Lots of small optimizations (around 10-20% performance boost)
Added an option to disable supply source problems notification
Fixed:
Incorrect family tree items in some cases of marrying a widow/widower
Wrongful notification related to supply source list (when set to 0)
Trade deal window didn't return to previous pause state on close
Crash on bridge demolish in some cases
Cancelling vehicle orders messed up the game and led to crashes
Potentially fixed one of the causes for random crashes
Alpha 5 patch 9 hotfix 6
Added/changed:
Citizens who live farther from workplace will now work longer to compensate the travel distance
Increased maximum number of workers at an oil workshop to 5
Increased maximum number of workers at the forestry to 7
Slightly rebalanced how multiple forestries distribute jobs between them
Added a notification when a resource is not available at the specified supply source, but available elsewhere
Added a message when trying to add supply source for water
The game is now set on pause when trade deal window is visible/li>
Added more info in farm help page
Not showing "Storage is full" on stone storage anymore
Some minor optimizations
Fixed:
Crash on adding a supply source
Could add same supply source twice
Could add the building to its own supply sources list
Crash when delivering a resource to a camp storage which is emptied at the moment
Distillery didn't show if it's missing fuel before distilling
Couldn't cancel a cart/wagon order when it's stuck collecting resources
First-built buildings had priority in getting laborers
Laborers could walk extremely long distances for work in some cases
Crash related to saltworks
Another random crash
Crash related to widows/widowers
If you'll get bored waiting for Alpha 6 release, check out our little side project's second installment, which is also a great way to support Ostriv's future development:
Added an option for gradual harvesting of orchards to reduce spoilage
Increased maximum number of workers at a trading post/dock to 6
Slightly optimized performance around supply chains
Slightly improved lighting on trees when viewed from distance
Fixed:
Couldn't store fishing nets and threads in warehouses
Crash when clearing trees for a field
One more case of white lines
A memory leak related to big hay barrack
New sound options didn't save between sessions
Crash when an old citizen moves in with relatives
The game could hang on exit
Alpha 5 patch 9 hotfix 4
Apart from this nice little update we have an ETA for Alpha 6 which will be baking until around late January. Here's what we've got for now:
Added/changed:
Weavery can now also produce threads
Fishing boats will now require fishing nets (produced in the fishing dock from threads). Older saves will get a free net for every fishing boat
Slaughtering sheep will now also produce tallow
Slightly reduced the amount of tallow from cows
Added an option to mute sounds on lost focus
Increased fishing dock catch
Fixed:
Supply source adding mode didn't cancel properly
Citizens tended to buy more non-food items than they actually wanted
Crash in a very specific case
Couldn't use "move resources" from Lime kiln and Stone mining camp
Borderless window mode didn't work properly
There were some cases of fishing boats traveling too far
Alpha 5 patch 9 hotfix 3
Fixed:
Temporary problems with hemp production
Alpha 5 patch 9 hotfix 2
Added/changed:
Harvesting hemp will now also yield hemp seeds
Chickens, pigs and horses can now be fed hemp seeds
Oil workshop will now also produce hemp oil and linseed oil
Citizens will now consume hemp oil and linseed oil additionally to sunflower oil. Only one kind of oil is counted towards food variety
Can now set supply sources for each building
"Set resource slots automatically" in market stalls will now replace slots with empty storage to more appropriate ones
Slightly rebalanced hemp and flax nutrients demand
Fixed:
When someone moved in with their relatives in a tavern or a barber surgery, they kept their previous occupation, leading to undefined behavior when they died
Citizens could use stone mining carts for regular deliveries
It was possible to start a production batch for zero amount
Treasury amount stopped working correctly after reaching around 1 million
Hay barracks didn't show their list of laborers
A lot of people asked of the ways to support us outside of buying the game, so we made this little symbolic DLC which not only helps ensure the future of Ostriv, but also adds a nice decorative building:
The game will now automatically increase UI scale on higher screen resolutions (if not set manually)
Trade screen will now highlight resources which you have in exports stock
Added an option to turn off wind ambient sounds at high altitude
Elaborated some info in ashery help page
Fixed:
Crash when orphans move in with their older sibling in some cases
Crash when a forestry is demolished in some cases
Crash when building a hay dryer on trees in some cases
Alpha 5 patch 9
Added/changed:
Hay dryers are now sensitive to grass trampling around them
New building: single cart parking
Can now exclusively link a cart parking to a specific building
Updated help page for cart parking
Improved cart parking construction animation
A new fence model (can never have too much)
Improved windmill model and construction animation
Fixed:
Settings utility didn't start recently
Fuel type change didn't always work immediately
Animals could be brought on pasture in autumn leading to broken crop rotation cycles
Construction could get stalled if several buildings placed on trees
Alpha 5 patch 8 hotfix 7
This time while we're working on the next big update (Alpha 6) we are releasing these more frequent smaller updates. Although it takes more time overall, hopefully, it'll make the wait more bearable.
Added/changed:
Spoilage for fast-perishing resources is now slower in cold months (November through March)
Updated a help page about shelf life (resource list added)
Added hotkeys to jump to next/previous building of the same type (arrow keys by default)
Fixed:
Family tree tooltips didn't work if both parents are dead
A small memory leak
Top bar popups didn't work when the world map was open
Alpha 5 patch 8 hotfix 6
Added/changed:
Added a "Search by name" feature to quickly search for a specific building
Can also search buildings by resources they produce
Or by both
Or simply check for new buildings:
Added a button to even the resource amounts in granaries and warehouses
Can now reserve a deposit if you want to keep it for decorational purposes
Improved the lime kiln UI to show more info on the current batch
Fixed:
Stone deposit prioritization didn't always work properly
Some personal log entries didn't show correctly
Crash on demolishing some very small pavement areas
Fulling mills could create an unbuildable area on their place if demolished