We’re currently in the process of improving stability and performance of Alpha 24, in preparation for a stable release. Thanks for all of your feedback and bug reports on the forums; keep it up! This build brings a few important bug fixes and some general improvements.
As usual, unstable is still unstable. Saves between unstable releases are not guaranteed to work, but saves between major Alpha releases will.
Building Changes
Added a color picker to the material list.
Added Rayya’s Children building templates for the new building system.
Added an option to add the building templates screenshots in a mod as preview images.
Added an outline when placing fixtures (furniture, decorations, windows, etc.).
Fixed snow appearing inside buildings.
Fixed color codes of building brushes to be all lowercase (mixing is not nice).
Fixed not being able to collapse the template dropdown on the mods screen.
Multiplayer Changes
Improved performance on games with multiple clients.
Fixed returning to the main menu after exiting a multiplayer game.
Fixed several AI errors that happened when a client disconnects.
Fixed a crash when canceling connecting to a server.
Other Changes
Optimized QB models for better loading performance.
Improved entling mage sound effects.
Fixed an error caused by mods having empty recipe categories.
Fixed several errors in NPC conversations and emotes.
Fixed hearthlings sometimes getting stuck idle after admiring a firepit or hearth.
Fixed an issue that could cause all restocking to stop.
Fixed an error when a target gets destroyed while a move order on them is being applied.
In this release, we have added an easy way to create building templates as mods so that you can more easily share and download new templates via Steam Workshop. (No modding knowledge required! The system takes care of enabling your template as a mod.) Once you download and activate a building template mod, the templates will automatically appear in your templates list when using the building editor!
Instructions on how to create and/or upload a template mod here
Other Changes
Added the ability to (repeatedly) postpone the re-embark dialog by a month.
Added support for re-embarking with the client's crews in multiplayer.
Added the ability to delete re-embark crews.
Added cold weather resistance to winter worker outfits.
Added new button icons on the mods screen.
Changed the mod screen to show mod title as well as mod namespace.
Changed firepit and lamp lighting policy to be on in bad weather.
Changed the Pack Mule and Featherweight traits to work with the new restock system:
Pack mules move much faster when carrying.
Featherweights move faster, except when carrying, which causes them to move much slower.
Optimized network performance.
Tweaked story selection UI to make it clearer when more biomes are available.
Fixed several UI strings not being localized.
Fixed the building erase tool affecting unselected buildings.
Fixed trader campaigns sometimes getting stuck.
Fixed a bug that could cause crashes to desktop during error handling.
Fixed some quest dialogs breaking campaign flow when spam-clicked.
Fixed items in blocked equipment slots being destroyed.
Fixed two handed swords not blocking shield slots.
Fixed part of the crafting workflow showing "restocking" as the activity.
Fixed hearthlings trying to swipe just-crafted items from crafting workbenches.
Fixed hearthlings not gathering around hearths.
Fixed NPCs sometimes not being able to converse.
Fixed RGBA color parsing that caused incorrect interpretation of e.g. biome water color.
Fixed an error with launching celebration fireworks.
Fixed travelers sometimes not leaving if a game is reloaded while they are in town.
Fixed error when reloading after a citizen pending job change dies.
Hey everyone, the team is furiously fixing bugs and working on performance optimizations across all systems, so I thought this week, we could take a closer look at a few bells and whistles that Engineer Chris snuck into the building editor before he switched over to performance work.
In this release, we have combined the two existing mining tools into a single new power-tool that has a number of new features, including:
The size of the mined cube can be changed both horizontally and vertically by holding Shift or Alt, respectively, and scrolling the mouse wheel.
The starting point of mining is no longer limited to a 4x4 grid.
You can remove parts of designated mining zones by holding Ctrl, which will make the tool subtract from existing regions rather than add to them.
When a mining zone is designated, the selected terrain is immediately hidden (while in the zones view mode), so you don’t have to wait for the area to be mined before designating further parts.
Mining zones now outline the actual blocks remaining to be mined, and are also now visible through terrain while in the zones view mode, so you don’t lose mining zones which might be deep underground.
Rulers indicating the mining zone dimensions are now drawn in white, and on top of geometry, so they are easily visible even when digging in slice mode or at odd camera angles.
This tool is still experimental, so please try it out and let us know what works and what doesn’t! One known issue is that in low quality graphics mode, selected mining zones will appear in white.
Multiplayer Changes
Added a market shelf that allows players to offer items to other players and visiting NPCs.
Added a performance warning for large multiplayer games.
Fixed combat alert notifications in multiplayer.
Fixed mods synced when joining a multiplayer game remaining auto-enabled afterwards.
Fixed multiple players getting assigned the same color in multiplayer.
Fixed empty player trade offers being considered valid.
Fixed multiplayer signal pings ignoring buildings.
Fixed an error that corrupted inventory items when reloading a multiplayer game.
Fixed error popups when clients send invalid data to the server.
Fixed several AI errors that happened when a player disconnects from a multiplayer game.
Building System Changes
Added support for RPG view mode on structures made with the new building system.
Added basic support for loading legacy (old building system) custom templates.
Added a search bar to the building templates list.
Fixed a number of issues around placing fixtures on roofs and roof walls.
Fixed a building progress bug caused by the town tier changing while a building is being built.
Fixed several small building system bugs.
Other Changes
Added visiting NPCs to tier 2 towns.
Added support for conversations with NPCs.
Added new audio effects for some monsters (ogres, golems).
Improved performance of several core gameplay systems.
Improved mining block order to reduce likelihood of hearthlings getting trapped.
Fixed the [M] version label not showing up when using Steam Workshop mods.
Fixed the Cramped thought getting stuck if added before the Strength town bonus is added.
Fixed hearthlings not being able to find some food types if they are stored in crates.
Fixed NPCs visiting for celebrations staying if the game is reloaded while they are leaving.
Fixed Lucky days putting incapacitated hearthlings in an unrecoverable state.
Fixed storage filter default to All/None not taking effect until game restart.
Unstable is Still Unstable
As usual, saves made on unstable are not guaranteed to work between unstable versions, but saves from different stable alpha versions should work.
Given all our recently added new features, every engineer on our team is going hard on fixing all the bugs you’ve found, plus working in general on performance and lag. Artist Allie and Artist Malley, however, are looking ahead a bit at some upcoming content we know you’ve all been waiting for: The Rabbit Clan.