Alpha 5 patch 9 hotfix 65
Fixed: Trade offers didn't replenish after the last update Saltworks needlessly notified about feed imbalance for oxen Could use any type of animal in saltworks (including sheep)

Developer posts and news about this game.

Fixed: Trade offers didn't replenish after the last update Saltworks needlessly notified about feed imbalance for oxen Could use any type of animal in saltworks (including sheep)

The following describes features of the upcoming Alpha 6. It's not in the game yet. These recent weeks a few more buildings got a free-form upgrade, which I described in one of the latest posts. Village houses, orchards and hopyards are all going to be better suited for integrati

Fixed: "Empty" function was quite elusive after the last update Flipped lime kiln didn't render properly

Added/changed: Added some info in help pages Added icons showing dwellings affected by smoke pollution when hovering polluting buildings Added "unlink" button to the field Reduced price for some of the barber surgery services, added this numbers in help Added a message when tryin

The following describes features of the upcoming Alpha 6. It's not in game yet. Right now working on the in-game tutorial. This may not be the most exciting new feature for the existing players, but it is important for the game to be more accessible to the new players, which we w

Some people didn't like the game's slow start, so Alpha 6 will have an option to start with already built small settlement. This should let players jump a bit closer to "action". The camp start is still the default though. Another feature I have been teasing for many years now an

Most of the time was spent on Alpha 6 this time, so this update is not a big one. A couple more buildings have crept into the list of upcoming buildings. Religion is going to be a bit more than just a way to cross a population threshold. Finally you will be a real Ukrainian mayor

This update introduces a new little building which may become useful in later game. Let me know what you think about this kind of specialized market stalls when you try it. Added/changed: Minor UI improvements New building: Firewood stall Added a few more personal log entry types

Fixed: "Looking for job" numbers were inconsistent Rare crash related to fulling mill Visual artifacts on fences with multisampling disabled A few cases of wrongfully blocked path in coastal buildings Sub-optimal pigs slaughtering in some cases Wrong apartment numbering in wealth

Fixed: Pavement around buildings disapeared in the last update

Here I'm gonna touch a subject of an explosion of complexity in case of adding another kind of freedom for a player. In the previous post I mentioned a new feature for some of the free-form buildings which will have this freedom. In Alpha 5 some buildings could be given any form

This last couple of weeks was mostly spent on Alpha 6 stuff, so the current update is not huge. The plan is to support much more freedom in shapes for farm fields, orchards, hopyards, pavement areas and village house yards. Since the current system only supports convex shapes wit

Added/changed: Added visuals for a field which has been plowed, but was already used after that Farm storage capacity increased from 10000 to 15000 Added "Go to blocked" button to see which entrance the building blocks Added an option to show start game tips Some minor optimizati

Added/changed: Water supply will now happen even if both "by hand" options are disabled Barbers will now wear a nice little accessory when they visit patients Fixed: Minor UI corrections Crash on placing fences in some cases Crash on start in some cases Crash related to trade tra

Added/changed: Added a notification if a tavern serves no alcohol Added "Reached a yearly supply limit on water" notification on livestock buildings Warnings on livestock feed supply problems now heed yearly limits Some more minor optimizations The game can now open save files fr

Fixed: Wrong text color in migration status Orchard trees were not chopped when needed

Added/changed: Optimized info overlays rendering Added status "Resources are on the way" for construction Fixed: Workers overlay didn't show teachers Minor UI corrections Crash on load in some cases Mysterious symbols on number inputs Construction workers were a bit too chaotic F

Added/changed: Minor performance optimizations Fixed: Unexpected March in winter when loading a save (could lead to dead livestock)

This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions. Added/changed: Some minor optimizations Added

Added/changed: Cowshed and sheep farm can now hire up to 5 workers (was 4) Cart parkings now show icons in properties to indicate if a cart is being used or reserved for use Another little bit of optimizations Fixed: Livestock building workers didn't prioritize water delivery whe