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Great Houses of Calderia News

February Development update

Oy rulers,

This month has been marked by a lot of invisible work for your eyes. First and foremost, we have been putting our shoulder to the wheel in the making of the Civil War feature. We have made progress on designing how it will play out, the conditions and outcomes, as well as defining and creating the UI. This feature is dedicated to late game and asks for a lot of design work, hence the smaller updates recently. There's still much ahead of us, but we're headed in the right direction! Stay tuned for more information about it, the rule of every House will be challenged, and Calderia will be in flames!

Aside from the Civil War, we have been focusing on improving existing features, UI, fixing bugs and issues, and also finding ways to make the best of your feedback. You have shared a lot of valuable elements in your reviews and posts, we would like to thank you for this. Now, without further ado, let’s get into the changes made this month!

[h2]Design & Balancing[/h2]

Siege: We have been working on various improvements and balancing tweaks to the siege mechanics. You can now change your garrison units to adapt them to the attackers' troops, allowing you to make more tactical decisions. We added more clarity and details regarding the garrison with more tooltips and the garrison view UI. The AI now handles siege better, but in some cases, siege wasn't working properly when the AI didn't have a defending army. We have then added an event if a siege occurs without opposing forces. A few issues, like garrisons that wouldn't be removed after a conquest, have been fixed. Some siege events may still incorrectly refer to "Bandits" in their description or title, we are investigating it.



War and fights: We reviewed and reflected on your feedback about the war and the mini-game for battles. We are working on improving the war system and adding a new military unit logic. While the battle system will remain the same in its core (a mini-game with a board and units to control), we have been focusing on making it more entertaining and tactical. A fair share of the changes we have made are already available in today’s regular update. We will break the rework of the system down soon in the next devblog!
For more transparency, redesigning the battle system altogether would be heavily time- and resource-intensive, preventing us from working on other features and content for the game. We opted to make battles and social conflicts (negotiations) totally skippable when we released the game in Early Access in August. You can simply select your units, as well as the objectives and outcomes you are most interested in, rather than going through the mini-games, if you do not want to play them.

Winning path: We have fixed a bug that would softlock your progression in the Winning Condition Chapter VII “Building a Network of Power”, preventing you from finishing the game if you inadvertently completed steps in another order.



[h2]Visuals & Interface[/h2]

World map: We have noticed after reading your comments that there was information that was not clear enough or hard to find. Some of the information that has been mentioned can be viewed in the map modes. Thanks to your input, it made us realize that the map modes we made for the world map a few months ago may have gone unnoticed. These modes display important information by activating them and clicking on each territory to see, for instance, the relations between Heads of House, and we added the possibility to view unmarried characters using this map mode (how many there are in each fiefdom as well as their gender). It is also possible to view the feudal status of each House (vassals and lieges), the resources, the recruited spies, the ongoing wars (and who is at war with whom), and the alliances of each House. We have added an active map mode indicator for more clarity. We welcome your feedback to further improve this feature’s readability and clarity.



User Interface: Regarding the UI, we have added a fiefdom mouseover visual effects, tooltips breaking the production down to make it clearer, but also fixed a bug where it showed too many war reparations gains during wartime.

User Interface scaling: In February, we kept working on the UI scaling issues and have set the default scale at 70%. This can be adjusted from the Video Settings. Please let us know if this improved the encountered issues.



[h2]Technical fixes & optimization[/h2]

Optimization: We continued working on optimizing the game and especially the world map. We have added new options to the menu for visual effects and graphic settings, as well as Low and Medium graphic settings for charging water textures (rivers and lakes, in particular).

Crash: We have fixed the reported crashes sent through the Unreal Engine Crash Report, in particular the one linked to loading a save. If you experience a crash, please send the crash report via the Unreal Engine Crash Report window, and let us know on Discord or in the Steam forums.

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

Added
  • Siege info tooltips
  • Garrison view close button
  • Event for Siege without opposing force
  • Active map mode indicator
  • Low and Medium graphic settings for water
Updated
  • Rivers and lake textures
  • Fiefdom mouseover visual effects
  • Relation Map mode now shows unmarried court members
  • Production breakdown tooltips
  • World map optimizations
Fixed
  • Remove unnecessary notification text on Trade and Raise Army views
  • Resource breakdown can show too many war reparations gains
  • Sue for Peace not triggered in some scenarios by AI
  • Intrigue Back button not working
  • Winning Condition Chapter VII rare softlock
  • Siege not working properly when the enemy (AI) doesn’t have a defending army
  • Incorrect confirmation texts
  • Garrisons can’t be closed after conquest
  • Various crash causes
  • Game crash when loading a save
Known Issues
  • Some siege events may incorrectly refer to "Bandits" in their text
  • Default UI scale is at 70%, adjust this from Video Settings.
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust 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.

As you've seen, we've been keeping ourselves busy, and there's still much work to be done. We can't wait to hear your feedback on the Civil War! Keep watch for more updates on the development of Great Houses of Calderia and upcoming content!

- Great Houses of Calderia Team -

Regular Update Patch Note — 0.8.1.1205 (b13600706)

A new regular update [0.8.1.1205 (b13600706)] is now live with the following changes:

Added
  • Profession Upgrade Built notification
Updated
  • Clicking the army icon at the bottom opens army movement mode.
  • Resource map mode update, you can now select multiple resources from a dialogue that opens above the map mode toggle.
  • Resource and production breakdown tooltips
  • Army movement UI improvements
  • Military Unit overhaul—armor, weapons, and different ranges added.
  • Universal special rule based on “Bonus against” system
  • Unit descriptions and lore added to the book icon
  • Rally Troops ability removed from all units, now only available as Nerves of Steel ability for characters with Champion reputation trait
  • Old Rally Troops Powerful is now named Rally Troops and acts as an area of effect Morale boost, available for Ordo Fortis, Palatines, and Characters with Military 13 or higher
  • Armigeri unit now unlocks from Smiths Tier IV upgrade: Paddle Wheel Cooling
  • Swordsmen unit now unlocks from Fortress (Tier III)
  • Crossbowmen unit now unlocks from the Herdsmen Tier II upgrade: Hunting Grounds
  • Le Balestre Veloce unit now unlocks from Herdsmen Tier III upgrade: Gyrfalcon Mews
  • La Balestra Precisa upgrade, renamed Precision Optics Workshop, now unlocks at Citadel Tier and is a Tier IV unit
  • Ordo Vita upgrade, renamed Temple of Vitality, now unlocks at the Fortress Tier and is a Tier III unit
  • Ordo Vita can heal in combat
  • Siege slowdown changed to wall upgrades from castle upgrades
Fixed
  • Stopped by Army event has resource values of 0
  • Military conflict audio levels
  • Siege duration text shown in Production View
Known Issues
  • Some siege events may incorrectly refer to "Bandits" in their text
  • Conflict resolution unit calculator is not currently visible. It will be updated to match new unit types
  • Ranged units showed ranged animations while in melee
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust 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 -

The art of negotiation

Oy rulers,

In today's devblog, we'll tackle social conflicts and how they play a pivotal role in your nobles' lives. Social conflicts are common in Calderia and part and parcel of diplomacy. Each House has its own interests and plans. They lead to negotiations where your characters and companions' skills will help you choose the outcomes that are most advantageous to you.

[h3]Understanding social conflicts[/h3]

Unlike military battles, where victory might be more straightforward, social conflicts involve negotiation "fields" in the form of boards where you place your character and companions. The board is made of nodes and paths that represent verbal sparring that you must win by conquering the nodes. When characters or companions meet, they argue until one of them backs away. You and AI alike can prioritize specific topics, making negotiations more intricate and goal-oriented. These conflicts can include trade, marriage, and peace negotiations, for instance.



[h3]Impact of family members and companions[/h3]

Family member characteristics and abilities
Each family member possesses basic stats like "attack" and health, influencing their strengths in negotiations. Additionally, personality traits grant them extra abilities, some passive and others active. These abilities, ranging from automatic impacts to temporary boosts, significantly affect conflict dynamics and make your family member a determining part of the negotiation.

Role of companions
Companions, representing the household staff, are useful assets in social conflicts. They are unlocked through fiefdom upgrades and accompany family members in negotiations. When starting a negotiation, you will have to choose which ones will take part in the social conflict. Higher-tier companions possess stronger abilities, better health, and "attack" values. They are all specialized in one of the four following skills: Diplomacy, Economy, Intrigue, or Military.



[h3]Dynamics and outcomes of social conflicts[/h3]

Negotiation dynamics
During social conflicts, the selection of companions and their abilities influence negotiation outcomes. Companions may leave negotiations due to depleted health or nerves to rest, impacting the negotiation process. If they have good composure (symbolized by the heart icons), then they can return to the negotiations shortly after resting. However, if they are out of hearts, they cannot return to the board of the current conflict anymore.

Long-term effects
Successfully managing social conflicts grants various benefits, including traits, skills, and Tradition points. These outcomes make your House and characters more skilled for future negotiations. In summary, social conflicts are part of the diplomatic depth we wanted to develop. Choose the family members and companions you will use to solve them carefully so you can talk your way to the most profitable outcome.



And that concludes our devblog for today. Understanding the dynamics, stakes, abilities, and skills of social conflicts is part of your journey to become the most powerful House in Calderia!

Want to contribute to the game's improvement? You can do so by sharing your feedback and suggesting what you'd like to see in the game on our Discord or Steam forums!

- Great Houses of Calderia Team -

Minor Update Patch Note — 0.8.1.1198 (b13542079)

A new minor update [.8.1.1198 (b13542079)] is now live with the following changes:

Added
  • Event for Siege without opposing force
Fixed
  • Intrigue Back button not working
  • Winning Condition Chapter VII rare softlock
  • Siege not working properly when the enemy (AI) doesn’t have a defending army
  • Various crash causes
Known Issues
  • Some siege events may incorrectly refer to ‘bandits’ in their text
  • Default UI scale is at 70%, adjust this from Video Settings.
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust 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 -

Regular Update Patch Note — 0.8.1.1188 (b13462767)

A new regular update [0.8.1.1188 (b13462767)] is now live with the following changes:

Added
  • Active map mode indicator
Updated
  • Rivers and lake textures
  • Fiefdom mouseover visual effects
  • Relation Map mode now shows unmarried court members
  • Production breakdown tooltips
  • World map optimizations
Fixed
  • Incorrect confirmation texts
  • Garrisons can’t be closed after conquest
Known Issues
  • Default UI scale is at 70%, adjust this from Video Settings.
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust 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 -