NPC Towns & Merchants - now live in v1.2.2.2
Merchants have been re-enabled in this build along with procedural NPC towns! They're still pretty basic, but it opens up a lot of opportunities for creating different kinds of NPCs.
I've been crazy busy! This patch was ready days ago, but I kept finding little bugs the more I was able to playtest it. Hopefully there is nothing serious left. THOUGH, I do have a second patch ready to go up on beta tomorrow with some deeper level changes in the code that should get rid of more outlier case bugs, help prevent and track down bugs in the future, and improve performance.
This patch and all going forward are also running in C++ now! This means the game runs faster on the CPU. For a lot of people, like me, it's actually the GPU that is blocking a higher framerate, but this improves dedicated server speed quite a bit, and if you've got a beefy GPU, you might even be getting better FPS with these new builds.
v 1.2.2.2
NPC Towns have been added in, along with various trader NPCs.
Multiplayer
MP fixed Several solace specific MP bugs fixed
Farming / building
Tilling fixed Planters fixed, not retroactive unfortunately Planting aim boxes fixed Fixed several bugs that could make a building unable to save its own data
Items
Fixed held weapons/tools being invisible in non-English languages
Crashes / stability
Fixed several nav mesh generator restart errors that could crop up when teleporting Fixed a esc error when the building UI was open Fixed all "quit" and "save-and-quit" commands under IL2CPP
Input / settings
Fixed gamepad bindings being wiped on load in some instances
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This announcement was originally published by Big Kitty Games on Steam on Sep 6, 2026.
Open the original on Steam