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Of Life and Land News

๐Ÿ“ Fixes and File Access Compatibility - EA 2024.12.04 ๐Ÿ“

Hey settlers๐Ÿ‘‹ ,
We have made some things clearer in the education system and fixed some rare bugs.

We also noticed that some players did not have read or write permission in the games directory. We now detect this and move the configuration files to the local account's application data directory.
For most people, nothing will change and the file access is the same as before, except for one thing: unfortunately, due to the way the engine works, we can not use two custom engine configuration paths and we cannot move the file manually.
This will reset your engine settings to the default configuration (you keep your keybinds or other settings). You either can reconfigure your settings in the game or manually move the settings.cfg from the game directory to โ€œuser\AppData\Roaming\Godot\app_userdata\Of Life and Landโ€.

[h3]Patch notes:[/h3]
  • Added support to run the game when installed in unexpected locations with insufficient read and write permissions.
  • Improved space in the storage UI.
  • The production UI can now show all items stored in the inventory.
  • The Community Centre will now push unneeded items to the output at least once a day.
  • If an adult is still in training, their work requirements will now count as inherited.
  • Fixed a problem where dragging the speed slider while using the scroll wheel at the same time could cause the game to crash.
  • Fixed a potential edge case where the location of an agent was already being read by another thread while the agent was not fully initialised, causing the dirt influence to be assigned to the wrong location.
  • Added additional information when assigning a static object to an already assigned cell.
  • Fixed a potential issue where a visual scene node could not handle being deleted and initialised by different threads at the same time.
  • Improved the layout of quests in the journal UI.

๐Ÿ“ AI Improvements & Balancing Update - EA 2024.11.25 ๐Ÿ“

Hey settlers, ๐Ÿ‘‹

The game has become easier and easier with the many new features in the updates. The last education update in particular brought efficiency improvements as well as features that improved the management of the settlement. Since we are currently improving the AI in specific areas thanks to your feedback, it is a good time to bring the level of difficulty towards the right direction in a first round. ๐Ÿค—

Let us know how it feels and what is still too easy or too hard.
If you want to play with the old AI and difficulty level, you can switch to the โ€œpreviousโ€ branch on Steam to play on the old patch. โ˜บ๏ธ

[h3]Highlights of the Update[/h3]
๐ŸŒŸ Smarter AI: Humans and animals now make better choices for sleeping spots and warming up.
๐ŸŒŸ Better Synchronization: Farmers, gatherers, and foresters coordinate work more efficiently.
๐ŸŒŸ Balancing Act: Adjustments to education bonuses, crafting requirements, and late-game resources.
๐ŸŒŸ Apprenticeship System: Extended apprenticeship time and improved policies for education interruptions.
๐ŸŒŸ Cuddle for Warmth: Cold animals and humans now cuddle while sleeping to stay warm.

Your Team Kerzoven ๐Ÿฅฐ







[h3]Patch Notes 2024.11.25:[/h3]

AI & Human Behavior
  • Humans and animals are now more intelligent when choosing sleeping spots if they lack homes.
  • People wake up if too cold and seek a warmer place.


Education System
  • Balanced education bonuses as some were too strong.
  • Apprenticeships extended from 1.5 to 2 years.
  • Apprentices pause education when moved to maps without education policies.


Production Improvements
  • Improved synchronization for farms, foresters, gatherers, and wineries.
  • Balanced crafting requirements across all production sites.


Other Changes
  • Increased pregnancy age limit from 36 to 38.
  • Humans now start feeling โ€œoldโ€ at 43 instead of 40.
  • Tailor gets more storage upgrades.
  • Marketplace now refunds materials when deconstructed.
  • Slightly reduced late-game clothing strength.


Bug Fixes & UX
  • Fixed navigation issues for naval reallocation tasks.
  • Butcher shop now shows preserved meat output.
  • Improved Accept/Reject UI prompts.

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