Highlights
Overhauled stairs and stair placement, including new L-Shaped Stairs, improved snapping, corrected pivots, collision fixes, and placement improvements.
Major improvements to villager hunger behavior, including smarter food collection, eating during leisure time, and better hunger management to reduce false starvation warnings.
Major AI movement and navigation improvements to reduce villagers getting stuck, running into walls, entering buildings incorrectly, or teleporting near the player.
Major raid and combat AI improvements, including better guard responses, calls for aid, raider targeting, movement, and anti-stuck behavior.
Improved defensive gates with individual and group lock/unlock controls, better interaction handling, improved navigation, and properly restored lock states after loading.
Added seasonal temperature relief to Wells, Fountains, Basins, and Baths, allowing villagers and players to cool down or warm up depending on conditions.
Stairs & Building Improvements
Added new L-Shaped Stairs.
Overhauled stair placement and snapping, including improved floor and half-floor connections.
Corrected pivots, heights, collision, and navigation across several stair pieces.
Improved roof trim collision for easier placement.
Updated Wood Gable meshes and fixed missing contextual Plank Triangle Wall and Gable Wall pieces.
Fixed several stone building mesh, collision, and navigation issues.
Fixed an issue where the Bath Tub could trap villagers.
Building requirements now track Structure and Decor scores separately, with updated UI support.
Reduced Decor Score requirements across buildings.
Fixed an issue causing players to be overcharged for build-part and animal upkeep costs.
Build-part upgrade states are now properly saved and restored after loading.
Villagers & AI
Villagers will now eat during leisure time to keep their hunger topped up, reducing misleading starvation warnings when food is available.
Villagers now collect enough food to satisfy their hunger and deposit excess food at the beginning of their work cycle.
Increased the villager Hungry threshold from 30 to 40.
Villagers will now store unequipped clothing instead of allowing it to fill their inventories.
Villagers can now use a wider variety of public leisure objects, including Hearths and Fireplaces.
Improved villager pathfinding around buildings and interaction locations.
Improved long-distance AI movement to reduce unnecessary teleporting near the player.
Improved AI navigation and collision recovery to reduce NPCs getting stuck, running into walls, or passing through obstacles.
Fixed several Animal Handler issues, including the job not functioning correctly and barn animals occasionally escaping their pens.
Combat & Raids
Villagers and visitors can now call nearby guards and combatants for aid when threatened.
Improved raid spawning so attacking bandits enter from more consistent locations relative to the settlement.
Raiders will now flee when a raid expires
Improved raider combat responsiveness, movement, targeting, and recovery when they cannot reach their objective.
Fixed dead horses regenerating health and incorrectly being treated as living targets.
Reduced Short Sword, Longsword, and Bow base damage by 20% to account for Attribute scaling.
Updated weapon tooltips to clarify that displayed damage is Base Damage.
Defensive Gates & Walls
Defensive gates can now be individually locked or unlocked from tactical view
Added an option to lock or unlock all gates at once.
Fixed interaction issues when defensive gates are open.
Locked door and gate states are now correctly restored after loading.
Improved collision, navigation, and AI pathfinding around defensive walls, gates, and gatehouse towers.
Survival & Balance
Increased the amount of Fish available from fishing nodes and adjusted Fish and Fish Pottage Hunger and Energy restoration.
Afflictions can now apply Productivity penalties to the player.
Updated Affliction effects, modifiers, and descriptions for both players and villagers.
Wells, Fountains, Basins, and Baths can now provide seasonal relief from heat or cold.
Adjusted Attribute calculations to correctly account for maximum attainable Attribute values.
Adjusted Bandage and Salve event requirements to better match crafting output quantities.
Updated loot variants and categories available through generated events.
UI & Interaction
Improved the full Build Menu
Improved interaction menu behavior, including fixes for focus, accidental waypoints, unnecessary double-clicking, and menus closing unexpectedly.
Fixed in-world widgets becoming non-interactable after closing menus.
Fixed re-binded “Tab” key inputs being overridden in several contexts
Fixed the Market Stall scrollbar not displaying correctly.
Updated wording for Kingdom requirements.
Improved dialogue spacing to prevent text from being obscured by hotbar numbers.
Fixed an issue with the Ledger event Select button.
Improved interaction widgets for defensive structures.
World & Wildlife
Adjusted wildlife spawn locations to reduce animals spawning underground.
Adjusted wolf spawning so wolves appear more frequently in mountainous and densely forested areas.
Improved water LOD visuals.
Improved seasonal landscape and vegetation visuals, including winter foliage, wheat, and berries.
Optimization & Stability
Optimized landscape, cliffs, vegetation, ruins, and frequently repeated world assets to improve rendering performance and memory usage.
Improved HLOD generation and fixed several meshes and materials that could render incorrectly at a distance.
Improved world collision and navigation data to reduce unnecessary navigation generation and improve performance.
Improved distance culling across frequently repeated environmental assets.
Various additional asset, collision, stability, and performance improvements.
