Ostriv - yevheniy8
Added/changed:
  • Slightly slowed down the shoes production
  • Now showing a reminder over a house put on hold
  • Can now enable/disable seasonal hiring per building (also fixes some problems with "Apply to all")

Fixed:
  • Another case of white lines during bridge construction
  • The resource wasn't delivered to granaries and trading posts if it's being bought from citizens
  • It was possible to mix different types of trees in an orchard
  • Some stone deposits were not recognized by the miners (problem will stay in older saves)
  • Fishing boats tended to take suboptimal paths on Map 1
  • Another crash after demolishing buildings
  • A possible cause of start-up issues on Intel videocards
Ostriv - yevheniy8
Added/changed:
  • Added a message when a new couple have married
  • "Take from other granaries/warehouses" checkbox now avoids cyclic deliveries
  • The list of resources now divides to columns if too long to fit on screen
  • Added a help entry for seasonal hiring
  • Slightly reduced orchard productivity

Fixed:
  • Crash after moving resources to a cart parking
  • Potentially fixed the "citizens stuck" problem on 2-core processors in early game
  • Could relocate more than two animals to saltworks
  • Crash after demolishing saltworks with livestock
  • Non-rectangular orchard had incorrect outline when selected
  • Some fulling mills and smelteries had incorrect outline when selected
  • Water navigation problems after demolishing or cancelling a fulling mill (will stay in old saves if already happened)
  • Suboptimal pathfinding where buildings were demolished
  • Crash after demolishing a reforestation area being planted
  • Crash on F1 in some cases
  • Another case of buildings on top of each other
Ostriv - yevheniy8
Fixed:
  • Foresters didn't mind chopping down orchard trees
  • Barley has been mistakingly put to the list of human-edible foods
  • A bug after demolishing building leading to various crashes and weirdnesses
  • Smeltery supply options didn't save correctly
  • "Apply to all" in some buildings could mess up their supply
  • Orchard production didn't count in economy stats
Dec 14, 2021
Ostriv - yevheniy8
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
Ostriv - yevheniy8
Added/changed:
  • A few minor optimizations
  • Updated village house help text
  • No longer supporting saves from before Alpha 3 (March 2020)

Fixed:
  • Another crash on relocating animals
  • A priest could leave his job for another one
  • Some coastal buildings were wrongfully disconnected from others
Ostriv - yevheniy8
Fixed:
  • Crash on relocating carts
  • Couldn't build trading dock on map 8
  • School pupils list didn't always update properly
Ostriv - yevheniy8
Added/changed:
  • Another bunch of small optimizations
  • Added a message if no export stock on wagon arrival
  • Messengers from river towns will not visit in winter now

Fixed:
  • Trading boats had water in them if post-processing turned off
  • Crash after relocating animals
  • It was possible to build smeltery with entrance on water
  • Crash when hovering smeltery (in rare cases)
  • Could create a house with blocked entrance leading to white lines
  • Foresters stopped chopping trees in some of the previous versions
  • A few more cases of false "inaccessible"
  • A few more cases of white lines
Ostriv - yevheniy8
Fixed false "inaccessible" in some of the older saves (for real this time)
Ostriv - yevheniy8
Fixed:
  • Old saves didn't have new import options
  • False "inaccessible" in some of the older saves
  • Couldn't store iron ore in warehouses
Sep 28, 2021
Ostriv - yevheniy8
Got some more new stuff for you to check out.

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
...