Citizens
Power trajectory
Up = buffed, down = nerfedPatch history
- ▲✂️RemovedRaiddeath penaltyActive→Removed
Failing a raid no longer results in a citizen death penalty, reducing the risk of high-level expeditions.
Removed Citizen death penalty from failing a raid
- ≈🎯BehaviorCarpenterresource priorityLoose resources→Material storages
Carpenters now correctly prioritize material storages over loose resources, improving building efficiency.
Fixed carpenter priority
- ▲🎯Behaviortraitsnegative→none
Negative traits were removed from existing citizens who lacked any positive traits to balance their utility.
behavior
- ▲🎯Behaviorstuck behavior—→teleport home
Citizens will now automatically teleport home if they become stuck in the environment.
behavior
- ▲🎯Behaviorcollisionsolid→passable 2s
Players can now push through citizens after walking into them for 2 seconds, preventing movement blockages.
behavior
- ▲📊NumericConstructionmax range—→90 tiles
Carpenters have improved pathing to construction sites and a defined maximum range of 90 tiles.
behavior
- ▲🎯Behaviornegative traits—→Removed
Negative traits are now removed from existing citizens who possess no positive traits, improving the quality of the workforce.
- ▲🎯Behaviortrait distribution
Negative traits now only appear on citizens who also possess positive traits, preventing purely negative citizens.
- ≈🐛Bug fixEatingconsumption behavior
Fixed an issue where citizens would stop eating before they were actually full.
- ▲🎯Behaviordamage immunityvulnerable→immune
Citizens are now immune to damage to prevent accidental deaths caused by pathfinding bugs.
Temporary measure for pathfinding issues
- ≈🐛Bug fixrecruitment
Fixed a bug where citizens in dungeons were not being properly recruited to the nearest town.
- ▲📊Numerichunger—→Decreased
Decreased hunger for early game citizens, making them easier to maintain.
Early game balance