Ostriv Alpha 4 update 6 is now available to download on PC (Steam). According to the official Ostriv patch notes, the latest update added a lots of small performance optimizations and bug fixes.
Previously, a major update was released with various tweaks and fixes.
Unfortunately, players are still facing a number of issues with the game. Today’s Ostriv Alpha 4 patch 6 will fix a few of these issues.
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Ostriv Patch Notes
Added/changed:
Lots of small performance optimizations
New building: smeltery (for iron production)
If a trading dock is blocked, trade boats will not arrive in it
Can’t build a trading dock now if trading route is obstructed by a dam
Improved the look of paths created by traffic (might take an in-game year for new paths to establish in older saves)
Slightly optimized construction
Improved later game performance
Workers will now be more selective on where to put resources from emptied buildings
Added trade wagon sound
Constructed building now shows the actual combined list of builders in properties
Added seasonal hiring options for construction workers
New building: big hay barrack (stores 7 times as a regular one)
Can import more alcohol now
Added help text for stable
Trading wagons will wait a bit longer for workers
Slightly reduced charcoal pile productivity
People will now better distribute shopping responsibilities in family
Increased cowshed and sheep farm storage capacity to 7000
Slightly reduced yield of non-plowed fields
Now keeping selection on source building when relocating animals
Added a notification when a child is born
Can now destroy resources loaded into the lime kiln
Can now import iron ore
Added two more levels of earlier autosaves
Random messengers will now visit more often, especially as the town grows
Now showing a year of planting for every crop icon in a field
The current crop is always shown first in crop rotation sequence now
Added bug reporting instructions to the main screen
Slightly improved hire options UI
Other minor UI changes
Fixed:
Imported sheep were wrongfully sheared after delivery
Clicking on builder’s workplace didn’t select the building correctly
Fulling mill created navigation problems if demolished
Potentially fixed some rare cases of multiple buildings on top of each other
Constructed buildings didn’t have any snow on them
Could extract unlimited taxes from tavern owners
Doors could float in the air after demolishing buildings
Cart relocation sometimes didn’t work properly for cart sheds
Tents would stay forever if all carts are in a shed
Deactivated fallow field didn’t restore nutrients
A newborn cow or sheep could be mistakenly taken for slaughter while moving herd to pasture
Potentially fixed severe glitches on older AMD video cards (need confirmation)
Adults applied to school while working
Could build a fishing dock with entrance on the water
Charcoal pile didn’t have proper visual charcoal amount
Fishing boats traveled too far in some cases
Taverners could stuck in endless buying cycle
It was possible to create unwanted reserves by using “Move resources” feature
A worker could stuck in a clay pit if it’s being demolished
Could not demolish a cowshed in some cases
Random crashes long after demolishing a mining camp
Crash related to tavern
Some fulling mills had distorted resources models while constructed