- This patch fixes a strange bug where loading a quicksave caused graves and other stone stuff to drop some resources. - It also makes sure that when you decipher an ancient altar, the skeleton laying there becomes known, so you see his/her name, culture and background, which makes sense because thats what you just deciphered. (Also, I think stuff like this is pretty cool so I wanted to make sure it works the way it was intended.)
Alright, so this patch is probably the last in this series of minor fixes. Releasing a big patch has this two-steps-forward-one-step-back rythm, so it usually needs some adjusting like this. Thank you for your patience! <3
If all goes as planned it will probably be about a month before the next patch, which will be big. It will include a new biome, Savanna, the ability for the player to become necromancers themselves, new items and more!
Stay tuned!
Best wishes and lots of love! //Mattias
Patch 0.7.0.4 - Hot-fixing the hot-fix
- This patch makes sure you can mine downwards again (my bad!) - Removes a crash related to dismantling ancient stuff like tombs or altars. - Treasure chests which are discovered with no ground beneath them will fall down and not strangely float in the air.
Thanks for all your feedback once again and sorry for the bugs! Best wishes and lots of love! //Mattias
Patch 0.7.0.3 - Improved work-AI + one hopeful fix
This tiny patch actually improves the game rather much (at least if all goes as planned). - All work orders will always check if accessible before a villager attempts to complete it. This will be mostly noticeable with mining orders which are placed out of reach. Previously miners would pace back and forth trying to find a way before eventually giving up. - I am 97.5% certain I solved the crash the previous hot-fix tried to solve. I think the root cause was a memory leak.
As always: should this patch have some unforseen consequences I will be very ready for another patch! Best wishes and lots of love! //Mattias
Patch 0.7.0.2 - One more fix! (EDIT: +one more)
This is related to the crash which gives the following message:
invalid with reference at gml_Object_work_caller_Alarm_0
This hot-fix hopefully gets rid of that crash, but to be 100% honest I am not totally sure, since this new crash really puzzles me. If anyone is able to reliably replicate that bug, please let me know! Otherwise, I hope this will do for now and I will continue to get to the bottom of it.
As always, thanks for the reports, feedback and sorry about the bugs!
Best wishes and lots of love! //Mattias
EDIT: I also just noticed that if you had several factions in the same world and switched between them, it could cause a crash related to the one being saved at an older version of the game. This has been fixed and all saves should now be playable.
Patch 0.7.0.1 (Two tiny fixes)
This little hot-fix removes two game crashes, one related to work in general and one related to mining. Sorry about those and thanks for your reports!
Best wishes and lots of love! //Mattias
Patch 0.7.0.0 - Foes, fixes and physics!
This patch adds the following: - Tombs and altars which can be found under ground, then deciphered and activated. - Two new enemies: Undead giants which smashes buildings and throws large chunks of earth, and Wraiths which belong in a new class on enemies which can only be damages be silver weapons. (So far wraiths will only emerge from tombs that need to be deciphered and activated.) - New enemy behavoir: undead giants and abominations will attack buildings, eventually destroying them. - Physics: If fire or enemies destroy an entire level of a building, all above will collapse. Balconies are also affected by physics. - You can now place wall banners and standards with your faction arms on. - More options available when customzing your faction arms: many more symbols available and you can now rotate the center-"pictures", not just the center-patterns, so to speak. - Since buildings can now be partially damaged the can also be repaired. - A new type of damage has been added: magic damage! It can be guarded against by wearing silver armour or clothes made from silk. (Magic will be a larger part of the game later, currently only wraiths will deal magic damage against the player.) - One new song added to the soundtrack and about 4-5 old ones remastered.
This patch changes/fixes the following: - Many over all improvements to work related pathfinding, such as finding the closest and best position to mine and build from, not standing on balconies being dismantled, etc. - Villages will target the closest work order when done with a task. The previous patch actually messed up the priority of finding more work after completing a task, this has been fixed and also improved. - Many fixes to villager combat-AI. No longer will units ordered to stand guard rush head first into combat, they will check more frequently if to use ranged or melee, when fleeing they will stop fighting right away, and a few more minor fixes. - Villagers will no longer place items inside already full containers. (Finally!) - Sound effects from braziers will always disappear when exiting a game. - Mining background pieces has been fixed and balanced. Previously the drop were sometimes wrong as well as the effects. - Armour decreases has been greatly balanced.* - Added particle effects to mining both chunks and background piecies. - Terrain-damage heals itself over time and no longer scares animals. (They reacted is if an undead were nearby and sometimes even fled.) - Ailments (like bleeding and poison) will always heal. Should there be any problem with this, saving and a loading the game will fix it. - A few crashes have been removed. - Arists table now shows the cost of all items craftable there. - Bleeding damage to undead will stop over time instead of previously being never ending. - Silver weapons now do 30% extra damage as a separate magic attack against undead (which is overall more powerful than the previous 50% atack increase). - Undead attackers will always finish their attack animations even when downing their current target. - Some overall improvement to undead-AI.
There is probably some more fixes which I have forgotten to write down, but these are at least the main ones. I wanted to add another biome as well but I felt that some of these QoL-fixes really needed to be out there as soon as possible.
I think that is it for now. Thousands of thanks for all your feedback, support and kind words! As always: this patch was rather big and made many changes to lots of fundamental code, so I stand very ready to throw in a hot-fix! Best wishes and lots of love!! //Mattias
*I will probably need your feedback on the new damages to armour. Previously a steel breastplate could take about 5000 direct hits from an abomination, so they were basically indestructible. Armour will still defend you greatly and make all the difference between surviving an attack or not, but if the armour blocks the damage (ergo saves your life) it should also be felt, so to speak. This change will also promt me to add a way to repair damaged gear, which I plan to make not-to-much-of-a-hassle, something like a "repair all gear"-work order.
Patch 0.,6.7.5 - Fixing hunting and some more
This patch fixes the following: - Hunters no longer freeze when attacked by an animal. - Beds now load their owners correctly. - When hostile or visiting units can't find any food there will not be a news message. - Doors/Fence gates can always be repaired. (Sometimes the game did not register when clicking on the broken door.) - Animals regain milk slightly slower (75% of previous speed). - Updated one of the tracks. (The flutes got a little loud and too high pitched at a few points.)
- I also added a possible fix for those who reported that some ailments (like blunt trauma and psychic damage) did not go away. Please let me know if this works. In either case, if you have one of those saved games, please contact me so I can have a closer look. =)
Thanks the bug reports, feedback and kind words! Best wishes and lots of love! //Mattias
Patch 0.6.7.4 - More and more fixes!
Additional fixes and some changes: - Food placed in troughs will not rot away way to rapidly, instead it will have the same decay-modifier as default storages, - Poison- and fire-arrows will not apply their DOT if the attack is deflected, blocked or parried. Same goes for animals with poision attacks like spiders. - Units working at blacksmithing stations or work tables will have the correct depth and no longer be visible through walls. - Units whom have been ordered to climb will no longer glitch when to close to blocks. (They game assumed they were stuck inside a block and moved them one tile upwards. A similar glitch sometimes affected bodies being buried: this has also been fixed.) - Units will no longer get stuck at doors when they've been ordered to equip an item or removing unallowed items from containers. - When equipping a weapon or a shield, they will always replace the relevant held item, meaning they will not replace their sword with a shield and then walk around with two shields, etc. EDIT: This "fix" made it impossible to have two one-handed weapons like a short bow and a show sword - this has been fixed now. - Placing lanterns and art on the upper part of floors will no longer set the work-order as inaccessible. - Bloaters will not make sounds when the game is paused.
I think that was it for this little patch. As always: thanks for all the bug reports, feedback and kind words! Best wishes and lots of love! //Mattias
Patch 0.6.7.3 - Mooooore fixies!
This patch does the following: - Gets rid of two crashes, one related to not finding variable '.finalPathX' and the other one (the main reason for this hot-fix) is related to 'Variable Index [-1] out of range [0] - -7.aggroArray'. - Undead and animals stuck inside blocks will now have the same 'bug-fix-escape-mechanism' as humans, meaning they will move one tile up. (One glorious day I will make sure they never can get stuck inside blocks in the first place, but this is unfortunatley easier said than done) - Attacking necromancers/bandits which did not have a clear path got stuck at edges, which is no longer the case. - You can now place doors on buildings that are only one tile wide, meaning you can build very narrow towers, for example.*
Thanks for all the bug reports and feedback, sorry about the bugs and as always: best wishes and lots of love! //Mattias
EDIT: I made a few more fixes and uploaded a new version under the same version-number: - When starting a new game, trees and nature-stuff (like grass or herbs) should no longer overlap, making it a hassle to give correct work orders. - When starting a new game there will no longer be empty spots which for no apparent reason are none-buildable. - When placing the door in the final part of the tutorial, you can no longer place it on the roof or on pre-existing door work-orders.
*Previously doors could only be placed if the building was at least two tiles wide. I don't exactly remember why I implemented this in the first place, maybe for no good reason at all or maybe I foresaw some bugs which I no longer remember, but anyways: I think it should be fine. =)
Patch 0.6.7.2 - Two small fixes!
This little patch does the following: - It removes one fatal-crash related to moving items. - It removes fishing work-orders that are no longer relevant, ergo the fishing spot has been removed. Please note that this might take a little while before all the unwanted orders are gone.
Best wishes and lots of love! //Mattias
EDIT: I hurried to add another fix: visitors/attackers appearing from either the east or west previously got bugged and behaved strangely, sometimes teleporting or falling into the area, this will no longer be the case. Sorry about that one!