Ostriv [InDev] Update Alpha 3 Patch 4 (18 July 2020)
Added/changed:
- Added a checkbox to only produce dried fish on a fishing dock
- Slightly improved CPU performance in big towns
- Slightly improved the bridge model
- Added a checkbox "Only available" in warehouse and trading post resource selector
- Improved the chicken model
- New building: trading dock
- Added a new town to trade with (by river)
- Added slower building rotation when Ctrl pressed
- Added a stricter limit on how far from home can someone work
- Cowshed workers will not mow hay too far from their cowshed
- Industry now uses hi-tech solutions for water supply
- Increased leather price
- Removed a hotkey to rotate building 180 degrees (90 seems enough)
- Optimized CPU performance when using FPS limiting
- Added shadows on water surface
- Increased maximum number of workers at Carpentry and Smithy to
- Now showing the field size during creation. Also visible in field's propertie
- Can now slaughter horses when really hungry
- Numbers in trade deal dialog are now calculated as you type
- Added another bench model
- Field workers can now take more than one stook on the way back, greatly reducing crop gathering time
- When emptying a building, resource amounts <1 are removed automatically
- Added a help text for the fishing dock
- One fishing trip now brings 9 to 15 units of fish (later will depend on various factors)
- Added a new map
- Added a reminder to build a trading post when running out of iron
- Increased the starting treasury to 2000 hryvnias
- Several minor UI changes
Fixed:
- Was too little Ox, Bull, Boar proposal
- Crash with boats on RX 5700, RX 5600 and Vega - now confirmed
- Weird trade wagon animation on a bridge
- Building houses on the map border made out-of-border areas accessible
- "Apply to all" applied to unfinished buildings
- Crash after relocating a cart
- A few crashes on extremely big towns
- Crash after closing popup windows with Esc key
- A crash related to plough construction
- Fields could get stuck on plowing
- Grass under bridge was wrongfully trampled
- Reassigning fields during gathering led to leftover "awaiting" resources never delivered
- Fishing boats preferred closest fishing spots not taking length to account (may still take some time for them to learn)
- The eggs were sold to citizens 100 times more expensive than needed
- Supply by wagon didn't work for market stalls
- Couldn't demolish unfinished lime kiln in some cases
Standalone installer updated (
0.3.3.1 ⇒ 0.3.4.1): 21 July 2020.
***
Pine Patch 11 (17 July 2020) Patch notes posted in the game forum by
the devs here.
Standalone installers updated (
Patch 10 (f1f426a5) ⇒ Patch 11 (43293136)): 21 July 2020.
***
Project Hospital Update 1.2.2066 (16 July 2020)
Changes
- Rolled back Unity version for Mac and Linux back to 2018.2.7f1 to hopefully fix a regression with text rendered in bold for certain languages, Windows version needs to stay on 2018.2.17f1 because of Citrix, but we'll also try to put a build with the previous version on a new branch (bold-text-fix).
- Implemented mod compatibility system
- Implemented re-roll of available doctors to ensure getting some interns for hire after getting the 'great interns' reward
- Implemented sending patients to hospitalization from waiting rooms
- Implemented prioritized selection of technologists in the same room if a patient has just finished an examination at radiology
- Blocked building foundations over parking road, allowed only certain surface types, fixed visualization not colored red
- Added ingame 10 min delay to lab procedures before they can be selected by technologists so equipment cabinets with samples can't get reserved by technologists between multiple samplings of one patient
- Increased maximum manual UI scale for 4k resolution by ~25%
- Allowed diagnosed patients to choose a new doctor when waiting (not always returning to the doctor who diagnosed them)
- Disabled counting of planned only rooms in department workload statistics and daily workload statistics
- Implemented opening of matching departments surgery table for ICU patients
Fixes
- [Hospital Services] Fixed waiting time still counting when buying medicine
- Fixed technologist easily stolen by another patient if their patient has more examinations scheduled that the can perform
- Fixed doors not placeable if a wall is right next to a locked area, for example next to the road
- Fixed receptionists performing triage only showing 'reserved' as status in their card
- Fixed patient waiting on a tile and department is switched, he does not find a chair on the next department
- Fixed patients from failed events sometimes deleted over midnight prematurely
- Fixed sliders needed to be clicked too far right to get the maximum value
- Fixed possible triggering of both needs scripts and getting called on the same frame
- Fixed distances between two points on the same floor but in disconnected areas not correctly counted in pathfinding
- Fixed doctors that are going to interview lying patients going to a random spot in the room unnecessarily
- Fixed wrong sound for deleting doors (and undo not allowed)
- Fixed ambulance parking allowed on above the ground floors
- Fixed switching main building categories not cancelling prefab move action
- Fixed patients that are both waiting for transport to a procedure and a collapse causing reservation text to flicker in their doctors card
- Fixed patients at trauma centers too eager to get covered
- Fixed characters walking through tables when there's no path clear of objects by setting higher path cost to blocking center objects than blocking wall-attached wall objects like eye test
- Fixed validation icon in management not showing for internal medicine
- Fixed patients with critcal symptoms not switched to other department when treatments cant be prescribed at their current one
- Fixed missing wc door in Challenge 2 level
- Fixed patients not transferred to their beds when returning for procedure back to their room, fixed patient not getting covered after some procedures
- Fixed patients threatening to leave even when already at the pharmacy
- Fixed wrong distance reported when selecting closest objects and the distances have already been pre-calculated
- Fixed an event being unlocked after previous resave (challenge 3)
- Disabled other actions for patients waiting to deliver a sample or get lab results and have no exm or trt planned
- Implemented automatic switch to next state for lab procedures that never got delivered to labs
- Hotfixed hidden but contracted insurance companies
- Disabled send home button for characters already on their way out
- Fixed interview after lunch teleporting doctors because of accessing use component with other object still reserved
- Fixed switching janitor's workspaces interrupting them during needs and free time without actually cancelling the script
- Fixed surgery table always showing surgery for the diagnosis even if the patient is waiting for another surgery of a symptom
- Hotfixed objects reserved by employees at home (also for janitors, was already in place for other professions)
- Fixed undo not correctly working for all prefab rooms
Standalone installers, and those of its
DLC, updated (
1.2.20333 ⇒ 1.2.20669): 21 July 2020.
***
Standalone installers updated
21 - 22 July 2020 with no changelog:
-
1971 Project Helios:
1.0.0.6 ⇒ 1.0.1.1.
-
Caves of Qud [InDev] -- Linux & Mac:
2.0.199.7 ⇒ 2.0.200.72.
-
VirtuaVerse:
v. 1.24 ⇒ v. 1.25.
Also, from updates/changelogs posted earlier:
-
Panzer Corps 2, and its
DLC:
1.01.04 ⇒ 1.01.05.
-
Townsmen - A Kingdom Rebuilt, and its
DLC:
2.2.4.0 ⇒ 2.2.6.0.
And the
Assault Spy forum link still points to the General Discussion board; anyone
@GOG that might like to fix it?