This is a list of release notes. -------------------------------------------------------------------------------------------- Version: 3.32 ** Saved characters from version 3.19-> are compatible with this version. ** - added: need to pay companions & companion inventory restrictions * companion inventory restrictions You can't anymore freely pick all the items of your companions to yourself. Companions now tend to keep their most valuable and usable personal items to themselves, and usually only the cheap items and food are freely pickable. However, all the items you have delivered to your companion can be picked back at will if they are not in use (wielded or worn) at the moment. So it is still safe to pack or lend your companions even the most valuable goods you have. * need to pay companions for their days of service and items claimed Companions now require some reward for their days of service. Their price is roughly a value of one squirrel hide per day of service and you can pay them basically with any valuable goods. Also, if you have claimed companion's items to yourself they expect to be paid for those items too. In short, companions now always expect to leave with more valuable inventory than what they had upon recruitment. A day before companions are about to leave they'll let you know how they feel about their equipment and whether they expect to be paid more. If more payment is wanted simply deliver items to your companions and they'll let you know when they are happy with it. You don't have to do it at once but have the whole day to settle the payment. Talking to your companion at any time ("Greet" or "Ask for help" chat options) will also make them speak their mind about the remaining payment. If you fail to pay companions before they leave you'll be reminded about it the one last time. From there on you can still deliver goods to settle the payment, but ex-companions don't necessarily stay around for too long. Failing to pay companions lowers your reputation in their village, and makes hiring new companions there quite difficult. * migration notice Companions hired in the previous version behave differently. They still have unrestricted inventorys, and may or may not ask for payment when parting. - tweaked: recruiting companions who carry village property from failed/cancelled trades There are two new conditions to prevent exploiting companion recruiting with returned village goods: * Companions don't count the returned village property as their own when checking if they have enough equipment to join you. * When companion agrees to join you they won't keep carrying the returned village property but drop it on the ground where other villages come to reclaim it. - changed: children won't anymore participate in picking up village property left on the ground after failed/cancelled trades This is because you can't do one-to-one trading with children, and sometimes you would like to go for that with some items NPCs just picked. - added: NPCs wearing the new clothes/armours they get NPCs can now actively wear the new clothes/armours they have obtained. They'll usually go for wearing new clothes/armours after being delivered or having picked some. Delivering useful pieces of clothing/armour to your companion is now worthwhile, even though NPCs make the final decision whether they will wear something or not. - added: pull heavy items to your location with [;] pick up from adjacent tile command If the items you tried pick up from adjacent tile were too heavy to lift you'll be asked if you want to pull them to your location. - fixed [rare condition]: segfault upon launching the game on some Mint/Ubuntu systems - fixed [rare condition]: NPCs being able to fall asleep while in the water At its worst this resulted in villagers foolishly drowning/freezing to death. - fixed [modding]: [naming] tag not working properly when crafting while NPC is felling a tree - fixed: creature total injury not always increasing if the number of maximum unique injuries was reached This resulted in occasional difficulty to finish creatures with minor impact wounds. - fixed: corrupt description of "An Island" game course task - fixed: finishing tasks (eg. felling a tree) by grinding when too tired to continue When tasks were cancelled because of being too tired to continue repeating the command still always added one minute of progress and you could finish the task by this sort of grinding. Fixed now. - fixed: bears (and possibly other creatures too) occasionally entering into indecisive fighting mode They might keep constantly switching between attacking and fleeing without really making any attack maneuvers. Fixed now. - adjusted: tiny increase in lynx and glutton aggressiveness potential, especially in case of them being wounded. - added: daily tolerance for stimulant herbal effect Consuming stimulants doesn't anymore decrease the exhaustion seemingly indefinitely, but stops when a certain daily level is reached. - tweaked: net fishing * catch check time window now hourly based Net fishing catch checks are now hourly based instead of previously used morning based checks. This means you can catch fish with nets within a shorter time window. Even within an hour from setting the net - if you're lucky and the conditions are right. Naturally the longer the nets have been set the greater the catch usually grows so hasty checks usually provide only a few fish. Despite of the shorter time window it should be still remembered that in addition to your fishing skill level the factors such as terrain, water depth and time of the day also contribute to what kind fish and how much of it your net is likely to catch - if at all. * gradual catch spoilage Catch spoilage due to fish eventually dying in unretrieved nets is now gradual. You may still be able to get some of catch good and edible even if the nets have been left unretrieved for days. In general it's still advisable to check your nets at least on every other day. * setting multiple nets to same tile now forbidden - tweaked: NPC sleeping related oddities and exploits * NPC won't anymore fall asleep outside when it's raining. * Njerpez and foreign traders met in the wild won't fall asleep so easily anymore if they're within player's sight when the encounter happens. Sleeping NPCs in the wild still can encountered, but this fixes the exploitish procedure of encountering people at night hoping them fall asleep on the next move. - tweaked: restricted possibility to [w]ield skis Skis are put on by [a]pplying them but having been able to wield them too caused confusion. - changed: pine-marten aggressive sound is now 'snuffle' instead of 'snort' --------------------------------------------------------------------------------------------