Hey Vikings, we have a fresh set of fixes and improvements ready, so here they are: • Added Gamepad combat mode rebind option. • Added harbor to whitelisting. • Added male/female Kyckling boxes to world custom config. • Fixed starting blueprints custom setting not fully unlocking
Hey Vikings,
we have a fresh set of fixes and improvements ready, so here they are:
• Added Gamepad combat mode rebind option.
• Added harbor to whitelisting.
• Added male/female Kyckling boxes to world custom config.
Hey everyone, If you haven’t built your ultimate Viking settlement yet, now is the perfect time to answer the call. ASKA is available at a 20% discount starting today, until September 25! Claim your land, recruit villagers, and defend your thriving tribe against ancient threats i
Hey everyone,
If you haven’t built your ultimate Viking settlement yet, now is the perfect time to answer the call. ASKA is available at a 20% discount starting today, until September 25!
Claim your land, recruit villagers, and defend your thriving tribe against ancient threats in a dynamic, survival-crafting world. Grab your axe and forge your legacy today!
We also recently released another major update, the Great Hall & Feasts update. This update gives you total control over your survival experience with expanded Custom Game Settings while expanding Agriculture with wheat farming, windmill processing, and bread baking. You can now hold epic feasts in the new endgame Great Hall to boost your tribe, build defenses faster with intuitive road-style wall construction, and exercise precise control over your village via an overhauled whitelisting system.
Hey Vikings, we're back with a new patch, here's the nitty-gritty: Fixes · Den failsafe in case the boss was killed but the den is still active · Fixed bugged ogre for client · Fixed chieftain’s hut/house sleeping buffs · Fixed Nidhogg disconnect · Fixed server not being able to
Hey Vikings,
we're back with a new patch, here's the nitty-gritty:
Fixes
· Den failsafe in case the boss was killed but the den is still active
· Fixed bugged ogre for client
· Fixed chieftain’s hut/house sleeping buffs
· Fixed Nidhogg disconnect
· Fixed server not being able to create custom worlds with a starting chest
· Fixed Stone Jotun Minion not animating for clients
· Fixed Structure’s Defence Points summary being incorrect or incomplete in some cases
· Fixed Workshop hut and Builders hut not receiving defence points from being inside walls
· Golems no longer complain when low health
· Tinkerer would not take artifacts from anywhere (fixed)
· Fixed an issue where villagers would not eat bread
· Fixed Brewer worker getting stuck holding the empty barrel
· Fixed items decaying in the input & output storages of the windmill
· Fixed index out of range exception when trying to commit a wall gizmo with zero wall previews
· Fixed a bug where local backups would not delete when deleting the session.
· Fixed a bug were the main menu UI would not update correctly when deleting a session synced on the cloud.
· Fixed hunters ignoring their their survival needs when in combat
· Fixed items not returning enough materials when breaking if the crafting cost is increased.
· Fixed game customization not loading correctly on dedicated server the first time a player joins
Additions
· Added creature names in customization settings
· Added fish names to customization settings
· Added item names in vegetation custom settings
· Made villagers find a fire when they've got approximatively one minute until freezing
· Made the knowledge blueprint decomposition be affected by the crafting cost multiplier from custom game
· Cart/Sled interactions input improvements
· Increased fire warmth collider on metalworker addons
· Made villagers seek healing when under 80% and freezing
· Made villagers find the closest fire to them when freezing regardless of schedule
Balance
· Increase Improved Metalworker forge capacity to 12 in order to accommodate recipes for the maximum crafting cost setting
· Made villagers more likely to prioritise fires around them when freezing
Hey Vikings, we're back with a hotfix for some of the issues discovered in the latest update, here's what's new: · Adjusted villager spawn time customization text to better reflect what the actual setting does · Small adjustments and improvements to Main Menu Custom game page · W
Hey Vikings,
we're back with a hotfix for some of the issues discovered in the latest update, here's what's new:
· Adjusted villager spawn time customization text to better reflect what the actual setting does
· Small adjustments and improvements to Main Menu Custom game page
· Woodcutter seeds tasks and fibers defaulted to low
· Adjusted all wall and fence navigation colliders to prevent enemies/smolkrs from walking through
· Adjusted some great hall meshes that were clipping through each other
· Adjusted great hall cellar door collider so it no longer blocks navigation
· Made the Great Hall workers prepare feasts only during work hours
· Fixed an issue where clients could sometimes see "ghost" versions of items once present on the Great Hall tables
Keep the bug reports coming, thanks for playing and we'll see you with the next patch!
Have fun, Vikings!
Special Note: Update as of September 2
We just deployed a fix for the UI issues caused by yesterday's hotfix, please make sure you update your game to the latest version!
Hey Vikings! We are thrilled to announce that the ASKA Great Hall & Feasts Update is officially here! This update is packed with features you have been asking for, including deep Custom Game settings, reworked wall construction and whitelisting tools, new food production buil
We are thrilled to announce that the ASKA Great Hall & Feasts Update is officially here! This update is packed with features you have been asking for, including deep Custom Game settings, reworked wall construction and whitelisting tools, new food production buildings, and our grandest landmark yet: The Great Hall.
Major new feature: Vastly Expanded Custom Game Mode
We wanted this update to give you even more freedom to make ASKA a truly unique experience tailored to how you and your friends love to play. Jump straight into the action with a settlement full of battle-hardened warriors facing relentless winter invasions, or sit back and enjoy a cozy, peaceful farming campaign completely free from outside threats. Customize season lengths, start your journey with a fully leveled tribe, grant yourself top-tier gear, tune enemy invasion frequency, and so much more!
Wheat, Bread and Mills
We are also delivering a major expansion to agriculture and food production with a brand-new resource: Wheat. Venture out to the swamp islands to gather wild wheat, bring it back to your settlement, and cultivate it at the Improved Farm. From there, process your harvest at the new Windmill, which dynamically grinds wheat into flour based on real-time wind directions, before assigning a cook to bake hearty bread at the Cooking House. With the Windmill comes a brand-new villager job: Milling. Assign your workers to this new role to keep your supply lines flowing smoothly.
Overhauled Wall Building
Wall placement now uses a new mechanic modelled on the road tool, which makes laying out perimeter defenses much faster and more fluid.
We have also added slanted wall variants that snap to hillsides and slopes, so you can run an unbroken wall across terrain that used to fight you. We heard your feedback about the wall placement taking a long time and that you wanted it to feel more in line with other tools, and we cannot wait to see how you secure your village against incoming threats.
Reworked Whitelisting
You made it clear that managing village logistics needed to feel much sharper, so we completely overhauled the Whitelisting System to put you in total control. You can now assign specific jobs, buildings, and individual villagers with exact precision, ensuring everyone stays focused on their assigned tasks. Say goodbye to idle workers and misplaced resources as your settlement finally operates exactly the way you planned.
The Great Hall and Feasts
Your settlement deserves a centerpiece that reflects your achievements. Introducing The Great Hall, the largest and most ambitious structure in ASKA to date. Rising high above your village, this massive endgame wonder serves as the ultimate visual showcase for your growing empire.
A landmark building needs a purpose to match, and you asked for a true endgame milestone to bring your community together. Inside the Great Hall, you can now trigger Feasts, a powerful new mechanic built to reward your hard work with massive settlement-wide benefits.
Staging a grand feast requires careful preparation and serious stockpiles of high-tier food, making every celebration a true badge of honor for your tribe. Once you gather your villagers under one roof to eat, drink, and rest, you unlock long-lasting global buffs that boost productivity, morale, and combat effectiveness, all while creating incredible roleplay moments as your tribe celebrates together after conquering the wilderness. We can’t wait to see you share your updated settlements with the latest addition!
Full patch notes
New Content & Gameplay Additions
New vastly expanded custom game mode that allows players to create very specific scenarios, including victory conditions.
New resource: Wheat (from swamp islands, farmable at Improved Farm)
New production building: Windmill (grinds wheat into flour based on wind direction)
New endgame building: Great Hall (town-wide feasts with long-lasting global buffs)
New wall-building tool similar to the road tool (spline-based). Build walls fast and easy. Also added additional angled variations to fit to any terrain.
New Deep Well that can be placed anywhere. Requires a Water rune.
Cooking House can now bake Bread
Whitelisting system rework, allowing for much greater control.
Added a Production Chain info page in the Player Menu for better crafting insights
Save system improvements to reduce risk of data corruption
Villager AI Improvements & More
Fixed Cooking House worker getting stuck
Fixed Barbecue worker not respecting task quantities
Barbecue worker no longer skips the fish task when lacking a knife
Golems are no longer permanently warriors
Fixed healers idling far from their hut
Fixed tower horn putting villagers in retreat instead of offensive mode
Fixed villagers with Max HP boost not loading HP correctly
Melee warriors patrolling towers no longer climb unnecessarily
Warriors no longer flee when commanded to fight with Smolkr horn after waking
Fixed lake fishermen stuck looking for boats at piers
Fixed fishermen stuck in pathfinding loops
Fixed fishermen ignoring certain fishing grounds
Fixed fishermen stuck dismantling boats near docks
Miners can replenish cave walls via exploding sacks
Mine House worker capacity increased (2 → 3)
Fisherman no longer tells you to discover new fish when placed on a lake
Fixed workshop workers unable to use second tinkerer’s table
Miners carry more items
Improved crafter resource fetching
Fixed builders not looking for composite materials
Fixed villagers stuck dining at tavern
Fixed fishermen stuck fetching bait ingredients
Fixed cooks going too far for ingredients
Fixed farmer stuck picking up compost
Kennel workers harvest corpses when not tending dogs
Cooks never harvest followers; kennel workers/hunters only harvest if needed
Patrolling warriors activate biomes around patrol markers
Woodcutters, stonecutters, gatherers, hunters carry more items
Hunters pick up used arrows more efficiently
Fixed Coalmaker not finding fuels beyond first
Cooks now search inside marker ranges
Fixed warriors climbing towers unnecessarily
Fixed villager animation glitch when descending ladders
Fixed repeated villager perks under certain circumstances
Lake Fishing Update
Lake fishing has been separated from sea fishing
Lakes now have species-based fishing limits
Seasonal replenishment
Slow daily replenishment
Lake fishing settings added to custom game
Note: Players who have settlements dependent on lake fishing will be affected most by this update. Previously lake fishing eliminated all need for sea fishing.
General Fixes
Added housing desirability ranges to structure markers
Added housing-range interaction on shelter/cottage/longhouse
Added icons for gates and lookout tower
Added shoreline rendering-distance increase
Barbecues now display worker count in Player Menu
Build progress widget now uses percentages
Camera dolly and FOV changes are now smoother
Cave entrance build sites can be dismantled
Client saves visible and manageable from their own tab
Dogs no longer become stray when Kennel is upgraded
Expeditions can always be started regardless of requirements
Exploding sack countdown is now more consistent
Fixed barrel duplication glitch at tavern
Fixed button glyphs not showing in some places
Fixed camera jitter when performing certain animations
Fixed camera not locking properly when opening quickbar select inside buildings
Fixed carts disconnecting late-joining clients
Fixed carts teleporting on client dismount
Fixed Character Appearance cancellation not working
Fixed creature spawn delay when players join
Fixed destroyed buildings with addons getting stuck after load
Fixed farms sometimes preventing save loading
Fixed flashbang when closing the map
Fixed gamma video setting not working
Fixed Improved Carpentry destroyed-state visuals and colliders
Fixed input field malfunctioning when the game is paused
Fixed input fields not working more than once in singleplayer
Fixed item details panel not updating when slot item changes
Fixed item hover panel positioning issues
Fixed items breaking in main menu due to decay
Fixed joining password-protected servers
Fixed knowledge not resetting after tinkering
Fixed medium intelligence buff giving strength instead
Fixed Metalworker Furnace menu showing an extra empty small-items panel
Fixed meta progression reward notifications showing after each load
Fixed Mimir deeds not unlocking
Fixed Outpost dropdown value change breaking outposts during terraforming
Fixed player getting stuck when transforming into Raven on ladders
Fixed player loading on boats incorrectly
Fixed players getting stuck in crafting/refueling interactions
Fixed rare enemy villagers stuck but re-engaging when struck
Fixed rare host disconnect with dead Smolkrs/Kycklings
Fixed Raven climbing indefinitely on open waters; optimized Raven flight
Fixed Raven form accelerating constantly on moving platforms
Hey Vikings! We're back with a quick update, so let's get right into it: Quality of Life & Balance · Carpentery: Hardwood Long Sticks now yield 3 Wood Shafts instead of 2 · Sailing balance: Karvi is now faster and easier to sail · When harvesting inside inventory menu with no
Hey Vikings!
We're back with a quick update, so let's get right into it:
Quality of Life & Balance
· Carpentery: Hardwood Long Sticks now yield 3 Wood Shafts instead of 2
· Sailing balance: Karvi is now faster and easier to sail
· When harvesting inside inventory menu with no more storage space, surplus items are dropped and a message is displayed
· Harvest Markers are now colored with outpost colors
Fixes
· Fixed a case where the player would remain in the water if the boat was teleported to another island due to the world generator update done in the previous patch
· Fixed game not being able to save if loaded on a part of the map that was reset by world generator update
· Fixed Watchtower/Guardtower horn putting villagers in retreat state instead of offensive
· Fixed tool durability not working correctly
· Fixed villagers not sitting at Woodon Altars
· Fixed picking (object highlight) on the Metal Parts Collector
· Fixed picking (object highlight) on the Carrot
· Retroactive fix for longhouse bug where furniture remains disabled in a fully repaired house
As usual thanks for all the bug reports and feedback posts, and thanks for playing!
We hope the latest major update served you well and that the new statistics interface, brewer and tavern made your time in the game better!
Spring has arrived in your Viking settlement - and it smells like honey and mead. This month's update is one we've been quietly buzzing about for a while. The Hearth & Honey Update brings a whole new production chain to the game, centred around beekeeping and brewing mead. It
Spring has arrived in your Viking settlement - and it smells like honey and mead.
This month's update is one we've been quietly buzzing about for a while. The Hearth & Honey Update brings a whole new production chain to the game, centred around beekeeping and brewing mead. It starts with a voyage out to the marsh islands to track down wild beehives and ends with your villagers raising a horn at the newly added taverns, which can now also be upgraded to tier 3.
Alongside the mead system, we've added settlement storage statistics to help you keep better track of your settlement, and hunters can now venture into the mines to take on crawlers.
To celebrate this release, we are also a part of the Steam Medieval Fest with a newly slashed price for ASKA. Raise your mead horn and get ready to forge your own thriving Viking colony!
Buy ASKA Now for 20% off (The sale runs from April 20 until May 4)
The brewer is both a maker of mead and a beekeeper. Brewers harvest honey from available Bee Houses and turn it into mead. Apart from honey, he requires empty mead barrels and water.
New Building: Bee House
This structure constantly produces honey once built. It requires a Wild Beehive in order to be constructed. It will, however, lower an area's desirability - these bees sting! Note: Each Bee House can only store one unit of honey and will stop producing honey if it’s full.
New Building: Tavern House (Tier3)
The new Tavern level now allows villagers to drink mead at the tables. The Tavern has a large new mead barrel, which the tavern worker will supply with mead barrels.
As long as there is mead in the large barrel, characters sitting at the table will be able to drink mead while dining.
At the moment, mead is a superior alternative to water as it heals and provides happiness while quenching a character's thirst.
New Resources: Wild Beehive
These can be found on the Marsh Islands hanging from the branches of hollow trees. Bees make their hives in high-up, safe places, so you'll have to figure out a way to bring the hive down.
Be wary that the bees won't stand idly by as you raid their homes! Once you do manage to obtain a beehive, you can bring it to your settlement and build a Bee House. You'll need one Wild Beehive for each Bee House.
New Resource: Honey
Sweet gold made by bees. Provides a bit of sustenance and gives a short stamina buff. Key ingredient for mead. Produced by Bee Houses.
New Items: Mead Barrels and Empty Barrels
The Workshop House (Tier3) can now craft empty barrels to be used by the Brewer. Barrels are reusable, so once crafted, they'll be refilled by the brewer as long as honey and water are available.
New Item: Drinking Horn
You can now craft Drinking Horns, which act as mead containers, allowing you to take your mead to-go! You'll have to fill the horn at a Tavern House drink dispenser (large barrel).
New Warehouse Storages
Honey and barrels each have their own new storages at the warehouse.
New Features: Settlement Storage Statistics
Players can now see how stored items and resources increase or decrease over time, thanks to a new graph interface.
Values are updated every 12 in-game hours and reveal storage trends in your settlement.
This should make it much easier to understand how your settlement and outposts are performing in terms of resource production.
Additionally, a lookback feature will allow you to compare present values to a specific point in time.
Note: The graph is built gradually over the course of the session and will only show the present value at the start of the session, so it needs a bit of time to take additional snapshots.
Crawler Hunting
Hunters can now delve into mines to hunt crawlers.
You'll have to enable this hunting option at the Hunter's Hut and Hunter's House.
Fixes & Features
This update also comes with a host of fixes and improvements, check it out below:
· Added journal entries for Follower, Slambakur and Nidhogg.
· Added Kyckling Pen to settlement structures.
· Added settlement log for villager's previous job when he leaves.
· Fixed a bug causing gamepad tooltips to be ordered incorrectly.
· Fixed a bug causing shadows to initialize incorrectly in main menu.
· Fixed a bug causing the virtual keyboard to close unexpectedly.
· Fixed a bug making it impossible to open the chat again after cancelling the virtual keyboard.
· Fixed an issue with game saves not upgrading correctly between versions in some cases.
· Fixed an issue with the selection outline for cases where upscaling filters are enabled.
· Fixed Cooking Houses, Cheesmaker and Brewery not stockpiling resources correctly.
· Fixed cooks getting stuck adding and removing items to pots.
· Fixed healers not laying down to get healed by another healer.
· Fixed main menu lag caused by the changelog.
· Fixed savegame character preview issues.
· Fixed Task UI sometimes showing more workers assigned to it than the actual count.
· Fixed villagers becoming unable to move after sitting at Tavern.
· Fixed villager menu not opening on gamepad when viewed inside assign page.
· Gamepad navigation improvements.
· Hunters are now able to go into caves and attack baby crawlers, starting at level 15 of proficiency right from the Hunter's Hut, with no special gear requirement.
· Memory footprint optimizations for terrain generation.
· Optimizations for the new terrain material system.
· Removed settlement logs for building enemy structures.
· Smilk can no longer be used to quench hot iron.
· Villagers can use Mead as a healing item and will search for it.
· Villagers no longer ignore the outpost of water wells and collectors.
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Hey Vikings, we're back with another set of fixes based on recent bug reports. An important warehouse bug has been fixed, work has been done on lighting, and various other improvements can be found in this update. Enjoy! · Adjusted Thick Linen Shirt geometry issues; · Fir tree op
Hey Vikings, we're back with another set of fixes based on recent bug reports. An important warehouse bug has been fixed, work has been done on lighting, and various other improvements can be found in this update. Enjoy!
· Adjusted Thick Linen Shirt geometry issues;
· Fir tree optimizations and adjustments;
· Fixed a bug where rare fish tasks would not properly serialize on fisherman buildings;
Hey Vikings, we're back with another patch which should address a few of the recently reported bugs. · Added a new complaint at warehouse and gathering stations when villagers are not assigned to any valid tasks; · Added taverns to settlement menu; · Adjusted terrain materials; ·
Hey Vikings, we're back with another patch which should address a few of the recently reported bugs.
· Added a new complaint at warehouse and gathering stations when villagers are not assigned to any valid tasks;
· Added taverns to settlement menu;
· Adjusted terrain materials;
· Aska one handed sword air attack animation improvements;
· Fixed an issue with bloomery metal scraps count not being correctly networked;
· Fixed building destruction effects not working on hostile settlements;
· Fixed Camp Gatherer not saving the assigned vikings;
· Fixed eating at tavern sometimes not working and causing villagers to remain stuck there;
· Fixed golems not having an add/remove button on some whitelists;
· Quality settings adjustments and lighting adjustments: should fix some of the recently reported improper lighting issues;
· Removed food preference between food items of the same tier, so villagers won't eat at the warehouse over tavern if it doesn't affect happiness;
· Setting empty text in structure name resets it to default;
· VFX adjustments;
· Vikings use the boat's inventory for inventory cleanup;
· Villagers no longer complain about not finding items if the storage is full.
Hi there, we're back with a quick fix for some of the issues added in the previous update, as well as some older issues we managed to fix. Thanks for the bug reports! · Fixed a "disconnect" error caused by creating or loading villager schedule presets; · Fixed the crafting profic
Hi there, we're back with a quick fix for some of the issues added in the previous update, as well as some older issues we managed to fix. Thanks for the bug reports!
· Fixed a "disconnect" error caused by creating or loading villager schedule presets;
· Fixed the crafting proficiency level not working correctly, causing players to be unable to craft recipes for which they technicalyl had the required skill level;
· Added all food types to the Tavern Hut (Tier II Tavern), allowing Rank 4 Villagers to correctly eat at the tavern;
· Vikings on other islands should no longer go back home to do various jobs;
· Fixed Eye Of Odin upgrades not being shown in settlement manager;
· Fixed an issue where warriors wouldn't engage enemies properly after using the horn.
Hey there, Vikings! In this update we're rolling out the first iteration of the new Tavern building and a rework in how villagers eat, as well as a host of fixes and improvements, like being able to sort your inventory! Overall villagers shouldn't eat as often and the tavern shou
Hey there, Vikings!
In this update we're rolling out the first iteration of the new Tavern building and a rework in how villagers eat, as well as a host of fixes and improvements, like being able to sort your inventory!
Overall villagers shouldn't eat as often and the tavern should prevent villagers from eating at the warehouse, providing you with a new centerpiece for your settlements.
Among the hotter bug fixes is the dreaded Steam Cloud bug, which should now be history.
Check out the full changelog below!
New Buildings: Tavern Pit and Tavern Hut
· Villagers will now prefer to eat at a Tavern if available, instead of eating from the warehouse.
· Villagers will visit the tavern during the "prepare for work" phase, which is the first hour of leisure between sleep and work.
· Villagers will also visit the tavern when hungry.
· Villagers will attempt to completely fill their hunger bar at the tavern.
· Taverns allow villagers to sit and eat, enjoying several important benefits.
· Eating at a tavern increases total hunger capacity for both villagers and player characters, meaning they can spend more time doing other activities before having to eat again
· Tavern Pit serves Tier I food, Tavern Hut serves Tier I-III Food
· Tavern workers keep taverns stocked, and villagers automatically consume food when using the Dine interaction
· Taverns also feature a fire to keep everybody warm. These are tended to by the tavern workers.
Fixes and Features
· Villagers also eat at taverns when hungry, not only during leisure or work preparation
· Smolkrs and kycklings can now be dropped inside structures
· Picked up Smolkrs are immediately dropped when killed
· Stonecutter Hut and House now gather Jotun Blood
· Healers who are not militia now work instead of wandering during alarms
· Added the ability to search for games in the server browser
· Added numbers to survival widgets and HP/Stamina widgets
· Added inventory sorting options
· Added the Decorative Willow
· Fixed a disconnection issue caused by buildings switching from repair to salvage
· Fixed an issue with Steam Cloud Saves causing save conflicts
· Fixed carpenter horse and bloomery/metalworking anvils not working correctly for multiplayer clients
· Fixed villager-driven carts lagging behind when multiple clients were nearby
· Fixed an issue where warehouse arrow storage caused task desyncs
· Fixed small stone & metal fragment storage in the Stonecutter’s House not syncing properly
· Fixed dynamic resolution settings not applying in the main menu
· Fixed opened doors not appearing open for late-joining clients
· Fixed storage menu for Eye of Odin
· Fixed Necromancer fight for clients
· Fixed an issue where opening the structure menu through the map as a client caused an error
· Fixed the kennel workers fetching food from other outposts
· Fixed some instances where Villagers assigned as Vikings (Boat crew) would hoard tools
· Terrain and vegetation improvements, reworked and improved various materials; shader improvements
· Various UI improvements and adjustments; reworked some important menus
· Dialogue is now rendered behind menu blur
· Snow improvements and adjustments
· You can now search for villagers by their name in the Settlement Menu
That's it! Hope you'll enjoy the update, have fun and see you again soon with new fixes!
Hey Vikings! The much‑awaited patch is here, fixing the dreaded metal parts issue, alongside an engine upgrade, and a hoard of other fixes and even new features — including villagers now harvesting enemy corpses! A big thank you for the patience, and another round of thanks for a
Hey Vikings!
The much‑awaited patch is here, fixing the dreaded metal parts issue, alongside an engine upgrade, and a hoard of other fixes and even new features — including villagers now harvesting enemy corpses! A big thank you for the patience, and another round of thanks for all the reports and community assistance
Gameplay & Features
· Enemies can be harvested by Villagers (Stonecutters, Hunters, and occasionally Kennel Workers) for bones and metal scraps;
· Golems now live 80 days;
· Made placing the harbor easier;
· Skeletons are now harvested with a pickaxe;
· Stonecutters now collect metal scraps;
· Vikings deployed in expeditions now search the entire island except the main island;
· Added actions to inventory menus;
· Added new keybinds for the crockpot;
· Cooked Food Storage now returns the correct parts when dismantled;
· Dogs and Tame Smolkr now eat bone fragments as well;
· Combat: removed the double-click heavy attack when using the shield and adjusted animation speeds to make sword & board combat more responsive
· Updated the game engine to Unity 6.3;
Bug Fixes
· Fixed a bug where villagers would not recycle metal parts or clean up their inventory as frequently as they should; · Cursor is no longer confined to the game window while in Borderless mode; · Fixed a boat pathfinding bug that could cause villagers to get stuck rowing indefinitely; · Fixed a bug causing farmers to not deposit gathered items into farming storage under certain circumstances; · Fixed a bug causing issues when building the Forester 2; · Fixed a bug causing the "Keep cloud version" button to not work when prompted with a cloud sync conflict; · Fixed a bug causing the "Your structure is being attacked" notification to fire when attacking enemy structures; · Fixed a bug causing the winter invasion announcement to always display "today is the day" when loading the game in winter; · Fixed a bug causing villagers to use harvest markers that were not tagged appropriately; · Fixed a bug causing villagers to sometimes climb enemy towers to fight hostile Vikings on top instead of destroying them; · Fixed a bug causing the Winter Invasion announcement to be one day off; · Fixed a bug that caused a second worker at a fishing workstation to ignore the boat and complain incorrectly; · Fixed a bug that caused creatures and villagers to teleport back outside immediately after entering a cave; · Fixed a bug where cooking house workers would get stuck and not deposit the last filler needed to complete a recipe; · Fixed a bug where Kyckling Box changed gender in the boat if deposited by another player; · Fixed a bug where market tasks would change after loading a save; · Fixed a bug where multiple roofs could be placed on a warehouse; · Fixed a bug where task preset loading would sometimes break the game; · Fixed a bug where the game would not detect a corrupted local save and restore the cloud version; · Fixed a bug where villagers would not clean up their inventory correctly under certain circumstances; · Fixed a bug where warehouse tasks had multiple duplicates of the same villager assigned; · Fixed a rare case where a bloomery worker stopped working after their hammer broke despite having another in their backpack; · Fixed an issue where assigning many crafters and tasks at workshops caused severe performance stutters; · Fixed an issue where carts snapped to the bottom of the sea if left on piers; · Fixed an issue where carts would snap to terrain features located beneath the terrain; · Fixed an issue where Campfire Barbecues could disconnect players when joining large sessions; · Fixed an issue where farm tasks wouldn’t sync on a rebuilt structure; · Fixed an issue where fishing tasks were removed when fishing grounds were outside workstation range; · Fixed an issue where forester tasks would not sync; · Fixed an issue where salvaged dismantle piles from saves had inaccessible storages; · Fixed an issue where Smolkr pen whitelists were not saved; · Fixed an issue where the fishing ground discovery notification fired every time the tile loaded; · Fixed an issue where video settings appeared dirty when opening the settings menu; · Fixed an issue where villagers would not take items from all dismantle piles; · Fixed an issue where villagers would steal food items from cooking pots or barbecues; · Fixed an issue where warehouse and farm tasks were lost after a rebuild; · Fixed an issue where warehouse storage Jotun Blood would not sync its build site items; · Fixed an issue where warehouse storages would not retain tasks or stored items after upgrading; · Fixed an issue where warehouse tasks desynced when multiple baskets were built simultaneously; · Fixed archery range target collider misconfiguration that allowed workers to pick up arrows; · Fixed camera going below water level in lakes; · Fixed a disconnect error when spamming the rebuild button; · Fixed EULA menu lag when scrolling; · Fixed fishing tasks being removed due to out‑of‑range fishing grounds; · Fixed improved armor rack storage menu displaying more slots than it actually had; · Fixed Smolkrs not replenishing hunger when eating garlic; · Fixed video settings appearing dirty when opening the settings menu;
Improvements & Optimizations
· General network optimizations; · HUD performance optimizations and improvements; · Made cart wheels rotate for all clients and the host regardless of who is driving; · Made villagers, dogs, and vehicles move smoother on the map for distant clients; · Made carts snap to the terrain when getting close while not in use; · Map menu performance optimizations for large maps; · Optimizations for creatures using randomized body parts; · Optimizations for texture, mesh, and material memory consumption; · Rendering and animation optimizations for dead creatures; · Save system improvements to prevent data corruption during crashes; · Various AI boat pathfinding improvements; · Villagers no longer pathfind on the surface to reach cave interiors; · Villagers no longer get stuck trying to reach destinations high in the air or underground; · When hostile Viking settlements are destroyed, icons now turn grey and enemies stop spawning; · When prompted with a cloud sync conflict, the Escape key can no longer close the window;
Characters & Animation
· Added a new look‑around animation for Ragnar; · Character material adjustments; · Character skin material and texture adjustments; · Fixed Wulfar audio issues; · New skin shader and materials for Aska and Ragnar; · Various character animation adjustments;
· Added visible moon phases; · Blizzard cloud shadow adjustments; · Fixed clouds not working correctly; · Fixed several issues with fog; · Rain VFX adjustments; · Rainstorm VFX indoor fix; · Storm VFX adjustments; · VFX rain and snow adjustments;
Terrain & Environment
· Added new snow textures; · Added terrain shader graph implementation; · Fixed size for some terrain textures; · New terrain shader with tessellation; · New terrain textures; · Terrain adjustments; · Terrain shader graph adjustments; · Vegetation diff profile adjustments; · Various terrain adjustments; · Wood material snow accumulation adjustments;
Buildings & World Objects
· Adjusted roof thatch material; · Fixed incorrect ivy material; · Fixed Shipwreck Biome sail cloth issues; · Hearth fire adjustments; · Unity LOD mesh for cottage and warehouse Tier I & II; · Unity LOD mesh on armor and villagers;
UI & Menus
· Added blur on all menu backgrounds; · Adjusted checkmark buttons; · Adjusted loading bar visuals; · Fixed incorrect image for Cooked Food Storage preview; · Fixed some dropdown menu issues; · Invasion marker border color changed to red; · Main menu adjustments; · Removed unintended 25 defense points from barbecue addon; · Small tweaks to housing points summary UI; · UI adjustments – main menu backgrounds, toggle button; · Various UI adjustments;
That's it for this patch, Vikings, it was a longer wait, but hopefully worth it! Thank you kindly for all the patience and thank you for all the bug reports!
Hey everybody! First off, Happy New Year! We're slowly thawing and stepping into 2026 with a renewed appetite for making ASKA bigger and better. After the December Update we took a bit of time off, as 2025 has been a very long and intense year, but not without bearing fruit! We m
Hey everybody!
First off, Happy New Year! We're slowly thawing and stepping into 2026 with a renewed appetite for making ASKA bigger and better. After the December Update we took a bit of time off, as 2025 has been a very long and intense year, but not without bearing fruit! We managed to add in a LOT of the stuff we planned, to the point where 2024's ASKA is a completely different game to what you can experience now.
What a year!
Lakes, ships, islands, farm animals, regrowing trees, outposts, enemy Vikings, and so many more things which would be impossible to picture ASKA without were added in 2025.
And the bugs were never far behind either, but while there's always more work to be done, bug fixing has always been a priority for us, because, hey, we also play ASKA and hate it when stuff doesn't work as intended.
No rest for the Vikings
And speaking of playing, you Vikings haven't been sitting idle either! Our community has been steadily growing and it seems that we're enjoying more and more tribe leaders as the days go by, so while our villagers anxiously awaited their moments of respite, it's clear as day that our Viking Chieftains will have none of it! And you builders would not be unwise to confidently await new toys to shape your settlements with, as we still have a lot to do!
Lurking among the bug reports
During our little break we've been keeping a close eye on the bugs being reported, and rest assured that we'll be back at it in full force starting Monday the 12th, with big ambitions and a replenished stamina bar, ready to charge into 2026 with all our might and vigor.
So here's to a new year of you, of us, of ASKA, and of our dear villagers who are always trying their absolute best, in spite of needing hammers, or pickaxes, or leather scraps, or whatever it is they need to do their work.
See you soon and may you have a wonderful new year!
December Major Update We’re back with a brand-new update, just in time for the holiday season. This major update brings some of your requested suggestions, including new ways to gather eggs, a major expansion to the Marsh Islands featuring a new enemy tribe and a powerful boss, t
December Major Update
We’re back with a brand-new update, just in time for the holiday season. This major update brings some of your requested suggestions, including new ways to gather eggs, a major expansion to the Marsh Islands featuring a new enemy tribe and a powerful boss, the introduction of a brand-new golem, a reworked marker system for smoother resource management, and festive decorations to help you celebrate the season in true Viking style.
If you created a new save for the Seaborne Raiders update you will be able to experience this update using that same save file.
Why would you venture out and tread on the Marsh Tribe's territory? Why, because the Marsh Islands are now home to our very first feathery friend: the Kyckling. The Kyckling is a large flightless bird that nests in the marshes and can be trapped just like the Wulfar pups using a carefully planted trap, which uses Dragon Ball Fruit as bait. Once caged, they can be taken back home, where you can drop them in the brand new Kyckling Pen!
New Building: Kyckling Pen
The Kyckling Pen, similarly to the Smolkr Pen, allows you to tame and breed kycklings. Once you make sure that both a male and a female Kyckling are present in a pen, new baby Kycklings will start spawning. They constantly produce eggs and can be slaughtered for meat and feathers. Your pie and arrow production should now be fully sustainable without having to rely on gatherers!
New Enemy Faction: The Marsh Tribe
A new tribe of lost Norsemen has moved into the Marsh Islands. These outcasts have forgotten the ways of the Gods and have taken up worship of a sinister monster. They have obviously lost their wits after being cast out by the Gods, for they now wish to fraternize with crawlers, and even become like them.
They don hideous masks made of insect bits, proudly wear the skins, spikes, and scales of the monsters, and use sinister fleshy webbing to cobble together nightmarish outfits. With all this in mind, they do remain Norsemen, meaning they are still fearsome warriors, so make sure you bring a hearty crew of Vikings before setting foot on their shores.
New Boss: King Crawler
At the heart of the Marsh Tribe's madness lies a horrific new boss: The King Crawler. Unlike other bosses, this monster made its lair in the ruins of an old settlement and remains guarded by fierce human warriors.
Plan your assault carefully and do not make the mistake of rushing headfirst into battle. The King has servants aplenty, who will gladly die defending their master.
New Golem: Mud Golem
Defeating the King Crawler gives you the ability to summon a new type of golem. Golems have been expanded and are now specialized for different tasks.
While the previous Crystal Golem remains an adept laborer and craftsman, the new Mud Golem is better suited for farm work, like tending to animals, farming, or forestry. Make sure you check each golem's list of eligible jobs!
Quality of Life Improvements
Reworked Marker System
All markers have been merged into a single customizable marker. Players can now define which resource types should be gathered within the marker’s radius, covering multiple resource categories such as building materials and food. This greatly reduces marker clutter and simplifies resource management.
New Map Filters With Radius Indicator
To assist with the new marker system, new map filters have been added. Make sure you have "Show Ranges" checked and freely filter through all marker types to see what territory is covered by each marker. You can easily access any marker from the map to quickly toggle resource coverage on or off.
Seasonal Content
Yule Tree Decorations
The festive season is just around the corner, and we couldn't miss adding new Yule Tree decorations. Drop by the Workshop and check out all the new decorations you can craft, inspired by all the new monsters and creatures added in the game!
Improvements, Adjustments, and Quality of Life
Added a Generic harvest marker that can be customized by the player (replacing previous markers).
Added LOD group to Plank Walls.
Added decay and sync processes to pants.
Added firekeeping to karvi addon, child firekeeping structures search for buildstation on parent.
Added option to show additional loot items on gather interactions.
Added reflection probes on main characters.
Added size limits to server name & display name.
Added a new warming buff for torches.
Adjusted Aska and villager kick animations.
Adjusted build menu - removed old markers.
Adjusted desert terrain assets.
Adjusted dodge and hit reaction fall animations and transitions: combat should feel a bit better.
Adjusted grass shader specularity.
Adjusted lighting and reflection for the world.
Adjusted markers build site highlight/selection.
Adjusted plank wall slanted versions.
Adjusted some main island terrain assets.
Adjusted terrain settings for the Low graphical preset.
Adjusted textures for the birch trees.
Adjusted winter colors.
Aska animator adjustments.
Better syncing of mature, female, and drop position for pet boxes and tamed creatures.
Buffed cheese food values.
Builders complain about not finding resources from all build sites, not just the last one.
Cheese matures twice as fast.
Clothing material - fixed some of the translucency maps.
Cooks and kennel workers no longer yearn for the mines and only drop one item from storage to harvest.
Exploration tower biome adjustments.
General network optimisations.
HUD performance optimizations and improvements.
House volume adjustments: interiors are now moodier.
Increased stack size for the Karvi small storage.
Increased stamina base for Aska and Ragnar.
Invasion Marker border color changed to red.
Made it so carts snap to the terrain when getting close to it while not being in use.
Map Menu performance optimizations for big maps.
Optimizations for creatures using randomized body parts.
Optimizations for textures, meshes, and materials memory consumption for extended playing sessions.
Pies decay faster than cheese.
Player stamina costs adjustments.
Player stamina drain costs halved.
Removed Iron Bar dropping from fully decayed Fine Capes.
Removed obsolete furniture items from houses.
Removed smilking from male Smolkr.
Removed the anchor from the Karvi.
Removed unintended 25 defence points from barbecue addon.
Removed color tab from Yule Tree menu.
Rendering and animation optimizations for dead creatures.
Sailors teleport on the harbor pier when ending an expedition, no longer going through the water.
Slanted wall - adjusted materials.
Small tweaks to housing points summary UI.
Spawnpoint shipwreck flag fix.
Tree willow mapping fix.
UI - added a category for Markets in Settlement Menu.
UI - adjusted storage UI.
Unlocking study blueprints now discovers result too.
Updated quality presets list.
Various AI boat pathfinding improvements.
Vikings deployed in expedition will now look for resources across the whole island (except main island).
Vikings only look in storages related to their boat.
Vikings perform cleanup when ending expedition, with sailors now being able to deposit their stuff at the harbor.
Villagers are always whitelisted by their own workstations.
Villagers trying to reach destinations high up in the air or underground will no longer get stuck.
Villagers will no longer try to pathfind on the surface to reach destinations inside caves.
Water shader - adjusted details scrolling speed.
When hostile viking settlements are destroyed, the icon on the map will turn grey and enemy vikings will stop spawning there.
When prompted with an in-game cloud sync conflict, you can no longer press escape to close the window (preventing cloud overwrite).
Woodcutters are more focused on clearing stumps and picking up resources instead of harvesting them.
Fixes:
Fixed a bug where multiple roofs could be placed on a warehouse.
Fixed an issue where villagers would not take items from all dismantle piles.
Fixed an issue where warehouse tasks would sometimes desync when a few warehouse baskets would be built at the same time.
Fixed an issue where the fishing ground discovery notification would fire every time the tile is loaded, in addition to when it is discovered.
Fixed an issue where warehouse storage jotun blood would not sync its build site items.
Fixed an issue where warehouse storages would not retain their tasks or storages after upgrading the warehouse in some scenarios.
Fixed an issue where villagers would steal food items from cooking pots or barbecues.
Fixed an issue where assigning many crafters and tasks at workshops would cause severe performance stutters.
Fixed a bug where villagers would not cleanup their inventory correctly under certain circumstances (e.g., cooks stuck with coal).
Fixed a bug causing the "Your structure is being attacked" notification to be fired when attacking enemy structures.
Fixed a bug causing the winter invasion announcement to always display "today is the day" when loading the game in winter.
Fixed improved armor rack storage menu displaying more slots than it actually has.
Fixed a bug where tasks preset loading would sometimes break the game.
Fixed a bug where the game would not detect a local save as corrupted and automatically restore it to the last uploaded cloud version.
Fixed EULA menu lag when scrolling.
Fixed video settings appearing dirty when opening the settings menu.
Fixed a bug where villagers would sometimes climb enemy towers to fight hostile vikings on top instead of destroying them.
Fixed a bug where cooking house workers would get stuck and not deposit the last filler needed to complete the recipe.
Foresters no longer get stuck trying to plant in non-empty holes.
Fixed a rare case where villagers would not find Small Fir trees.
Fixed a case where Kennel workers would go underground.
Fixed a case where Vikings (sailors) would go home to resupply while on an expedition.
Fixed some boots tasks not appearing in Clothes storage task list.
Fixed a Firewood Storage furniture misconfiguration.
Fixed some wall section highlighting/selection issues.
Fixed the Hedge Wall not being repairable.
Fixed the Fish Rack giving incorrect resources when dismantled.
Fixed an issue where warehouse storages would not retain their tasks or storages after upgrading the warehouse in some scenarios.
Fixed a rare deserialization (corruption) issue with old saves.
Fixed an issue with the spawnpoint shipwreck flag.
Fixed preset loading sometimes breaking the game.
Fixed a bug causing the winter invasion announcement to always display "Today is the day" when loading the game in the winter.
Fixed herbivore pets getting stuck trying to use gather interactions when finding food.
Fixed warehouse workers taking items from the Pens without taking the outpost into account.
Fixed Villagers not attacking Nidhogg.
Fixed sled selection/highlighting.
Fixed some issues with the Slambakur model used for the slaughtering interaction.
Fixed the Wolfish model not displaying correctly.
ASKA is also currently on sale for 40% off from today until 5th January!
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The Smolkr Plushie is ready to come home with you! Fluffy, adorable, and just a little menacing, the Smolkr plushie perfectly captures the charm of everyone’s favorite troublemaker from ASKA . Whether it’s watching over your desk, guarding your shelves, or plotting mild mischief,
The Smolkr Plushie is ready to come home with you!
Fluffy, adorable, and just a little menacing, the Smolkr plushie perfectly captures the charm of everyone’s favorite troublemaker from ASKA. Whether it’s watching over your desk, guarding your shelves, or plotting mild mischief, this Smolkr is ready to steal your heart (and maybe your stuff 😧).
Can’t get enough of Smolkrs in ASKA? Now you can bring one home and keep the adventure going beyond the game.
⏳ We’re almost there! Fewer than 50 plushies remain to reach our goal and make this plushie a reality. Every order brings us one step closer!
Hey everyone! 2025 has been an incredible year for ASKA, and we couldn’t have done it without our amazing community. Your support, enthusiasm, and shared adventures have made this year truly unforgettable. With the release of our biggest update yet, Seaborne Raider s, it’s been e
Hey everyone!
2025 has been an incredible year for ASKA, and we couldn’t have done it without our amazing community. Your support, enthusiasm, and shared adventures have made this year truly unforgettable. With the release of our biggest update yet, Seaborne Raiders, it’s been especially exciting to watch you strike out from the homeland in search of new horizons.
The Steam Awards go live today, and we’d be over the moon if you considered voting for ASKA for the Labor of Love award. It is a category that we feel fits the effort we have put into constantly improving and adding new fun things to ASKA, and that has been directly influenced by your feedback.
From all of us on the team, thank you for your continued support, your feedback, and for being such an important part of our journey. We can’t wait to share even more of what’s coming next for ASKA in the future.
Let’s make ASKA shine at the Steam Awards 2025! ⚔️
Here is video for the Seaborne Raiders update:
Changelog Hey there, we're up with a new update, we managed to fix some more bugs, so here it is! Improvements and QoL · Food tier prioritization changed so that villagers that could not find matching tier food will try to find higher tier food progressively, instead of going the
Changelog
Hey there, we're up with a new update, we managed to fix some more bugs, so here it is!
Improvements and QoL
· Food tier prioritization changed so that villagers that could not find matching tier food will try to find higher tier food progressively, instead of going the highest tier available;
· Modified Exploration Tower biome: added more ruin assets, reduced biome size to guarantee spawn on Small Islands;
· Modified Desert Island icon;
· Reduced Desert Shield durability from 650 to 250;
· Improved readability of Kanji and Cyrillic fonts;
· Reduced stats penalty when getting reborn;
· Reduced memory footprint in multiplayer;
· Buffed cheese food values;
· Cheese matures twice as fast;
· Expected food and water expedition supplies now take the player into account;
· Slambakur is now slippery when transported to not get the boat stuck;
· Fishermen will now abandon their Skipas if their boat ever becomes stuck outside the water. Previously they would get stuck trying to row it to their destination forever;
· Fishermen searching for Skipas will now ignore boats that are stuck and will never use them until they are placed back on the water;
· Golems will no longer be marked as "suffering" when they are low health;
Fixes
· Fixed a pathfinding bug that would in rare instances cause villagers to take up to 20 seconds to start navigating to their destinations;
· Fixed a pathfinding bug where in certain circumstances, villagers passing through structures with multiple entrances (Smolkr Pens or Longhouses with extensions) en route to their destination would get stuck in the doors/gates.
· Fixed a bug where Stone Jotun could rarely disconnect players;
· Fixed desert dwellers not getting staggered;
· Fixed a bug were cooking house workers would get stuck and not cleanup the pot in order to make room for what they want to cook;
· Fixed error happening when starting an expedition with crew that is complaining at workstations;
· Fixed derelict ships not stopping;
· Fixed dropped resources from dismantling Bloomery and Coal Maker;
· Fixed warehouse workers sometimes getting stuck;
· Fixed a bug with Fishermen where they would try to row to a depleted fishing ground and get stuck in a loop of mounting and dismounting their Skipas;
Hello Vikings, we've been receiving some bug reports regarding Chinese and Japanese localization causing issues. We managed to identify the issue and it has now been fixed. We've also snuck in some other fixes which you can check out in the changelog below. Have a great week! Cha
Hello Vikings,
we've been receiving some bug reports regarding Chinese and Japanese localization causing issues. We managed to identify the issue and it has now been fixed. We've also snuck in some other fixes which you can check out in the changelog below. Have a great week!
Changelog
· Fixed a font issue that would cause severe performance stuttering and missing character glyphs when the game was set to Chinese or Japanese languages;
· Tweaked island icons to be more readable;
· Fixed crew not embarking when deployed;
· Fixed crew not helping with rebuilding the boat if it was destroyed during embarking;
· Fixed a bug were cooking house workers could not cook meat, fish or mushroom stew under certain circumstances
· Fixed a bug were the player would get vegetable soup instead of mushroom soup when cooking;
· Fixed saves failing to load due to an error when deserializing invasions;
· Adjusted wood beam material to better contrast planks.
Hey Vikings! We’re thrilled to finally share some exciting news: we’ve partnered with Makeship to bring the very first official Smolkr Plushie to life! This adorable little creature has been carefully designed to capture all the charm (and mischief) you know and love. Soft, snugg
Hey Vikings!
We’re thrilled to finally share some exciting news: we’ve partnered with Makeship to bring the very first official Smolkr Plushie to life!
This adorable little creature has been carefully designed to capture all the charm (and mischief) you know and love. Soft, snuggly, and full of personality, the Smolkr Plushie is ready to sit on your desk, keep you company! Just remember to hide all your belongings!
The campaign goes live on 28 November, and we can’t wait for you to bring one home and welcome Smolkr into your collection.
Hello, Vikings! We're dropping a hefty patch to keep the weekend burning bright. Take your time with the changelog, as we've managed to kill a hefty amount of bugs, besides a considerable amount of improvements. Thanks for the bug reports and enjoy the weekend! Changelog · Fixed
Hello, Vikings!
We're dropping a hefty patch to keep the weekend burning bright. Take your time with the changelog, as we've managed to kill a hefty amount of bugs, besides a considerable amount of improvements. Thanks for the bug reports and enjoy the weekend!
Changelog
· Fixed the lake and cave overlap issue with biome distribution for the main island;
· Fixed cooking with eggs resulting in spoiled food;
· Fixed tower villager "tooting" the horn with the defensive command instead of the offensive one;
· Fixed a bug were the cooking house worker would sometimes get stuck trying to deposit items in the crockpot;
· Fixed a bug that would cause structure doors to become untraversable by NPCs. Manifested as villagers getting stuck outside Cottages / Chieftains Houses;
· Fixed a pathfinding bug that would cause villagers to not move anymore in seemingly random circumstances unless they were interacted with by the player (talking to them);
· Fixed a pathfinding bug that would cause villagers to very slowly "stutter-step" to their destinations;
· Fixed a bug where villagers would get stuck because their fallback teleport feature would not work;
· Fixed misconfigured furniture that could have caused villager pathfinding issues;
· Fixed an issue where rebuilding cottages would create 2 more beds;
· Fixed Eye Of Jotun Updates not creating a dismantle pile;
· Fixed some buildings not removing a portion of their inventory when destroyed;
· Fixed villager driven carts flying on server hosted sessions;
· Fixed random player warping when stepping on and off boats;
· Fixed an issue where furniture could not be placed on the terraforming field of the addons of the main building;
· Fixed an issue where multiple Eyes of Odin could be created at the same time in the same world;
· Fixed an issue where furniture could not be upgraded in Chieftain's House (both tiers);
· Fixed furniture upgrading in the Long House destroying the entire house;
· Fixed an issue causing Mine workers to get stuck if their task priorities were changed while they were carrying a large item.
· Fixed an issue where saving immediately after an invasion started would sometimes cause the event to disappear upon loading the save.
· Fixed an issue where out of season Fishing Grounds could not be marked or unmarked.
· Fixed Ivy fence structures picking (highlight);
· Fixed the transition to the desert island atmosphere;
· Fixed Tame Smolkrs never dropping horns;
· Fixed ammo and weapons hoarding on the boat;
· Fixed Warehouse workers getting stuck because of high priority clothes tasks;
· Fixed world items potentially becoming unfindable by villagers after a while;
· Fixed a bug causing players to fall behind boat when opening the map while interacting;
· Fixed disconnections happening when a structure is damaged after a villager left or was killed;
Improvements, QoL and New Features
· Added auto recovery for villagers in some invalid positions;
· Added dragon balls to villager food items;
· Added confirmation for saving the villager schedule before switching to a new villager in the menu;
· Added marker to Slambakur biome;
· Added a marker to all islands after exploring them;
· Added new icons for the islands and some of the biomes;
· Added quick deposit for large item in Harbor and Karvi;
· Structures now retains their "Visible on compass" status upon upgrading;
· Cooking house worker is now filtering and prioritizing the filler ingredients much more accurate;
· You can no longer summon a villager when the core is dismantled;
· Supply requirements to start an expedition are adjusted based on the day length custom setting;
· Made it so Long Houses can be built in 2x2 & 3x3 formations (Wide House);
· Golems are now immune to work injuries, bleeding. Golems are no longer marked as "suffering" incorrectly;
· Golems are now allowed to work at Farms. The previous inability to was due to a misconfiguration;
· Carried Smolkrs can now be dealt damage again;
· Golem age attribute has been replaced with a "Lifetime" that depletes over time;
· Flimsy Torch - reduced construction requirements;
· Ivy Fences - adjsuted costs, as they previously used the flimsy fence costs;
· Increased cooking speed for stews;
· Cheese has been buffed: it now replenishes more hunger;