- Update v1.10.3:
- This patch is specific to the upcoming Daily Theme 🙌 The next theme (going live at 4PM GMT Oct 28) is going to be a bit different, as it will not be a daily one, but will last for a whole week. So, a Weekly Theme 🤔😄 It's also a bit special, because it has a slightly different ambience and selection of clutter including a few Halloween specific clutter pieces. Oh, and different flag patterns :3 These are only available with the starting build of that theme.
- Update v1.10.2:
- 🌳 Better naked tree creation for Olden & Winter glades: now every 2nd tree will be deterministically a naked one, no more randomness
- 🌳 Don't audio-delete nearby trees when editing or moving a sufficiently elevated shape (should be esp useful for the upcoming daily theme :3)
- 🚶â€â™‚ï¸ Wooden arches (when a paths meets a fence) now have collision of their upper beam so you can walk on top of them and use the color tool on them
- 📅 Daily themes welcome message now will have a field with credits for the theme idea and/or inspiration
- Update v1.10.1:
- We have a workaround for the random crashes with NVIDIA GPUs 🥳 If you haven't experienced those - nothing to see here, stay awesome, and have a good day! :3
- Update v1.10.0b:
- Option to remove merlons and railings
- There's a new option in the color customization wheel to remove merlons & railings - no more need to overlap two blocks to get rid of them 😄
- Your last color/style edit is remembered
- Whenever you use color wheel, your color or style choice is remembered and applied to the next shape, wall, window, flag, etc you create. The choices are also saved together with your game session, so they will be preserved when you come back :3
- Other small fixes
- when merging fences, inherit the color of the fence you're merging with
- when creating a shape A snapped to a shape B with a flat roof, shape A will also be created with a flat roof
- when roof is intersecting with half-timbered building, it will have a row of short bricks to outline the connection instead of merlons
- Update v1.9.1:
- Unless you'd manually set a language in settings, our daily themes were being displayed in English (T▽T). That is now fixed, and the themes are properly localized!
- Fixed timeout errors when downloading daily themes
- Fixed "continue wall" gizmo being very hard to grab when underwater
- Added some more wood sounds when moving fences
- Fixed audio glitch when undoing a deletion of many flat roofs with merlons
- Bumped brick limit from 750,000 to 1 million
- Integrated NVIDIA Nsight Aftermath to help catch us more info about GPU crashes
- Slightly lowered min fence height for all the bench crafters among you :D
- Update v1.9.0:
- Graphics fixes:
- Workaround for crashes on the Radeon RX 5x00 XT series of graphics cards (for more info, see the patch preview post)
- Memory optimizations, that reduce VRAM usage by some 100-200MB, which should help startup crashes that were due to out-of-memory conditions.
- A few folks have run into window count limits, so we've bumped those.
- New customization for freehand walls:
- The option tells the wall whether it should follow the terrain slope or whether it should maintain a constant max height.
- Update v1.8.5a:
- We've added a simple backup system for save files, juuuuuuust in case. You never know when your computer decides to take an unexpected nap.
- Update v1.8.5:
- Fix crash when merging two walls whose points already share same position thus resulting in duplicate points and failing an internal assertion check
- Fix brackets gap in half-timbered jettying
- Fix audio not playing when adjusting wall or fence height when it's fully covered in arches
- Don't offer continue wall gizmo if in fence mode and vice versa
- Disable "Try new glade?" first-time menu in favor of classic main menu since it was confusing people
- Experimental camera keyframe controls: fix F8 not working. Turns out we were filtering it out as a developer hotkey. Oops! My bad ^^"
- Update v1.8.4:
- Switch glade type
- In the gallery, there is now a new button on the bottom of the preview image. If you click it, it will let you switch the glade type of a save file or your current session 🙌
- Fixes
- Fix distant grass being removed if a building touches the glade border
- Fix a jump when starting to move or edit a fence or a freehand wall underwater
- Add a temporary translation for deleting glades
- Update v1.8.3:
- Fixes
- Fix rare save file corruption where brush size was saved as NaN and history could not be loaded
- Add additional check to catch rare cases where brush size could become NaN
- Relax constraints for creating balcony doors next to platforms (sometimes they wouldn't spawn even though it looked like they have enough space)
- Relax flag placement constraint when under merlons
- Rename the video setting "Render scale" to "Resolution scale"
- Nerf the footgun that Resolution scale turned out to be, and make the UI top out at "1.5". If you need higher values, the value is still unclamped in "settings.ron".
- Update v1.8.2:
- Fixes
- Potential fix for accidental enabling of photomode filters while you're in build mode
- Fix haunted rocks in Olden 👻 (they were sometimes floating mid-air when you make a new Olden glade)
- Fix crash when invoking focus mode with RMB on a wall that technically no longer exists
- Add a link to troubleshooting guide in crash report window
- Update v1.8.1:
- More ways to create doors
- Before, to get a door from a window, you needed a platform under it. Now, the window will turn into a door if's close to ground, water or a bottom of a building 🙌 Thanks to the community for the suggestion and to everyone who tried the new-door-chemistry beta branch yesterday. There were no critical issues, thus we decided to merge it into the main game, and the beta branch will now be closed.
- (small) Fixes
- Fix camera rotation key bindings being reversed
- Fix image corruption on Adreno (Snapdragon)
- Fixed a crash when hovering over a 3d gizmo
- Don't offer coloring menu for metal pipes since they don't have other colors