


🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Important: Because of the added ranch jobs, you might run into problems when resuming pre-patch save files. I try to avoid save-game incompatibility, unfortunately it is sometimes unavoidable that this happens. If you do run into problems, you can switch to the branch "6.7.2019" to resume your save game. Thank you!
Content
- Pastures! You can tame wild animals (currently cows, pigs, horses and sheep) and bring them into pastures. Cows can be milked, the other animals don't do anything yet.
- Content: Added the big bonfire, which has a larger claim and vision range.
Miscellaneous
- Gameplay: Vision now extends around rally flags.
- UI: The game now prevents you from removing tracks, train stations and factories while a train is driving on them.
- UI: You can now see how long it takes until an animal can be "harvested".
- UI: The ship panel now shows big numbers correctly, e.g. "1.2k" or "26k".
- UI: New hotkeys: home/end = zoom in/out, F5 = open colonist management screen, Numpad 0-3 = Game speed, 1-5 = Open build menu tabs.
- Modding: Fixed xml scheme to no longer show errors when elements are out of order.
- Visual: You can now see which mountains contain something. Deprecated the mountain content display.
- Help: When you cancel a construction job, ingredients that were carried outside of your territory are now returned.
- Modding: Fixed the missing end line in the scheme file.
- Gameplay: The colonists now only fill 8 of the 10 shipping port tiles to prevent deadlocks.
- Gameplay: Vision is now spread around bonfires, not colonists. (Saves performance when you have many people)
- Misc: House entrances can now be exact positions.
Performance
- Performance: Overlays are no longer updated when invisible.
- Performance: Improved performance of bonfire build preview.
- Performance: Added some debug outputs to find the performance issues after longer play times. If the game starts to lag, please send a short bug report, the performance data will be sent with the bug report.
Fixes
- Fixed: Infinite cow milking. :)
- Fixed: Colonists stealing from automated workshops.
- Fixed: Some side-effect issues regarding autofarms and automated workshops.
- Fixed: The game is now more tolerant when it cannot find a type (e.g. when a mod was removed).
- Fixed: The map generation algorithm now ensures that there are no inaccessible tiles which caused all sorts of problems.
- Fixed: Production targets for custom maps getting lost after load/save
- Fixed: Trading tier for cargo ports should now remain after load/save.
- Fixed: Endless loop when a building produces items it is built from.
- Fixed: Roads under construction are not cancelled when removed.
- Fixed: Roads under construction are now displayed as transparent.
- Fixed: Position of automatic workshop outputs with even size.
- Fixed: Shipping port can no longer be built on other buildings.
- Fixed: Ugly shadow bias of production buildings.
- Fixed: Several errors related to modding and the new pastures.
- Fixed: Greenhouse planting on wrong tiles.
- Fixed: Games saved with pre-8.7.-version not loading.
- Fixed: People not sleeping in houses.
- Fixed: Incorrect number in stockpile displayed for tools/weapons.
- Fixed: Zone fences invisible after loading. Probably.
- Fixes: Some smaller fixes.
- Fixed: Starting position under FoW.
- Fixed: Camera rotation is no longer tied to game speed. Unfortunately rotating while paused is not possible with Cinemachine. :(
- Fixed: Cargo ships no longer arrive while the shipping port is under construction.
- Fixed: Cargo ships now disappear when the shipping port is removed.
- Fixed: Deconstruction a station / stockpile now removes the associated logistics jobs.
- Fixed: Selected language not saved.
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