Wrapping things up went easily so it's time for the first release of 2020 as version 3.62 is now released.
It's available on
Steam, and Lifetimers will find the release at the designated forum section.
Later this week we'll be setting things up on itch.io and release the game there as well, with continuing updates. We'll announce when it happens.
But well, what's new?
Half a dozen additions and dozen of bugfixes as follows:
3.62 changelog** Saved characters from version 3.40-> are compatible with this version. **
- added: trading cap for meat and fish Villagers stop accepting meat and fish in trading when if they have decent reserves already.
This cap isn't fixed but depends on village population. Also, cooked meat and fish are often
accepted in larger amounts than raw.
- added: digging and filling up pits are now pausable tasks You can stop these processes at will and continue later on by [a]pplying your shovel again.
- changed: pits are now simply called pits instead of former vague term 'hole in the ground'. - added: tracks getting covered and decayed by snowfall and rain Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects
by tracks getting less visible, and eventually disappearing completely. How fast this happens
depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh
tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older
the tracks are the sooner they are prone to decay and disappear in case of both elements.
- added: tracks left by children now appear smaller This includes graphical presentation and description of the tracks eg. "You see here small
human tracks."
- added: aggressive village dogs calm down together with their masters In case of minor breaches villagers might punish you for a while and calm down after you had
learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down
if their masters do so. This doesn't prevent village dogs from being a serious threat as they
don't always reason the power of their attacks the same way the humans do and may cause lethal
wounds by accident.
- adjusted: precautions regarding character save failures Additional precautions to overcome rare cases of character data blanking upon unexpected
termination of the game have been added.
- adjusted: map maintenance routines The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily
explored zoomed-in maps.
- fixed: overlapping tracks modifying the existing track information Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks.
- fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore - fixed: everlasting small bones Certain bones would never get eaten up completely no matter how long dogs would chew on them.
- fixed: carcass disappearing if the creature dies while making a hole in the ice - fixed: human tracks described wrong NPC description was mistakenly added to track description.
It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks".
- fixed: quality improvement when items decay to stale stage Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality
was the lowest possible.
- fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise - fixed: animals released from the forest cover not following character on zoomed-out map level This got broken along with NPC pet ownership additions. Now it works again as it should.
- fixed: some cave treasures you heard of were never to be found The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations.
- fixed: partially skinned carcasses mistakenly turning skinned upon map load This bug usually manifested itself when skinning got interrupted and the character fell asleep, which
also initiates map save and re-load.
- typo corrected: angrered -> angered---------------------------------------------------------------------------------------------------------------------
Who can have it?You can have it, but you gotta get it from Steam - or later this week also from itch.io.
The release interval between paid and "donation-based" releases have grown significantly longer than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.
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