Full notes
Full Foundation update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone!
What changed
- Gameplay
- Maps
- UI and audio
- Fixes
- Performance
- Balance
Foundation changes
We have just released a patch with fixes for several reported issues. Thank you for your continued reports and feedback.
Updated
Updated: Optimisation - Reduce RAM usage of trees on the map edge
- UpdatedImproved Farm feedback - Farm status will prioritise 'No Worker Assigned' as the field size depends on the workforce.
Updated: Cost & Splendour of Kingdom Wall Torches
Updated: Community Localisation
Fixed
Fixed: Crash when a Soldier leaves the village while patrolling
Fixed: Crash when closing the game (or reloading) while a Lodging's building window is open
Fixed: Crash when a Bridge’s start and end points occupied the same position
Fixed: Crash when using undo/redo on a replaced part that has been destroyed
Fixed: Undo/Redo - Using the undo tool after building a bridge could remove the bridge preview
Fixed: Undo/Redo - The part switcher tool now works with the undo/redo function
Fixed: Fortification preview was not refreshing when destroying parts/walls
- FixedWalls could be left in a “Being Placed” state when a node was added and the changes applied
Fixed: Villagers could not be promoted in rare cases
Fixed: Clicking the Company world icons did not open the Company tab
Fixed: Production buildings' output storage capacity was also incorrectly adding an equal value to input capacity
- FixedThe state of the access arrows did not change when a forbidden zone was removed.
Fixed: Grounding issues on some walls
- FixedAdded new Stained Glass attachment points to Rustic Church parts
Fixed: Description of "Rustic Wooden Tower" of the Rustic Church
Modding
- FixedCrash in progression screen if an added unlockable is free
Fixed: `GAME_CONDITION_QUEST_STATE` was unusable for modding
Source
Changelog.gg summarizes and formats this update. How we read updates.
