GamePatchNote Digest
Clanfolk News — May 30, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
v0.639
Food Desirability Improvements
- Changed Food Desirability vs Spoilage calculation such that the Desirability of the food is proportional to how much of a desirability boost food gets as it is closer to spoiling.
- So a food about to spoil with 100% desirability will have 100% + 1.5*100% = 250% desirability (this boost only starts to take effect in the last 1.5 days a quality remaining and increases from 0% to 150% over time)
- But a food with 50% Desirability will have 50% + 1.5*50% = 125% desirability;
- A food with 25% Desirability will have 25% + 1.5*25% = 62.5% desirability.
- What this means is low desirability foods may spoil more often, but the foods that have been set to be more desirable will be eaten more reliably.
- This is mostly an issue with Mushrooms which have a short spoilage timer and could be eaten due to increased desirability since they spoil quickly.
- If this change causes too much low desirability food waste due to spoilage, I will limit this change to mushrooms. - Please let me know.
- Added Cooling to the Desirability calculator so that it knows cooled foods will take 2x as long to spoil and will take that into consideration.
- Added Frozen State to the Desirability Calculator so that Frozen foods even if close to spoiled will not be given priority since the spoilage will not progress.
- Note: An exception to this is for foods at 5% quality left but still frozen. These foods are likely being nibbled by rats and will still be prioritized before being lost completely.
- Note: Distance still plays a role with food selection, with very far away foods being deprioritized. So where a 75% nearby food, vs a 100% very far food, the 75% will be picked.
Cooking Pot
- Fixed Cooking Pots being 10x more desirable than they should be. Was a result of the changes in v0.622. So a priority of 5 now related to 100% desirability 6 = 120%, 7 = 140% etc...
- Cooking Pot will now accept Dried Mushrooms
Skep Movement Improved
- Increased the Default Priority of Skep Shelters and Bee Boles from 4 -> 5 so that Skeps from Swarm Lures which have a priority of 4 will be moved to the Shelters and Bee Boles by default. Skeps are moved to the highest priority holders.
Decoration Changes
- New System to handle partially filling decoration slots. So for flowers, instead of taking 100 flowers, the slots will only use 10. Also works for Graves and Wake Tables.
- All tables changed from 4 -> 7 default priority so that the decoration slots for flowers get filled sooner.
- Tables were lower than the Herb rack (priority 6) so table flowers were being ignored until herb racks were all filled.
Other
- Fixed Default Priority of Eggs being 4 instead of 6 like other foods.
- Better description for Distance based task priority picking on the Clan Laws page.
v0.640
- Made the Deerhounds' Livestock guarding better about getting from inside buildings to outside to get at the predator when the route takes them further from the predator to get there.
- Fix for bug that could cause moving to a new settlement to sometimes fail and get stuck on the current map instead of starting up a new one.
v0.641
Default Hauling Priority Changes:
- All Seeds and Grain from 4,5 -> 6
- Dried Berries 5 -> 6
- Cut Hay, Oat Sheaf, Flax Sheaf 4 -> 5
- Fresh/Dried Hide 4 -> 5
- Heather, Bluebell, Thistle 4 -> 5
- This should help these items to be hauled sooner and be less likely to get rained on.
Other:
- Fixed bug where if a Clanfolk was dead but unburied before leaving a settlement, the alert to bury them would persist into the next settlement.
v0.642
- Fixed Hauling issue introduced in v0.639 when the size of decorations slots changed.
- Fixed case where sometimes Livestock could get stuck on a Grain Feeder with 0 food left in it and then starve.
v0.643
- Increased lifetime of Dried Berries from 12 -> 24 days so they survive to Winter.
- Added "Clearing The Table" to the table eating task, such that if an empty bowl/dirty dish is produced as the result of table eating, it will chain to an auto haul to clean it up.
- Also, if a food like Dried Berries, which is in a bowl is not completely eaten at the table, the remainder in the bowl will be hauled back to the food storage.
- Fixed rare bug where a Hauler could sometimes get stuck trying to pick up an item. Introduced in: v0.639
- Fixed case where Milking and Shearing Spot could get stuck workers if those spots were surrounded by other objects which prevented the animals from getting close.
- Changed Deerhound Guard behavior such that dogs will not get stuck barking at threats outside of a room that predators cannot get inside.
- Happens at night when predators sleep near barn and the dogs try to protect livestock inside.
- Increased Deerhound protect livestock behavior range such that the dogs can get out of much larger houses once they decide to go after a predator.
- Long paths were causing them to break off if the exit door was very far from the predator.
- Changed livestock guard behavior such that eating and drinking is more important than guarding, but attacking predators is still more important than eating and drinking.
- This is to prevent dogs from getting stuck guarding and then starving when the predators are close enough to be a threat, but not close enough to be an attack target.