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Of Life and Land News

๐Ÿ“ New Education & Retirement System & GOLD!! - EA 2024.11.14 ๐Ÿ“

Hey settlers, ๐Ÿ‘‹

Our biggest update yet is here, and weโ€™re celebrating with our largest sale everโ€”25% off! ๐ŸŽ‰ This patch introduces the new education system and plenty more:

๐ŸŽ“ New Education System:
  • Guild House: Build this new structure to unlock education for children and adults.
  • Apprenticeships: Young villagers can now learn trades by visiting production buildings and supporting workers, making them more efficient in higher-tier buildings after training.
  • Child Policy: Control the percentage of young villagers through the guild house.


๐Ÿ’ฐ Gold & Economy:
  • Gold Mines and Ores: Extract gold to produce valuable gold bars.
  • Treasury Building: Mint gold coins to enrich your villageโ€™s economy.


๐Ÿ‘ด Retirement System:
  • Added a new retirement need at Tier 7 for humans.
  • Balanced human aging so children age three times and adults twice the normal speed, reaching 60 in 28 in-game years.


๐Ÿ› ๏ธ Other Notable Additions:
  • New effects added: Cursed, Energetic, Depressed, Excited.
  • Improved diplomacy and tooltip layouts for better gameplay.
  • New map transition option allowing only humans to pass.
  • Winter models for palm trees and many UI and editor enhancements.


Enjoy the new education system and all the updates we've packed into this release! Thank you for your continued support and feedback. Let us know what you think with a review on Steam.โค๏ธ

Your Team Kerzoven ๐ŸŒฟ







Patch Notes 2024.11.14:
  • Guild House: Build this new structure to unlock education for children and adults.
  • Added education mechanics to the game. Childrens can now do an apprenticeship when you build a guild house and unlock the policy. Apprentices visit production places and learn how to do the craft, support the workers and visit the guild house regularly to learn more. Trained personnel work more efficiently, especially in high tier buildings.
  • Added gold mines, gold ore and gold bars to the game.
  • Added the treasury building to the game. It can mint gold coins.
  • Added a retirement system and added the need for retirement in T7 for humans.
  • Added a child policy system through the guild house to limit the percentage of young people in the village.
  • Balanced the human age progression: Children age now three times the normal speed and adults two times. So it takes 28 in game years to get 60.
  • Added T7 need for retirement.
  • Only keep one log file for modding in rotation to reduce the number of created log files when using mods.
  • The editor now uses randomized hunger, thirst, sleep etc when an animal is set. This helps to get a better initial animal balance.
  • Improved the diplomacy quest tooltip layout.
  • Added mechanic to set and unlock a custom diplomacy precondition for the scenario.
  • Added effects: Cursed, Energetic, Depressed, Excited.
  • Added more tooltips for the settings.
  • Improved the tooltip and popup panels in the main menu.
  • Fixed an issue where the world map image was not loaded from the savegame but from the internal world map.
  • Fixed a possible rare race condition where the group need is updated while the group state is updated.
  • Added option for a map transition where only humans can pass.
  • Modding: It is now possible to select a specific faction with which the player should establish diplomatic relations.
  • Improved forge navigation layout.
  • Modding: Added option to choose if you directly want to activate a diplomatic quest or not.
  • Added a more detailed description to the cesspit.
  • Added possibility to add tags to the scenario.
  • Improved the UX when assigning new people to a working place or moving them to another location.
  • Fixed icon path for Accessories.
  • Tutorial: The tutorial quest for changing the working priority and hiring or firing an employee can now be solved as well in the faction UI.
  • Editor: Directly update the animal visuals to show the correct model in the editor.
  • Editor: Set lower bound in the editor for animal fat percentage a bit higher.
  • Allow wheat to be planted on sand.
  • Isolated achievement progression task and internally locked the states to avoid conflicts.
  • Fixed a rare crash when creating the UI requests the AI description tooltip at the exact same time as the agent updating the AI jobs.
  • Fixed a rare race condition where a new entry is added to the missing path reporter the same time the state was read by the UI.
  • Fixed a potential issue with the dynamic agent fulfilment statistic data entry when data is requested for not yet initialised states.
  • The restaurant now shows the correct text for the "get preserved meat" task.
  • Improved the precondition of the weirs and charcoal burners: T3 forester or community centre counts as well.
  • Improved upgrade wrong faction filter size to not allow changing first row upgrades for other factions.
  • Added winter models for palm trees (damaged model).

๐Ÿ“ Fixes, Improvements and More - EA 2024.09.25 ๐Ÿ“

Hey settlers๐Ÿ‘‹ ,
With this patch we have fixed a number of rare crashes and improved some gameplay details while we work on bigger features. Enjoy! :)

[h3]Patch notes:[/h3]
  • Fixed a problem where the game could crash if you checked the community need of a human while they were dying at the same time.
  • Tutorial: If a transfer request is successfully added, the help task can be skipped.
  • Tutorial: The trade tutorial quest now checks the full trade range to be marked as solved as the UI changed.
  • Fixed a rare issue where the effect list of animals updated in the exact moment while a new effect from the scenario was added.
  • The heat overlay is now automatically opened when you build a Finn torch or wind catcher tower.
  • Removed the tooltip part in the community centre, that you need a community centre to invite new people to avoid confusion.
  • Fixed a crash that occurred when investigating a need of a dead entity that requires an item in the faction.
  • Synchronised templates.
  • Fixed an issue where the template folder could not be created again if it got manually deleted by the user on certain systems.
  • Improved the UI aspect scaling on forced oversampling (external tools) on certain systems.

๐Ÿ“ Food Storage Upgrade - Patch Update 2024.08.29 ๐Ÿ“

Hey settlers, ๐Ÿ‘‹
This update brings new storage options such as a root cellar for your fruit and vegetables and a butcher's shop for preserving meat. There are also more storage upgrades to choose from for your grain mill and farms. This makes the game a little easier for the moment, but will be balanced in the next big update (you'll see why ^^).

๐ŸŽ Whatโ€™s New:

  • Root Cellar: Store your fruits and vegetables in the new root cellar, keeping them fresh and ready for your villagers.
  • Butcher: Now you can process, preserve, and store meat with the addition of the butcher. Your hearty kitchen and restaurant can now serve up preserved meat to keep everyone well-fed!


๐Ÿ”ง Improvements:

  • Better Coordination: Workers in production buildings now coordinate more effectively to receive items from other buildings.
  • Favored Goods: Workers now slightly prefer goods coming from other production buildings, making your supply chain smoother.
  • Monastery Rituals: You can now create a local ritual in the monastery, even if thereโ€™s no path to a ritual site.


๐ŸŒพ Farm Balance & Fixes:

  • Farm Upgrades: Farms can now support more workers and store more goods, boosting your agricultural output.
  • Partner Search Fix: Resolved an issue where humans had trouble finding a partner due to a locked home slot.
  • Quarry Icons: Added quarries to the map icon selection for easier identification.


We hope you enjoy these updates! Thank you for your continued support and feedback. Keep building, keep thriving, and let us know what you think by leaving a review! โค๏ธ

Your Team Kerzoven ๐ŸฆŠ





๐Ÿ“ Enhanced Quests UI and Exploration - Patch Update 2024.08.07 ๐Ÿ“

Hey settlers๐Ÿ‘‹,
Check out our latest patch! You can now see quest requirements and rewards directly in the UI, and weโ€™ve boosted hunterโ€™s weapons by 20%. Enjoy improved fishing and smarter animal navigation. Weโ€™ve also streamlined map exploration and fixed several bugs for smoother gameplay.
Thank you for your feedback and support, tell us what you think by writing a review! โค๏ธ ๐ŸฆŠ









Patch notes:
  • Buffed the hunters weapon by an additional 20%.
  • Fixed a possible edge case where something could be exactly at the border of the map when it has uninitialized data.
  • Added option to add custom item ID and counts & workload to map exploration.
  • Balanced the map exploration requirements for the Kerzoven scenario.
  • Slight immigration balancing that you get a bit more on level 4/5 and a little less on level 3.
  • Different maps now need different items and work preparations to discover them.
  • Improved the navigation that animals can no longer traverse through corner pieces into the next tile in the direction of the lake.
  • When people or materials are moved between maps, they now arrive at the correct waypoint.
  • Fixed a rare race condition when the state of a human was requested to collect problems in the faction at the exact moment the list is updated.
  • Fixed a rare issue where the game could crash when a home is deconstructed while a human just left the home at the exact same time.
  • Fixed a rare race condition where the game could crash when the trade log was inspected at the exact time a trade happened and the old values were still in cpu cache.
  • Bees can now fly over fences and can now as well access areas small animals can.
  • Buffed fishing. Fishing places have bigger stores and better upgrades. Pike and trout provide more meat per fish.
  • Now uses the engine's smooth camera motion interpolation, which is less susceptible to FPS changes for its motion speed than the previous one.
  • Slight weight balancing between animals: Hares, rats, cats and raccoons drop slightly more meat (around +15%), while wolves, sheep and deer drop slightly less (around -5%).
  • Added a check to ensure the WorldDescription.json exists in the save files. If not we display an error that the file is missing.
  • Insufficient item requirements in production tasks are now more visible.
  • Added checks for the settings background scene if someone edited the scene (mods or by hand) and can not be loaded.


๐Ÿ“ Hydrology, Thermals & UI Improvements - EA 2024.07.18 ๐Ÿ“

Hey settlers ๐Ÿ‘‹
We are hard at work and surprise you today with the biggest update of this quarter. ๐Ÿ‘€
In this patch we have taken care of a better visualization of the water simulation and the manipulation of temperature. We've also made some changes to the UI thanks to your feedback! ๐Ÿ’š

Water Levels:
Water level changes are now visually represented. Now you can see how deserts get the water they have been waiting for from the mountains, or how pastures use up all the water.


Temperature Manipulation:
You can now build a wind catcher tower to cool down an area.





You can now build a finn torch to heat up an area.


UI Improvements:
We added faction attractiveness and immigration details to the community center.


We reworked the market place UI to make it easier to use, explain more what is going on, and provide a better overview.






Villager Pathfinding Improvements:
Villagers can now automatically improve their commute time by switching homes if their location is not locked when you have a community centre. Implemented an iterative linear balanced assignment problem solver.

Full Patch Notes:
  • Water level changes are now visually represented.
  • You can now build a finn torch to heat up an area.
  • You can now build a wind catcher tower to cool down an area.
  • Added faction attractiveness and immigration details to the community centre.
  • Reworked the market place UI.
  • Villagers can now automatically improve their commute time.
  • Implemented an iterative linear balanced assignment problem solver.
  • Resetting the time to the default time when a new scenario is created in the editor.
  • Monastery can now be heated, which fulfils the T4 need of a heated home as well.
  • Humans now have a need to build or visit prestigious buildings.
  • Added a check if a file is missing/deleted and display the problem in the UI. This helps modders when they move files and forget to remove the references to deleted files.
  • Made it more clear when the set production limit in the activity view is maxed out or there is no limit.
  • Made it possible to show up to 4 digits of for production limits in the activity view.
  • Fixed an issue, where the camera start position was interpreted in a wrong way in certain regions of the world. (3.00 was read as 3000)
  • Added stone stairs for biome transitions and integrated the automatic upgrade.
  • Fixed a rare crash when the pollution is affecting humans and animals.
  • The Stonemason storage upgrade is now cheaper.
  • The water flow for the sawmill has been adapted so that it can also be connected to the water corner tiles.
  • Fixed the beehive entrance marker for the second winter model.
  • Improved the clickable area of the healing bathhouse.
  • Adjusted the colors of the stone road in the desert to fit better to the biome.
  • The fruit tree yields a little more fruit when fully grown.
  • Slightly adapted the waterfall mesh to fit better to the water levels.
  • Fish will now adapt their swim height to the water levels.
  • Increased the lake water capacity.
  • Waterfall animation stops if there is no water flowing anymore.
  • A crash has been fixed if you left the window of a dead person or animal open and tried to inspect a specific need of that entity.
  • Added an option to strictly assign humans to a specific building.
  • Added an option to lock a free bed to prevent automatic assignments.


If you're reading this, you've plowed through our biggest patch notes yet. ๐Ÿ”ฅ
Thank you for your time and interest in Of Life and Land. It really means a lot to us! ๐ŸฆŠ ๐Ÿ’š

If you haven't picked up the game yet or have friends who want Of Life and Land: We are currently 20% off in two sales the Automation Games Sale and Simfest 2024 and the discount will be active until July 30th.

If you want to support us in Early Access, we appreciate every review, it really helps us small indies! ๐Ÿฅฐ

Your Team Kerzoven