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Beta Test for Quality of Life Update 0.6.0 starts now!

Dear Pioneers,


the latest Beta test of our upcoming quality of life update 0.6.0 is out now!

Please tell us what you think on Discord or in our Open Beta discussion forum on Steam.

Thank you for your support and have fun testing our new features!

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[h2]Features[/h2]
[h3]New Village State: Acquainted[/h3]
  • The new state “Acquainted” is already achieved with 50% faction standing
  • The “Acquainted” state already unlocks some trade and gift offers
  • The overall amount of trade and gift offers has been increased

[h3]Building construction mode: New help grid[/h3]
In building construction mode, a help grid will now also inform about space available around the current building position. This is very helpful to immediately recognize if there is enough room to build a road along or around the building. Beside that, it helps in general to estimate available space for other planned buildings nearby.
[h3]Building construction mode: Snapping to road[/h3]
In building construction mode, hovering over an existing road or very close to it will snap the entrance direction of the planned building to the road. This means it is still possible to place buildings sideways to roads, but also to snap them to the road directly without the need to rotate the building.
[h3]Road construction mode: 90 degree snapping[/h3]
In road construction mode, new planned roads will snap automatically to 90 and 180 degree angles if the current mouse position is close to those axes. The new planned road segment will snap to existing road segments, previous planned road segments and to existing buildings/construction sites.
  • Road snapping can be enabled and disabled with a new button in the road construction menu
  • Road snapping can be suppressed by holding CTRL (customizable)

[h3]Efficiency statistics: Individual building efficiency display[/h3]
  • For each building with a continuous workflow, an efficiency value is shown
    • Hovering over a building will show the efficiency value in the building tooltip
    • For a selected building, the efficiency value is displayed, too. The tooltip of the value will show the efficiency graph for the last hour. This is very helpful to understand whether the building is operating continuously or not, and at which efficiency level.
  • Efficiency values are displayed for the following buildings:
    • 9 different gathering buildings (Woodcutter, Quarry, Copper hut, etc.)
    • 16 different production buildings (Sawmill, Weaponsmith, etc.)
    • Both farm buildings, reflecting successful harvesting
    • Forester, reflecting successful planting of trees
    • Tavern, reflecting successful meal ingredient usage
    • Guard Tower / Garrison, reflecting territory expansion
    • Explorer, reflecting unknown territory exploration
  • The efficiency value reflects actual positive results, not if the units are continuously busy. The value of 100% is a best case value, it can be lower for many reasons, depending on the building type. Here are some examples:
    • Longer walk distances (for gathering buildings, farms, territory building, explorer, etc.)
    • Missing input commodities, missing food supply (for mining) or full output piles
    • Weaker ingredients which consume more production time (copper instead of iron)
    • Rotting plants (for farms: more seeding, less harvesting)

[h3]Economy enhancement: Commodity redirection by more flexible input piles[/h3]
  • Equipment items in training buildings which are currently not needed for the ordered and scheduled units of that building, will be released and redirected to other locations if they are needed there. This ensures that equipment can be exchanged between e.g. multiple guild houses or multiple military academies to handle the training/recruitment orders.
  • Input commodities in buildings which are currently not needed because their recipe has been disabled, will be released and redirected to other locations if they are needed there.

[h3]Demolish refund and visualization[/h3]
  • Demolishing a building grants 50% (rounded down) of wood/stone construction materials that were used to construct the building
  • Cloth and rope are refunded 100%
  • A tooltip shows the amount of commodities refunded
  • A simple demolish visualization has been added
  • The demolish refund can help to escape deadlock situations (no more softwood beams, no more stone deposits, no more nutrition food for quarries)

[h3]New additional lighting setups[/h3]
  • For customized maps you can select between one of several new lighting setups. At the very end of the “Map Setup” section, you will find a new dropdown for “Atmosphere”
  • By pressing a hotkey (default: CTRL+L) it’s possible to change the current map lighting setup at any time. The last active lighting setup will be part of the savegame.
  • The 4 available lighting setups are:
    • Sunrise
    • Cloudy Daytime (Default)
    • Golden Hour
    • Sunset
  • New directional atmospheric fog
    • The fog color reacts when facing the sun
    • Can be deactivated in the settings

[h2]Improvements[/h2]
[h3]Gameplay[/h3]
  • When a hunter is selected, nearby animals get highlighted
  • Rations and nutrition meals now still look different after being served at mining buildings

[h3]Map setup[/h3]
  • The landing party “Beginner” now contains some trade carriers
  • Added enemy level “Extremely many” which adds another 50% of enemies
  • Added landing party “Extended for co-op”
  • This landing party has been created for co-op to allow a faster game start. It has both more units and more commodities. Adding more enemies keeps the overall challenge similar.

[h3]Visuals[/h3]
  • Improved reflection on the cliff textures

[h3]Misc[/h3]
  • Audio mixing
  • Saved games can be deleted from the load and save menus
  • Loading the game to the main menu with many saved games is now faster.
  • Switched trade UI layout for better readability so that the player is on left side and the NPC side is on right side
  • Improvements in the UI layout
  • Improvements of the localized texts
  • Improved rendering performance through optimized LOD levels for characters
  • Optimized VRAM usage with optimized texture compression setup
  • “Join Co-op game” button got a tooltip
  • Reworked visuals for the thieves
  • Improved rendering of distance fog
  • Performance improvements on maps with a lot of Pagonians

[h2]Fixes[/h2]
[h3]Gameplay[/h3]
  • Fixed: Sometimes the building state “Construction paused” was not removed even though the building got finished
  • Fixed: Sometimes a guard tower did not get any reinforcements
  • Fixed: When a soldier was living in a residence or cottage, its selection window did not reflect this
  • Fixed: A Pagonian bitten by a werewolf would still show “Ready for new orders” when selected
  • Fixed: A bitten Pagonian did not have an icon
  • Fixed: Building preview got stuck at its current location if cursor hovers any UI while holding right mouse button

[h3]Visuals[/h3]
  • Fixed: Sometimes fish was swimming into the ground when close to the shore
  • Forester now carries different looking hardwood and softwood saplings
  • Fixed: State "not enough to do for all staff members at the moment" stayed active when building was turned off
  • The color of porcini and raspberries baskets was too similar, so the white blanket was removed from the porcini basket
  • Fixed: Black rabbits suddenly turned red when dead.

[h3]Misc[/h3]
  • Fixed: When changing the language, not all text was updated to the new language
  • Fixed several crashes
  • Fixed: Placed pings in a co-op session persisted in the world after last client left the session

Farming Fest 2024 – Get 15 % off Pioneers of Pagonia!

[h2]Dear Pioneers,[/h2]

We are excited to announce that we are part of this year's Steam Farming Fest!

[h2]Steam Farming Fest 2024[/h2]


The event is running from April 29th to May 6th. This is your chance to get 15 % off Pioneers of Pagonia. The sale will start on April 29th at 10 a.m. PDT. We are delighted to be showcased next to so many cool farming games!

[h2]Farming in Pagonia[/h2]

The economy in Pagonia pretty much wouldn't work without our signature windmill and our farming system. Let us give you a quick summary of how it works:

The crop farm is designed for growing wheat, corn and flax. Once harvested, the goods are waiting to be picked up for further processing. Corn goes to the market stalls and wheat goes to the windmill for producing flour. Flax will be carried to the weaver where it is used to make cloth and rope. However, flax does not need to be grown, it can be foraged, too.

Windmill and Crop Farm

Pagonian farmers will work on fields nearby the vegetable farm in order to produce cabbages and pumpkins. After sowing the seed and watering the plants with water from the well, the veggies will be harvested and delivered to market stalls.

Good farmers know their land! In Pagonia it does make a difference where certain plants are grown. For example, the cultivation of wheat requires more fertile lands, which are much harder to find. Pumpkins, on the other hand, grow pretty much everywhere!

There you have it! Now you can become an excellent Pagonian farmer yourself. If you like farming in Pagonia, maybe you also like to check out other farmed-themed games during the Farming Fest.

Happy farming and see you in Pagonia!

https://store.steampowered.com/app/2155180

0.5.5 - Hotfix

0.5.5 - Hotfix
  • Fixed several crashes during map generation
  • Fixed shader regression on AMD cards

0.5.4. - Hotfix

0.5.4 - Hotfix
  • Fixed some desyncs
  • Fixed a regression that made the game crash on Proton/Linux/SteamDeck.
    Note: We currently do not support the game on Linux on a general basis, and there is a known issue that the game does not run on newer nVidia hardware.

Dev Blog #8: Roadmap Update – Mining, Magic and More!

[h2]Dear Pioneers,[/h2]
today we would like to share what's coming next for Pioneers of Pagonia! After reading all of your feedback and discussing many possible features we came up with a plan. First of all, our first multiplayer mode, Shared Co-op, was released in April. We had so much fun in our test rounds that we decided to bring the release forward and publish the new co-op-feature earlier than originally planned.



We hope you enjoy building your village together with your friends! Other multiplayer modes are not excluded from our vast list of ideas. For now we focus on other features that we consider imperative for the game. See our list of planned features on our latest roadmap.

[h2]What Comes Next in Pagonia?[/h2]



[h2]Quality of Life Update[/h2]

Currently we are working on the next Quality of Life Update which will contain some minor improvements. We cannot share details yet, but we can say as much as this: You will see Pagonia in a truly different light! :) We will announce the Beta release for our play testers very soon, it will drop before the next major update.

Golden hour in Pagonia

[h2]Mining Update[/h2]

Speaking of ... the next content update is going to be a big one: The Mining Update will provide a lot of new content. We will introduce subsurface mining, steel and gold production as well as a brand new enemy type: The Scavengers! This one will be very different from every other hostile units. And there is more – a lot of people have been asking for this – we will finally add the Geologist! We are very excited about this one, too, because we hired a very special voice actor for this unit. The German community will definitely recognize the voice. Write your wildest guesses in the comments!



[h2]Magic Update [/h2]

There is still more to come this year! The next milestone is the Magic Update, where new magical units and enemies will join Pagonia. But we will tell you more about those in time. If you look closely on the roadmap, you will also find Future Early Access Updates, such as modding support, map obstacles, further lore & backstory and more. We have already started to work on some of them, but cannot put a fixed date for the release yet.

[h2]Challenge Map[/h2]

During the release of our Co-op-Update our Creative Director Volker Wertich played together with German streamers. Some of them were quite ambitious and wanted to challenge themselves with an extremely difficult map. So we created a map for everyone who likes the extra challenge! The number of enemies is increased to 150 %. If you want to try the map for yourself, take a look at our Discord where you will find the save games. Due to popular request we will add the extremely difficult map to the game in the next update.

[h2]Conventions[/h2]

It has been a month since we showcased our game at PAX East in Boston and we had such a nice experience abroad! We had an absolute blast and met so many lovely people. It also made us realize how important the direct exchange with our players is and how much we enjoyed to get to know the American gaming community. Thank you for visiting our booth and checking out Pioneers of Pagonia. It was definitely not our last game expo and we are already thinking about the next one.

PAX East booth crew

As always, we would like to thank our dedicated community, i.e. the people who follow us from the very beginning as well as the ones, who just recently found out about us. Thank you so much for engaging in our journey, finding bugs, testing new features and sharing all of your great ideas for the game. This makes this experience very special and keeps us motivated to make the best game possible for you.

But, there is still so much to do! We take up our tools and will see you in the next update!

Your, Envision Entertainment Team