Ostriv — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Alpha 5 patch 9 hotfix 57 | 2026-05-14 | Fixed: "Looking for job" numbers were inconsistent Rare crash related to fulling mill Visual artifacts on fences with multisampling disabled A few cases of wrongfully blocked path in coastal buildings Sub-optimal pigs slaughtering in some cases Wrong apartment numbering in wealth overlay A crash related to cancelled demolishing buildings with chimneys Wrong nutrient amounts on some new fields |
| Alpha 5 patch 9 hotfix 56 | 2026-05-12 | Fixed: Pavement around buildings disapeared in the last update |
| Alpha 5 patch 9 hotfix 55 | 2026-05-11 | Here I'm gonna touch a subject of an explosion of complexity in case of adding another kind of freedom for a player. In the previous post I mentioned a new feature for some of the free-form buildings which will have this freedom. In Alpha 5 some buildings could be given any form as long as it has 4 sides and stays convex. Getting rid of that limitation sounds as simple as just adding more points, but in reality a lot of optimizations and code simplifications relied on that. Convex shapes math is much more simple than concave. Take pavement for example, as it's the simplest case. Graphically it is straightforward: you generate a quad of two tr |
| Alpha 5 patch 9 hotfix 54 | 2026-04-17 | This last couple of weeks was mostly spent on Alpha 6 stuff, so the current update is not huge. The plan is to support much more freedom in shapes for farm fields, orchards, hopyards, pavement areas and village house yards. https://clan.akamai.steamstatic.com/images//35574224/a3e70a0957d3873584a4a03e54edf933314893e1.jpg Since the current system only supports convex shapes with 4 corners, some substantial refactorings were required so as the new functionality wouldn't have negative impact on performance. A route for ploughing fields, for example, was much simpler until now. The new system will try to cover the most area while minimizing the pl |
| Alpha 5 patch 9 hotfix 53 | 2026-03-31 | Added/changed: Added visuals for a field which has been plowed, but was already used after that https://clan.akamai.steamstatic.com/images//35574224/0358df9b6db5e5066ecd2371b26150e02b430f94.jpg Farm storage capacity increased from 10000 to 15000 Added "Go to blocked" button to see which entrance the building blocks Added an option to show start game tips Some minor optimizations for big towns Added statistics of salaries for workers/managers/laborers additionally to total salaries https://clan.akamai.steamstatic.com/images//35574224/dd425b20144f9eca8f3b430ae0d4f150c7d523ad.jpg Fixed: Barley threshing was always prioritized over wheat Plowing |
| Alpha 5 patch 9 hotfix 52 | 2026-03-16 | Added/changed: Water supply will now happen even if both "by hand" options are disabled Barbers will now wear a nice little accessory when they visit patients https://clan.akamai.steamstatic.com/images//35574224/c7df8cfde8ed1944057a6d10c4c268aead15a866.jpg Fixed: Minor UI corrections Crash on placing fences in some cases Crash on start in some cases Crash related to trade transport animals Crash on autosave in some cases |
| Alpha 5 patch 9 hotfix 51 | 2026-03-10 | Added/changed: Added a notification if a tavern serves no alcohol Added "Reached a yearly supply limit on water" notification on livestock buildings Warnings on livestock feed supply problems now heed yearly limits Some more minor optimizations The game can now open save files from your file manager (if you use "open with") Updated wagon shed help page Added resource stats categories description in help Added some text formatting in help pages https://clan.akamai.steamstatic.com/images//35574224/37f9965f9de1af96d7f3ec745901bcbe133658ee.jpg Now constructed building's properties highlight builders working on this specific building https://clan. |
| Alpha 5 patch 9 hotfix 50 | 2026-03-01 | Fixed: Wrong text color in migration status Orchard trees were not chopped when needed |
| Alpha 5 patch 9 hotfix 49 | 2026-03-01 | Added/changed: Optimized info overlays rendering Added status "Resources are on the way" for construction Fixed: Workers overlay didn't show teachers Minor UI corrections Crash on load in some cases Mysterious symbols on number inputs Construction workers were a bit too chaotic Fallow field could be still plown from last year in spring Cartwrights could steal horses from saltworks |
| Alpha 5 patch 9 hotfix 48 | 2026-02-25 | Added/changed: Minor performance optimizations Fixed: Unexpected March in winter when loading a save (could lead to dead livestock) |
| Alpha 5 patch 9 hotfix 47 | 2026-02-24 | This update introduces resource categories in the statistics window. It will get more precise once Alpha 6 will bring the new unit system, but even now it should help identify supply and demand trends and make some prudent decisions. Added/changed: Some minor optimizations Added text flow around image in help pages Can now use command line argument like "ostriv.exe -map level01" to start on specific map (mostly for dev purposes, but who knows) Added help page for stone mining camp Added a few more resource carry models Improved construction workers logic (don't go with a gang of 20 to build a single cart parking) Added options in cartwright t |
| Alpha 5 patch 9 hotfix 46 | 2026-02-13 | Added/changed: Cowshed and sheep farm can now hire up to 5 workers (was 4) Cart parkings now show icons in properties to indicate if a cart is being used or reserved for use Another little bit of optimizations Fixed: Livestock building workers didn't prioritize water delivery when needed |
| Alpha 5 patch 9 hotfix 45 | 2026-02-12 | Added/changed: Several minor optimizations Fixed: FPS drops when hovering coastal building over water Draft animals temporarily forgot to die of old age Foresters could get stuck in rare cases Crash related to horses dying FPS drops during ploughing Farm managers did some black magic with oxen relocation |
| Alpha 5 patch 9 hotfix 44 | 2026-02-10 | Added/changed: Now notifying if some buildings used warehouse as supply source when linking to a building Now removing warehouse from supply sources if linked to one building Edited some help pages Improved rowhouse LOD models Slightly reduced livestock water need when on pasture (60% instead of 80%) A small optimization (up to 5% on big towns) Fixed: "On hold" didn't show on empty houses Pigsty trade delivery could get stuck after loading save "Protect" check didn't save for horses Wrong number of male/female horses in trade deal window |
| Alpha 5 patch 9 hotfix 43 | 2026-02-07 | Had to do some really boring work on code refactoring, especially for livestock management which has been a fertile ground for various kinds of bugs for quite a long time. But as I said earlier the main priority is to release a final version of the game, so polishing the fundamentals is just as important as adding new major features. Meanwhile some new features did slip in as a side effect of said refactoring. Added/changed: New fences will now replace previous ones if built over (no overlap) Default animal feed stock values are now proportional to livestock size and consumption Trade boats will now fold their sails while moored https://clan. |
| Alpha 5 patch 9 hotfix 42 | 2025-12-06 | This update has significantly reworked how fields work. Support for winter crops has been added, while also changing the behavior of regular crops to be more realistic. Plowing will now make much more sense, as it will not negatively impact growth time. Added/changed: "Always show occupied space" will now show all footprints on the map, not only the closest "Copy resource list" feature now in warehouses too Disabled flip on some symmetrical buildings Can now bind a hotkey for eyedropper tool Can now link a warehouse to a specific building https://clan.akamai.steamstatic.com/images//35574224/a34dcfd0ddc7907a66c4038ec0d0eb0bdc9096fd.jpg Every c |
| Alpha 5 patch 9 hotfix 41 | 2025-10-28 | Fixed: Citizens could stop buying clothes and shoes if market price is higher Mayor forgot who he is (on new game start) |
| Alpha 5 patch 9 hotfix 40 | 2025-10-27 | Fixed: Crash on tavern demolition in some cases Trade wagons could get stuck just before entering the town |
| Alpha 5 patch 9 hotfix 39 | 2025-10-25 | Fixed: Potatoes were harvested into Alpha 6 Flax didn't spend on textile |
| Alpha 5 patch 9 hotfix 38 | 2025-10-24 | Added/changed: Improved a model of bricks in a wagon Updated sheep farm help Trade wagons and boats are now showing where they're from in properties Workers and vacancies overlay now shows managers too Minor UI changes Decolonized one of the town names Animals will now wait a bit longer before starving to death Fixed: Metal parts delivery to cartwright could be delayed in some cases Couldn't demolish pigsty in some cases Not enough hemp reported in weaver when flax is available (and vice versa) Crash on placement of coastal buildings Crash related to cow slaughtering Trade wagons and boats could sometimes spawn at the same time, which made th |