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๐ŸŸ New Animal & Three New Maps - EA 2024.05.28 ๐Ÿ—บ๏ธ

Hey settlers๐Ÿ‘‹,
Today we surprise you with a big update, on the one hand with a new animal and new maps, on the other hand with a ton of changes regarding balancing and quality of life. Here we go ๐Ÿ”ฅ:

๐ŸŸPike:
Finally, the trout has a natural enemy that keeps the population under control. The pike hunts smaller fish and can be fished just like the trout.



๐Ÿ”๏ธNew Mountain Map:
A new mountain map is now available. On it you will find additional iron ore but also an extremely cold climate!



๐ŸŒณNew Moderate Map:
A new fertile map with interesting cliff formations. Perfect for agriculture to support even larger cities with food



๐Ÿœ๏ธNew Desert Map:
A new desert map with additional copper but extremely hot climate!



Thanks to your feedback, we've also made a lot of balancing and quality of life changes. You can find the detailed patch notes below. ๐Ÿ‘‡

Your Team Kerzoven ๐Ÿฅฐ

[h3]Patch notes:[/h3]
  • Added pike as a natural predator for small fish.
  • Added a new mountain map with a very cold climate
  • Added a new moderate map, perfect for agriculture to support even larger cities with food
  • Added a new desert map with a very hot climate.
  • Further balanced animals to let them survive for over 100 years on most maps with fitting climatic conditions.
  • The fishery will only catch fish big enough and release small fish back to the water.
  • Implemented fishing for new fish.
  • Illness effect is now a bit stronger
  • Fish will now swim more between maps, especially trouts.
  • You can now select what to feed the animals in barns.
  • Slightly buffed the barns.
  • Increased the need of single animals to explore the world to find a mate.
  • Prevent animal groups getting too big as long as there is space in their home, even if their usual group size is much smaller.
  • Fixed invalid UV2 channel data for flat winter desert tiles.
  • Allow the bathhouse to get access to stored water from the whole town.
  • Improved the way animals select their home.
  • Fixed an animation path for a specific cat model.
  • Fixed a rare crash when you were inspecting effects in the exact time the effect was added to the object.
  • Fixed an issue where the maximum trade value was calculated too high for trades between different factions.
  • People now walk a bit faster on a mud street (from +23% to +28%)
  • Further optimized the navigation performance.
  • Added Fahrenheit next to Celsius on the map temperature hint.
  • Added option to sort by workload or by name when hiring a new person.

๐Ÿ“ Fixes, UI Improvements and More - EA 2024.05.15 ๐Ÿ“

Hey settlers๐Ÿ‘‹ ,
With this patch you can finally see how many items are needed to craft certain things and you can directly see active effects in the faction overview ๐Ÿ“ˆ

[h3]Patch notes:[/h3]
  • Improved genetic randomization if you invite people quickly in a row.
  • Added option to directly show the needed item counts and results in the production UI.
  • Implemented views to show the needed item counts for the production buildings.
  • Improved effect and status icon quality by using a slightly lower mip level.
  • Up to 5 effects are displayed in the title bar instead of 3.
  • Effects are now shown in the faction overview.
  • Re-allow children under the age of 5 to travel to other maps.
  • People will follow the orders to move to other maps faster.
  • The metabolic capacity of humans and animals was slightly increased.
  • Increased the displayed ranges for food, sleep, temperature, weight and thirst values for humans and animals.
  • Improved animal waiting time.
  • Fixed a problem where the correct animation was not played when an animal was waiting.
  • The way in which caretakers in barns can react to dead animals has been improved.

๐Ÿ“ Extensive Quality of Life Update - EA 2024.05.08 ๐Ÿ“

Hey settlers๐Ÿ‘‹ ,
Today we're bringing you some highly anticipated barn improvements and quality of Life adjustments. Also a cool function where marked people and animals are highlighted in the world. ๐Ÿ‘€



[h3]Patch notes:[/h3]
  • Barns, homes with pets and hunters will take their working place more into account when searching for animals.
  • Barns: Increased search area to roughly 1/4 of the map.
  • Barns: Allow people to get goods from certain dead animals when they are looking for more animals / sources.
  • Upgrades can be refreshed even if you only partially have the items.
  • Prevent material needed for upgrades being stolen by other people.
  • Children from the age of 5 can help with simple community tasks.
  • Prevent a rare crash when the faction collects problem reports from the humans in the exact time a human dies and some fields are still in cache.
  • Marking animals, humans or buildings on the map will temporarily mark it as well in the world if object marking is enabled.
  • Prevented animation jump after unpause.
  • Fixed a case where an animation could freeze.
  • Slightly balanced the community centre material requirement.
  • Fixed a crash when you delete a market place in the exact moment a buy/sell transaction is executed.
  • Fixed a crash when someone tries to leave the map but the map transition got deleted in the editor.
  • We are using three autosave slots to be able to go back three days / 30 min.
  • The heat mini map is now immediately initialized with data.
  • Employment view is now initially sorted by workplaces.
  • Workplaces are initially sorted when the tab is pressed and not already when the view is opened.

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.