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Great Houses of Calderia News

Minor Update Patch Note — 0.8.1.1230 (b13820764)

A new minor update [0.8.1.1230 (b13820764)] is now live with the following changes:

Added
  • UI fade animations
Updated
  • Ai Improvements to profession upgrade plans and competing for a rank
  • Production info button is now visible even if there is no production
  • Safety Production and Safety Consumption values
  • Overseer effect “safety” changed to “security”
Fixed
  • Bandit army commander is wounded when army appears
  • In rare cases, one could send a Courtship delegation to a character who was in Trade delegation
  • Potential crash fix
Known Issues
  • Some siege events may incorrectly refer to ‘bandits’ in their text
  • Left ALT skill preview UI flickers
  • Ranged units show 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 -

Military unit rework

Oy rulers,

In our latest update, we've implemented a significant overhaul of military units. Our primary goal was to provide clearer and more tactical roles for each unit. It was driven by your feedback, and we really appreciate the comments you shared with us.

[h2]Military unit rework[/h2]

One of the biggest changes is the revision of the "good against" logic for military units. Units
armor is now a much more important part of their unit type, as it is compared to weapons they are attacked with. Before, units wielded weapons that dealt extra damage against specific unit types. Now, units also have armor types (Light, Medium, and Heavy) and some attacks are more efficient against specific armor types. For example, Crossbows deal increased damage against Light and Medium Infantry, and Light and Medium Cavalry. For example, Light Infantry has light armor and Heavy Cavalry has heavy armor. This change adds depth to unit interactions and encourages you to consider your army compositions carefully.

Additionally, we've introduced short descriptions accompanied by lore snippets for military units and extra information for unit icons to provide a quick overview of each unit's type. These tooltips provide insight into a unit's capabilities and backstory.



[h2]More specificities and rules[/h2]

In addition to the categorization and weapon adjustments, we've implemented several tactical improvements. Ranged attacks now have varying ranges, which makes positioning and unit composition more impactful. For example, the Calderian Fire used by Ignis Iaculatores has a range of 2, while catapults boast an unlimited range.

We've also introduced special rules for certain units to increase their survivability or effectiveness in combat. Healing units, like the Ordo Vita unit, can tend wounds to keep your army alive. Ordo Fortis, on the other hand, can bolster the morale of your units with their activated ability Rally Troops. Shields now reduce incoming ranged damage for units like Swordsmen, Armigeri, and Ordo Fortis, while Pikemen benefit from the Long Reach special, increasing their defense in melee combat.

Armor has been reworked to provide more survivability, particularly against ranged attacks. This change ensures that armored units remain viable and impactful on the battlefield.



[h3]"Bonus against" examples[/h3]
Indicators for the arrow up and arrow down indicate if a unit has a special rule against another. This still does not mean they are ultimately good or bad in their matchup. For example: Poleaxer (Tier I) has attack 2.0 / defense 1.5. City Guard (Tier II) has attack 2.0 / defense 3.0 with their medium armor.

Poleaxe special ability allows 50% bonus attack against medium and heavy armor, effectively giving the Poleaxer unit attack 3.0 against City Guard. Sounds dangerous for the City Guard, but they still beat the defense value of Poleaxers and have higher morale and health values. City Guard will win the one-on-one match but will suffer about 50% of their health damage in the process.


[h2]Unit roles and economy balancing[/h2]

With these changes, the tempo of military conflicts has shifted as some units have gained increased resilience. We'd love to know your opinion on how these changes have affected the flow of military combat. Deploying the correct units in the right place to capitalize on their strengths effectively is key to prevailing on the battlefield.

We've also introduced units with bonus damage against specific armor types, representing their weapons' capability to minimize the effectiveness of opposing armor. For example, Ignis Iaculatores' Calderian Fire deals bonus damage against medium and heavy armor, making it particularly effective against heavily armored foes.



Furthermore, we've adjusted unit tiers and their unlock conditions to provide a more balanced progression system. All unit stats and economic aspects are subject to further rebalancing as we gather feedback and conduct additional testing internally.

[h3]Some unit role examples[/h3]
Ignis Iaculatores is our glass cannon anti-armour unit, but its short range and lack of armouring make it vulnerable to opposing long-range fire.
Knights are armed with lances and are especially good against heavy infantry and heavy cavalry. Again, they hurt everyone else too, but they are well-equipped against other heavily armoured combatants.
Pikemen excel at holding ground in melee, especially against cavalry, but are prone to crossbow fire. Their medium armor allows them to still ignore extra damage from normal bows.

[h3]Economy balancing[/h3]
Rough guidelines for resource values as gold equivalent. These values will likely evolve as we keep balancing the game.



Tier

Upkeep

Raise cost



I

0.5-1

50-100



II

1-2

100-200



III

2-3

350-400



IV

5-8

500+

Some notes about resource uses:
  • Cavalry needs Horses
  • Better armour needs Steel
  • High-end units may require other resources

These changes aim to provide a more nuanced and strategic combat experience with your feedback. Feel free to share your feedback on the Steam forums, we're eager to keep improving the game mechanics with you!

- Great Houses of Calderia Team -

Regular Update Patch Note — 0.8.1.1217 (b13738641)

A new regular update [0.8.1.1217 (b13738641)] is now live with the following changes:

Added
  • Siege - Assault button
  • Siege - Sally Out button to Garrison view - can attack out of sieged castle
  • Clicking on the Resource bar buttons should take you to the corresponding profession
  • Characters can train skills at home via the Diplomacy menu
  • Character skill preview by pressing Left ALT button (Settings > Input Settings)
  • Army movement preview when creating new path
  • Tax increase via negotiations now have meaningful other things to negotiate
Updated
  • Conflict resolution Military Unit counter matches new unit types
  • Trade Caravan list logic
  • Archer attack FX has fewer arrows
  • Clarify army icons on map to show allies and enemies better
  • Tax increase, delegation, & events improved
Fixed
  • Foreign Fiefdom did not show tax increase correctly
  • Trade fixes
    • Trade delegation is canceled if there are not enough resources for one trip, previously, only 0 resources were canceled trade
    • Chronicle now shows correct amount of resources traded
    • When canceling trade, event now shows correct trade resources
  • Unable to control multiple armies
  • Units need to be dragged twice in order to move on the battlefield
  • Has Courted notification removed
  • Wrong gender used in an Event
  • “Without a task” notification showing army commander
  • Everyone Paid Equally tradition not giving correct happiness value
  • UI glitch on first step of event tutorial
  • Military and Social conflict reward text wrap
  • ‘Bandits stop Rank selection delegation’ shows wrong amount of ransom
  • Roads not correctly setup for militaries
  • Can’t change war state to another war without closing war state
Known Issues
  • School of Wisdom now has wrong choice of texts
  • Appeal delegation negotiations don’t have meaningful things for players to negotiate
  • Training Skills don’t have a warning if character already has overseeing tasks
  • Some siege events may incorrectly refer to ‘bandits’ in their text
  • Left ALT skill preview UI flickers
  • Conflict resolution unit calculator not currently visible. Will be updated to match new unit types later
  • Ranged units show 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 -

Steam Spring Sale—40% off!

Oy Rulers!

Great Houses of Calderia is at the biggest 40% discount yet from today to March 21.

[h3]Biggest discount yet—40%[/h3]
Establish your dynasty, vassalize other Houses to build up your rule over Calderia, and become the most powerful House! Cultivate your fiefdom, engage in trade, foster diplomatic ties, and tactically steer the course of this bountiful land. Embark on this Mediterranean Renaissance inspired journey with a special 40% discount from today until March 21. Enjoy the latest improvements and updates!

[h3]Player-driven development - Share your feedback![/h3]
We read and review your recommendations, some of them have already been integrated into the game and helped us improve it. We always appreciate and value your constructive comments and insights to further refine it. So please keep sharing your honest feedback and ideas in the Steam discussions! Thank you for your contributions, they mean the world to us!

[h3]Support us by leaving a review![/h3]
https://store.steampowered.com/app/1812910/Great_Houses_of_Calderia/

- Great Houses of Calderia Team -

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 -