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Author Topic: Ostriv  (Read 23962 times)

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Offline Asid

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Re: Ostriv
« Reply #30 on: February 29, 2020, 02:33:26 AM »
All refreshed and readying to move your resources in Alpha 3




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Offline Asid

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Re: Ostriv
« Reply #31 on: March 15, 2020, 01:17:08 AM »
Good news for GOG users
6 March 2020

Good news for GOG users! Your Ostriv purchase will include a GOG key along with a Steam key. Just as with Steam - the keys will be delivered as soon as the game releases on GOG (which should happen simultaneously and hopefully by the end of this month)

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Offline Asid

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Re: Ostriv
« Reply #32 on: March 15, 2020, 01:18:20 AM »
Here we go again...
14 March 2020



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Offline Asid

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Re: Ostriv
« Reply #33 on: March 16, 2020, 12:01:39 AM »
Ostriv Alpha 3 trailer
15 March 2020




Expected release in 7 days.



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Offline Asid

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Re: Ostriv
« Reply #34 on: March 19, 2020, 01:24:23 PM »
Now available on GOG and Steam!
19 March 2020



https://www.gog.com/game/ostriv

https://store.steampowered.com/app/773790/Ostriv/

Steam keys will be available by your old humble link soon.

GOG keys are already available.






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Offline Asid

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Re: Ostriv
« Reply #35 on: March 19, 2020, 01:32:06 PM »
Alpha 3 released!
19 March 2020

When I started the development of Ostriv alone back in 2014, my country was experiencing quite an uneasy time in its history. But this project managed to change my life and, judging by the enormous amount of feedback I was getting, it gave a lot of hope to a lot of folks around the world.

In the course of these years I went from a part-time solo development to full-time with a team of 3 helping me out. All thanks to 20 thousands awesome people who believed in the project and purchased the early alpha.

I also want to thank everyone who spread the word on Youtube, Twitch, and (occasionally) gaming press. Without you I’d never reach those thousands of people! I have to say, just a few years ago, I wouldn’t even imagine seeing videos of someone in Thailand or Japan building their own Ukrainian villages.

I hope this game will bring you some joy and calmness (of course if you’re lucky enough to run it without crashes) during this time, uneasy for the whole world, or at least a good reason to stay at home.

Take care and please don’t buy any more toilet paper!


Now to what’s new in Alpha 3:

Added/changed:
•   New building: Wagon shed


•   New building: Stable
•   New building: Saddlery
•   New building: Limeworks
•   New building: Lime kiln

 
•   There are now stone and limestone deposits on maps

 
•   New building: Mining camp

 
•   New building: Church

 
•   Significantly optimized performance, especially in big towns on faster game speeds (When porting old saves it may need some time on 1x speed to improve)
•   Can now produce horseshoes at the smithy
•   Now showing current field status in farm’s field list
•   Raised the metal parts selling price by 5x
•   Name of workplace in citizen’s properties and family tree is now clickable

 
•   Animal death of starvation and thirst are now more sparsely spaced in time
•   Added an icon to tell the crop harvest from processed resource
•   Threshing is now evenly distributed between crops
•   Now showing how much more resources required for construction

 
•   A bit more color variety for autumn leaves

 
•   Showing warning when trying to buy animals before there’s a place to keep them
•   Granary workers will now supply to nearby shops if no other work
•   Now showing how many resources required for a carpentry order
•   Thatchers are now using multiple points to gather reeds, also being smarter about newly accessible points (after bridges built) and obstructed points (less teleporting)
•   Windmill now uses the same supply options as other buildings
•   Added animation and sound for chopping trees
•   Citizens are now smarter about finding shortest distances. A is now closer than B

 
•   Zooming out to fit the focused object on a screen (following mode, searching buildings)
•   Added clay digging animation
•   Improved model for horses with texture variation
•   Hay barracks are now being built just like other buildings
•   Added a minimal bridge height over water level
•   Added a button for quick access to the town hall building
•   Now using a current user’s Documents folder for saves and settings

Fixed:
•   Tannery batch size slider didn’t work properly
•   Pigs didn’t reproduce when livestock = limit
•   Could store unprocessed buckwheat harvest in the warehouse
•   Sometimes it was impossible to demolish a fallow field
•   Windmills stopped rotating in older towns
•   Uneven terrain restriction didn’t work in several recent patches
•   Carts had visual glitches on bridges
•   Wife’s parents didn’t have their own last name (works for new games only)
•   Weird navigation around field and village house entries
•   Female fertility wasn’t limited by old age
•   Trade deal slider showed wrong numbers when switching between deals
•   Starting camp placement had unwanted offset applied
•   In some cases it was possible to stack multiple constructions on top of each other
•   Planted trees were removed instantly when built on (even the old ones)
•   Foresters ignored trees accessible by built bridges
•   Couldn’t copy buckwheat field with eyedropper tool
•   Cows left on the field if trying to relocate at the end of pasture season
•   Memory overflow (crash or glitches farm fields) when playing for a long time straight
•   Entering big numbers in text field made them negative
•   Workers avoided moving resources to trading posts when emptying buildings
•   Demolishing and then cancelling on windmill created navigational anomalies leading to walking through buildings around it
•   Crash once winter starts in some games
•   Multiple cowsheds could use a same pasture, breaking several game mechanics
•   Farm workers needlessly visited field entry when harvesting
•   Two coastal buildings being constructed on opposite sides of the river created a breach for water-walking
•   Crash when demolishing a bench waiting for trees to be removed
•   Boatyards used too small amounts of wood for boat construction/repair
•   Chicken relocation had several issues (like dead locks)
•   It was sometimes possible to start construction on the other side of the river before the bridge has been built (thus teleporting and other issues)
•   Some bridge builders decided to live underground
•   Navigation around windmill was a bit broken if game saved while turning its body
•   Bridge construction ignored trees
•   Could duplicate resources in trading posts and warehouses leading to weird behavior
•   Various small UI fixes

To port your old saves to Alpha 3, run the updated game at least once. Then copy “save” folder from your game’s directory to Ostriv subdirectory of your documents (usually in c:/Users/USERNAME/Documents/Ostriv). You can do the same with the file “settings.data” to port your settings.

Regarding the Steam keys to early purchasers from ostrivgame.com, I’m still waiting for Valve to send me the requested keys. Will inform you as soon as I can!

GOG keys already available by your humblebundle link!

To manually update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version

If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender

If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link for 32-bit version: https://aka.ms/vs/15/release/vc_redist.x86.exe and here for 64-bit: https://aka.ms/vs/15/release/vc_redist.x64.exe

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Offline Asid

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Re: Ostriv
« Reply #36 on: March 23, 2020, 01:50:04 PM »
Alpha 3 hotfix 1
Sat, 21 March 2020

Traditional quick fixes after release!

There's also a known issue of workers getting stuck on the field. If you have a save before this happens, please send me at yevheniy@ostrivgame.com


Added/changed

•   Increased the font size in help windows

Fixed

•   Crash when a wagon returns to the shed (in some cases)

•   Key bindings didn't work correctly

•   Crash when clicking the town hall button before the camp started

•   Crash when clicking "Save" the second time before there's any autosaves

•   Crash when emptying some buildings

•   Crash when using an eyedropper tool

•   Crash after demolishing a bridge

•   Stone stack on construction site didn't show properly

•   Crash after bridge (and possibly some other buildings) construction finished

•   Lime kiln could stuck on gathering


More fixes coming soon. Thanks for backlogging me with feedback!

Yevheniy

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Offline Asid

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Re: Ostriv
« Reply #37 on: March 26, 2020, 04:18:56 PM »
Alpha 3 hotfix 2
Thu, 26 March 2020



A little more fixes. Thanks everyone for reports (still going through my backlog)


Added:

•   Help text for water platform

•   Now showing path to save folder in Save/Load screens


Fixed:

•   Chicken relocation getting stuck when chickens died

•   Tannery stopped working when gathered 4999 units of water

•   Could build a farm filed partially on water

•   Couldn't demolish an empty lime kiln

•   Chapel was a requirement even if there's a church

•   Crash when trying to put down a building

•   Wagons could deliver more resources than available (also created a lot of mess with numbers)

•   Limestone mining could stop if stone deposits are inaccessible

•   Crash when gathering harvest from demolished fields

•   Crash when a wagon returns to the shed (another one)

•   Scrolling issue in saves list

•   Could add duplicates in granary

•   Panning didn't work correctly if set to RMB or MMB


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Offline Asid

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Re: Ostriv
« Reply #38 on: March 29, 2020, 11:55:15 PM »
Alpha 3 hotfix 3
Sun, 29 March 2020


A little more fixes. Thanks again everyone for reports!


Added:

•   Esc key now hides the construction menu and help window

•   Post processing is now disabled for Intel GPUs by default


Fixed:

•   Crash when a builder has arrived on a finished construction

•   All the workers stuck on the field are now free to go!

•   Crash when everyone in town wants the same ox

•   Some coastal areas had passable buildings/fences (will be fixed only for new games)

•   Crash when putting down some buildings near water

•   No ploughs being built if there's a wagon order in queue

•   Crash after cancelling construction (in some cases)


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Offline Asid

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Re: Ostriv
« Reply #39 on: April 02, 2020, 01:11:29 AM »
3d bridges for navigation




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Offline Asid

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Re: Ostriv
« Reply #40 on: April 08, 2020, 02:02:17 PM »
Alpha 3 patch 1
Tue, 7 April 2020


Added/changed:

•   Added a description for Empty function

•   Added some more on-screen reminders on how to start your town (Clay pit, Thatchery, Charcoal pile, Forestry workers)

•   Construction menu now divides to pages if doesn't fit on screen



•   Wagons will now need horseshoes and tack replacements after some time



•   Salaries and rents are now payed daily rather than every frame, thus making the economy consistent in all game speeds

•   Not allowing to demolish field with harvest anymore

•   Added tooltips on resource icons in tannery



Fixed:

•   Tannery stuck in gathering (rare)

•   Crash when relocating pigs

•   A carpenter could choose a horse that's being relocated, leading to later crash

•   Could build coastal buildings in inaccessible areas

•   Construction workers had their path needlessly recalculated

•   Stone mining could stop if limestone deposits are inaccessible (yeah, vice versa)

•   Wagons could deliver the same construction resource twice (left in a building afterwards)

•   Church and chapel requirement didn't care if its construction is not finished

•   Cows could be stuck relocation

•   Crash on loading some saves

•   Jerky movements of wagon wheels in later game

•   When demolishing a forestry, a leftover log could be never picked up

•   People and animals aged less if played on lower game speeds

•   Wagons never wear out

•   Wagon shed workers could neglect supplying for horses

•   Laborers in fact received the same wage as workers despite coefficient

•   A pig marked for slaughter manually could be slaughtered twice

•   Some weirdness during windmill demolishing

•   Horse tack trade was broken

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Offline Asid

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Re: Ostriv
« Reply #41 on: April 17, 2020, 12:56:35 AM »
Alpha 3 patch 2
Thu, 16 April 2020


Added/changed:

•   Added a check to "Allow chopping trees" in reforestation area (will be protected otherwise)

•   Added new UI scale option: 250%

•   Added buttons in building panel to quickly search similar buildings



•   Can now specify builders wage in town hall

•   Can now hire counselors in town hall to manage seasonal hiring

•   Added new options to hire depending on season

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•   Added notification when field nutrients are low

•   Can now disable snapping while creating fences

•   Added a help text for cart parking


Fixed:

•   Couldn't assign mouse side buttons for anything

•   Could build on map entry point, leading to unexpected results

•   Crash when emptying a farm during harvest

•   Traders could buy more than we wanted to sell

•   Hay in a barrack became invisible in some cases

•   Could build fences outside map bounds

•   Some bridges didn't make the other side accessible

•   Bridge preview showed wrong calculation of resources

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Offline Asid

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Re: Ostriv
« Reply #42 on: April 17, 2020, 12:56:50 AM »


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Offline Asid

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Re: Ostriv
« Reply #43 on: April 30, 2020, 12:53:50 PM »
Alpha 3 patch 3
Wed, 29 April 2020


This updates introduces some changes to resource/money balance so all feedback is welcome. There was a change in how trading works. Some players might consider it too easy, but the current solution is not final. More like it lays some foundation for future additions.

Added/changed:

•   Not showing "soil is exhausted" icon if nothing can be done about it at the moment

•   New fullscreen mode - borderless window (can help with issues on some systems)

•   Some products costed nothing to citizens but created treasury money from nowhere

•   Changed the way demand and proposal work in outer trade

•   Improved "Make a deal" dialog to include more useful information



•   Added "Apply to all" button for supply options

•   Slightly decreased tree planting priority over wood/firewood production at forestry

•   Edited some of the help entries

•   Minor UI changes


Fixed:

•   "Apply to all" now works for seasonal settings too

•   Fields could still be built partially on water

•   Lime kiln had confusing supply options

•   Crash when firing a farm manager

•   Some animated models had ghost-like appearance in some cases

•   No one wanted to pick the remaining charcoal from the pile

•   Crash when trying to relocate chickens to farm or cowshed

•   Crash in huge towns with 70+ farm fields

•   Wagons didn't supply to trading posts

•   Crash involving demolishing on pause and "Next building" button

•   Potentially fixed a crash with boats on RX 5700 XT (need confirmation)

•   Cows disappeared when returning from pasture in some cases


 
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Offline Asid

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Re: Ostriv
« Reply #44 on: July 16, 2020, 12:35:35 AM »
Some of the crops your villagers are planning to grow on their customizable yards. Wish them luck!



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    OSTRIV: Anyone else playing this at the moment?

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    Last post June 01, 2018, 06:58:14 PM
    by Asid