Faire Trade · published

Hey Shopkeepers!
While we've been hotfixing critical issues whenever they've come up during the weekend, we've also been working on other reported issues & improvements. Here are the patch notes for version 14850 that should be out now (you may have to reboot steam if it doesn't update).
TECH
Fixed an issue where entrances that were already placed in the home/farm would break the game
Added double sided signs to make it easier to read from both sides
Fixed the camera orbit when traveling between domains.
Improved Level Up Skills objective by also checking the values when loading the objective
Fixed an issue where the max level of a skill wasn't checking against the right variable, resulting in the objective not being updated correctly.
Armor & Weapon displays would also scale products down to 0.8, these are now scaled to 1 instead
Tweaked the height at which the navmesh is carved, this should give you some more freedom when placing wall furniture high up on the wall.
Cycladen 1 and Kungen 1 had incorrectly set colliders.
Kilo 1 had the wrong tag assigned to its colliders, which blocked then blocked pathfinding
Events should now not be able to spawn twice at the same time
Skills will now go through the previous levels to unlock anything that was changed in the data after the file was saved.
Loading in a creative save file now correctly sets the purchase price of furniture to 0
Fixed an issue where one-off events were also being triggered in year 2
Fixed the filtering on trader menus breaking when similar IDs with different qualities were present
Reverted to a previous version of the KingsDay code, where products were always unique per trader. Added a fallback in case not enough products are unlocked.
Clicking New Game/Load Game/Continue multiple times would try to load the game twice, resulting in a crash.
UI
Crafting menu skill panels used an initially wrong vertical position.
When a skill is maxed out, the menu now says so rather than showing infinite progress.
Fixed Unlock button not disappearing when switching tabs in any of the unlock menus
Added a confirmation prompt when clearing a planter or smelter slot.
Fixed sorting by buy price for traders
Greenhouse planter tooltips were not functioning properly
Increased width of the money counter in the HUD
Greenhouse planters should now allow seasonal crops to be planted.
The end of day graph will now angle the day counter if this exceeds 100 to allow the numbers to be easier to read.
You can no longer place an entrance in the farm & home domains
Crafting stations with multiple skills did not have a line break to separate the skills.
Exceeding maximum crafting skill would not cap at 100% in the crafting menu.
BALANCE
Added Favor as a reward for most objectives
Lowered the exp requirements for leveling up products by roughly 40%
Tweaked the minor Beetles events to have slightly less impact, and the global one to have the same impact as the previous minor events.
OTHER
Fixed Drought & Winter events not blocking similar versions, which could result in them happening at the same time.
Added some missing event data
Sand is now unlocked at Swindle level 8, together with the smelter.
Fruit Bonanza was using the wrong event data.
Chainmail Gauntlets (Iron) were not being unlocked when they should.
ART
Employee hair colors were not using natural hair colors
Fixed 4 displays and 19 decoration assets becoming invisible when the hide walls feature is active.
This morning we were notified of an issue with a save file that had a broken farm. We've been investigating this all day and have not been able to get a reproduction of it on our side, So while we continue to investigate the root cause we decided to add a fallback for save files when this is detected.
TECH
If for some reason the domain nodes in a save file got corrupted, it will now load in the starter layout to at least not break the entire save file.
Max skill achievement wasn't triggering as intended, these should now be granted when loading in a save file as well.
BALANCE
Removed the Smithing tag from Brass, and added Music to be in line with Pyrite.
OTHER
Pyrite Ore & Ingot were missing the CraftingResource tag
Pyrite Ingot recipes had a duplicate ID assigned which resulted in some weird values when trying to smelt Pyrite
Added the missing Painting tag to the smaller painting variants
UI
Added a notification at the start of the day when an event starts
Over the weekend we were notified that farming could crash the game. This took a bit of investigating but it seems that we now have a fix for that issue. This fix comes in addition to a number of other fixes and improvements that were submitted to the project in the meantime.
ART
Updated several light emitting decorations. Most notably the square and round fire pits.
Fixed Koning wall set sticking through paintings and posters.
Fixed Kotten wall material appearing bright while the set material was supposed to be dark. Also fixed the siblings materials in that set.
Fors entrance should now also have its thickness adjusted.
Fixed door shadows on Fiona.
Fixed visual issue with the Kroma wall set where paintings or posters would clip through the wall.
TECH
An issue would occur when stopping the game while a UI fade was happening.
Fix for Ersthof being initially invalid when placed.
IsPointInDomain didn't correctly check when something was at the exact boundary, causing the red highlighting to not work when trying to remove a wall using Remove Mode.
Cursor raycast now also checks for door colliders and treat it as if it is a wall. This should make it easier to remove walls with doors.
Updated colliders on Koudekerk.
Updated surface colliders of the Kaag wall set.
Fixed a bug where unlocking a 4 slot planter first could cause a critical error.
BALANCE
Moved the Jar to level 2 Pottery, and moved everything after that down by 1 level.
OTHER
Improved the interactable zone for Trader Post 2.
Slightly shrunk the interactable zone for all counters & Trader Post 1.
UI
Fixed an alignment issue in the confirmation window.
Bug reporter now word wraps correctly.
Fixed issue where deleting the continue save file wouldn't disable the button correctly.
Detail panel in the load save menu is now also wiped when deleting the save file.
Greenhouse room growth should now correctly be reflected in the planter slot progress.
Greenhouse label would not be removed when moving a planter out of the greenhouse room.
Crafting menu product fountain effect would briefly show quality result on the side of the screen.
Crafting menu recipe grid should now adjust its height up to a maximum of 4 rows of recipes.
Added employee expense to end of day screen.
The crafting menu recipe grid panel height was not updating correctly for farming.
Fixed an issue with the planting menu where the main window content would not show up after switching planter slots.
Employee end of day text would stay on-screen after closing the screen.