
Ahead of the demo’s 1.0 release, a number of streamers were given early access to Ashfield Hollow. Their feedback helped identify bugs, usability issues, and areas that could be improved before launch.
The changes below were made prior to release based on that early feedback and testing.
New games now offer the option to watch or skip the introduction.
The name-entry screen now uses a more appropriate selection of characters for names.
Added an option to disable the countdown before the fishing mini-game.
Added an optional food-spoilage indicator that shows when a food spoils.
Healer zombies can now support nearby zombies from a greater distance.
Zombies and hostile survivors will no longer follow the player home after they pass out at the end of the day.
Passing out no longer restores Health and now restores less Energy than sleeping normally.
Dogs are now easier to interact with.
Following dogs now settle into place on a new map instead of continually moving around. They also recover more reliably if they become stuck while following.
NPCs now move through doors more reliably.
Conversations can no longer begin while an NPC is moving through a doorway.
Talk prompts now disappear correctly when an NPC leaves.
NPCs will prioritize dialogue the player has not heard before repeating previous conversations.
Items are now removed from the hotbar when none remain.
Canteens and watering cans remain in the same hotbar slot when changing between their different states.
Added improved D-pad hotbar support for the 8BitDo Ultimate 2C.
Corrected the controller inputs listed on the Controls screen.
Fixed an issue where controller aiming and the on-screen aiming guide could point in different directions when a mouse was also connected.
Volume settings now use more precise sliders.
Fixed music becoming progressively quieter after overlapping dialogue or sound effects.
Foods that provide temporary bonuses now explain what bonus they provide and how long it lasts.
Watering multiple tiles now uses water for each tile watered.
If the watering can does not contain enough water for the full watering area, only the available number of tiles will be watered.
Watering-area perks now progress correctly regardless of the order in which they are purchased.
Forest trees now regrow independently after enough days have passed.
Forest trees now become transparent when they block the player from view.
Fixed zombies spawning on an inaccessible part of the forest map.
The Day 2 Sale Bin will now use its intended location when possible or move to a nearby open tile when that space is occupied.
Traps containing an animal now display the standard interaction indicator.
Corrected the Handheld GPS description to properly explain that it opens the area map.
Corrected the Camping Bench’s collision area.
Removed several unused perks and updated the remaining perk progression so they are no longer required.
Bulletin Fragments can now be sold.
Fishing rods, axes, and swords can now be sold.
The game will prevent the player from selling their final fishing rod, axe, or sword.
This protection also accounts for items that are equipped, stored, placed in shops, or placed in the Sale Bin.
Cut fish pieces no longer count as complete fish when contributing to the stockpile.
Guns can now appear as city loot as the player improves their Marksmanship skill.
More powerful firearms become available at higher Marksmanship levels.
Each gun can only be discovered once per playthrough.
Existing saves will recognize guns the player has already obtained and prevent duplicate discoveries.