Hello everyone,
Ok, there was still quite a bit of bug reports coming in for the beta, so I am doing one more patch. Hope this time it's the last one so we can move things over to production. Thank you to anyone waiting for your patience.
Additionally, on the side, I have been trying to get localization up and running and I think it's in a place to get some eyes on it. There will most likely be a few contextual translation mistakes and perhaps some text elements not fitting in certain places. If you play with any of these new languages and see that, let me know please.
Anyway, here are the patch notes:
New Languages
- Added language selection under General settings, with French, Spanish, German, Italian, Russian, Brazilian Portuguese, Simplified Chinese, Traditional Chinese, and Japanese translations.
- English uses the original fonts. French, Italian, German, and Spanish default to Pixeloid Sans, Chinese to Fusion Pixel, and Japanese to Fusion Pixel JP. Unsupported fonts are greyed out. Switching languages restores your saved font choice. The default font is now listed as Chevy (Default).
Tuning And Other Additions
- Room quality tooltips now show the room bonus in the calculation, such as 2 × 40 × 2 = 160.
- The entity overlay now shows how a creature reproduces just below Size. Hover over the entry to see its requirements and how many children it has had out of its lifetime maximum.
- Arcane Mastery now unlocks Mages and Thaumaturges. Summoners are exclusive to Ancients, who start with all three professions. Tomek no longer arrive as Mages, Summoners, or Thaumaturges.
- Leather-Work now unlocks Leatherworkers, Cloth-Work unlocks Tailors, and Fishing I unlocks Fishermen.
- Ardyn now start with Hortichron and Astralarium research, letting them grow new Ardyn from Chronoblasts before kingdom level 8. Chronoblasts now produce adult Ardyn who can earn XP.
- T'Igwir now assign Farmers by default, including in existing saves. Assigned Farmers receive the room's Farming bonus at Superior quality.
- Gwdir emerging from Gwnvayth and Gwnri chrysalises now spawn as adults and can be assigned jobs.
- Gwdir visitors, migrants, and random settlers are now male. Newly spawned female Gwdir are always Gwnvayths and wear a rose crown.
- Removed the limit of one Gwnvayth per kingdom.
- Tomek born from Sig'Mokr'a and Sig'Mokr'En now have only the ritual performer listed as their parent.
- Companions can now meet and mate wherever they are, provided both are assigned to the required room type. Fixed pairs never breeding when assigned to different Animal Enclosures or Homes.
- Interrupted mating attempts now retry after one in-game hour instead of waiting the full breeding interval.
- Vytrax now require an Animal Enclosure to breed.
- Tamtallens now give birth after pregnancy.
- Pitzargls and Honeybees now reproduce by duplication. Each can duplicate at most once per in-game day.
- Summoned creatures now join their summoner's nation and faction without being recorded as their children.
- Creatures now lose faction-specific traits when they change factions.
- Snoots now lay Snoot Eggs after mating. Use Incubate Snoot Egg in an Animal Enclosure to hatch them.
- Chirpens, Crabs, Gullys, Haasts, Nightwings, Owls, Squeakens, and Traeliks now have their own eggs and incubation jobs in Animal Enclosures.
- Chickens, Chirpens, Gullys, Nightwings, Owls, Squeakens, and Traeliks use Animal Enclosure jobs to lay eggs in roosts. If all roosts are occupied, they hold their eggs until one is free.
- Haasts lay eggs without a roost. Their incubation job no longer requires one either.
- Captured Cave Mips automatically produce their own eggs. Fixed Cave Mips laying chicken eggs. Wild Cave Mips only start laying eggs once captured.
- Moved Cave Mip Egg incubation from Smithies and Skendai to Animal Enclosures. It still requires a furnace, Metalworking, and Skendai research. Updated the Cave Mip tutorial to point to Animal Enclosures.
- Hatchlings now keep the parents recorded on the egg. Fixed the worker incubating the egg being listed as its parent.
- Failed incubation attempts now leave the egg intact.
- Incubation, egg-laying, and Tomek reproduction jobs now appear once the species has joined your kingdom and you have the required research.
- Added an Animal Feed item category.
- Animal Fodder is now made in Animal Enclosures instead of Kitchens and no longer counts as a meal.
- Added Restrict to room under job item permissions. When enabled, a job only counts and uses items inside its room. Missing-item warnings explain when this restriction applies.
- Animal feeding and watering jobs use Restrict to room by default, including in existing saves.
- Automated production now rechecks its conditions during work and counts ingredients workers are already collecting. This fixes workers repeatedly canceling and restarting jobs.
- Added water-production conditions for bottles, buckets, and bulbs. Manual Fill Container orders now repeat independently of Wellhouse automation.
- Ground-sleep spots now require dry, supported ground, including in Animal Enclosures.
- Items now fall when the block beneath them is removed, including in full mine shafts. Fixed haulers marking falling piles as unreachable.
- Haulers can now collect items from ledges and other spots they can reach but cannot stand on.
- Settlers can now walk across locked hatches and trap doors. The lock only blocks travel to the level below.
- Settlers and creatures on large maps now follow long routes in stages, continuing from the furthest point they can reach.
- Departing settlers and creatures now try other exits if their route fails. Recruiting one cancels its departure.
- Histories about the Fracture now only appear when their dates fit, including memories from before the Fracture and beliefs about what caused it.
- Sieging attackers dig and build toward your settlement faster, especially in large groups and at higher game speeds. They now swim across water and still build bridges across chasms.
- Settlers lost in overworld battles are now recorded as deaths.
- The combat alert now appears once when your settlement comes under attack. Additional settlers joining the fight no longer trigger it again.
- Visitor arrivals and other events without dialogue now leave the Build and Jobs menus open.
- New worlds with large amounts of water now load much faster.
Bug Fixes
- Fixed Tomek rituals sometimes continuing to affect the consumed parent after it was removed. This could cause the game to crash.
- Fixed jobs repeatedly failing when the only items they need are unclaimed.
- Fixed mined items floating out of reach or being abandoned by haulers and left unclaimed. Settlers now recognize newly dug paths right away.
- Fixed connected caves remaining partly dry when revealed during world loading.
- Fixed Void Woken and other ageless creatures spawning with birth dates years in the past.
- Fixed name prefixes and suffixes appearing too often, including ones set to never appear.
Thanks so much for reading and playing. Hope you enjoy!
-S
