Update log
Full Ostriv update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
- Fixes
- Performance
This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions.
Added/changed:
Some minor optimizations
Added text flow around image in help pages
Can now use command line argument like "ostriv.exe -map level01" to start on specific map (mostly for dev purposes, but who knows)
Added help page for stone mining camp
Added a few more resource carry models
Improved construction workers logic (don't go with a gang of 20 to build a single cart parking)
Added options in cartwright to repair specific vehicles (or none)
Added category totals in resource stats

Fixed:
Roads could get weird after loading one save after another
Imported oxen were female and could give milk
Wagon sheds and farms could secretly breed animals
Crash when barber surgeon's patient didn't wait for him and died
Fallow fields could restore too much nutrients in some cases
Changing crop could immediately restore field nutrients
Source