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Closer Look On Upcoming Customizability Patch!

Dear lords and ladies,

we are doing our best to deliver the newest patch to you as soon as possible. While things are taking some time to develop properly, we are getting closer to a possible release, so we would like to share with you more details on what the next patch will bring!

[h2]Customize New Game[/h2]
We are expanding on customizability in many big ways! Timers, sliders, modifiers, and just about anything you can come up with. Let's have a look at the new "New Game" experience!



In the first step, you are now given the ability to customize the passage of time. The day length changes the real-time to game time ratio, which becomes especially empowering in combination with the time to execute tasks multiplier available in the next step!



While there are no new game modules, we are enabling the creative mode and some other extra modules immediately, without the need to unlock the related achievements. The screen was also redesigned to make the functionality of modules more clear to new players.



You can choose from a variety of presets, lock your difficulty so they can not be changed during the gameplay, and store your difficulty presets as templates, or even share them with friends using a simple code!



The world editor is expanded with a number of new options. Using the sliders, you can craft just about any map you can imagine! With this, we are also adding a new preset for a tropical or very cold climate, and multiple presets for the distribution of rare ores in the mountains. Much like with difficulty, you will be able to store and recover templates and share import settings with friends with a simple code.



And finally, you can customize both the size and professions of up to three families to start the game with.

[h2]Consolidated UI[/h2]
We have consolidated three UI screens into one, far more powerful and convenient screen! Priority screen and market presence UI have been merged with the accounting report, and can now freely be switched between the views using the tabs on the left side. This is in addition to a new context selector on the right, which can filter the data in any of the selected views.



[h2]Manage Construction Priorities[/h2]
As part of the accounting report screen, there is also a new construction tab. Here, you can observe all blueprints currently under construction, and manage their priorities. The prioritizing switch will push the selected object to a new maximum priority class. Items in this class are still prioritized by the AI to some extent but are guaranteed to be before everything that is not marked in this way. We may expand this in the future to a more granular management system, however, we chose to opt out of it for now, as it would require a more significant overhaul of the priority system.



Similar options can also be accessed by simply clicking on a blueprint on the map. Here, you will also receive a hint informing you about the current blocker for the specific blueprint not being built. This should make pinpointing construction issues much easier!



And among other things, we are also adding Speed IV, which is an x8 game speed multiplier (previously the highest Speed III allowed to increase the game speed by x4), revisiting some balancing issues, and fixing a number of bugs.

[h2]What's next?[/h2]
In our previous content update preview article, we mentioned several things, that are not listed here. Namely, UI to manage cooking, stockpile strategies, copy-pasting storage priorities, intelligence report screen improvements, simplifying clergy donations, a tool to select and place construction on the map, discount slider for surcharges, rework of the prioritization screen, and other smaller improvements.

A lot of our time during the last two months was also spent learning more about what our players would like, figuring out our future plans, and planning and designing solutions for the current problems. As a result, our development on the update was slowed down.

In the end, we decided to prioritize and deliver a portion of the content to you now. We are hoping to deliver this first part in early February, but bear with us, since we are still in the testing stages. As for the rest of our plans, we are still not ready to share more, but stay tuned for more information soon!

Thank you for your patience and support!