As we're working towards a huge future Alpha 5 release, a lot of time is spent there. But judging on previous feedback I thought it would be better to give you at least some smaller patches while you wait for a big one.
Here's what we've got for you so far:
Added/changed:
Added 4 new tree types: maple, apple, apricot and cherry
Garden-owning citizens will now be able to harvest their fruit trees
Added a centralized help window accessible through a button near the minimap (content will be expanded later)
Added status strings for mining camp when no reachable deposits
A few minor optimizations
Added 5 new crops for private gardens (garlic, horseradish, marrow, peas, pumpkin)
Gardeners will now be able to rotate some of their crops
Added help text for boatyard
Added preventive repairs option to boatyard
Added one more fence model
Slightly reduced food consumption for children
Added sounds for sheep
New building: orchard
Orchards can be customized during creation, just like houses with a garden
Added a waterwheel sound
Can now grow barley on farm fields (will have more uses later)
Slightly better performance on huge towns with resource supply by laborers
Draft animals will now die of old age
Added a new map featuring an infinite limestone deposit
Can now export apples
Reduced camera speed when zoomed in
A few more optimizations for big towns
Fixed:
A rare crash when hovering building
Cows and sheep could stop reproducing if only one worker hired
Citizens didn't consume alcohol they bought
Houses put "on hold" were counted as available in migration status
Granary and warehouse workers could supply infinitely small amounts of resources
An exploit that allowed instant construction - Експлойт, що дозволяв будувати миттєво
Saltworks menu popup reported incorrect amounts of construction resources
Saves with smeltery being constructed could get corrupted
All map could become "inaccessible" after building a bridge
A crash during tannery construction
Crash after some taverner family members died of old age
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