Update log
Full Ostriv update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Fixes
- Performance
- UI and audio
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

Trade boats will now lower their mast to pass under a bridge

Stable can now have dedicated pasture

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

Livestock buildings now have feed rationing setting for emergencies

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

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
