Had to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to release a final version of the game, so polishing the fundamentals is just as important as adding new major features. Meanwhile some new features did slip in as a side effect of said refactoring.
Added/changed:
- New fences will now replace previous ones if built over (no overlap)
- Default animal feed stock values are now proportional to livestock size and consumption
- Trade boats will now fold their sails while moored
- Trade boats will now lower their mast to pass under a bridge
- Stable can now have dedicated pasture
- Horses can now also graze on a field
- Horses now require both grain and hay (or grass) for optimal health
- Stables/saltworks/wagon sheds in old saves will get certain amount of grain and hay for free if needed for transition to new mechanics
- Stable now has “Livestock limit” slider
- Can now change a field to fallow even if not all harvest stooks gathered yet
- Animals with lower health produce less resources when slaughtered
- Oxen in ploughs can now be combined if two ploughs with only one ox
- Now visualizing connection to linked building on warehouses and cart parkings
- Animals now have health property which depends on feed quality
- Livestock buildings now have feed rationing setting for emergencies
- Draft animals with lower health move slower
- Milk and wool production also depends on animal health now
- Updated help pages for buildings with new features
- Added a notification if grass quality is low around a dryer
- Added an option to allow forestry workers to plant trees
- Added a notification on a wagon shed and farm if a draft animal replacement is needed
- Clicking on wagon/boat/plough icon will now focus on it
- Added a health bar for plough and wagon animals
- If ploughing skipped on a field, but a plough arrived to farm, the field will now switch back to plouging if possible
- Clicking on ordered cart/plough/etc. will focus on a building where it’s being built
- Now the “Next” button in fields works even if ploughing started
- Now showing notification if there’s no available cart to supply resources
- A few slight optimizations
Fixed:
- It was possible to remove fences from building by demolishing an adjacent building (only fixed for new builds)
- Windmill didn’t function properly
- Animals didn’t consume water when on pasture
- Livestock feed consumption could depend on game speed and fps
- Potentially fixed all the weird behaviors related to slaughtering and relocation of animals
- Slaughtering from saltworks produced twice the amount of resources
- Another case of wrongfully blocked buildings
- Some UI overflow conditions
- An incest loophole for widows and widowers
- Bad performance when forestry is selected (on some machines)
- Ploughing visuals were lagging behind the plough in some fields
- Cowshed or stable manager could take the last animal required for breeding
- Boatyard could show inaccessible orders in total count
- “Optimize bulls livestock” could misbehave sometimes
- Rowhouse lods didn’t have color variation