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Offline Asid

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Re: Ostriv
« Reply #60 on: February 04, 2021, 05:46:35 AM »
The first test of combining the two-way local market with private gardening.
Feb 3, 2021


They say they don't need my farms anymore. Damn capitalism!




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Offline Asid

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Re: Ostriv
« Reply #61 on: February 11, 2021, 04:53:08 AM »
The game will now show you some useful information in a form of an elegant haiku
10 fEB 2021



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Offline Asid

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Re: Ostriv
« Reply #62 on: March 06, 2021, 02:23:11 AM »
Alpha 4 released!
Fri, 5 March 2021



Three weeks ago we had Alpha 4 feature-complete and started testing it internally. It was tempting at the moment to give you an estimation on release date, but it would've been a big mistake. The testing showed so many issues and being able to thoroughly research all the new additions and make corrections without time pressure was priceless.

So here we are with Alpha 4 ready for your judgement. In short, there are 5 new buildings, introduced basic education, new ways of transporting resources, improved performance, private farming, storage capacity limits and a lot of other stuff.

Your old saves will load fine, but it is recommended to start a new game because of the number of new things that have a great impact on your local economy. Also older saves will not enjoy the same amount of performance improvements.

Added/changed:#
•   Citizens will now use their gardens to grow their own food for sale and for personal consumption



•   Greatly optimized the pathfinding to use all available CPU power

•   Slightly optimized overall graphics performance

•   Resources will now also be supplied for the next construction in a queue

•   Export stock can now be marked as one-time deal (will not be restocked after a sale)

•   New info overlay that shows products for sale on the local market



•   A bit more info in chicken coop help

•   Added an explanation why trade boats don't depart in winter

•   Improved forestry construction animation

•   Can plant the trees again after the reforestation area is all cleared

•   New building: construction office (allows to hire additional builders)



•   Now highlighting reached yearly limits in supply options

•   Now showing the number of trees in a reforestation area

•   New building: cart shed (allows to hire carters for regular deliveries)



•   Can see monthly family income in house properties now

•   More smoke from charcoal piles and lime kilns (only those built after the update)

•   Citizens will now only choose nearby market stalls and wells

•   New building: gazebo (comes in two variations)



•   Can now build houses without gardens around them

•   Added a simple ambient occlusion effect near the ground



•   Problem icons over buildings are now clickable

•   Added storage capacity limits on all buildings

•   Added new cursors when relocating animals or vehicles

•   Can now create a special order to move resources (fulfilled by carters or wagon shed workers)



•   Added a help text for wagon shed

•   Slightly reduced forestry wood/firewood production per log

•   Women will now use carts (but with less efficiency)

•   Can now immediately destroy building's resources

•   Added tooltips on world map wagon icons

•   Added a help text for well

•   Wells built too close to the river will only produce low-quality water

•   New tree type: spruce



•   Can now choose one of two tree types when creating a new game

•   Family tree will now also show children and parents who live separately (but only those who moved after the update)



•   Lots of small and painful optimizations with a bit of results, but no one said it'll be easy

•   Citizens will now get inheritance from their deceased parents

•   "Continue" button in the main menu will load the last save if not in game now

•   Colder shadow color in winter

•   Improved model and construction animation for trading post

•   Old people who live alone will try to move in with their children

•   When both parents living with children die, their oldest child will become a head of the family (was undefined behavior before)

•   Food consumption now depends on family budget, market price and amount stored

•   Improved houses models and their construction animation

•   New building: saltworks. Allows to produce salt from underground brine deposits (which are everywhere at the moment)



•   Added information about trade deals in trading post's help

•   Amount of house construction resources now depends on model variation

•   Most citizens will plant decorative flowers near their house in the spring

•   Improved farm model and construction animation

•   Slightly rebalanced fishing to be less reliant on travel distance

•   Newlyweds and newcomers will choose houses with no regard to the order in which they were built

•   Improved grass timings for better visuals in spring and fall

•   The seasonal hiring setting is now being restored if counsellor was rehired

•   Extended family patience by 50% when they decide to leave

•   Now showing the reason why the family is moving out in house properties



•   You can now buy products from citizens in granaries and trading posts

•   New building: primary school



•   Can now customize form and size of the village house garden (F1 by default)





•   Garden owners will now pay land tax set by the town hall (based on land area)

•   Pigs can now be fed new vegetables: carrots, cabbage, beetroot

•   Added a help text for market stall

•   Added generic cargo model on wagons

•   New option: Confine cursor to window (useful for edge-scrolling on multi-monitor setups)

•   Bigger font size in tool tips


Fixed:
•   Couldn't reassign fields in some cases

•   Wrong navigation around bridges (will stay in old saves unfortunately)

•   Pathfinding inconsistency which led to sub-optimal paths in some cases

•   Slaughterhouse workers did an unneeded return to the stable when slaughtering a horse

•   Citizens could stand for several seconds before starting to walk (mostly on developed towns)

•   Building disappeared for a moment on construction completion

•   Save game window had wrong title

•   Heavy stuttering when hovering a building over some parts of the map

•   Key bindings for up/down, right/left, CW/CCW were all inverted

•   Forming new families could stuck in some cases (unintended indian tradition)

•   Activate/Deactivate didn't work exactly correct in charcoal piles and lime kilns

•   Shift key (for x10) didn't work in economy panel

•   Trading dock's roof didn't cover from snow

•   It was still possible to build on map entry points (after loading a save)

•   Crash after you somehow create a triangular pasture

•   Crash after pasture entrance is blocked

•   Newlywed couples could accidentally move out on game load

•   Citizens didn't remember if they have shoes/clothes upon game reload

•   Could build outside the map bounds in some cases

•   Tooltips were hidden over cursor if cursor size is increased in Windows control panel

•   Seasonal hiring didn't reset on new game start

•   Several cases of cyclic market stall deliveries

•   Wrong shadows on construction parts during assembling

•   Firewood wasn't consumed for heating in winter (only for food preparation) from version 0.2.4 until now

•   Demolished building could still have dangling properties UI

•   Boat relocation by laborers didn't work

•   FPS limit didn't work correctly

•   When a citizen was carrying multiple resources, only the first one was showing in properties

•   Trees could hover over ground after terraforming

•   Windmills could motivate people to walk through buildings and fences

•   Demolishing and cancelling some buildings made unexpected navigation around them

•   Some doors were opened by the ghosts on regular basis

•   Crash after demolishing tannery

•   Lots of minor UI fixes

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Offline Asid

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Re: Ostriv
« Reply #63 on: March 18, 2021, 11:39:19 PM »
Alpha 4 patch 1
Wed, 17 March 2021



Added/changed:
•   Nails now only occupy 0.01 capacity per unit

•   Slightly reduced onions and carrots yield

•   Removed limits per resource type in supply options

•   Trade boat loading speed increased 100%

•   Improved market stall models for potato and chicken eggs

•   Now showing warning if placing a house out of market stalls reach

•   Slightly increased maximum distance from house to market stall

•   Logs in a forestry are not counted in capacity calculation

•   Added a nice new arch model



•   Now only the closest forestry will plant trees

•   New decoration: birdhouse

•   Added Resource supply button in forestry to see storage capacity

•   Now showing current total resources on capacity indicator

•   Better choosing which family member goes shopping

•   Added saltworks wheel sound


Fixed:
•   Reduced dependence of construction time from game speed

•   Animals at saltworks didn't age

•   Crash in November after a cow died while on a pasture

•   "Storage is full" were wrongfully shown on houses

•   Eyedropper didn't work correctly on fenceless houses

•   Couldn't relocate animals from saltworks

•   A mayor could get stuck relocating from camp center

•   Forestry workers were prone to doing stuff over and over expecting different result

•   Granaries bought garden produce even if storage is full

•   A glitch with transparency on some buildings

•   Carters could get stuck from time to time

•   "Confine cursor to window" was reset after alt-tabbing from the game window

•   Minor UI fixes

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Offline Asid

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Re: Ostriv
« Reply #64 on: April 10, 2021, 11:46:31 PM »
Alpha 4 patch 3
Fri, 9 April 2021



Added/changed:
•   Can now relocate a family to another house

•   Slightly reduced tailors productivity

•   Added a few more export options


Fixed:
•   Some weird radioactive plants were growing on the gardens

•   Crash after pig wrongfully slaughtered while being relocated

•   It was too hard to keep hay and water on a farm

•   Land tax was calculated wrong for nearly triangular gardens

•   Some people were buried under the last name of their son-in-law

•   Wealth tax controls didn't work properly

•   Cows could be brought on a pasture that's still being harvested

•   Laborers had troubles delivering salt to fishing docks

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Offline Asid

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Re: Ostriv
« Reply #65 on: July 02, 2021, 12:39:47 AM »
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Offline Asid

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Re: Ostriv
« Reply #66 on: September 06, 2021, 01:20:48 AM »


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Offline Asid

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Re: Ostriv
« Reply #67 on: September 28, 2021, 11:28:10 PM »
Alpha 4 patch 6
Tue, 28 September 2021



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


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Offline Asid

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Re: Ostriv
« Reply #68 on: December 14, 2021, 11:47:50 PM »
Alpha 4 patch 7
Tue, 14 December 2021



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

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Offline Asid

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Re: Ostriv
« Reply #69 on: November 25, 2022, 01:18:47 AM »
Alpha 5 news
Thu, 24 November 2022



I know you're getting nervous when there's no news, but Ostriv is all about being chill and relaxed. Our goal has always been to make the best city building game possible, so that's what we do. That's what we do besides surviving a genocidal invasion.

Missile strikes, constant electricity blackouts and internet access problems are not exactly the best thing for business, but we've still managed to do some progress. Rowhouses are my personal favorite new feature, which also is one of the most labor-intensive to do organically and which pulls a lot of new requirements. I mean you can't have 3-storey buildings and not have cobblestone roads, right?

(nevermind the placeholder models)



Most of the new buildings are brick, so there's a new production chain dedicated to bricks. One of the raw materials for bricks is sand, so we need sand pits in addition to clay pits. This leads us to another feature which will determine where you have available clay and where you have sand.




Alpha 5 will also introduce health mechanics, so there's a lot of new requirements for simulation to handle sudden citizen's inability to go to work or die before their parents.




I'm sure you can't wait for all of it to be released, but so am I. Big update usually means more sales, which means more money, which means we can buy more stuff for those who defend our right to live and create. So it's in our best interest to deliver as soon as possible. Whenever that is.

Yevhen

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Offline Asid

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Re: Ostriv
« Reply #70 on: March 29, 2023, 12:01:22 AM »
Alpha 5 released!
Sat, 25 March 2023



Hi everyone! Yevhen here, reporting on our achievements through the last year.

Some may ask how come we can still pull out updates while our homes are being razed to the ground. One shouldn't think about how bad is the situation, but about what can be done to get the most out of it. And we still can get a lot.

Our work is a manifestation of our freedom and a huge middle finger to those toilet-stealing animals, who happened to be our neighbors. Our profits will be used to put a drip in the ocean of pain they're about to face here.


So let's get back to business. In short, there's a bunch of new buildings, a new slightly hilly map and a whole lot of quality-of-life improvements, just how you like it.

My personal favorite is rowhouses. They are not yet as meaningful as they would be in a finished game (basically they just provide high-density residences atm), also there's still no corner buildings, but you can already bend them into something cool-looking and organic to get that real 18th-century-town look. As a bonus you can have a shop on the 1st floor which can hold up to 8 slots of resources.

The update also introduces basic health mechanics. Each citizen now has a health metric which depends on food and environment (building charcoal piles near houses is not a good idea anymore). Also there are randomized illnesses (it currently kicks in when you reach 250 population). People will have a flu, a bone fracture or a bad tooth from time to time. The new barber surgery building may help them in that regard, but don't overestimate the 18th century medicine. You can learn more from in-game help, which is slowly expanding.


Read on: https://steamcommunity.com/games/773790/announcements/detail/3678916525477860802

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Offline Asid

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Re: Ostriv
« Reply #71 on: April 10, 2023, 01:08:08 AM »
Alpha 5 released!
Sat, March 25, 2023



Hi everyone! Yevhen here, reporting on our achievements through the last year.

Some may ask how come we can still pull out updates while our homes are being razed to the ground. One shouldn't think about how bad is the situation, but about what can be done to get the most out of it. And we still can get a lot.

Our work is a manifestation of our freedom and a huge middle finger to those toilet-stealing animals, who happened to be our neighbors. Our profits will be used to put a drip in the ocean of pain they're about to face here.


So let's get back to business. In short, there's a bunch of new buildings, a new slightly hilly map and a whole lot of quality-of-life improvements, just how you like it.

My personal favorite is rowhouses. They are not yet as meaningful as they would be in a finished game (basically they just provide high-density residences atm), also there's still no corner buildings, but you can already bend them into something cool-looking and organic to get that real 18th-century-town look. As a bonus you can have a shop on the 1st floor which can hold up to 8 slots of resources.

The update also introduces basic health mechanics. Each citizen now has a health metric which depends on food and environment (building charcoal piles near houses is not a good idea anymore). Also there are randomized illnesses (it currently kicks in when you reach 250 population). People will have a flu, a bone fracture or a bad tooth from time to time. The new barber surgery building may help them in that regard, but don't overestimate the 18th century medicine. You can learn more from in-game help, which is slowly expanding.

Read on: https://store.steampowered.com/news/app/773790/view/3678916525477860801


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Re: Ostriv
« Reply #72 on: April 10, 2023, 01:09:04 AM »
Ostriv - Patron of the Arts

A lot of people asked of the ways to support us outside of buying the game, so we made this little symbolic DLC which not only helps ensure the future of Ostriv, but also adds a nice decorative building:


Ostriv - Patron of the Arts


https://store.steampowered.com/app/2365430/Ostriv__Patron_of_the_Arts/

ABOUT THIS CONTENT
For those who want to show their support for the developers of Ostriv and become a "patron of the arts", we've created this DLC featuring a nice new baroque monument that will commemorate the awesome Ostriv community which has been extremely helpful throughout the years of development.

While the DLC is entirely optional and purely decorative, we're grateful to anyone who chooses to purchase it and contribute to the ongoing development of Ostriv



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Offline Asid

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Re: Ostriv
« Reply #73 on: April 21, 2023, 12:41:54 AM »


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Tags:
     

    OSTRIV: Anyone else playing this at the moment?

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