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:
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New fences will now replace previous ones if built over (no overlap)
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Default animal feed stock values are now proportional to livestock size and consumption
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Trade boats will now fold their sails while moored
- Trade boats will now lower their mast to pass under a bridge
- Stable can now have dedicated pasture
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Horses can now also graze on a field
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Horses now require both grain and hay (or grass) for optimal health
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Stables/saltworks/wagon sheds in old saves will get certain amount of grain and hay for free if needed for transition to new mechanics
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Stable now has "Livestock limit" slider
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Can now change a field to fallow even if not all harvest stooks gathered yet
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Animals with lower health produce less resources when slaughtered
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Oxen in ploughs can now be combined if two ploughs with only one ox
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Now visualizing connection to linked building on warehouses and cart parkings
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Animals now have health property which depends on feed quality
- Livestock buildings now have feed rationing setting for emergencies
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Draft animals with lower health move slower
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Milk and wool production also depends on animal health now
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Updated help pages for buildings with new features
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Added a notification if grass quality is low around a dryer
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Added an option to allow forestry workers to plant trees
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Added a notification on a wagon shed and farm if a draft animal replacement is needed
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Clicking on wagon/boat/plough icon will now focus on it
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Added a health bar for plough and wagon animals
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If ploughing skipped on a field, but a plough arrived to farm, the field will now switch back to plouging if possible
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Clicking on ordered cart/plough/etc. will focus on a building where it's being built
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Now the "Next" button in fields works even if ploughing started
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Now showing notification if there's no available cart to supply resources
- A few slight optimizations
Fixed:
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It was possible to remove fences from building by demolishing an adjacent building (only fixed for new builds)
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Windmill didn't function properly
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Animals didn't consume water when on pasture
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Livestock feed consumption could depend on game speed and fps
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Potentially fixed all the weird behaviors related to slaughtering and relocation of animals
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Slaughtering from saltworks produced twice the amount of resources
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Another case of wrongfully blocked buildings
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Some UI overflow conditions
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An incest loophole for widows and widowers
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Bad performance when forestry is selected (on some machines)
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Ploughing visuals were lagging behind the plough in some fields
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Cowshed or stable manager could take the last animal required for breeding
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Boatyard could show inaccessible orders in total count
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"Optimize bulls livestock" could misbehave sometimes
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Rowhouse lods didn't have color variation
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