1.5.1 Patch Notes
Balance Changes- Donkeys and Horses will usually now spend 3 game years as adults and 1 as old (before it was 2/2). This will bring up their reproduction rate to the same level as cattle. AI Changes - Domestic animals escape from raiders when not sheltered, even before being attacked. - People will now build structures even if very hungry when there is no food available, this can easily happen in Nomad mode. - Fixed issue with animals sometimes stuck in a loop in or near rivers/lakes Quality of Life - "No space in stables" warning is now only shown in Autumn or Winter. Modding fixes - When two scenarios use the same string ID, the game will now display a very obvious warning at startup. - Fixed crash when spawning items for humans in scenarios and there is no space to put them. General Fixes - Iron Sword now uppercase like the rest of the tool names. - Improved appearance of "Requires Tech" tooltip for context actions. - Fixed issue of animals/humans using the wrong idle animation when switching model (this is triggered by switching Age or outfit). - Fixed issue that could cause 2 trees to grow in the same place sometimes. Let us know about any further feedback you might have in our forums!
1.5 Patch Notes
[embed]https://www.youtube.com/watch?v=_A5dOFhxeqo[/embed]
This is a new implement that can be used to plant crops a lot faster and without penalty to morale. Has to be pulled by either Cattle or Horses.
This new structure allows you to park Sledges/Carts/Plows in it, improving the organization of your settlement and opening new ways of optimizing work.
We are adding an extra human appearance per Gender/Age/Era, 12 in total.
- It is now possible to precisely alter the distribution of trees, deposits, details and objects in custom Environments. - New Workshop Uploader integrated in the game, that makes the process of uploading scenarios and translations a lot simpler. - ConditionEntityNearMarker action in scenarios now works with any type of entity. - Fixed issue causing traders not to bring techs costing over 20 knowledge points if changed tech cost multiplier. - Added new CurrentGameMode, CurrentStartMode and CurrentEnvironment values for ConditionValueEquals
- New Plowing technology. - Plant and harvest tasks are now generated in rows, with the closest plants to town going first. Audio - UI SFX volume reduced slightly. - Added panic sounds for humans. Gameplay changes - Only adult domestic animals can now be used to pull Carts or Plows. - Only adult Goats or Cattle now produce Milk. - Milk production time reduced from 0.2 years to 0.18 years. IA - Better usage of transports overall. Misc - Improved the way transports and animals follow humans, this also reduces clipping against structures. - New larger and more visible mouse pointer. - Improved Leather and Tanning icons. - Raiders now ignore megaliths and mines. - Performance optimizations in combat code, which should make mods with a ton of raiders run more smoothly. - Removed most artifacts in tinted models. - Fixed issue with river sound not updating it's volume properly when game paused. - Load is now centered when just one object is being carried on sledge or cart. - Added some more syllables for random names. - Fixed typo in burials text. - Fixed selection box on bridges under construction.
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