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Asid:
Alpha 5 patch 9 hotfix 34
Thu, 4 September 2025
This update contains some invisible work to make all production more unified and data-driven, so it will later be much easier to implement modding of custom production buildings. But as with any code changes, new bugs may be introduced. So please keep an eye on and report any unexpected changes in production.
Also since I've last spoken, another 4 buildings were added to Alpha 6 plan (all from Trade & Transport category). They just keep coming, sorry.. There is some new logistical stuff happening since there will be a new concept of "upkeep resources". All those sacks, baskets and tools won't appear from thin air anymore. At the same time it shouldn?t overcomplicate things, so the new challenges are mostly solved by building new buildings. And we all love building new stuff.
Meanwhile, here's the current stuff:
Added/changed:
- Not showing "Supply sources don't have the required resource" if stored over target amount
- Buildings using both charcoal and firewood will need 3 times as much firewood for the same amount of charcoal
- Carpentry building renamed to more appropriate Cartwright
- Cartwright will now build and repair for closest orders first
- Slightly improved the wooden church model
- Added help page for thatchery
- Minor UI changes
- Can now enable to show connection to specified supply sources
Added a nice bell tower to go with your church (purely decorational as of now)
- F2 for changing building appearance works for rowhouses too now
Fixed:
- Citizen jumped on a bridge instead of walking under it
- Crash in late game (4000+ population)
- There could be a secret invisible building which hired some extra construction workers
- Crash on town hall demolition
- A faulty case of navigation blocking by fields and village houses
- Workers who used boats and wagons came home already rested
- Soapworks, Glassworks, Ashery didn't enforce minimal number of workers
- Initial settlers could have a child with negative age in some cases
- Plants and fences could float in the air after construction nearby
- Hay actually almost didn't spoil on hay dryer in winter
Asid:
Alpha 5 patch 9 hotfix 42
Sat, 6 December 2025
This update has significantly reworked how fields work. Support for winter crops has been added, while also changing the behavior of regular crops to be more realistic. Plowing will now make much more sense, as it will not negatively impact growth time.
- "Always show occupied space" will now show all footprints on the map, not only the closest
- Disabled flip on some symmetrical buildings
- Can now bind a hotkey for eyedropper tool
- Can now link a warehouse to a specific building
- Every crop now has specific sowing window. Earlier sowing gives earlier harvest
- Growth and ripening are now taking exact amount of time based on a crop
- Harvest amount depends on soil nutrients, not on time of sowing
- Crop selection window is now showing information about when crops are sown and harvested
- Added winter varieties of wheat and barley (sown in autumn, slightly bigger yield)
- Can now change field crop while it's being ploughed
- If a field wasn't sown in time, it will now grow as partially sown
- Updated help text for the farm
- Improved field properties window to be a bit more informative
Fixed:
- Didn't spend threads in fishing dock
- Field workers could go through fences in some cases
- Some more cases of mayor not mayoring
- Crash related to town hall
- Crash related to cartwright
- Trade limits window could overflow
- A possible crash if someone dies while you're viewing their home's properties
- Tannery batch spoilage speed calculation was incorrect
- A niche bug related to nutrients of demolished fields
- Birth year on a grave was recorded with errors
- A rare case of blocked entrances when placing buildings with fences near water
- Pigs could live forever without food if relocation started, but no carts available
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