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Of Life and Land News

๐Ÿ“ Roadmap and Editor Improvements - EA 2024.04.30 ๐Ÿ“

Hey settlers๐Ÿ‘‹ ,
In addition to some quality of life updates for the editor, we would like to present our roadmap to you today:



As you can see, we have divided our goals into three different time periods. We have already implemented a lot of things under "Short Term", such as the visualization of the dirt or the worker overview.

What do you think of our roadmap? Please let us know. ๐Ÿ‘€

Patch notes:
  • Editor: Forcefully removes objects when they block a world tile placement.
  • Editor: Using XRay hint for the floor tile to always show which cell you are editing, even if it is behind something else.
  • Editor: Streamlet, river and lake tiles automatically add a water model and logic.
  • Editor: All waterfall tiles automatically add a waterfall model and logic.
  • Editor: All spring tiles automatically add a water spring model and logic.
  • Editor: Enabled the street placement and removal tools as well in the editor as the editor logic is now centralized.
  • Saving cell side community task job controllers as well if the base controller changed (e.g. a fence just got built while someone is helping out).
  • Removed warning log when the target base controller changed on save (e.g. a production building was removed while someone was working there).
  • Fixed an issue where upgrades of certain buildings could stack when they were refreshed.
  • Slightly buffed certain upgrades in the food distribution chain to balance stacking upgrades.
  • Production places: Made the production history more noticeable (size & checked mouse cursor).
  • We also try to get write access multiple times with a delay to write a binary map file if a third party program blocks write access.
  • Fixed an issue where certain street construction sites could not be built at very low locations.
  • Fixed a rare crash when a third quest entry replaced a displayed quest with a lower priority, while another one just got solved.
  • Marked new non streamer friendly music.

๐Ÿ“ Sorting Functions, Extended Tutorial and More - EA 2024.04.25 ๐Ÿ“

Hey settlers๐Ÿ‘‹ ,
After our pollution update, here's another update with a few highly anticipated changes! You can now sort many things in the game, which makes it easier to manage large settlements. We have also reworked the tutorial a bit. For the impatient among you: There is now a 1200 speed option!

As always, these changes have been made thanks to your feedback!
Thank you all for your support! โค๏ธ ๐ŸฆŠ

[h3]Patch notes:[/h3]
  • Added employment view with sorting, priority and quit workplace functionality.
  • Added sorting functionality to the faction population overview
  • Added sorting functionality to the reallocation view.
  • Added settlement overview to see how many unemployed people and how many kids you have in a village.
  • Extended tutorial to make it more clear on how to plant trees, use the overlays, trade, reallocations and where to get further information.
  • Added ingame help pages about the simulation layers and the trade
  • Added option to (not) play a sound when a human dies.
  • Added map transitions to the mini map icon list.
  • Added a separator for the mini map target selection to make the static and dynamic entries more clear.
  • Applied correct children age classes for all locations to be displayed correctly.
  • Added key bindings to change the time.
  • Added 1200 speed option.
  • Increased meat in batter calories -> one flour + raw meat gets you 2x meat in batter. Bread (300) Cooked Meat (270) meat in batter (290 (2x))
  • Added the option to set a start position and a custom start map for new scenarios.
  • JSON errors from modders are now logged in DetailLog.txt
  • Upgrade tooltip about using less coal is now correctly referring to coal in the bloomery and iron smith.
  • Added option to delete a savegame.

๐Ÿ’ฉ Pollution & Humidity Update - EA 2024.04.22 ๐ŸŒง๏ธ

Hey settlers๐Ÿ‘‹,
Today is the official Earth Day! ๐ŸŽ‰ ๐ŸŒ
That's why we're bringing you our first update today with some new content on the topic of visible environmental impacts.

๐Ÿ’ฉPhysical dirt simulation:
Polluted areas are now recognisable as such and plants will die if they are too contaminated.

๐ŸŒง๏ธ Physical humidity simulation:
Wet areas are identifiable by rich colours. Dry areas are recognisable by faded colours. In addition, the shine of the ground adapts to the amount of humidity.

But, check it out yourself:
[previewyoutube][/previewyoutube]

We hope you like the update and the better visibility of the dirt and water simulation! Stay tuned for the next update where we also plan UI improvements like a better production overview and sorting options.

Your Team Kerzoven ๐Ÿฅฐ
[h3]Patch notes:[/h3]
  • Plants now have a visual model when they wilt and are too polluted.
  • Polluted areas now visually get more dirty and brown, while very clean areas get slightly brighter
  • Wet areas get visually more wet, saturated and shiny, while dry areas get less saturated, slightly grayish and less shiny.
  • Added more checks to see if a save path is valid
  • Fixed an issue when someone wants to leave the map, but the map transition was removed in the editor
  • Fixed a rare crash when a group leader got demoted in the exact time an user is opening the UI
  • Added more ground tiles for floor type transitions, reflecting seasonal change.
  • Made sure to reset the weather visuals when you switch from the editor to the game
  • Added flipped stairs / level transition paths.

๐Ÿ“ Sweeping Station Upgrades, Balancing, Fixes and More - EA 2024.04.18 ๐Ÿ“

Hey settlers๐Ÿ‘‹ ,
A small update with many different fixes and balancing adjustments that you have reported to us! In addition, there are now upgrades for the sweeping station.
As always, thanks to everyone who left us feedback and reported bugs.
Keep your eyes open, next week will be more exciting ๐Ÿ˜‰

[h3]Patch notes:[/h3]
  • Added sweeping station upgrades.
  • Sawing place now uses the same storage size for firewood.
  • Fixing an issue, where roads and fences were ignored by villagers, when too many villagers could not find a path to the construction site. It will now be paused and marked instead.
  • Fixed an issue when you try to feed fishes outside of the map.
  • Cows are slightly slower and wolves slightly faster.
  • Wolves are now taking their pack side more into consideration to select prey.
  • Fixed a very rare crash when someone is updating the trade log view while this entry is removed.
  • Limit names to a max length in certain UIs
  • Humans: Balanced how fast people get overweight and they slightly care more about their weight.
  • Improved the navigation layout for the small cabin.
  • Fixed an issue where expedition tasks are not saved correctly.
  • Improved unstuck module.
  • If a file is locked by a third party program, we now wait a bit and retry two more times to access it.
  • Removed the arrow marker from the weir to make it more clear that the direction does not matter.
  • Using corner instead of edge in the editor texts
  • Reduced the preservation desire of bread when people are just slightly hungry and allow them to eat it when there is not much else around.

Check out this town builder with a deep simulation of ecology and climate




fascinating new survival city builder called Of Life and Land released on Steam this month: Of Life and Land is the debut game from new studio Kerzoven. In it, you build medieval settlements from scratch in remote, wild places...
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