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Hotfix - May 16thMay 16, 2025 - Community AnnouncementsWhat's up Vikings, hope you're enjoying the latest major update so far! We managed to slay some nasty bugs just before the end of the week, here's what's new {STEAM_CLAN_IMAGE}/43222048/332a5589f1679409982dabf46c2f45e4eb999cc6.gif CHANGELOG · Fixed a bug where players would be unable to load saves if there was a Tinkerer's Table with progress 100% and no item. · Fixed a bug where dropping large items would no longer work after using the Tinkerer's Table; · Looted weapons can no longer be stored in Workshop tool storages; · Fixed Mines and Water Wells not being assigned to the correct outpost if built near another existing outpost. That's it! Thanks for the bug reports and enjoy the weekend! Yours bug-squishingly, Sand Sailor StudioMay Update: Tinkerers & ArmorersMay 14, 2025 - Community AnnouncementsHey Vikings, we're super proud to deliver our next major update which includes some big community requests like the ability to remove the indestructible rocks as well as a host of new buildings, new weapons, the long awaited party system, a fuel management overhaul and much more! We’ve got a more detailed description for you here or you can skip to the bottom for the full changelog. Have fun! New Features and Content Unremovable rocks are now removable! {STEAM_CLAN_IMAGE}/43222048/ccb11b4c362c4046185c30f34aaa457b86b1bc37.gif Probably one of the oldest and most burning requests is allowing our fine vikings to remove the large decorative rocks littering the landscape. Well your prayers have been answered and the Norse God of Destroyable Rocks has blessed us. To remove these decorative rocks you’ll have to use Explosive Sacks, which should make mines even more precious. Craft an explosive sack, place it by the rock which you want to destroy and detonate it. All rocks, regardless of their size require just one sack to be removed, just make sure you place the explosive device as close as possible to the rock. Happy landscaping! New Buildings {STEAM_CLAN_IMAGE}/43222048/e0a5d25d57a96bb2dabcfd297ab6cab2c29e9720.gif Besides adding new buildings, this update continues our efforts of bringing all buildings up to tier 2. Note: we call the “pit” buildings tier 0, the sticks and bark “huts” tier 1, and the plank and thatch “houses” tier 2. Without further ado, here are all the new things you can build: The Armorsmith and Improved Armorsmith {STEAM_CLAN_IMAGE}/43222048/83f0e5ac7e7fd0fbdbcce323e5b33b4d1227c349.gif We moved all armor making tasks to a new building: the armorsmith. This is essentially a hyper specialized workshop which will exclusively handle armor production. The first Armorsmith is able to craft linen and leather armor pieces, while the Improved Armorsmith is able to handle metal armor. This addition also helps us lighten the load of the Workshop worker’s AI. New Item: Leather Scraps Gloves We’re also adding in a new pair of leather gloves, in case you got tired of the old linen ones. They’re more durable and provide better defense against the elements. Proud Chieftain's House and the Party System {STEAM_CLAN_IMAGE}/43222048/6f354425900310331463992e5195ec8ce0e7e454.gif The Chieftain’s Hut House can now be upgraded to the next tier, benefiting from increased durability, becoming paintable, and unlocking a brand new mechanic: the party. After the Proud Chieftain’s House is built you will gain access to the brand new villager party system. What this essentially does is it allows you to assign villagers to your party. Once in your party, your villagers will follow you around, fighting off hostiles that get too close, but, most importantly, you will be able to issue direct orders to them. You can target resources and order villagers to harvest, pick them up, or carry them. You can target enemies and order your villagers to engage and you can also be...April 2nd HotfixApr 2, 2025 - Community AnnouncementsHey Vikings, another day, another fix, we managed to solve a dreadful workshop bug and we also found some nasty issues with the foresters. There are some other valuable fixes as well, so make sure to check the changelog. {STEAM_CLAN_IMAGE}/43222048/e0783b36c880c229f40cc89d8c7bedc4e1b6a65f.jpg Update - April 2nd Tweaks · Changed the way of spawning saplings, should fix duplicate trees, fixed foresters not planting over old forests; · Addons without parents are no longer spawned from saves. Needed to fix saves; · Settlement issues about needing more markers are now tied to the outpost; · Cooked Beetroot stack size increased to 10; · Increased Improved Leatherworker storage capacity; · Sorted forester markers and fixed a fir tree sapling exception; Fixes · Fixed a bug that caused the radial menu wheel to remain stuck on the screen if your controller disconnects while the radial menu is open; · Fixed a bug causing where the keyboard button glyphs wouldn't work; · Fixed a bug where crafting station requests would be remade incorrectly; · Fixed fishermen sometimes fishing from incorrect positions; · Fixed z-fighting build parts for eye of odin II, III; · Fixed a configuration issue with one of the fir trees which caused potential issues; · Fixed an issue where repeatedly rotating snapped Long House addons (in preview mode) would sometimes yield weird results & disconnects. Thanks for the bug reports and feedback! Yours hotfixingly, Sand Sailor StudioApril 1st UpdateApr 1, 2025 - Community AnnouncementsHello Vikings, No, this isn't an April Fools - we're back with another hotfix! Here's another round of adjustments, fixes and various tweaks to make your village-building efforts shine brighter. Behold the changelog: {STEAM_CLAN_IMAGE}/43222048/1395d7b0d134217bf124300cd215b045783a9fec.gif Update - April 1st Tweaks · AI Optimizations · UI adjustments · Perch is now available in Autumn. Previously no fish could be caught in Lakes during Autumn. · Adjusted farm crop water UI and interaction to better indicate that a cell has already gotten enough water · When cycling villagers in the villager menu, the current page is no longer reset · Adjusted structure page UI · Structures are now sorted in the settlement page · Added indicators on the map for walls that are not connected · Inventory full notification from picking items or gathering items no longer plays the sound fx multiple times or fills your screen with multiple copies of the UI panel · Leather shoulder pads blueprints now use cured hide; · Follower now has enemy highlight color; · Added withdraw and deposit to Leatherworker 2; · Adjusted grow time for planted trees; · Adjusted bill of materials for hedge walls; · Added new fish status effects; · Added a new icon for character remains; · Made various FX adjustments; · Increased stack size for all raw and cooked food. Stack size is now 10; · Tweaked outline shaders and materials; · Changed the warehouse ore storage model; · Increased mine wall resource yield; · Increased the viewport of the farming tasks; · Vegetation loads faster and more reliably; {STEAM_CLAN_IMAGE}/43222048/3f3692127d72bba523914214957597d34583f87a.gif Fixes · Fixed warriors not fetching the appropriate weapon tier for their proficiency level · Fixed a pathfinding data generation bug that caused building upgrades to lose their navigation obstacles · Fixed a bug causing terraforming grid for Addons to have valid cells that are impossible to level by the player (Wood house expansion) · Fixed HP bar not showing for some creatures · Fixed builders ignoring tasks after loading the game · Fixed forestry station showing the farming tutorial · Fixed crafters not taking into account newly added or removed addons when needing to make intermediary parts; · Fixed hunters getting stuck asking for better knives if needing to harvest raw meat from deer; · Fixed foresters potentially getting stuck in tight dig spots due to unlucky jitter rng; · Fixed upgrading the roof on a Warehouse potentially resetting storage; · Fixed some loadouts not showing correctly on clients; · Fixed onion seed icon; · Fixed farmer sometimes acting like there are no seeds if any of them could not be found; · Villagers can once again stockpile firewood into their homes; · Fixed some material issues for the Kennel; · Fixed some parts of the Plank Gate and Improved Leatherworker models that would glow when searching for resources; · Fixed deed rewards page being inaccessible with a gamepad; · Fix a bug that may cause ...March 24th UpdateMar 24, 2025 - Community AnnouncementsUpdate - March 24th Another week, another update, this time we're turning our gaze towards farming and mining, besides a host of fixes,improvements and some long-requested features. Here's the long version: {STEAM_CLAN_IMAGE}/43222048/b8212deb5f66c6ff147ca0cfc6647ce250b49b55.gif New Features · Woodcutters can harvest tree stumps for firewood; · Reeds and Dwarf Spruce now have seeds and can be farmed at Farm 2; · Mine workers will now harvest small stones from the caves; · Mine Hut and Mine House have received storage for small stones and some visual tweaks. · Added input field for quantity in task panel; · Made terraforming fields, paths & build sites of structures besides addons to replace the dismantle shortcut interaction with a proper structure interaction that opens the menu where you can change the name & outpost of the building; · Added FSR 3.1 Adjustments · Removed the carpentry level requirement from most of the high tier buildings; · Made the warehouse carpentry baskets require the carpenter; · Made pinned roads in the build site phase maintain their pin into the terraforming phase; · Reduced structure weather damage by 30%; · Increased stack size for seeds, feathers, bones, resin, fibers. Optimizations · Streaming improvements for terrain data; {STEAM_CLAN_IMAGE}/43222048/2611dbf2ff38044a34c51a28a321771aa089be7a.gif Fixes · Fixed an issue where warehouses, workshops and their addons would display their attachment indicator when not appropriate; · Fixed an issue where addons would not display their attachment indicators when in preview mode after attaching and then detaching from the main building; · Fixed a bug making the inventory slot to disappear while changing it's position when using a gamepad; · Fixed cooking house workers barely using the materials stored in the cooking house; · Fixed settlement resources dropdowns being inaccessible when using a gamepad; · Fixed tasks reorder not working correctly; · Fixed hunters not hunting horned smolkr for their horns; · Fixed hunters not hunting deer for leather; · Fixed upgrading the Dyer messing the tasks; · Fixed harvesters not respecting task quantities; · Fixed meat storage contents disappearing when upgrading to Cooking House 2; · Fixed quickbar rendering behind the menu when using a gamepad; · Fixed invalid sound played when clicking on a deed category; · Fixed an issue where long house addons would sometimes not disable some roofs on load Thank you for playing and thanks for the feedback, as always, it helps us make a better ASKA. Enjoy the game and enjoy a great colony-sim week! Yours viking-ingly, Sand Sailor StudioASKA is in the City Builder & Colony Sim Fest!Mar 24, 2025 - Community AnnouncementsHey future tribe leaders, We're thrilled to share ASKA is currently 35% off in the Steam City Builder & Colony Sim Fest from now until 31 March at 5pm GMT. If you've been waiting for a bargain, or trying to convince your friends to join the tribe, there's no better time than now! PS - to all you existing tribe members, thank you so much for all the amazing reviews that have been pouring in - we appreciate them so much!Hotfix - March 18Mar 18, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43222048/cebae1c6f0253866d017811b27c5f5a749a2c261.jpg Hotfix - March 18th Cloud Saves · Fixed a bug that caused cloud saves to not sync correctly unless deleting the local save data; · Please note that if you already encountered the bug, in order to fix it you will need to delete the old local save data from the machine that did not load it correctly and then restart the game. · The save data is located in: "C:\Users\ username\AppData\LocalLow\ Sand Sailor Studio\ Aska\ data\ savegame_saveId". · In order to match a savegame folder with your in game session, open the "meta" file inside the savegame_saveid folder and look at the session name. Tweaks · Adjusted weapon durability hit on training dummies; · "Q" is the new default interact with the cart/sled; · All towers can be added as patrol markers for both Archery and Barracks; · Builders are trying harder to finish the pinned work; · Added an extra Hardwood Long Stick to the thin birch tree; · Added compost to crafting materials storage in Warehouse; · Updated some Deeds to use the newly added buildings; Fixes · Fixed a bug causing bombs exploded in the mine to terraform the ground above; · Fixed a bug causing the UI to get stuck on the Temporal Antialiasing setting; · Fixed Thatch disappearing for a brief moment during the first transition from spring to summer; · Fixed an issue where clients could not properly delete tasks; · Fixed an issue where upgrading Watchtowers would remove them from archery range's patrol tasks; · Fixed Necromancer materials; · Fixed Warehouse tasks misbehaving when upgrading extensions; · Fixed Metalworker 2 not displaying the armor racks; · Fixed a bug causing the auto equip setting to not be saved correctly when changed from the inventory menu; · Fixed warriors not cleaning up their inventories and hoarding iron components; · Fixed fishing skill not leveling up; · Fixed a bug where farmers would sometimes get stuck clearing off season plants and then planting them back when clear previous plants would be off; · Fixed an issue with navigation data generation during world streaming; · Fixed villager schedules getting lost on disconnect; · Fixed Dyer messing up tasks when upgraded;Hotfix - March 14Mar 14, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43222048/fc2397b616f599a1f23e6e93c82d64950895ae4f.jpg Hotfix - March 14th Features · You can now view each outpost's resources in the settlement resources tab; Optimizations · Optimizations for the terrain generation system Fixes · Fixed an incorrect carpenter proficiency requirement; · Fixed player characters sometimes briefly swimming upon approaching a lake biome; · Fixed warrior complaints not displaying correctly for clients; · Fixed warriors over a certain proficiency level not searching for new weapons anymore after breaking them; · Fixed a bug where upgrading warehouse extensions would delete the items on that extension; · Fixed an bug where you could have multiple upgrades on the same building; · Fixed a bug where harvest quotas would not work correctly; · Fixed steam deck new game custom page layout issue; · Fixed raven altar map icon; · Adjusted rebind rules so that interact keys cannot overlap with movement keys; · Improved 2-handed attack combos; · Reduced weapon decay caused by training dummies by 75%Gorgeous Valheim style survival game Aska adds lakes and outposts in new updateMar 14, 2025 - PCGamesNThere's something so alluring about Norse mythology. Perhaps it's the influence that TV shows like Vikings or movies such as Thor have had on popular culture, or it's the idea of seemingly limitless freedom that ends in a good ol' drinking session. Either way, games like Valheim and God of War are, in my opinion, special because of their setting and storylines versus their gameplay. Hoping to etch its name into videogame history is Aska, a survival game akin to Iron Gate's magnum opus. Having launched in early access in June 2024, it's performing pretty well on Steam, and its new Lakes and Outposts update presents the perfect opportunity to jump in. Read the rest of the story... RELATED LINKS: Valheim like Viking survival game Aska fixes fishing in explosive update Aska is a Nordic co-op survival sim that might take on Valheim and win Valheim has competition in new Steam survival game, beta coming soon ASKA Is Now Steam Deck PlayableMar 14, 2025 - Community AnnouncementsHey Vikings, we’re thrilled to say that ASKA has just become Steam Deck Playable. This actually was part of yesterday's update, but we thought it was pretty cool and wanted to give the news its own spotlight 🙌 {STEAM_CLAN_IMAGE}/43222048/e657db3fdf8267ce7c150e2838e914a079094e62.png We hope this will fulfill those of you who are couch Vikings, train Vikings, lie in bed on a Sunday morning & chill Vikings. Yours Skal-fully Sand Sailor Major Update Five: Lakes & OutpostsMar 13, 2025 - Community AnnouncementsOutposts and Lakes Update March 13 Major Update Hey Vikings, our newest update, which we’re dubbing Outposts & Lakes, is now officially LIVE! We’ve packed a lot into this update and we’re super excited to see what you think. Looking forward to checking out all your Lakeside villages and how you structure your villages using the new Outpost Cores. As always, we can’t wait to hear your feedback on all of the new features and changes, so be sure to keep it all coming! Without further ado, grab a drink of choice and get comfy because these are long! {STEAM_CLAN_IMAGE}/43222048/d42a00a8bb2501bde49c1c1a347dbfb704f7e21e.jpg Outposts You can now create outposts which allow villagers to live and work in distinct territories. This gives you a whole new level of control and allows you to spread easily across the map, create supply lines and prevent villagers from making unwanted trips. Mining outposts, fishing villages, forward attack camps, and much more are now possible with the new outpost system. In order to create an outpost, build the new outpost building, build homes next to the outpost and assign villagers to those homes. They will now live in the new outpost. The outpost works similarly to a warehouse, featuring platforms for storages. Unlike the warehouse, you can reinforce the outpost with walls and a tower for extra protection. The outpost also comes with a built-in builder’s hut, so you can manage local builders. Make sure you check out all the new tutorials covering these features! {STEAM_CLAN_IMAGE}/43222048/555eec089041e53fe1bbdbdfeec14b5242cffc0f.jpg Lake Biome The world of ASKA now features beautiful lake biomes, rich in fish and reeds. New species of fish have been specially made for this biome and the abundance of reeds should mitigate any thatch shortage you might have. Make sure you start a new save for the new biomes, as we can’t regenerate already generated worlds. Enjoy your new lakeside home! {STEAM_CLAN_IMAGE}/43222048/e0783b36c880c229f40cc89d8c7bedc4e1b6a65f.jpg New Buildings We’ve added a whole host of new tier 2 buildings which besides the increased hitpoints and the ability to paint them, come with new resources and features. {STEAM_CLAN_IMAGE}/43222048/ec306d43bec241f7159859177c7ede764016698d.jpg Builder's Hut Allows you to manage builder jobs, including repairing, terraforming and perhaps most importantly firekeeping and lightkeeping. {STEAM_CLAN_IMAGE}/43222048/cfc5431a3fadf6cdacf4f954fce77e941e039f4b.jpg This building allows you to assign and unassign specific villagers to all these tasks, so for those of you asking for a firekeeper or lightkeeper, this is the building to go for. {STEAM_CLAN_IMAGE}/43222048/7c48e233011224ed552e22c69b6272894918f668.jpg Cooking House The new cooking house comes with a brand new oven which will allow you to bake a new range of pies! Pies require eggs and water besides the other regular ingredients. {STEAM_CLAN_IMAGE}/43222048/b1fbfd2b13638d6fa56b227cfc894eb4d3e126d7.jpg Improved Farm The new ...ASKA Dev Diary #3Mar 12, 2025 - Community AnnouncementsAre you ready for tomorrow's update Vikings? Stefan aka SadSnail is here to give you the rundown in our latest dev diary! Check it out 👇 PS - for those of you who haven't picked up the game yet or have friends who are looking at buying - we're running a key giveaway across all of our social channels until tomorrow! Our Next Major Update is Coming 13 March!Mar 7, 2025 - Community AnnouncementsThe Smolkr’s out of the bag, Vikings! We’re so excited to share that our next major update is dropping on Thursday 13 March (that’s next week!) and it’s our biggest one yet! We don’t want to spoil things too much right now, but you can expect some fiery quality of life features, changes to how might you structure your village(s), a bunch of tier 2 upgrades for buildings, and most excitingly, an entire new biome to explore! You’ll need to stay glued for the patch notes next week for more details, and we’ll be sharing more in depth looks at each new feature in the coming weeks on our social channels too. We’re really lake-ing forward to this one. It’s gonna be big! Skal Sand Sailor Studio Steam Deck UpdateMar 5, 2025 - Community AnnouncementsHey Vikings We announced last week that we would be launching ASKA as Steam Deck Playable today, but we encountered a really nasty bug just as we were about to push the button. We’re going to have to delay this a few days to come up with a fix. Sorry to disappoint - we’ll have it available for you as soon as we can. Skal Sand Sailor Studio ASKA is Coming to Steam Deck!Feb 27, 2025 - Community AnnouncementsHey Vikings, we’re thrilled to share news that ASKA is becoming Steam Deck Playable and we’ll be launching this next Wednesday 5 March! That’s super soon 😀 We’ve also been super busy cooking the next update and we will have more news for you very soon on that, so keep your eyes peeled for more information. We can’t wait to share this one with you, it’s our biggest update yet. Skal, Sand SailoFebruary 12 HotfixFeb 12, 2025 - Community AnnouncementsHey Vikings, we've managed to fix a few more issues, here's what's new: · Fixed some VFX settings for some vegetation assets. · Miners now return with resources instead of digging further when carrying a large item, similar to Woodcutters. · Fixed a bug where maggot bait would be unaccessible in the game. · Fixed a bug where reeds would be incorrectly removed, reducing the amount of available thatch in the game. · Fixed a bug where the Follower (enemy revenant) would not cause knockdown with its heavy attack. · Players and villagers now sit correctly in the boat when rowing. · Fixed a bug with the Cooking House task menu where reordering would mess up the task list. · Fixed a bug that would cause build sites to be removed from the list of pinned structures. · Added a new icon for the blizzard weather event. Thanks for the bug reports! Sand Sailor StudioValheim like Viking survival game Aska fixes fishing in explosive updateFeb 11, 2025 - PCGamesNThe path to Valhalla requires bravery, first and foremost. An indomitable spirit, forged from a relentless drive to protect oneself and one's kin. Aska is all about building and maintaining a tribe amid the harsh wilderness, leaning on each other's strengths to survive. The Viking-themed rival to Valheim arrived last year to considerable interest, and its latest update makes settlement life that much better. Read the rest of the story... RELATED LINKS: Aska is a Nordic co-op survival sim that might take on Valheim and win Valheim has competition in new Steam survival game, beta coming soon February 10 HotfixFeb 10, 2025 - Community AnnouncementsHey Vikings, a few issues popped up over the weekend and we managed to squash them mercilessly. Here's what's new: · Fixed a bug where shovels could not be deposited in the workshop's tool rack storage. · Fixed a bug that would cause the Leatherworker to get stuck in a pickup/drop loop. · Fixed Steam rich presence (join from Friends menu) not working. · Fixed a UI bug where harvesting a monster while opening a menu would render the UI unresponsive. · Fixed a bug where fishermen would needlesly mount their boat at the end of their shift and get stuck. · Fixed carpentry villager not working if an unfinished log is left on the horse. · Fixed villagers remaining stuck at anvils if the player looks at them. · Fixed changing priorities at workshop not doing anything after except on reload. Make sure you update and that you're running the latest version! Thanks for the feedback and bug reports! Sand Sailor StudioFEBRUARY MAJOR UPDATEFeb 7, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/43222048/471fdc570724290b7c56a14cb612428013858416.gif Hey Vikings, we’re back with our newest update, rejoice! Our first update for this year is probably one of our most important yet! There has been a lot of feedback from the community about the finite nature of some of our most important resources, namely wood and iron, as trees do not regrow and caves can be depleted. Without further ado then - the patch notes! (They’re pretty long, so get comfy!) {STEAM_CLAN_IMAGE}/43222048/b8ab8f9eb77857444e783b53de7fed5ccd8a8de0.gif THIS PATCH IS TREE-LY GOOD Added: Forester Hut and Forester House Players can now replant trees using Foresters. Tree regrowth will be player-driven by way of a new building: the Forester. This new building can be found under the advanced production buildings tab in the build menu and works in a similar way to the farm. {STEAM_CLAN_IMAGE}/43222048/e2bfcfbee1b06c14ec0723b6ea15d17d9826f90e.gif The forester has a series of pots in which you can plant saplings. Planting saplings costs nothing, and you will be prompted to pick the type of tree you'd like to plant. Each tree type yields different types of wood. For instance the regular fir yields logs, the small fir grows faster and yields long sticks, and for the birch tree you'll have to upgrade the forester. Saplings require water and compost to grow, similar to regular crop fields. Once a sapling's growth reaches 100% it can be picked up and planted. {STEAM_CLAN_IMAGE}/43222048/3216d67cbed736f8c0445b0e73acf28feb5ba32f.gif Before you can plant a tree however, you'll need to get yourself a shovel. Shovels are new items which allow you to dig holes where trees can be planted. Once a tree is planted, you'll have to wait for it to grow, but you won't have to tend to it anymore, just let nature take its course. Currently, a fir grows in 32 in-game days, and a small fir in 24 in-game days. Most importantly, you can assign villagers to plant trees for you. Each Forester comes with a Forestry marker and you can also build additional markers. Be wary however that villagers will attempt to keep a certain distance between trees. They will also plant trees in any holes you dig in marked areas. COOL VIKINGS DON’T LOOK AT EXPLOSIONS Cave Overhaul and Infinite Iron Besides the ability to regrow trees, we're also giving players the ability to regenerate iron and stone in the caves by way of an explosive device. While our Vikings haven't discovered gunpowder quite yet, they will discover however that the cave crawlers have laid weird eggs in the mines. These crawler eggs are harvestable with a knife, and will replenish seasonally yielding a regular flow of resources. New creepy-crawly resources Both the crawlers and the crawler eggs will now have a chance to drop crawler sacks. While harmless on their own, the Vikings soon discovered that when put together, fire, jotun blood and crawler sacks cause a powerful explosion, powerful enough to rip through rock, wood and flesh. {STEAM_...Animal Respawn FixJan 17, 2025 - Community AnnouncementsHey Vikings! We did it, we managed to put together the patch that will address the dreaded animal respawn bug. It also tackles a host of other issues, check out the changelog below. Changelog January 17th Patch {STEAM_CLAN_IMAGE}/43222048/cf557bc8707ea6b7715dc4da560fecbde372f800.gif Fixes · Fixed monster populations not respawning · Fixed all fish being seabass on clients · Fixed complain about cave being exhausted not being removed from worker · Monk body perk no longer makes villagers lose health after each load · Fixed error caused by villagers leaving due to unhappiness while in houses · Fixed an issue where s client trying to harvest a creature he killed too quickly would ruin all interactions on that player · Fixed an issue where clients would sometimes see random villagers without perks (even though the host has them with perks) · Fixed Target Frame Rate setting not working correctly · Fixed Skeleton Bosses sometimes getting stuck burrowing into the ground repeatedly, being almost impossible to kill Dedicated Servers · Fixed an issue where the new steam authentication would prevent servers from restarting properly Thank you for all your patience! -Sand Sailor Studio
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