DEVELOPMENT LOG
Live development feed - watch development as it happens. Any changes posted here are live to play in the test build branch on Steam.
* Nav improvements for roads, bridges, walls, etc.
* Added another gate to Thrymswold.
* Homestead and longhouse gardens updated.
* Music changes during viking raids.
* Variation when building small buildings on large plot and small buildings on large plots have increased inventory space.
* More cow variation.
Introducing autumn tree colours, revamped crops, a persistent stash for item transfers, new grasses and textures, a new map called Dofras, and improved inventory management.

* A new ‘Persistent Stash’ attached to the player. The goods in this stash can be accessed from any of your saves. So you can use it to transfer goods between your saved games.
* New map - Dofras - 1 town + build your own.
* New screenshots for map select.
* Navigation improvements.
* Carriage ride price is now based on journey length rather than distance between point A and point B.
* When giving a shield, people will now equip it if they can.
* Tweaked some notifications.
* Tweaked some UI text.
* When starting a New Game + on Defenascir, is your character doesn’t have enough silver or an axe, they will be given to the player.
* Added quiet sound to basic notifications.
* You will now be flagged busy when supervising.
* Fixed misc buildings being built in pairs - two wells, two firepits, etc.
* Hotkeys added for market compare and people window.
* New grasses.
* Wild fruit trees replaced with “Fruit Patches”.
* The planta in the gardens of huts and houses have been updated.
* New wild vegetable patches.
* New fruit trees, vegetables and crops in farms.
* Updated dirt and grass texture.
* Fixed some UI issues.
* Crime notifications are now popups
* Tweaked some control descriptions in key mapping
* Hiring menu filter - can filter by name, job title, town, and current job location name
* Tweaks to the logic behind AI building certain buildings
* Weapons and shields added to the wiki
* The tracking camera can now be unlocked by moving the mouse to the edge of the screen when edge panning is on
* Some sound volume tweaks.
* You can now restock your pockets and backpack, and also use the market compare on them as well.
* You can now right click on tracked character to interact with them.
* You can now double tap hotkeys to zoom to the entity bound to them.
* Added relationship gems to the relationship menu.
* Tutorial UI tweaks.
* Nav tweaks.
* The tracking camera has been tweaked in a few ways - 1) the tracking action is now smoother. 2) after rotating the camera to look around it will gentley snap back to the tracked character. 3) zooming down while tracking a character will not only lower the camera angle, but now also slowly zoom into them.
* When selecting someone inside a building when your camera is outside, the selection icon will now hover above the building so you can see the character is inside.
* During autumn trees will now thin out and turn various shades of orange.
* Fixed issues with character retirement
* Interface tweaks
* Fixed issue on Windows & Linux when using controller with no mouse attached there would be no cursor
* Fixed issue where there were watchmen who were not actually watchmen
* Tweaked watchman requirements so that more people will apply
* Watchman apply notification has been tweaked
* Wild animal spawn after one is killed is now 100% chance if wild animal count is low
* Heir now inherits pets
* Blank profile pics have been hopefully fixed
Hey all! Another small update as I gear up for something more substantial. A new starting scenario “Man’s Best Friend”. You start with the standard amount of silver and a pet dog that lives forever that you can name whatever you like. This start is a tribute to dogs. Moved a particular grazing spot away from a particular plot of land so cows and horses no longer congregate there. The requirements to build a boat will now show in the tooltip when selecting the production. UI tweaks.

