Patch 1.11.0.17 is live
Hello everyone,
We have just released patch 1.11.0.17, which focuses on a wide range of fixes and addresses several community-reported issues.
Full changelog:
Gameplay
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Fixed: Aspirations could be completed without fulfilling all required "sub-quests."
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Fixed: Estate Specialisation events now respect Aspiration restrictions for objectives, preventing invalid placement options in restricted Monuments (e.g. Build a Great Hall in a Castle when choosing “a prosperous priory”)
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Fixed: The Bailiff was not gaining experience.
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Fixed: Workplaces could occasionally produce goods without consuming resources if a worker brought resources while others were already waiting for work.
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Fixed: Housing collider issue that prevented villagers from entering their homes until reload.
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Fixed: Tier 3 Houses were being built even without the required paved roads.
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Fixed: Tier 3 Houses would not downgrade back to Tier 1 if patrol coverage was removed and Tier 2 requirements were not met.
Buildings & Construction
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Fixed: Deleting a gate snapped to a wall, whether built or in preview, would leave a hole where the gate was removed.
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Fixed: Monument sub-buildings that allowed multiple parts, such as a dorm, could have their function switched to single-part buildings, such as the Apiary and vice versa.
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Fixed: Monument decorations now appear immediately upon unlocking while editing a Monument, without needing to select another building.
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Fixed: The Cheesemaker is no longer missing its production progress bar.
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Fixed: Attach nodes remained visible after a part was built under specific circumstances.
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Fixed: Issues with input capacity of production buildings when initially placing or moving additional building parts.
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Updated: Missing descriptions to Rustic Tavern decorations.
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Updated: Renamed some Castle Walls for better clarity.
Military
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Fixed: Soldiers sent on a mission could become visible on the map after reloading the game.
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Fixed: Soldiers were shown stacking on top of each other at the map exit location during military missions.
UI / UX
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Fixed: Interactive buttons on the Map Generation screen were unreachable on lower screen resolutions.
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Fixed: The Trader window can now be pinned and will remain open when interacting with other buildings.
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Fixed: A large, empty resource tracker remained visible if all resources were removed from a storage building in a specific order.
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Fixed: Monument Part editing buttons could remain visible for a previously selected part when using the sub-building checkboxes.
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Fixed: Patroller and Watchman jobs were missing from the job list.
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Fixed: An unnecessary vertical scrollbar could appear in the Royal Book resource list on certain resolutions.
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Fixed: Player-owned territory boundary could become visible upon reloading even if the setting was toggled off.
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Updated: Community Localisation
Modding
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Exposed Resource Removal’s ResourceList.
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Added Initial Scale to the Scaler constructor.
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