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Military and Criminality update has arrived to Lords & Villeins!

Behold, Lords and Ladies,

The Military and Criminality update is here! Watch the trailer below to find out what's new!

[previewyoutube][/previewyoutube]

Lords & Villeins will also be a part of Steam Summer Sale that starts June 23 (7PM CEST). You are now able to get the game at 20% off! The sale ends on July 7.

[h3]Important notice[/h3]

Due to major refactoring of data structures, that aims to decrease the save file size and optimize loading times, we were unable to secure a backwards compatibility. As a result, your save files from previous versions will fail to load. We do our best to avoid this scenario as much as we can, but in this case we would simply not be able to continue our efforts in optimizations without it. We apologize for this complication and thank you all for your support and understanding!

We have also added a support for Steam cloud saves and relocated save files to a unique folder generated for each active Steam account. If there is more than one account playing on your machine, please be mindful that the first account that launches the game, will "claim" all existing save files and they will be automatically moved to their respective folder. When different steam users log on the same computer, they will not see the save files of the other account. Sharing is still possible by manually placing the save file in a different folder. Save files can be located at: C:\Users\[USER]\AppData\LocalLow\Honestly Games\Lords and Villeins\SaveData\.

[h3]How to access older version to be able to play your old save file[/h3]
To give you an opportunity to continue playing your older save files and switch to the new version at your own pace, we have created a beta branch, where you can continue to access the pre-launch build. Due to the changes for Steam cloud, your save files will be copied to a new location once you launch the game after the update and the older version of the game will not be able to see them. In order to access them, these are the steps you can follow:
  • Right-click on Lords and Villeins in your Steam library and select Properties - Beta Version
  • Select the "oldversion" Beta branch
  • Navigate to save date folder C:\Users\[USER]\AppData\LocalLow\Honestly Games\Lords and Villeins\SaveData\
  • If any of your save files were copied to a subfolder within the SaveData folder (usually a folder with series of numbers), make sure you copy these save files back to the root of the SaveData folder.
  • Wait for the game to update and enjoy the game!














[h3]Changelog[/h3]
The changelog does not list smaller bugfixes and UI improvements (we had to cut it somewhere! 😅) so be prepared for some delightful discoveries! Jump in the game right now and find out all that has changed!

With this update, we are slowly approaching the end of early access. We have only one major update ahead of us, before we start focusing on the final polish, bugfixes, localization and optimizations for the final release, so stick around for more news of what is next! Thank you for your support, big thanks to our numerous beta testers who contributed tremendously with their feedback and last but not least our players, who continue to enjoy our game and share their delight with the community!

And as always, you are welcome to join us on our Discord, and share your feedback in many of the places we follow - here in the comments, on Steam forums or on Reddit! For some occasional teasers and small news, make sure to follow us on Twitter too!

[h3]New Organization Type: Demesne[/h3]
  • Demesne consists of the ruling family, the servant groups and military regiments.
  • Players can manage military regiments in the demesne tab of the villager book.
  • New regiments can be created or removed. Regiment types support the daily guard, night guards nad soldiers.
  • Ruling family can now own animals and seize, grant, sell or buy them on market.
  • New animal Horse added, as well as Stables zone managed by servants, where they can be prioritized together with other player-owned animals.
  • Villagers can now ride horses. Nobles ride them for fun, and soldiers to train for war.
  • New horse-riding skill added.

[h3]New Designation: Servant[/h3]
  • Player can enlist peasants to join demesne as servants. They can be assigned to different work groups and perform duties for the player ruling family.
  • Servants will perform different tasks based on their assignment. Cooks can cook for the military and ruling family, stablehands take care of animals (mainly horses), laborers haul resources and deal with basic construction tasks.
  • New Servant Zones: Cottage, Stables and Kitchen utilized by servants to provide housing, cooking facilities and space for animal husbandry.


[h3]New Designation: Military[/h3]
  • Special regiments in the Demesne tab determine duties of all assigned villagers.
  • New Barracks zone added. Soldiers sleep there and use Training dummies to train combat skills.
  • Guards occupy the guard posts and chase and capture any criminals.
  • Soldiers train with their equipment and prepare themselves for war.
  • Soldiers reside in the barracks and eat food from the warehouse. They receive soldier pay once a season, that the player can manage in the villager book.
  • Soldiers can be promoted to generals. This improves survival chances for soldiers in war.
  • New weapon-mastery skills added

[h3]New Royal Tax Type: Regiments[/h3]
  • Soldier regiments can be sent to war. Some of the soldiers may return alive after the war ends.
  • Player can manage equipment preferences for military regiments. Members of the regiment will seek to equip this equipment if available in the warehouse.
  • Royalty demands soldier regiments as part of the yearly targets. First year does not demand any soldiers. System is slowly ramping up through the first five years, when it reaches maximum (but still randomized) demands.
  • Regiments requested by the king in the current year generate an equipment template. Players can set this template when managing equipment, to make sure that the regiment meets the royal requirements.
  • Regiments have a soldier pay, which must be maintained to keep high morale. Soldiers donate portion of this money to their original family.
  • Soldiers can receive war veteran status if they survive the war. This improves their chances to survive another war and make them more valuable as generals.
  • New clergy zone Shrine allows regiments, that are marked to be blessed, to participate in the blessing ceremony. Blessing costs holy water and it improves their chance of survival in battle.

[h3]New Construction System: Builder Professions and Builder Tiers[/h3]
  • Each structure is marked with a tier - default tier can be built by anyone without restrictions. Other structures needs either a carpenter family or architect family.
  • New professions of Carpenters and Architects and a new Carpentry and Builder's Guild zone. These families take care of construction of advanced structures.
  • They also produce basic and advanced repair kits, which villagers must purchase to perform repairs.
  • Added optimization of hauling resources for multiple blueprints at once.

[h3]Health and Happiness Update[/h3]
  • Villagers can now develop health conditions. These include injuries, fractures and sicknesses. Injuries and fractures can happen as a result of labor or combat. Sicknesses develop randomly over time. When villager is freezing, the likelihood is increased. Sicknesses also spread through proximity to other villagers.
  • Added new hospital zone and a tending station structure where people can heal their injuries and isolate with sickness. Clergy can assign nurses that will feed the sick and treat them with salve, bandages and cure.

[h3]Extended Tutorial[/h3]
  • The tutorial has been redesigned and significantly extended to include new chapters that guide players through all features of the game:
  • Regular construction tasks are replaced with quests introducing the builder professions and enlisting servants to perform work previously done by ruling family.
  • After the inn is built, the tutorial continues with quests about establishing clergy, building churches, tavern, welcoming first noble family and donations with clergy. It also introduces new content by guiding the player through military content, creating regiments, recruiting soldiers, changing their equipment and preparing barracks, jail and execution.
  • We strongly recommend playing through the new tutorial before engaging with the new content, as it can clear out a lot of confusion about the game mechanics.

[h3]New Activity: Criminal Acts[/h3]
  • Villagers can now commit criminal acts of vandalism, theft and murder.
  • Villagers can lockpick doors when attempting criminal acts. Any door can be lockpicked, but it slows them down.
  • Villager committing a crime has a chance to be spotted by nearby guards. Chance is higher if they are closer to the guard and they will also pick a path that does not get too close to guard posts.
  • Added ability to imprison criminals and manage their sentence length, including execution order.
  • Changing sentence lengths can improve or damage reputation with impacted family.
  • New Executioner special role added. Soldiers can be assigned to it and the selected executioner will perform executions.
  • New Jail zone with Jail bench and Jail chair structures for captured prisoners.
  • New Execution Site zone with execution display and public stage structures to perform scheduled executions. Executions apply settlement debuff that reduces criminality chance, but hurt relationship with affected families.

[h3]Minor Features[/h3]
  • Added support for Steam cloud saves and unique Steam ID accounts.
  • Villagers and animals have the ability to flee from combat and be chased by the agressor.
  • Villagers now go to sleep at semi-random times, to prevent behaviour of everyone getting up to sleep at the same time.
  • New arrow indicators on access points to help identify direction of usage.
  • New UI for ground storage restriction.
  • When selecting a wild animal, players can mark the animal to be either leashed away or killed. This will trigger guards to leash the animal outside of the zone boundaries, or killed pre-emptively. Hunters can still collect the corpses but only if they are within the hunters area (this may be addressed later).
  • All zoned corpses are now automatically claimed by the ruling family and stored in the knackery by servants. This should help clearing them out so they don't block construction.
  • Time during night speeds up earlier and it is significantly faster to reduce waiting times during night. It will automatically slow down if a nightly special event occurs (i.e. theft attempt).
  • Both mood and happiness is now displayed in the population book.
  • Expanded description in the detail of villagers to give more information, including progress of studies for novices in clergy.
  • Added terms of service page in menu.
  • Added an option to opt out of analytics in the settings and secured general compliance with GDPR.
  • Added settings to manage monitor in fullscreen.
  • Walking speed is now impacted by injuries and weight of equipment.
  • Added indicators of pregnancy to the population book.
  • Walls, roofs and structure now indicate durability and insulation qualities.
  • Villagers now have underwear when they have no clothes.
  • Added several types of pies as a recipe for bakers. They consume flour and fruits.
  • When resources are granted, the purchase list is immediately updated. This results into immediate update of the tooltip for what family needs.

[h3]Balancing Changes[/h3]
  • Need system has been rebalanced. Happiness and mood is calculated more accurately and it now also takes into account player reputation.
  • Added rope as a cost requirement to several structures.
  • Updated starting resources both in tutorial and standard game.
  • Updated balancing of combat strength and defense.
  • Significantly increased amount of gold for nobles, as well as their passive yearly income.
  • Removed secondary bonus/penalty on relationships with families when granting or seizing. Now only relationship with target family is impacted. This was causing undesired effects and was especially troubling with nobles, and made them leave settlement.
  • Balanced insulation and durability qualities of walls, roofs and structures to reflect quality of used material better.
  • Redesigned system of joining combat to protect kin. Animals and villagers now have a chance to join combat or flee from danger.
  • Animals will not fight back during tutorial mode active.
  • New structure Blast Furnace added and replaced Oven in selected zones, to split the amount of recipes put on one structure type.
  • General improvements around economy stability, pricing, nobles satisfaction, clergy demands and taxation.
  • Regular game now begins with default servants and guards enlisted.
  • Increased yields of crops by 15-20%
  • Optimized resource prioritization for animals - first they consume acorns, then grain, then straw and then everything else. Purchasing behavior of these ingredients is still driven by cheapest price per weight.

[h3]Bug Fixes[/h3]
  • Significant performance optimization around memory usage and loading times.
  • Roofs can now be built over a bar that is occupied.
  • Caravans will now store gold in their storage to allow sharing it for purchasing.
  • Fixed issues with families leaving with their animals.
  • Warehouse book was slightly redesigned and optimized to reduce stuttering when switching between pages.
  • Several fixes regarding AI crashes, leading to Doing Nothing behavior.
  • Fixed a minor bug with flailing spot.
  • Fixed visual error with statues in ground storages.
  • Fixed sorting issues with graves and plants.
  • Fixed issue with smelters harvesting clay in their households,
  • Nobles will now properly reduce their interest to stay if the tavern is not able to serve them excellent meals.
  • Fixed a bug with nobles causing them to spawn with low amount of money.
  • Fixed issue with scrolling the map at the edge of the screen with mouse cursor.
  • Fixed issue with incorrectly initializing lights and weather effect after loading.
  • Fixed issue with roofs sometimes incorrectly masking off weather effects.
  • Head of the ruling family starts with reading and writing learned.
  • Improved generation of structures in the starting area.
  • Fixed issue with chickens not laying eggs.
  • Several issues and crashes present in the previous version identified and fixed.

Law and Order Enhances Your Experience In The Criminality and Military Update!

The release of the new update is approaching very soon, so here is a last update teasing the upcoming content! Today, we are focusing on the criminality, law and health aspect.

Villagers will have the capacity to commit some truly evil acts! They will take out their frustration on the property of others and vandalize construction, causing it to be immediately in need of repairs. They will sneak in the zones of their neighbors, especially your warehouse, in attempts to steal, and to sort a truly deep and hurtful conflict, they may even resort to a murder.



[h3]Sneaky Little Devils[/h3]
Of course, aside from vandalism, which is quite impulsive, your villagers will not be so blatant about it. They will try to perform their crimes fast and before anyone can see them. And they will not be stopped by a mere door! Picking locks takes time, but eventually, they can get through any door. However, they are a strategic element in stopping them before it is too late.

As we covered in our fist update, you will be able to recruit soldiers and assign them to regiments with selected gear. One of these regiments are day guards, night guards, day jailers and night jailers. As the name would suggest, guards would be in charge of protecting your settlement, while jailers look over the prisoners in the new Jail zone.

For you, guard is a strategic resource. You can only manage to have so many, and it is impossible to guard the whole village. Place down guard posts in the areas that you hold the most dear. Your guards will occupy them and look out for any criminal on sight. Once a villager enters their sight range during a criminal act, they have a chance to be discovered. And, the longer they can stay within that range, the higher the chance they will not go unnoticed. So, a guard post in front of a door is probably your best chance of catching them.

[h3]Path of A Criminal[/h3]
While you can go the way of the muscles and set up guards wherever you can, maintaining villagers' happiness is still your best chance of reducing crime. The more unhappy your villagers grow, the more likely they are to start committing crimes. And they will typically target those who have a bad standing with them. Thus giving raise to the vicious cycle of criminality. Lower happiness means bad relationships, which fuels criminal acts, which fuels more frustration.

And, if you are successful in catching a criminal, they will end up in jail. You can now place down a jail bench or jail chair, which determines an area of a cell. Each criminal, once defeated in combat, is dragged to their designated bench, and left there to rot. Jailers will regularly bring them food and once their sentence is over, release them to freedom. Each sentence is determined automatically based on their crime, so you don’t have to worry about it, if it is not your cup of tea. But, you can update this sentence to any length you wish. Making it shorter will gain you favor with their family, while extending it will hurt your standing with them.



There is, however, one type of sentence, which is final. Once you order an execution, it is truly an end for them. But first, you will need to dedicate one of your guards to be an executioner, and build an Execution Site - a new zone with Execution Display and Public Stage. Here, the head of your family will gather with the rest of your village to publicly execute any incriminated person. This will send the message that no criminal act will be tolerated, and for a time, you may see them withhold from any cruel actions, despite their frustrations. However, executing a criminal significantly hurts your standing with their family, so choose wisely.



[h3]Healthy Body, Healthy Mind[/h3]
New update will also introduce the mechanics of injuries, fractures, and sicknesses. Villagers can hurt themselves in combat or during heavy labor. They can also get sick as a result of bad weather, or when they come in contact with an infected visitor.

Illnesses and injuries reduce their chance of survival, slow down their movement and reduce their mood and happiness. For severe injuries and illnesses, they will seek treatment at a local hospital and obtain salve, bandages or cure - new healing material produced in the apothecary by the clergy.

Especially for illnesses, they want to be isolated, so they don’t spread the sickness to others, so you should make sure to build a hospital - new clergy zone, where all sick people seek treatment from nurses - a new clergy order.



We hope you will enjoy this new update! We have covered a lot, and yet so much is still not mentioned. From the numerous bugfixes, balancing updates, UI improvements, performance overhaul, or even cloud save support, there is so much to desire! The update will arrive soon, so stay tuned, join us on Discord, and let us know in the comments, what is your favorite feature!

Expand your Demesne In the Upcoming Update!

We are approaching the release of the new Military and Criminality update, so it is time to take a look at another major part of the awesome new features - your demesne!

A lot goes into governing a feudal land. Not only does your ruling family need a place to stay and infrastructure to manage resources they exploit, they need to make sure everyone follows the rules, fulfill their duty and develop economies of great craftsmanship and care. All of this is a lot of labor, quite too much to rest on the shoulders of a few noble aristocrats.

To solve this problem, we are introducing servants. You will be able to recruit peasants in their ranks and assign them various duties that are all necessary to keep your manor clean and functional.

[h3]Hard Work For Lay Folk[/h3]

Once you recruit a servant, they will leave their families and join your demesne. They still maintain relationships and contact with their loved ones, but their daily lives are governed entirely by you and the kind of responsibility you assign to them.

Labourers are in charge of any heavy labor. They will handle basic construction, manage and store resources, relocate animals and corpses, tune the temperature in your manor and other public areas and perform regular repairs of your equipment.

Cooks are the masters of good taste. They will occupy your personal kitchen, a new zone with cooking facilities dedicated specifically to your servants. They will use resources from your warehouse and cook for your whole demesne. Not only for you, but for the entire serfdom, your soldiers, guards and other employees.

Stablehands are the animal caretakers of your herd and they are in charge of stables, a new zone dedicated to animals that you personally own, including the newly added horses. They make sure the feeders are full, your horses are groomed and ready for a ride, they milk your cows, shear your sheep and collect the eggs from your chicken. They will also purchase animals from the market with your money, much like farmers would for their own family, or attempt to tame them from the wilderness.



[h3]Take Charge of Your Animals[/h3]
With servants introduced to the game, we have now been able to support the ability to own and care for any kind of animal by the ruling family as well. Not only will your servants extract the benefits of animal husbandry solely for your benefit, you now have access to animals in the warehouse book, and you can freely buy, sell, grant or seize animals from others!



[h3]Construction Professions and Tiers[/h3]
Another major change coming with the new update, is streamlining the construction and outsourcing it to dedicated families of builders. We are introducing two new zones and professions - Carpenters and their Carpentry, and Architects and their Builder’s Guild.

Without them, your villagers will be able to build only a basic set of objects. Hay wall, some simple beds, a fireplace, storages and basic necessities needed to survive under any circumstances. To upgrade yours and theirs lifestyle, you will need to deploy specialized families on your land.

While there are some exceptions, generally any wood-based construction is handled by the carpenters, while anything made from stone or steel is handed to the architects. Each structure will now indicate who can build it, and the blueprints will have a different color - white tint remains for the basic structures, while blue represents carpenters and orange represents architects.



Everything else is streamlined! Once you put down a blueprint, the responsible family will walk to a storefront of a nearby builder and place an order. These builders now have a contract for construction. They will purchase any resources needed and furnish the construction at once. And if the responsible family has a surplus of the needed materials (that is they would otherwise try to sell them), builders will use them and reduce the price for their services by their cost. Once the construction is finished, the family will make the payment for the cost of the material and some extra margin to pay for their labor.

This applies not only for regular families, but also for you, so make sure you have some gold prepared, so that you can motivate them to work for you. These builders are also using their Builder’s Desk to produce Repair Kits, a new resource allowing villagers to perform repairs on a deteriorated structure.



With this change more than ever before we have seen the need to optimize the resource management during construction, so in the next update you will also see villagers pickup resources for several constructions at once, significantly speeding up any construction.

So, what do you think? Are you excited to enlist servants in your demesne? Do you like the new tier system? While it may introduce some obstacles in your constructions, we believe these types of challenges are a lot of fun and make the game a lot more immersive and interesting. Let us know what you think!

As always, you are most welcome to join our Discord server and become a part of our community. We will be really happy to see you there!

Recruit An Army In the Upcoming Military and Criminality Update!

Lords & Villeins will receive a wholesome content update soon and we thought we'd share some of the new features with you! Since you're such a supportive community, you deserve nothing less!

While the full changelog will be revealed along with the update release, today we wanted to focus on the military part of our Military and Criminality update, and share with you how the warmongering attempts of the royals will soon enhance your medieval ruling experience.

[h3]War Never Changes[/h3]
As you progress through your settlement and attract craftsmen around the world, the royals will become interested in exploiting your people for their war. You will have some time to prepare, but once you reach the fourth year, the first regiment will be requested.



It is time to train an army! Set up a regiment of soldiers, recruit peasants to their ranks, promote their general and there you go. Farmers, foragers, bakers, anyone you can find that is not contributing to your society well enough, can find a new purpose with a weapon in their hand.



The requests are specific, the royals know what they need and they will not hesitate to ask. Footman soldier, rangers, or even cavalry with a well-trained and equipped horse. You can, of course, customize within limits, but it is your responsibility to make sure your soldiers have the equipment they need, and have enough time to train with their weapon.



All of your soldiers will reside in the barracks, a new zone where they can sleep, train with training dummies and spend their free time. You will have to pay them a fair wage, if you want to keep their morale high. Money that will support their family, and occasionally gets lost in the pub as your soldiers grab a cold one. They will consume food from your warehouse, so stay tuned for our next teaser, where we reveal servants and cooks!



Once their training is over, you are ready to fulfill the request and send them to war. At your order, the whole regiment will gather, collect what they need and leave your settlement at once. We never wanted Lords and Villeins to be a combat heavy game, so we will not support the spectacle of the battle itself, but the prospect of recruiting and training an army of soldiers remains a powerful immersive storytelling element that always felt like a good fit to us. It is not just for a show- curating your army involves many difficult choices that put lives of your villagers at a significant risk because only a handful of them will return home alive!



There is a lot more to the military than we’ve shown you today. Stables with horses for your cavalry, how servants are a key part of your military success or how your recruits can also be dedicated to protect your villagers from crime, so stay tuned for more!

Are you looking forward to this update? We certainly are! The update is right now in a closed beta, so we don't want to promise any exact date of release, but once we know more, we'll definitely let you know!

As always, you are most welcome to join our Discord server and become a part of our community. We will be really happy to see you there!

Minor Update v0.15.17 Released!

For the second round of hotfixes for the recently released Nobility and Clergy update, we have been focusing on AI, crashes and added few extra UI improvements. Especially those of you, who are playing on bigger maps, will certainly find useful the ability to change the frequency of autosaves in the settings, or turn them off alltogether! We have addressed a lot of issues, so let's just jump into the changelog right away.

We are monitoring both the Steam forums and conversations on our Discord. You can also mail us your feedback to [email protected]. If you wish to file a bug report, please make sure to include a screenshot and ideally a save file and player logs, that can be located in Users\[USER]\AppData\LocalLow\Honestly Games\Lords and Villeins\ and the SaveData subfolder.

[h3]Major Bugs Fixed[/h3]
  • Fixed several issues with trash pile management.
  • Fixed a bug that caused an accounting report not to show the previous season.
  • Fixed a crash caused when villagers are removing a knackery with corpses inside.
  • Fixed several crashes with AI causing them to be "Doing nothing" and eventually starving or freezing.
  • Fixed bug with Coinmakers not making money from silver or copper.
  • Fixed an issue with the calculation of donations to the clergy by noble families. This is a likely cause behind frequent departures of nobles despite limited donations done by the player.
  • Fixed an issue with building a structure that causes the creation of an unclickable and unremovable blueprint.
  • Fixed an issue with animal procreation needs, preventing them from reproducing.
  • Fixed scaling for animal generation frequency on bigger maps.
  • Fixed an issue with caravans not coming to town perpetually, after a deadly incident.
  • Fixed a few issues causing corrupted save files and preventing the game from saving.
  • Fixed an issue with caravans getting temporarily stuck when leashing animals during departure.
  • Fixed issue causing villagers of exiled families constantly leash animals to the edge of the map.
  • Fixed an issue making it possible for a villager or an animal move into a structure that was under construction and becomming permanently stuck
  • Fixed an issue causing lag spikes when villagers tried to enter an inaccessible area
  • Fixed an issue causing villagers to be stuck when they try to empty bar after sitting on a chair
  • Improved the pricing system to reflect long existing stock that has not been sold off. This should drive prices down the more villagers compile produced resources and trigger caravans to become interested in purchasing. We have identified this to be the main reason for a low caravan interest.
  • Fixed an issue with ground resources not being sold by caravans.

[h3]Minor and/or Visual Bugs Fixed[/h3]
  • Fixed an issue causing villagers selling ingredients that they should not be selling.
  • Fixed an issue with donating money to multiple families.
  • Fixed an issue that occured when family left the villager while the ledger book was open.
  • It is no longer possible to expel the ruling family.
  • Increased threshold for cursor detection on edges of the screen to address issues with map mouse scrolling in specific resolutions.
  • Fixed an issue causing families to not clear their storefront when they are expelled.
  • Fixed an issue with the appearence of graves in specific rotations.
  • Fixed visual issue with fireplace always appearing to be on even when it is off.
  • Added silver and copper jewelery to the supported resources of the cabinet storage.
  • Updated tooltip of the oven to say "Heating" instead of "Baking".
  • Fixed an issue with statues not generating statue resource when removed.
  • Fixed an issue causing wool and gem ore to not be collected under stewardry.
  • Fixed issue with negative demand displayed in the market presence.
  • Fixed issue with butchers slaughtering animals before they had a butchering table.
  • Fixed a visual issue with decorations placed ona table (i.e. candle).
  • The price list now shows prices for meals and alcohol served at the bar.
  • Fixed the description text of the feeder to display assigned animals correctly.
  • Added missing resources to the farmland production list (Wheat, Barley, Oat, Rye, Rice).

[h3]Balance Changes[/h3]
  • All equipment now lasts two years. This should give players more time to establish a tailor and reduce the amount of rags in the economy.
  • Increased beauty need satisfaction from art, to prevent villagers constantly interrupting their tasks to look at statues.
  • Clergy is no longer limited by amount of villagers that can do cooking.
  • Price for bed at the inn / tavern as well as profit from sold beverages has been increased.
  • Ruling family no longer has to pay for the bed at the inn if they are forced to sleep there. On the other, they now must pay for any beverages they consume.
  • Optimized prioritizes for attending church and holding Sunday Service.
  • Reduced penalty for not having all villagers attending Sunday Service (only 75% of the settlement must attend)
  • Updated the world generator to generate fruit trees and flowers in the grassfields more often, while reducing the likelihood inside of the forest.
  • Butchers will now stop purchasing animals if the potential profit from their butchering yields are lower than the animal price.
  • Reduced frequency of villagers drinking at the inn.
  • Increased all prices by 25%, together with the amount of gold villagers carry.
  • Reduced prices of fish, meat and sausages, to make them competitive with other food ingredients and give butchers and fishers a chance to profit.
  • Reduced prices of straw and acorns to make villagers prioritize them as animal food.
  • Increased the starting amount of wood and removed wooden planks from the cost of the wooden wall.
  • Reduced the heat generated by fireplace, campfire and oil lamp.
  • Further reduced vegetation spread
  • Novices will continue to build despite a functional library, if there is nobody assigned to the monk order.
  • Teenagers can now operate the storefront.
  • The maximum amount of animals on a map has been increased.
  • Sizes of starting families have been increased (particularly fishermen).
  • Sizes of all spawned families have been increased to make presence of two-member families very rare. This also boosts tourism and increases external consumption at the inn.
  • Stone paving now costs 2 stone tiles instead of 1 stone.
  • Reduced probability of pets producing an offspring.
  • Villagers will now purchase beer or mead at random.
  • Increased profit per alcohol glass.
  • Increased prices of meals at the inn and the tavern.
  • Reduced price of grain to make production of bread more profitable.
  • Reduced time to produce flour in the mill.
  • Increased time to process an animal corpse by the butchers.
  • Cost of animals is reduced relatively to the cost of meat, to make butchering more profitable.
  • Sausages, cheese, bread and butter have been moved to a new cooking ingredient category called Made Products. Pastry category has been removed.
  • Production of sausages now also requires grain.
  • Prices of meat and sausages have been reduced so they can compete on the market with other ingredients.
  • Villagers now go to the bed two hours later (10 PM).
  • Increased the amunt of money families start with.
  • Caravans stay for three extra days to give them more time to purchase surplus goods from various storefronts around the settlement.

[h3]Quality of Life Improvements[/h3]
  • "Money" resource category appears on the top in the ledger.
  • Added extra condition for visitors to appear - there now must be a bar at the tavern / inn built as well.
  • All villagers are now able to collect fruits and blueberries from trees in their zones. Only farmers are able to plant them.
  • Added a question mark icon in the tooltip of selected structures, which brings up the structure tooltip from the build menu.
  • Added indicator to the structure tooltip if a structure has visual variations.
  • Added option in settings to manage the frequency of autosaves.
  • Animal age group is now displayed in the animal tooltip when selected.
  • The hover tooltip on the clock has been expanded with counters for tax payment days.