⚠ NOTICE
The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.
0.8.004 - Update 3
Major changes
Unreal Engine 5
- A lot of old engine bugs and crashes should no longer occur, including random crashes during loading a saved game or certain resolutions breaking the game.
- [Experimental] A new "virtual shadow map" system that produces very sharp, high resolution shadows.
- New volumetric clouds and atmosphere rendering.
- GPU based LOD for Instanced Components.
- I tried my best to match UE5 settings (foliage LODs, fog level) to UE4's settings since some players perceived a downgrade.
Trade overview
- Added a trade overview in the development screen which lists all the previous transactions done by the region.
Food spoilage mechanic
- Each food type decays at a certain rate per month, for instance, fish decay faster than bread.
- Certain buildings affect spoilage, for instance storing in a granary is better than storing in the workplace's pantry.
- Weather events can affect spoilage rates (droughts make food spoil quicker).
- Added drought impact to the spoilage tooltip.
- Added a "spoilage multiplier" difficulty setting to the game setup.
Fishing
- Added a new resource node: Fishing pond.
- Made so that the ponds freeze in the winter.
- Added a new development branch, Advanced Pondkeeping, that enables fishing all year round and doubles the capacity.
- Added a new food resource: Fish.
- Added a new workplace: Fisherman's hut, with new job (fisherman).
- Fish pond water level should lower during droughts.
Crossbows
- Added a new military resource: Crossbows (made in bowyer workshop).
- Added new unit types: Light Mercenary Crossbowmen and Militia Crossbowmen.
- Added a new ranged low tier mercenary group: "The huntsmen".
- Iron Parts are required to make Crossbows. They are made from Iron Slabs by the Blacksmith Artisan.
Butchers
- Implemented the butcher artisan conversion. Butchers take surplus sheep and lamb and convert them into meat.
- Added new deposit (salt) and readded the salt resource which is mined with the surface/deep mine.
- Added a new resource: Sausage (1 salt + 1 meat = 2 sausage). It is made in the Butcher workshop and has much lower spoilage rate than Meat.
- First butcher workshop built will set a sheep & lamb reserve automatically to a half of the population in order to avoid butchering the whole flock.
- Advanced Skinning development branch doubles the Meat from butchers as well.
- Added a system of production limits and reserves for workplaces crafting goods.
- Removed the individual limits (construction limit, hunting limit) and rerouted everything to the new reserve UI in the "advanced" tab. This way, Fisherman huts now also get a fishing limit to avoid overfishing.
Also, pigs
- You now have to choose what animal to order, either a pig or a goat.
- Pigs give 2x meat every 150 days, Goats give 1 meat + 1 hides every 150 days.
- Added pig sound effects.
Gameplay & balance
Adjusted deposit spawning
- Brought rich deposits closer to the starting camp on first spawn (if possible) to make the starts a little bit more balanced.
Malthouse
- Added a Pantry to the Malthouse.
- Malthouse now actually requires refueling.
- Added generic storage to the Malthouse since it stores fuel.
- 1 Malt now makes 2 Ale.
Sheep & lambs
- When bought, sheep all have pregnancy counter set to 0 for better predictability of the sheep breeding development branch.
- A minimum of 2 sheep are now required for breeding to occur.
- Sheep pregnancy duration lowered to 145 days (+-1) (Variable is currently hidden in the game).
- The number of lambs born per region cap increased to a maximum of 2 every ten days.
Communal oven
- Communal oven will now require refueling.
Experimental
- The bonus resource node was removed since most people thought that it's a bug.
- Since most people expect between 2-3 ponds and 2-3 salt deposits per map, instead of spawning them as a bonus node from a random pool, fishing ponds can now randomly replace berry deposits, and salt deposits can randomly replace iron deposits. Once again, the randomization uses a fixed pool to spawn 2-3 of those per map, as the players seem to expect.
Minor changes
- Rewrote the random node algorithm to reduce cases where it fails to find an appropriate spot and spawns an object in the wrong location (eg. spawning a bandit camp on top of a pond).
- Added multiple paragraph breaks to wiki descriptions.
- A setting was added to display Resource Node (Deposit) icons in construction mode only.
- Made "advanced" tab highlight every time an artisan workshop is created so that the player notices the new settings of production focus and reserve for butchers.
- [Experimental] A new way of spawning bandit camps that is more randomized and should now avoid spawning them on top of ponds.
- [Experimental] Moved production focus to the "advanced" building panel tab and livestock assignment to the "livestock" building panel tab.
- Added missing Lambs icon.
- Wiki text and tooltip updates.
- Added new coat of arms symbols.
- Added new character portraits.
- Lowered the interface scale on smaller resolutions to reduce the top region panel overlapping with the lord's panel & screen edge.
- Improved collision avoidance if two characters are already extremely near collision distance or in collision.
- Enhanced the tooltip for the "NA" price to explain better why it's not available.
- "Fuel reserve" renamed to "fuel stockpile" not to confuse with the new "reserve" options.
- Removed the "max capacity" placeholder text.
- Added max mining deposit capacity to save data.
- If an animal breeding fails due to collision, another attempt will be made next cycle.
- Adjusted stone gate spawning locations for specific lv3 plots (left side anchored, no expansion upgrade).
- Added new help buttons to reserve and production limit and added entries for text in barter UI and work area and road curvature.
- Changed the season tooltip to display the current year instead of years survived, as well as the day of the month.
- Changed the Animal Pen upgrade icon to reflect the new animal choices.
- Traders will continue working when sick until they reach home region again.
- Changed ox plowing directions to be even more historically accurate (from center, outside).
- [Experimental] The game hides the demolish button on the very last Hitching Post in the region in order to protect new players from game * * overing themselves by deleting the last hitching post and making the ox run away. I made the stables follow the same rules, so that if you have * 10 stables and 1 hitching post, you may delete the hitching post, but if you have 1 stable, you can no longer delete it.
- Adjusted the description of the "Better deals" perk.
- Added the livestock order timer to save data.
Optimizations
Added advanced culling for transform updates (should make high population sessions run much faster). [Experimental] Fireplace light simulation LOD added. [Experimental] Optimization of surface checks and fire reaction checks. [Experimental] Optimized unit rotation smoothing far from the camera. [Experimental] Ground height checks optimizations. [Experimental] Locomotion velocity & animation speed calculation optimizations. Unit static collision system optimizations. Grass system optimizations. Significant crowd animation system optimizations. [Experimental] Distributed unit motion calculations over multiple frames to make the framerate smoother. Optimized calculation of push forces in combat. Reduced stutter after loading a savefile by moving the loading of the construction assets into the loading screen (in consequence making the loading screen a bit longer). Pathfinding optimizations. Optimized memory usage. [Experimental] Dynamic foliage LODs: Tree detail will now vary on the camera angle additionally to being dependent on the distance to the camera.


