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Ostriv
Asid:
Alpha 5 patch 9 hotfix 21 & some news
Wed, 19 February 2025
Added/changed:
- Limeworks workers will now prioritize removing a small remainder of quicklime from the kiln
Fixed:
- Planted trees could have some navigation problems
- Field lost its link to a farm if entrance blocked
- Yearly supply limits didn't always work properly
- Navigation issues with fishing docks on map 3 (may need to rebuild the problem buildings in older saves)
So, about that deadline. This time I broke my rule about not having a release date for anything and it was a mistake. For instance, I had 2 days allocated for a new feature: help pages for every type of resource. When I got to implementing it, it quickly became apparent that the whole in-game help system could use some more substantial overhaul. What you see here is the current work-in-progress:
It's now taking 6 days and it's not finished yet. And of course it's all tied to the new buildings and resources in Alpha 6, so it can't be released separately. Our work is mysterious and important and, as such, very unpredictable. That's why games always either get delayed or botched.
I want Alpha 6 to be released as soon as possible more than anyone else, but I also want it to be actually worth revisiting for everyone. It's a rare opportunity and I don't want it to be wasted.
Sorry to disappoint, but you know that making the best game possible has always been my highest priority. Alpha 6 will be out when it's ready.
Thank you for your patience. We're under construction.
Asid:
Alpha 5 patch 9 hotfix 25
Mon, 31 March 2025
Alpha 6 is so big, its features are spilling into hotfixes. I think it makes sense to polish out some of the less exciting features with the community before Alpha 6 arrives and brings new players.
Added/changed:
- Building categories are now separating food and non-food production
- Added the trade limits window, which allows more control of what stays in town and what goes for export
- Added a help page about trade limits
Fixed:
- Crash on save in some cases
- Could put graves too close to water leading to navigation problems
- People could forget about their dead relatives graves after loading a save
Asid:
Alpha 5 patch 9 hotfix 27
Sat, 10 May 2025
Gonna talk a bit about Alpha 6 development and things which make it longer than expected (once again).
One of the new features is about making resource consumption much more sensible and reallistic. As of Alpha 5, your citizens only strive to have 4 types of food (or 6-7 if they are on the richer side). Of course it's too simplified to be believable.
In Alpha 6 every food resource will have nutritional value, but as it turns out you can't just choose foods by nutrition. When I tried that, the citizens would just buy all the calorie-packed foods and ignore all the vegetables. Another issue is that each food type has it's own consumption rate (most people can't eat 100g of garlic at once, but everyone can eat 100g potatoes). People would rather choose foods by taste, not by technical specs.
There's also no difference in local market price for different foods in Alpha 5 and resource amounts are quite arbitrary. Alpha 6 goal is to make all numbers make sense and thus make it easier to set actual prices for different foods, which would also have an effect on purchasing decisions.
Yet another factor is citizens class differences (there will be a bit more administrative roles with higher wages in the town) which lead to different expectations for products on the market.
It's been a long time since the game had this level of rebalancing and all the little details should play along together and don't break the parts which actually work. It takes some time to experiment and choose all the right solutions, but I believe this will bring a lot of new depth to the game.
Meanwhile, here's what's available in this little update:
Added/changed:
- Added background colors in treasury stats to improve readability
- Total population wealth is now visible in population stats
- Optimized fences rendering when viewed from afar
- Added an icon to tell if a resource is set to be collected by a building which also produces it
- Updated some help pages
- Can now force lime kiln burn before the whole batch collected
Fixed:
- Taken loans didn't save between sessions
- Some stone bridges could block navigation on water
- Fields and reforestation areas could cause blocked paths in some cases
- Corrected some spelling mistakes
- Barbers sometimes couldn't stop visiting the same fracture patients repeatedly and taking their money
- Lime kiln resources were collected even if it's deactivated
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