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Steam News4 December 20257mo ago

Diary #66 – 1.2.09 Release Notes

So thanks to a bug report on some missing achievements, we have a new release of Iron Village coming your way!

Full notes

Full Iron Village update

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What changed

0 fixes3 additions0 changes0 removals
  • Gameplay
  • Performance
addedSo thanks to a bug report on some missing achievements, we have a new release of Iron Village coming your way! There are two main fixes here:
added#1: Achievement Synchronization: When you load a save file, the game will manually check everything and unlock achievements as appropriate. For some reason somebody’s game didn’t unlock the Artificer’s Guild and Deep Mine achievements when they built them, and prior to 1.2.09 the game would never go back and try to unlock them again. This fixes that problem by adding a redundant layer to catch these sorts of missing achievements on a regular basis. (In fact, this logic was already in use for a few achievements, I’ve just expanded it to cover nearly all of them. The only one that isn’t covered is the “all resources” achievement, but that checks the conditions every time your resource counts change, so it’ll generally update within a few seconds.
added#2: Save File Size Bloat Reduction: When I asked the bug reporter to send in their save, they couldn’t actually attach it because it was too big. I thought that was weird, all my saves have been a couple hundred KB. This save was a whopping 19 MB. That wasn’t too big for Notepad++ to open thankfully, so I took a look and… it was the [c]EventLogManager[/c]. (You may remember this from Diary #54 – Workers and Resources: Iron Village .) Basically it would record events for approval events and resource production/consumption, but I never actually got around to adding the code to cap the size. Anyway, that’s in now, hopefully it should be a good compromise between save size and production statistic accuracy.

Iron Village changes

addedSo thanks to a bug report on some missing achievements, we have a new release of Iron Village coming your way! There are two main fixes here:
added#1: Achievement Synchronization: When you load a save file, the game will manually check everything and unlock achievements as appropriate. For some reason somebody’s game didn’t unlock the Artificer’s Guild and Deep Mine achievements when they built them, and prior to 1.2.09 the game would never go back and try to unlock them again. This fixes that problem by adding a redundant layer to catch these sorts of missing achievements on a regular basis. (In fact, this logic was already in use for a few achievements, I’ve just expanded it to cover nearly all of them. The only one that isn’t covered is the “all resources” achievement, but that checks the conditions every time your resource counts change, so it’ll generally update within a few seconds.
added#2: Save File Size Bloat Reduction: When I asked the bug reporter to send in their save, they couldn’t actually attach it because it was too big. I thought that was weird, all my saves have been a couple hundred KB. This save was a whopping 19 MB. That wasn’t too big for Notepad++ to open thankfully, so I took a look and… it was the [c]EventLogManager[/c]. (You may remember this from Diary #54 – Workers and Resources: Iron Village .) Basically it would record events for approval events and resource production/consumption, but I never actually got around to adding the code to cap the size. Anyway, that’s in now, hopefully it should be a good compromise between save size and production statistic accuracy.

So thanks to a bug report on some missing achievements, we have a new release of Iron Village coming your way! There are two main fixes here:

#1: Achievement Synchronization: When you load a save file, the game will manually check everything and unlock achievements as appropriate. For some reason somebody’s game didn’t unlock the Artificer’s Guild and Deep Mine achievements when they built them, and prior to 1.2.09 the game would never go back and try to unlock them again. This fixes that problem by adding a redundant layer to catch these sorts of missing achievements on a regular basis. (In fact, this logic was already in use for a few achievements, I’ve just expanded it to cover nearly all of them. The only one that isn’t covered is the “all resources” achievement, but that checks the conditions every time your resource counts change, so it’ll generally update within a few seconds.

#2: Save File Size Bloat Reduction: When I asked the bug reporter to send in their save, they couldn’t actually attach it because it was too big. I thought that was weird, all my saves have been a couple hundred KB. This save was a whopping 19 MB. That wasn’t too big for Notepad++ to open thankfully, so I took a look and… it was the [c]EventLogManager[/c]. (You may remember this from Diary #54 – Workers and Resources: Iron Village.) Basically it would record events for approval events and resource production/consumption, but I never actually got around to adding the code to cap the size. Anyway, that’s in now, hopefully it should be a good compromise between save size and production statistic accuracy.

Source

Steam News / 4 December 2025

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