Older saves are supported as usually, but it is not recommended to demolish buildings finished in previous versions.
The "citizens stuck" bug is a bit tricky. There have been some changes made that may help sorting that out, but it needs more testing in the wild. So looking forward to your feedback!
Added/changed:
Lots of small performance optimizations
New building: smeltery (for iron production)
If a trading dock is blocked, trade boats will not arrive in it
Can't build a trading dock now if trading route is obstructed by a dam
Improved the look of paths created by traffic (might take an in-game year for new paths to establish in older saves)
Slightly optimized construction
Improved later game performance
Workers will now be more selective on where to put resources from emptied buildings
Added trade wagon sound
Constructed building now shows the actual combined list of builders in properties
Added seasonal hiring options for construction workers
New building: big hay barrack (stores 7 times as a regular one)
Can import more alcohol now
Added help text for stable
Trading wagons will wait a bit longer for workers
Slightly reduced charcoal pile productivity
People will now better distribute shopping responsibilities in family
Increased cowshed and sheep farm storage capacity to 7000
Slightly reduced yield of non-plowed fields
Now keeping selection on source building when relocating animals
Added a notification when a child is born
Can now destroy resources loaded into the lime kiln
Can now import iron ore
Added two more levels of earlier autosaves
Random messengers will now visit more often, especially as the town grows
Now showing a year of planting for every crop icon in a field
The current crop is always shown first in crop rotation sequence now
Added bug reporting instructions to the main screen
Slightly improved hire options UI
Other minor UI changes
Fixed:
Imported sheep were wrongfully sheared after delivery
Clicking on builder's workplace didn't select the building correctly
Fulling mill created navigation problems if demolished
Potentially fixed some rare cases of multiple buildings on top of each other
Constructed buildings didn't have any snow on them
Could extract unlimited taxes from tavern owners
Doors could float in the air after demolishing buildings
Cart relocation sometimes didn't work properly for cart sheds
Tents would stay forever if all carts are in a shed
Deactivated fallow field didn't restore nutrients
A newborn cow or sheep could be mistakenly taken for slaughter while moving herd to pasture
Potentially fixed severe glitches on older AMD video cards (need confirmation)
Adults applied to school while working
Could build a fishing dock with entrance on the water
Charcoal pile didn't have proper visual charcoal amount
Fishing boats traveled too far in some cases
Taverners could stuck in endless buying cycle
It was possible to create unwanted reserves by using "Move resources" feature
A worker could stuck in a clay pit if it's being demolished
Could not demolish a cowshed in some cases
Random crashes long after demolishing a mining camp
Crash related to tavern
Some fulling mills had distorted resources models while constructed
Release an update on Friday and than spend a weekend releasing hotfixes. That is just my dream job! :) Let's see what we got here:
Added/changed:
New building: tavern
Citizens will now occasionally buy alcohol from the market or visit a tavern
CPUs with more than 8 threads will use more of their processing power
Churches will now have priests
Added a context menu for vehicles
Added help text for windmill
Added help text for charcoal pile
Once again optimized pathfinding
Can now copy a resource list from one granary to another
Added more help text for village house
Added a notification if there's no workers to take care of animals
Clay pits are now being dug up by builders, not constructed instantly
Clay pits are now demolishable
Added scrolling in help window (those text don't get any shorter)
Added a bit more visible logs in the forestry storage
New families arrive with a bit randomized wealth now
Can now import alcohol
Having a tavern in the town is now required to grow population over 400
Slightly increased apiary probability
Fixed:
Some of the fulling mills had wrong occupied space footprint
Workers were hired while resting
Buildings around clay pit could create glitches in the pit
Crash related to moving resources by carts (for real this time)
Sheep from different farms could be sent to the same field (and several issues stemming from it)
Potentially fixed the "citizen stuck" issue (need confirmation)
Also one thing I always forget to mention is that you can now express your love and support for Ostriv in a new way: by purchasing the original soundtrack! Just leaving you here with this thought. Have a nice weekend!
The last hotfix was a bit of a mess, so this one fixes that. Unfortunately saves made in 0.4.4.3 that have any kind of livestock except chicken are officially broken. Sorry for that. You should be able to continue from any save made before hotfix 3 with no problems. New games should be fine as well.
This update features the coolest water mill in gaming history (well, at least I think so). Buildings in Ostriv never had so many moving parts before and we really hope you'll be able to notice them all:)
Added/changed:
New building: sheep farm
New building: fulling mill (processes wool to broadcloth for warm clothes production)
Citizens will now less likely make apiaries on their gardens
Added another town for river trade
New resources are now available to trade with other towns
Can now put a vacant house on hold so no one moves in
Carpentry storage capacity increased to 8000 (was 6000)
Smithy storage capacity increased to 6000 (was 5000)
Can now tan sheepskin in tannery
Added help text for hay barrack
Can now produce warm clothes at the tailor's workshop
Added help text for tailor's workshop
Citizens will now buy warm clothes from the market stalls
People are a bit more picky on age when getting married
Esc key now stops hovering building, not showing the main menu
Buildbar is now hidden while hovering building (saves some screen space)
Shoes, Clothes and Warm clothes are now among the necessary goods
Slightly improved hammering animation
Minor UI changes
Fixed:
Fixed possible cause of random crashes with subsequent corrupted autosaves (need confirmation)
Foresters stopped planting trees in some cases
Capacity was shown in buildings where it's not applicable
Could turn house gardens inside out leading to navigational issues
New export options were not available for older saves
Flax was visible during plowing
Laborers had their monthly income calculated wrong
Laborers list didn't update properly
Could order bulls and oxen no one asked
Citizens could haul unlimited amounts of resources by hands when selling garden produce