Ostriv
Steam News 7 February 20263mo ago

Alpha 5 patch 9 hotfix 43

Had to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to r…

Update log

Full Ostriv update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

3 fixes13 additions7 changes0 removals
  • Gameplay
  • Balance
  • Fixes
  • Performance
  • UI and audio
addedHad to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to release a final version of the game, so polishing the fundamentals is just as important as adding new major features. Meanwhile some new features did slip in as a side effect of said refactoring.
addedAdded/changed:
addedNew fences will now replace previous ones if built over (no overlap)
addedStable can now have dedicated pasture
changedHorses now require both grain and hay (or grass) for optimal health
addedStables/saltworks/wagon sheds in old saves will get certain amount of grain and hay for free if needed for transition to new mechanics

Had to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to release a final version of the game, so polishing the fundamentals is just as important as adding new major features. Meanwhile some new features did slip in as a side effect of said refactoring.

Added/changed:

  • New fences will now replace previous ones if built over (no overlap)

  • Default animal feed stock values are now proportional to livestock size and consumption

  • Trade boats will now fold their sails while moored

    Steam post image
  • Trade boats will now lower their mast to pass under a bridge

    Steam post image
  • Stable can now have dedicated pasture

    Steam post image
  • Horses can now also graze on a field

  • Horses now require both grain and hay (or grass) for optimal health

  • Stables/saltworks/wagon sheds in old saves will get certain amount of grain and hay for free if needed for transition to new mechanics

  • Stable now has "Livestock limit" slider

  • Can now change a field to fallow even if not all harvest stooks gathered yet

  • Animals with lower health produce less resources when slaughtered

  • Oxen in ploughs can now be combined if two ploughs with only one ox

  • Now visualizing connection to linked building on warehouses and cart parkings

  • Animals now have health property which depends on feed quality

    Steam post image
  • Livestock buildings now have feed rationing setting for emergencies

    Steam post image
  • Draft animals with lower health move slower

  • Milk and wool production also depends on animal health now

  • Updated help pages for buildings with new features

  • Added a notification if grass quality is low around a dryer

  • Added an option to allow forestry workers to plant trees

  • Added a notification on a wagon shed and farm if a draft animal replacement is needed

  • Clicking on wagon/boat/plough icon will now focus on it

  • Added a health bar for plough and wagon animals

  • If ploughing skipped on a field, but a plough arrived to farm, the field will now switch back to plouging if possible

  • Clicking on ordered cart/plough/etc. will focus on a building where it's being built

  • Now the "Next" button in fields works even if ploughing started

  • Now showing notification if there's no available cart to supply resources

    Steam post image
  • A few slight optimizations

Fixed:

  • It was possible to remove fences from building by demolishing an adjacent building (only fixed for new builds)

  • Windmill didn't function properly

  • Animals didn't consume water when on pasture

  • Livestock feed consumption could depend on game speed and fps

  • Potentially fixed all the weird behaviors related to slaughtering and relocation of animals

  • Slaughtering from saltworks produced twice the amount of resources

  • Another case of wrongfully blocked buildings

  • Some UI overflow conditions

  • An incest loophole for widows and widowers

  • Bad performance when forestry is selected (on some machines)

  • Ploughing visuals were lagging behind the plough in some fields

  • Cowshed or stable manager could take the last animal required for breeding

  • Boatyard could show inaccessible orders in total count

  • "Optimize bulls livestock" could misbehave sometimes

  • Rowhouse lods didn't have color variation

Source

Steam News / 7 February 2026

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