Difference between revisions of "1.8.1.4 Patch"

From Foundation - Wiki
Jump to navigation Jump to search
(1.8.1.4 Patch)
 
 
Line 42: Line 42:
* Call of parent function for extendable class in Lua
* Call of parent function for extendable class in Lua
* Mod components now have last priority (for init, update & enable order). This ensures core game components are ready to be interacted with from mods
* Mod components now have last priority (for init, update & enable order). This ensures core game components are ready to be interacted with from mods
[[Category:Change Logs]]

Latest revision as of 14:33, 29 December 2023

Released January 20, 2022 on Steam & GOG. Read full news post on the Foundation blog. See Changelog for other changes.

Changelog

General

  • Buildings using production recipes had doubled outputs
  • Ressource tracker: simple production buildings had the wrong input icon in certain cases
  • Cows walk animation was missing: they are back to being gracious while moving around!
  • Some mod.io mods were not fully displayed in the “Installed mods” window
  • Even more updated localizations for builders all around the globe!

UI

  • Work assignation dropdown could appear partially out of screen
  • Updated Tavern and Luxury needs descriptions
  • Updated Treasury description
  • Added description for public lounge
  • Restored unlockable button sound
  • Adjusted building description style
  • Adjusted time string readability
  • Adjusted Warehouse and Granary refuse icon color

Crashes

  • Fail to load corrupted saves instead of crashing
  • Avoid crash when unassigning the bailiff’s office part function from the monument while the bailiff mission window was open
  • Avoid crash when a quest instance is not linked to any asset quest anymore (on load of a savegame)
  • Avoid crash when inputting (way) too many characters in any text editor (villager name, monument name, quote, etc…)
  • Avoid crash when logging an error related to wrong building function type on workplace
  • Avoid rare crash while switching job
  • Avoid crash when starting more than one game with certain mods
  • Avoid a bunch of useless logs
  • Avoid crash when closing game during certain loading steps
  • Avoid crash with some usage of resource tracker from mods

Modding

  • Possibility to remove Need type per villager status
  • Expose COMP_AGENT:setProfile()
  • Gatherer can produce multiple resources even if one resource `isFull`
  • Call of parent function for extendable class in Lua
  • Mod components now have last priority (for init, update & enable order). This ensures core game components are ready to be interacted with from mods