Ostriv cover
Ostriv screenshot
Genre: Simulator, Strategy, Indie

Ostriv

Alpha 5 patch 9 hotfix 7

Added/changed:



  • 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:

https://store.steampowered.com/app/2838720/Tile_Cities_2/

Alpha 5 patch 9 hotfix 5

Added/changed:



  • 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:

https://store.steampowered.com/app/2365430

Alpha 5 patch 9 hotfix 1

Added/changed:



  • 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