration to work properly in Highlands and Swamps; disabled migration in Lowlands as a starting area - Bandits will send migration parties from their camps to settle in lands previously cleared to allow for continuous gameplay.
[*] Added new bandit settlers coming to Karvenia when there aren't any camps left, so they establish entirely new camps on uninhabited lands.
[*] Set up correct bandit camp threat areas to improve them for the overhauled camp migration.
[*] Removed map icons from quest camps not to make them seem like just another bandit camp.
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[list]
[*] Fixed bandit patrols getting stuck inside camps in late game areas; should allow modders to read logs more easily now.
[*] Fixed bandit camp loot sometimes falling under the ground, preventing the camp’s icon from ever being removed after clearing it.
[*] Fixed one of the medium difficulty bandit camps having an easy camp icon.
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[h3]Combat[/h3]
[list]
[*] Made recovery time shorter for one-handed shields to better match other weapon types.
[*] Fixed combat modifiers to reduce attack speed penalty when using one-handed with shields.
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[h3]Other Improvements and Fixes[/h3]
[list]
[*] Made Old Coins and animal trophies be destructible in Outhouse; they were considered quest items before.
[*] Improved the timing of spawning weapon swing sound effects.
[*] Updated heavy weapon swing sounds to be unique from other weapons.
[*] Improved and tweaked various sound effects of characters landing on the ground.
[*] Tweaked concurrency settings on some UI sounds not to spam them when played close together.
[*] Added new UI sounds for managing sliders.
[/list]
[list]
[*] Fixed various crashes caused by quests.
[*] Fixed incorrect tool tiers on some Tier 2 axes.
[*] Fixed feet sliding while stabbing with one-handed and shield.
[*] Fixed player-built lanterns having too strong and flickering lights.
[*] Fixed floating chest in Belltower POI.
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