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Great Houses of Calderia News

Regular Update Patch Note — 0.8.0.1063 (b12358317)

A new regular update [0.8.0.1063 (b12358317)] is now live with the following changes:

Added
  • ‘Decrease Skill’ effects on Social Conflicts
  • New portrait pieces
  • Continue game after Game Over
  • Tradition: Smoothsayer
  • Tradition: Lovers of Wisdom
  • Tradition: Hundred Schools Of Wisdom
  • Tradition: Mercantilism
  • Tradition: Whose land, his rule
Updated
  • Character customization tooltips
  • UI Scale Curve to linear instead of stepped
  • "Not Implemented" texts removed from Bread & Circus and Light Mathemagic
  • Crest texture aliasing
  • AI’s ‘Handle Plans’ probability less drastic
  • AI's ‘Select Plan’ has right Wars for AI to select
  • AI Plan 'Fix Low Resources' made more eager to fix the situation by trading
  • AI Plan 'Upgrade Building' checks resource situation
  • AI appreciation of higher end resources increased in selecting what to produce
  • AI Plan ‘Optimize Workers’ check on Steel shortage
  • Warscore accumulation increased for capturing a fiefdom, decreased for killing units
Fixed
  • Ranks: Back button moved off screen on some resolutions
  • Clicking day/night cycle setting crashes the game
  • Cementation process upgrade increases Crop production
  • Slow Production spy mission missing description
  • House member stuck in delegation for months at a targeted fiefdom
  • Character with Recruit Spy title in Send delegation screen
  • You can select to play the tutorial by pressing right mouse button
  • Tutorial points to button that doesn't exist
  • Gameplay settings not saved
  • Army doesn't stop to intersection
  • AI Plan 'Handle Idle Characters' gets stuck
Known Issues
  • Added Traditions are marked Not Implemented (NI)
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, reduce the UI scaling percentage in Video Settings.
  • Character customization images might fail to load occasionally. The UI still works and reopening the menu sometimes fixes the issue.


- Great Houses of Calderia Team -

September Development update

Oy rulers,

Once again, thank you for playing Great Houses of Calderia, participating in the discussions, sharing your feedback and helping us make the best game possible. This summary highlights the changes, additions, and improvements made thanks to you, as well as significant adjustments to systems to balance the game. We did our best to meet your needs and make your experience more enjoyable! And as some of you might have noticed, we added some news features in advance for you! Enjoy!

[h3]Design & Balancing[/h3]

Extended game ending: Until the latest patch, becoming a Duke was the highest rank attainable at the time. With the recent patch, ending the game is now possible with either one of the two alternative outcomes: losing in 50 years if you fail to earn Viceroy rank or winning if you succeed in achieving Viceroy rank.

Events: A better distribution of event spawn has been made as well to offer more variations. Also, events now have a seed ID that prevents them from spawning twice in a row or re-spawning exactly the same way if the player reloads a game before an event appears. Additional events have been added. We’ve corrected the outcomes of some events.

Traditions: We added new nodes to the Tradition Tree: Bread and Circus (Idealists) and Light Mathemagic (Scholars). The Tradition you choose when you create your House now has more impact, it grants you 75% of the required points to access the first node. We also improved the clarity of the events linked to Traditions. We deactivated a Tradition node that would soft-lock the progression (Pacifist) until the diplomatic path becomes available. Additional traditions have been added to the Traditions tree.

Fiefdom management: Building requirements have been rebalanced (cost to build and resource production), as well as the Happiness calculation system. More tooltips have been added. Companions unlock and production bonuses are rebalanced.

Conflict Resolution: Additional tooltips have been added to units’ skills, playground effects. One new military unit and two new companions were added. Cooldown indication for units' abilities has been added. We fixed bugs that prevented dismissing your armies and pillaging buildings.

Weddings & births: Chance of birth among married couples has increased (roughly x3 more often) in addition to rebalancing the statistics required to do weddings.

Ranks: A few bugs preventing some Rank Effects from being triggered have been fixed. Clearer information is now provided in the titles' descriptions.



[h3]Visuals & Interface[/h3]

Character portrait customization: You can now customize the portraits of any of your family members! Click on “i” on your character, then click on the quill icon to edit your character. You can rearrange the appearance with a set of various head shapes, hairstyles, clothing and armour.

User Interface scaling: To cover a wider range of resolutions, we’ve reworked the interfaces of the game to allow for more scalability on wider and smaller resolutions. We’ll regularly continue working on it to improve it the best we can. We’ll run more tests on different settings in the future to make sure we cover the most standard ones.

Readability: Conflict action menu, Trade meter display and Ranks of Calderia layout have been reworked for better readability.



[h3]Technical fixes & optimization[/h3]

Crash fixes: Regarding the crashes, please consider sending the crash report using the Unreal Crash Report panel. Doing so really helps us work on the causes of the crash and improve the game’s stability. This is one of our priorities and thanks to these crash reports, we have been able to fix the reported crashes.

Memory leaks: Thanks to your input, we worked on the memory leaks that were due to background calculations during the long playthrough. We have managed to solve and optimize them. This issue should not occur anymore. Please let us know if you encounter any memory leaks so we can investigate them.



[h3]For more information, read the full aggregated patch notes below:[/h3]

Added
  • Accessibility feature: Day-Night cycle toggle to the settings menu
  • Ending the game is now possible with two different outcomes for the moment:
  • Lose in 50 years if you do not reach Viceroy rank
  • Win if you reach Viceroy rank
  • Cap Family Member skills in impacting creation of military units and companions to 20
  • More impactful negotiation effects in Rank election
  • 75% of the Tradition Points to the first Tradition
  • Graphic scalability settings
  • UI resolution scale (Gameplay Settings)
  • Save random seeds for events
  • Tooltips in War view
  • Tutorial for early game Social Conflict
  • Character portrait customization
  • New hairstyles and clothing for character portraits
  • More female portrait pieces
  • Send delegation UI animations
  • Skill progress notification
  • Progress visualization and tooltip information on Ranks of Calderia, Tradition and Winning Conditions buttons
  • Confirm dialog when advancing to Military Conflict with less than maximum units
  • Social Conflict allows movement while being engaged in debate
  • Two armies can be merged or exchange units with
  • Tutorial event that launches Social Conflict
  • New Traditions: Bread and Circus, Light Mathemagic
  • Conflict Resolution Ability Icons with cooldown indication
  • Losing army retreats and shows white flag
  • Winning army stays still for a while before it can pursue the losing army
  • 5 new ‘Mood category’ events
  • Virtuous traits now give skill changes
  • New Companions and one Military unit
Updated
  • Conflict Action Menu
  • Drive a Point ability preview in Social Conflict
  • Castle Safety production clarified to Safety Points production
  • Adjust Diplomatic delegation UI layout
  • "Highlighted Traits" text changed to "Underlined Traits"
  • Family Member list delegation button style
  • Rank power gain description when Family Members staying in other courts
  • Trade Meter colors and texts
  • Ranks layout
  • Event choice decorations match Tradition type and points gained
  • Tradition ready notification
  • Text decorator optimization
  • UI Scaling moved from Gameplay Settings to Video Settings
  • Resolution UI scaling
  • Default 4K UI scale to 1.5
  • Half rank power from Family Members staying at other courts
  • Starting Family Members skill values
  • More sparse in Social Conflict areas
  • Triple pregnancy chance
  • Caravan optimization
  • Mouse right click to exit Move Army state
  • Trade Meter tooltip
  • Major game balance changes
  • Units and Companions have a new unlock location—more spread out to different Professions and to different Profession levels
  • Resource production amounts changed
  • Some buildings that increase production make the raw material refinement ratio worse
  • Some buildings make the raw material refinement ratio better
  • Raw material refinement ratios have changed leading to higher consumption
  • Worker amounts from building upgrades
  • Fiefdom maximum size from building upgrades
  • Profession unlocks come earlier from lower level buildings than before
  • Armies can target other armies
  • Other caravans visible when own army selected
  • Army action cursors changed
  • Social Conflict Tutorial
  • Movement indication in Conflict Resolution when clicked or dragged
  • Armies dismiss at fiefdom and not instantly
  • Artificer is changed to level IV Companion. Modiste to Level III
  • Conflict Unit and Companion cards
  • Pregnancy set as own event category
  • Family members rebalanced in conflict resolutions. Skills have diminishing returns from 10 to 20 and more from 20 onwards.
  • UI scaling works in Coat of Arms creation screen
  • Army tooltip layout
  • Few events were missing outcome texts
  • AI Plans stop in a better way inside host plans
  • AI Upgrade Building Plan no longer checks happiness requirements when moving workers
  • AI Upgrade Walls Plan no longer check happiness requirements when moving population
  • AI Fiefdom Growth Plan can no longer aim for population growth. Building upgrades emphasized.
  • AI Workers Optimization Plan can now also start 'Aim for population growth' plan
  • AI Fix Shrinking Population Plan now correctly removes bad overseer
  • AI Optimize Workers Plan has Assign Overseer action if AI has idle characters at home
  • AI's Plan for War renounced if AI hasn't declared war in 5 years
Fixed
  • Memory leak
  • Crash after War
  • Crash when showing icon inside the text
  • Crash in Humiliation War
  • Crash when opening certain information windows
  • Particle culling in the map
  • No point displayed in Ranks conflict screen when loading save on Rank view
  • Ranks not working after going to Game Menu and back
  • Can choose your Rank before your turn
  • UI Scaling setting isn't saved
  • Landing choice windows not centered on some resolutions
  • Tutorial text boxes leaving screen on 4:3 aspect ratio screens
  • Can't dismiss armies
  • Impossible to pillage building with army
  • Wounded military units are at full health when battle happens
  • Social Conflicts have no attack power increase
  • Second Appeal Conflict launching on top of another
  • Typo in Conflict planning Rank Points
  • At Arms Length will bug war requirements
  • Attack Trade Route has Official Visit delegation as a target
  • Range icon appears on AI companion spawn during Conflict Tutorial
  • No House member on the screen to send Peace delegation
  • Several Event typos
  • Head of House incorrectly displayed in Accuse Events
  • Building Bonds event outcome
  • Target requirements in Disciplinary Actions event
  • Accuse event repeats
  • Misfortune in Chores event dropped productivity of a profession by 1000% instead of 100%
  • Resource requirements are too high
  • Village Market event decreases horses instead of increasing them
  • Ascetic Workers cap happiness to the right level
  • Incorrect warning text when upgrading a building
  • Profession list leaves the view
  • Safety level resets after loading save
  • No tooltip in Work Effort
  • Work effort tooltips sometimes stay on screen permanently
  • Skill changes in trait tooltips in events not showing
  • Cautious ability tooltip
  • No limit on camera movement in Tradition screen
  • Pacifist tradition ability stops game progress
  • Empty list of my house members in appeal for diplomacy and trade
  • Incorrect trait & ability descriptions
  • Traits relations are not valid
  • Failed marriage arrangement
  • Couple could get pregnant while being far away from each other
  • Slow Production Spy action outcome text
  • Recruit a Spy objective completes even when recruit spy fails
  • You can drag and drop Family Members like they were your own
  • Typo in capital name in Tutorial
  • Tutorial step unresponsive
  • Wards will no longer change to its assigned characters caravan
  • Conflict Victory screen shows defeat on winning side of the screen
  • Problem with trade duration if you place too much resource in the balance
  • Profligate (Bribe) action preview effect stays sometimes on screen after action done
  • Map interactable in some map modes with Escape window open
  • Ally armies ignore enemy armies
  • A lesson in Negotiation event needs equal feudal level target
  • Military conflict winner was not always correct
  • Travelling Salesman event missing one outcome text
  • AI Condition on Overseer Happiness changed
  • Champion of Virtues now correctly gives Virtuous traits
  • "New Tradition" screen shows correct tradition icon
  • Many events didn’t launch

Thank you again for all your comments and feedback, stay tuned for more information about the development of the game and new content!

- Great Houses of Calderia Team -

Here is a little surprise for you!
[previewyoutube][/previewyoutube]

Regular Update Patch Note — 0.8.0.1058 (b12311299)

A new regular update [0.8.0.1058 (b12311299)] is now live with the following changes:

Added
  • Character portrait customization
  • Social Conflict allows movement while being engaged in debate
  • Two armies can be merged or exchange units with
  • Notification shows nearby armies that can be paired
  • More female portrait pieces
  • Ending the game is now possible with two different outcomes for now:
  • Lose in 50 years if not in Viceroy rank
  • Win if you reach Viceroy rank
  • Winning and losing the game end screens
  • Tutorial event that launches Social Conflict
  • New Tradition: Bread and Circus
  • New Tradition: Light Mathemagic
  • Cooldown indication for units' Abilities in Conflict
  • Conflict Resolution Ability Icons
  • Losing army retreats and shows white flag
  • Winning army stays still for a while before it can pursue losing army
  • 5 ‘Mood category’ events
  • Virtuous traits now give skill changes
  • New Companions and one Military unit
  • New hairstyles and clothing
Updated
  • Major game balance changes:
  • Units and Companions have a new unlock location—more spread out to different Professions and to different Profession levels
  • Resource production amounts changed
  • Some buildings that increase production make the refinement ratio worse
  • Some buildings make the refinement ratio better
  • Raw material refinement ratios have changed, leading to higher consumption
  • Worker amounts from building upgrades
  • Fiefdom maximum size from building upgrades
  • Profession unlocks come earlier from lower level buildings than before
  • Armies can target other armies
  • Other caravans visible when own army is selected
  • Army action cursors changed
  • Social Conflict Tutorial
  • Movement indication in Conflict Resolution when clicked or dragged
  • Armies dismiss at fiefdom and not instantly
  • Artificer is changed to a level IV companion. Modiste to Level III
  • Bread and Circus tradition checkbox to enable & disable its effect in Fiefdom View
  • Conflict Special Abilities icons and text
  • Conflict Unit and Companion cards
  • Pregnancy set as its own event category
  • Family members rebalanced in conflict resolutions. Skills have diminishing returns from 10 to 20 and more from 20 onwards.
  • UI scaling works in Coat of Arms creation screen 
  • Army tooltip layout
  • Few events were missing outcome texts
  • AI Plans stop in a better way inside host plans
  • AI Upgrade Building Plan no longer checks happiness requirements when moving workers
  • AI Upgrade Walls Plan no longer checks happiness requirements when moving population
  • AI Fiefdom Growth Plan can no longer aim for population growth. Building upgrades are emphasized
  • AI Plan Optimize Workers can now also start 'Aim for population growth' plan
  • AI Fix Shrinking Population Plan now correctly removes the bad overseer
  • AI Optimise Workers Plan has Assign Overseer action if AI has idle characters at home
  • AI's Plan for War is renounced if AI hasn't declared war in 5 years
Fixed
  • Tutorial step unresponsive
  • Wards will no longer change to their assigned characters' caravan
  • Conflict Victory screen shows defeat on winning side of the screen
  • Problem with trade duration if you place too much resource in the balance
  • Profligate (Bribe) action preview effect stays sometimes on screen after action done
  • Map interactable in some map modes with Escape window open
  • Ally armies ignore enemy armies
  • A lesson in Negotiation event needs equal feudal level target
  • Military conflict winner was not always correct
  • Travelling Salesman event missing one outcome text
  • AI Condition on Overseer Happiness changed
  • Champion of Virtues now correctly gives Virtuous traits
  • "New Tradition" screen shows correct tradition icon
  • Many events didn’t launch
Known Issues
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, reduce the UI scaling percentage in Video Settings.
  • Character customization images might fail to load occasionally. The UI still works and reopening the menu sometimes fixes the issue.
  • Building upgrade ‘Cementation Process’ increases crop consumption instead of metal ore consumption
  • Slow Production spy mission is missing description
  • Tutorial points to a button that doesn’t exist
  • Army doesn’t stop at intersections
  • You can select to (re)play Tutorial by pressing RMB on Tutorial button
  • House member can be stuck in delegation for months at a targeted fiefdom

- Great Houses of Calderia Team -

Making the fashion of Calderia

Oy rulers!

This is the beginning of Fashion Week in Paris! To celebrate this opportunity, we wanted to give you an insight into our process behind making the fashion and clothing for Calderia.

The world of Calderia is a mix of history and fantasy. We drew inspiration from the Late Medieval to Early Renaissance periods, focusing on Mediterranean cultures. This was the starting point for the inspiration research. Calderia is a society built on gender equality, ancient mythology, Renaissance technology, and living on rough but rich soil where danger is constant. We wanted to highlight and create a tapestry of style that is both unique and meaningful to the setting. The process of making the fashion of Calderia is very similar to the steps of actual fashion design.

[h3]Setting and early research[/h3]
To bring this world to life, we undertook extensive research. We immersed ourselves in the historical era, studying everything from clothing to architecture, art, and culture. This diligent research allowed us to develop an intuitive understanding of the era, which would later help us in our creative choices. Moreover, we explored not only real-world historical sources but also drew inspiration from other fantasy realms set in similar time periods. Games like Warhammer Fantasy, The Witcher, and Dungeons & Dragons served as valuable references, but we still aimed to find our own touch.

An illustration showing the mix between Ancient history and Renaissance.

[h3]Intuitive sketching and exploration[/h3]
One of the key creative processes in fashion design for Calderia involved intuitive sketching. We aimed to produce as many drawings as possible without imposing strict limitations. This freedom to explore different styles and directions allowed us to establish the essence of Calderian fashion. It was essential to explore the wrong paths as well, as this enabled us to better understand the surrounding styles and ultimately led to the one that felt right to us.

Examples of approved sketches with interesting mood and style.

Examples of disapproved sketches which didn't fit our vision.

[h3]Chosen art direction: Italian and Spanish Renaissance[/h3]
After extensive research and exploration, we settled on a fashion direction that drew heavily from Italian and Spanish influences. Our focus spanned from the Late Medieval to the Early Renaissance, with hints of the High and Late Renaissance, particularly in Italy. We deliberately avoided the more commonly portrayed British, French, Burgundian, and German styles, seeking to establish a unique identity for Calderian fashion. Armour pieces integrated with court dresses became a prominent feature, signifying the noble status of characters in the game. This deviated from historical accuracy, as in Renaissance Italy, wearing armour was considered dangerous, as one would be then likely "looking for problems". However, it was a deliberate choice to emphasize the Calderians' interest in armours, and how they could be used to show off the quality of craftsmanship and the wealth of their fiefdoms.

An illustration showing nobles walking in the city in a Mediterranean-inspired setting.

[h3]Blending History and fantasy[/h3]
Finding a balance between low fantasy and history posed an interesting challenge for us. We strived to explore historical components and take them slightly further towards fantasy. Elements such as gorgets and bevors, elaborate hairstyles, the extravagant use of pearls, and unique hats all contributed to the fantastical aspect of Calderian fashion. The game's roots in ancient mythology are reflected in religious attire and ceremonies, blending with modern Renaissance garments. This fusion adds depth to the world, contributing to building the history and culture of Calderia based on a unique tapestry woven from various sources of inspiration.

Examples of portraits mixing fantasy and real-life inspired clothing.

[h3]Imperial distinction[/h3]
The presence of the Imperial overlords is rare in Calderia, but when it does happen, it is unmistakable. Their style is a blend of Medieval and High Renaissance influences, leaning toward the British, French, and Burgundy styles that are consciously avoided in Calderian fashion. Layering of opulent fabrics, the use of fur and leather, and a penchant for gloves all serve to distinguish the Imperial elite and show their wealth.

Examples of research for imperial clothing.

Calderian fashion is a visual exploration of History and fantasy, a uchronia that nurtures our creativity. You can find more information about the art of Calderia in our art book.

- Great Houses of Calderia Team -

Regular Update Patch Note — 0.7.2.1047 (b12254178)

A new regular update [0.7.2.1047 (b12254178)] is now live with the following changes:

Added
  • Day-Night cycle to the settings
Updated
  • Tradition ready notification
  • Conflict Action Menu
  • Drive a Point ability preview in Social Conflict
  • Castle Safety production clarified to Safety Points production
Fixed
  • Impossible to pillage building with army
  • Particle culling in the map
  • Army after war
  • Empty list of my house members in appeal for diplomacy and trade
  • Resource requirements are too high
  • Village Market event decreases horses instead of increasing them
  • Ascetic Workers cap happiness to the right level
Known Issues
  • Day-Night cycle setting does not work from Main Menu, but it works from Game Menu


- Great Houses of Calderia Team -