Wild West Pioneers · build 24435781 · published
Getting Started
"Residents' Needs" now includes a clear "unlock tents" objective and points you there first.
Rebalanced Journey Points so tents can be unlocked right away.
Your starting settlement now provides enough gold to complete the 50 Gold quest.
Whims no longer start generating until "Residents' Needs" is complete.
Journey quests now correctly track tier quests that aren't unlocked yet.
Adjusted the Tutorial Assistant layout so the available text and video guides are easier to spot.
Declining the Tutorial Assistant no longer shuts it away until the next quest — you can head back to it whenever you're ready.
Added info bubbles for the guides and settlement-change buttons, hinting when they're worth a click.
Added Journey and Whims entries to the FAQ, tied into the quest chain.
Roads & Building
Roads can now be trimmed anywhere along their length, not just at the first or last segment.
Roads are now removed automatically when you move or destroy a building.
Building snapping and road snapping can no longer both be enabled at once, which could lead to unwanted placement.
Roads placed automatically by buildings are no longer snapping targets.
Buildings now show a highlight in building view when they're connected to a road that has no link to the wider network.
Cleaner texturing and highlight shading on main road turns.
Quests & Story
Fixed several issues in the Band of Ghosts questline.
Updated the Officials questline (parts 1 and 2).
Fixed the "crisis refugees" event being removed before it could play out.
"Blocked Passage" now asks you to gather 20 settlers instead of a randomised objective.
Bandit Camp now only becomes available after you've explored Maple Hollow Junction.
Fixed "End of Bandits" (#12) taking resources from Sand Storm instead of Dust Creek after sending off armed people.
Fixed dynamite not leaving your inventory after blowing up rocks in Deaf Canyon.
Fixed Discover Location objectives so an unspecified target correctly counts as any location.
Quest items no longer stay highlighted as interactable in a diorama once their quest is done.
Side quest choices now lock when you don't have the resources for them.
Dioramas
Leaving a diorama now takes you straight back to the settlement.
Leaving a diorama after its cutscene correctly restores the World Map button.
Fixed diorama dialogue popups overlapping and not clearing properly.
Fixed audio being muted when a diorama voice line closed or another one played over it.
Fixed missing voice lines in both "death of bandits" cutscenes.
Updated the characters in the Native Americans diorama.
Production & Economy
Fixed capacity bonuses being duplicated when loading a save.
Fixed resource counts going wrong after loading and placing buildings over resources.
Fixed the workshop UI showing no resources when a building couldn't produce for another reason, or was already producing.
Fixed miners incorrectly reporting no available resources.
Fixed the circular production indicator only filling to a third.
Fixed the production fill jumping by odd amounts on the hour change.
Fixed the missing overlay on the miners popup when production starts in an hour, and the overlay hiding elements like the background and infinity symbol.
The gold debt objective now tracks total production rather than what's currently in your warehouse.
Rebuilt the Miners Project popup and fixed the Scouts Lvl. 2 popup.
UI & Menus
Fixed the missing-rations popup appearing inside a settlement, which was blocking caravans on expeditions.
Fixed black icons in the Buildings section of the bottom bar.
Fixed buildings sometimes not appearing in the bottom bar after being unlocked.
The "Now available" decoration popup no longer blocks clicks outside its own buttons.
Improved the dialogue panel's handling of actor changes and swaps, and adjusted the order characters appear in.
The settler creation cost tooltip now shows the number of residents required.
Fixed a happiness-related error when switching between views.
Fixed the Ideas Board showing blanks after unlocking certain ideas.
Added usage info to several dialogue nodes, plus visual updates.
Updated various icons, settlement select visuals and idea tree backgrounds.
Clarified what wells and water tanks are for in the FAQ, and added building-unlock info to the Hunger and Homelessness articles.
Removed the "work in progress" text from the intro.
World & Environment
Settlement 2: added rocks and blockers between the gold miner's point and the river to stop building on steep slopes, plus a pass on bounding boxes.
Fixed the Blackbark Ridge blocker.
Turned off smoke on World Map points of interest that was showing above the paper map layer.
Wider rotation bounds for the World Map camera, and a new starting angle so the map sits centred.
Fixed various animation issues.
General
Several fixes for errors on loading a save and reopening the game.
Further stability and crash fixes based on your automatic crash reports.
Added the first two batches of Early Access achievements, including "Own Luck".
New "Animal Lover" whim (tiers 1 and 2) — lets you place any decoration from the animal category.
New art for the Gold Workshop Lvl. 3.
Rebalanced starting resources.
Reworked the placement of destructible rocks, mushrooms and wild game in both settlements.
Improvements to the first tier of the idea tree.