Hey everyone!
We've got another patch for you all today bringing you all some more fixes and QoL updates to improve your One More Island experience! We want to give a shout out to our Discord members that helped out with these reports or suggestions, so if you helped out with something, your name will be next to that bullet point 🙂If you need to report any bugs, or if you want to make suggestions, join our Discord and maybe your name will get featured in a future update!
Bug fixes:
- Stockpiles that are removed will no longer (re)collect the goods they just dropped, which resulted in the goods getting stuck.
- Apple trees, Silk trees and Cocoa trees now correctly have a cooldown before you can harvest them, similar to crops. ⚠ This might affect the balance of your Cider/Silk/Chocolate production in existing games!
- Ships visiting a harbor now visit the correct tile for which placement is validated while building the pier. This prevents ships not moving while on a trade route because the pier was inaccessible to the ship. (Metyourmakers on Discord)
- Zone workers will no longer haul goods from a stockpile within their zone to the output crate of their zone. (Mirrorfix on Discord)
- Moved an ore node in one of the islands because building a mine wasn’t possible due to the position of the ore node.
- When playing the game without Taxes enabled, the Taxes-tutorial is no longer shown when Tier III is researched.
- Custom difficulty no longer starts with 'decreased consumption' preset.
- Custom difficulty no longer sets 'taxes enabled' to an incorrect value.
- Tier IV research no longer mentions Vineyard as a zone that will be unlocked.
Gameplay changes:
- Upgrading the harbor to a higher tier now affects the (un)load speed for ships on a trade route. (Smooblymoobs on Discord)
- Trees will no longer be planted partially outside the zone.
- Iron ore production has slightly decreased.
Quality of life:
- Trade ships that throw cargo overboard because a cargo slot is used for different types of goods now show a notification when they do so. (Blueorange on Discord)
- Hovering the ‘zone maintenance bar’ now explains how maintenance works and what the projected costs are with the current maintenance level.
- Harbors now show 'harbor: custom name' instead of just 'custom name' to make them more recognizable.
On the roadmap:
- Irrigation system to automate watering crops. This will allow you to prevent many crops withering when for example a Heat Wave happens.
- Improving the worker AI when it comes to haul-jobs. We’re investigating whether a worker can pick up goods from multiple stacks (2+2+2 hops in one job, instead of three back-and-forth jobs).