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Меню

Alpha 5 patch 9 hotfix 43

Had to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to release a final version of the game, so polishing the fundamentals is just as important as adding new major features. Meanwhile some new features did slip in as a side effect of said refactoring.

Added/changed:

  • New fences will now replace previous ones if built over (no overlap)

  • Default animal feed stock values are now proportional to livestock size and consumption

  • Trade boats will now fold their sails while moored

1 / 1 · 100%
  • Trade boats will now lower their mast to pass under a bridge
1 / 1 · 100%
  • Stable can now have dedicated pasture
1 / 1 · 100%
  • Horses can now also graze on a field

  • Horses now require both grain and hay (or grass) for optimal health

  • Stables/saltworks/wagon sheds in old saves will get certain amount of grain and hay for free if needed for transition to new mechanics

  • Stable now has "Livestock limit" slider

  • Can now change a field to fallow even if not all harvest stooks gathered yet

  • Animals with lower health produce less resources when slaughtered

  • Oxen in ploughs can now be combined if two ploughs with only one ox

  • Now visualizing connection to linked building on warehouses and cart parkings

  • Animals now have health property which depends on feed quality

1 / 1 · 100%
  • Livestock buildings now have feed rationing setting for emergencies
1 / 1 · 100%
  • Draft animals with lower health move slower

  • Milk and wool production also depends on animal health now

  • Updated help pages for buildings with new features

  • Added a notification if grass quality is low around a dryer

  • Added an option to allow forestry workers to plant trees

  • Added a notification on a wagon shed and farm if a draft animal replacement is needed

  • Clicking on wagon/boat/plough icon will now focus on it

  • Added a health bar for plough and wagon animals

  • If ploughing skipped on a field, but a plough arrived to farm, the field will now switch back to plouging if possible

  • Clicking on ordered cart/plough/etc. will focus on a building where it's being built

  • Now the "Next" button in fields works even if ploughing started

  • Now showing notification if there's no available cart to supply resources

1 / 1 · 100%
  • A few slight optimizations

Fixed:

  • It was possible to remove fences from building by demolishing an adjacent building (only fixed for new builds)

  • Windmill didn't function properly

  • Animals didn't consume water when on pasture

  • Livestock feed consumption could depend on game speed and fps

  • Potentially fixed all the weird behaviors related to slaughtering and relocation of animals

  • Slaughtering from saltworks produced twice the amount of resources

  • Another case of wrongfully blocked buildings

  • Some UI overflow conditions

  • An incest loophole for widows and widowers

  • Bad performance when forestry is selected (on some machines)

  • Ploughing visuals were lagging behind the plough in some fields

  • Cowshed or stable manager could take the last animal required for breeding

  • Boatyard could show inaccessible orders in total count

  • "Optimize bulls livestock" could misbehave sometimes

  • Rowhouse lods didn't have color variation

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