The Beta Test for Quality-of-Life Update 0.13.0 starts now!
[h2]Dear Pioneers,[/h2]
we would like to invite you to the latest Beta test!
Version 0.13.0 just went into the beta branch on Steam for all Early Access players. Our new Quality-of-Life Update is packed with a lot of highly requested stuff!
Here are some of the Highlights:
Please write us your feedback on Discord or in our Beta branch discussion forum on Steam.
As always thank you for your support and have fun testing!
See you in Pagonia!
[hr][/hr]
[h2]Improvements[/h2]
[h2]Gameplay[/h2]
[h3]Construction priority separated from economy priority[/h3]
[h3]New unit control interface[/h3]
[h3]New production interface[/h3]
[h3]New recruitment interface[/h3]
[h2]Balancing[/h2]
[h2]Other improvements[/h2]
[h2]Visuals[/h2]
[h2]UI[/h2]
[h2]SFX[/h2]
[h2]Fixes[/h2]
[h2]Known issue list[/h2]
we would like to invite you to the latest Beta test!
Version 0.13.0 just went into the beta branch on Steam for all Early Access players. Our new Quality-of-Life Update is packed with a lot of highly requested stuff!
Here are some of the Highlights:
- General UI overhaul, first iteration
- New production interface with a lot of new options
- New recruitment interface with a lot of new options
- New unit control interface
- Several highly requested improvements: Save game naming, construction priority, additional hotkeys
Please write us your feedback on Discord or in our Beta branch discussion forum on Steam.
As always thank you for your support and have fun testing!
See you in Pagonia!
[hr][/hr]
0.13.0 - Quality of Life
[h2]Improvements[/h2]
[h2]Gameplay[/h2]
[h3]Construction priority separated from economy priority[/h3]
- The construction section of the building interface now allows to enable or disable priority for the construction process independent of the economy priority
- The priority can be changed right after placing a new building.
- If you want a different priority setting for construction and economy, you no longer have to remember to change the economy priority of the building after the construction process finished
- You can still enable or disable priority of a building for both the construction process and all recipes with a single click at the top of the building selection interface
- The priority can be changed right after placing a new building.
[h3]New unit control interface[/h3]
- Commanding troops is now much easier
- If you select a military unit assigned to a territory building (like the guard tower), all other military units assigned to the same building are now highlighted too.
- The unit selection interface also lists all other units assigned to the same building
- The unit selection interface now offers direct access to change building settings like focus points for patrol, attack or claiming territory.
- If you select a military unit assigned to a territory building (like the guard tower), all other military units assigned to the same building are now highlighted too.
- Controlling civilian units
- If you select a civilian unit assigned to a building (like an explorer or a woodcutter), you now co-select all other civilian units assigned to the same building
- The unit selection interface now offers direct access to change building settings like the focus point for the work procedure.
- If you select a civilian unit assigned to a building (like an explorer or a woodcutter), you now co-select all other civilian units assigned to the same building
- The interface also offers a button that links to the related building
- Left-clicking the button will focus the related building
- Right-clicking the button will select the related building
- This behavior has been added to other unit and building icons
- Left-clicking the button will focus the related building
[h3]New production interface[/h3]
- The production interface has been reworked and there are major improvements of the functionality. This change grants new functionality and includes several enhancements of the economy and transport system.
- It is now possible to define the individual priority of each recipe
- This is very useful in various situations, e.g. if you want to produce a specific amount of a tool or weapon immediately without the need to change all the other settings of the building
- High priority means that the commodities for this recipe will be ordered with high priority.
- Carriers will execute those transports first and available ingredients will be reserved for high priority recipes first
- If e.g. coal is needed for a high priority recipe, it will be ordered with high priority even if other recipes in the same building that use coal are not on high priority
- If e.g. coal is needed for a high priority recipe, it will be ordered with high priority even if other recipes in the same building that use coal are not on high priority
- If there is an amount defined to produce, only the ingredients needed to meet the amount are ordered with high priority
- Carriers will execute those transports first and available ingredients will be reserved for high priority recipes first
- High priority means that, if ingredients are available, the building will continuously execute this recipe and non-priority recipes will be skipped.
- Means that non-priority recipes will only be executed if the high priority recipes lack ingredients or if their requested amount is met already
- If multiple recipes are on high priority, they take turns as usual
- Means that non-priority recipes will only be executed if the high priority recipes lack ingredients or if their requested amount is met already
- If at least one recipe is set to high priority, the building will hire staff with high priority, means that it gets staffed before non-priority buildings
- If at least one recipe is set to high priority, the building will show the green priority flag in the game world
- Low priority means that the recipe will only be executed if all high and default recipes lack ingredients and cannot be executed or already met their requested amounts.
- This is very useful to define products which are not urgent and should not slow down other production processes, but still make sense to produce if nothing else can be done.
- This is very useful to define products which are not urgent and should not slow down other production processes, but still make sense to produce if nothing else can be done.
- This is very useful in various situations, e.g. if you want to produce a specific amount of a tool or weapon immediately without the need to change all the other settings of the building
- “Minimum stock” setting: It is now possible to continue production of a commodity until a specific minimum quantity is available for further use
- You can define a minimum quantity of the commodity to be available. As long as this condition is not met, the building will continuously produce the commodity (if ingredients are available)
- This is very helpful to manage production chains more efficiently. A minimum stock of e.g. some tools or weapons ensures available equipment as it is needed for training, on the other hand e.g. a minimum stock of 200 construction material avoids that the economy continuously produces and transports something that is already available in large quantities.
- You can define this setting individually for each building, means that e.g. one Weaponsmith stops producing silver blades if 20 are in stock, but the other one already stops if 5 are in stock. This enables you to define urgency depending on the current amount stored
- Note that only commodities which are available for further use count for this condition. You can see the amount available in the tooltip of each commodity in the top bar. Missing and reserved commodities do not count as part of the minimum stock
- All commodities which are currently missing for construction, trade, etc. will immediately be used for these and are not available for further use
- If other production processes continuously request this commodity, they will be delivered to those buildings unless the input piles are full. As soon as they are reserved, they are not available for further use
- All commodities which are currently missing for construction, trade, etc. will immediately be used for these and are not available for further use
- This is very helpful to manage production chains more efficiently. A minimum stock of e.g. some tools or weapons ensures available equipment as it is needed for training, on the other hand e.g. a minimum stock of 200 construction material avoids that the economy continuously produces and transports something that is already available in large quantities.
- You can define a minimum quantity of the commodity to be available. As long as this condition is not met, the building will continuously produce the commodity (if ingredients are available)
- “On demand” setting: It is now possible to continue production until all missing and requested commodities are produced
- The production will continue until all requests of the commodity like missing for construction, recruitment, trade, production, etc. are fulfilled
- The production will continue until all buildings that produce or recruit continuously have full input piles
- The production will continue until all requests of the commodity like missing for construction, recruitment, trade, production, etc. are fulfilled
- All recipes offer any setting option now
- Before, equipment production only had an amount setting and non-equipment only had continuous production. Now, any production setting (continuous, quantity, minimum stock, on demand) can be applied to any recipe.
- The default settings still reflect the commodity type:
- Non-equipment is set to “continuous production enabled” by default. A few recipes with rare use, e.g. rations made out of delicious deer meat are disabled by default as before.
- Equipment is set to “on demand” by default. Means that equipment missing for manual or automatic training will be crafted.
- Non-equipment is set to “continuous production enabled” by default. A few recipes with rare use, e.g. rations made out of delicious deer meat are disabled by default as before.
- The default settings still reflect the commodity type:
- Before, equipment production only had an amount setting and non-equipment only had continuous production. Now, any production setting (continuous, quantity, minimum stock, on demand) can be applied to any recipe.
- It is now possible to differentiate between pausing and stopping a recipe
- Pausing a recipe means the ingredients to produce it will still be delivered for later use, but they will be redirected if they are needed elsewhere.
- If another enabled recipe at the same building needs the same ingredient, it obviously keeps ordering
- If another enabled recipe at the same building needs the same ingredient, it obviously keeps ordering
- Stopping a recipe means the ingredients will no longer be ordered and ingredients already there will be redirected if there is room anywhere else.
- If another enabled or paused recipe at the same building needs the same ingredient, it obviously does not stop ordering.
- If another enabled or paused recipe at the same building needs the same ingredient, it obviously does not stop ordering.
- By default, a disabled recipe will be paused, not stopped. This allows to continue production faster if enabled again since the ingredients might still be on site.
- Pausing a recipe means the ingredients to produce it will still be delivered for later use, but they will be redirected if they are needed elsewhere.
- The amount of commodities to produce or store can now be entered via keyboard too
[h3]New recruitment interface[/h3]
- The improvements to the recruitment interface are very similar to the production interface, turning it also into a much more powerful utility. This change grants new functionality and includes several enhancements of the economy and transport system.
- It is now possible to define the individual priority of each recruitment process
- This is very useful in various situations, e.g. if you want to recruit a specific number of a unit type immediately without the need to change all the other settings of the building
- High priority means that the equipment for this unit type will be ordered with high priority.
- Carriers will execute those transports first and available equipment will be reserved for high priority recruitments first
- If e.g. chain armor is needed for a high priority recruitment process, it will be ordered with high priority even if other recruitment processes in the same building that use chain armor are not on high priority
- If e.g. chain armor is needed for a high priority recruitment process, it will be ordered with high priority even if other recruitment processes in the same building that use chain armor are not on high priority
- If there is a unit quantity defined to train, only the equipment needed to meet the quantity is ordered with high priority
- Carriers will execute those transports first and available equipment will be reserved for high priority recruitments first
- High priority means that, if equipment is available, the building will continuously train this unit type and other non-priority unit types will be skipped.
- Means that non-priority unit types will only be trained if the high priority orders lack equipment or if their requested amount is met already
- If multiple training orders are on high priority, they take turns as usual
- Means that non-priority unit types will only be trained if the high priority orders lack equipment or if their requested amount is met already
- The priority of automatic recruitment processes in the guild house is defined by the priority of the building that orders the staff.
- E.g. if any or all recipes in a Weaponsmith are set to high priority, the smiths for the Weaponsmith will be ordered with high priority at the Guild Hall. A green flag symbol will indicate the high priority order in the Guild Hall interface.
- E.g. if any or all recipes in a Weaponsmith are set to high priority, the smiths for the Weaponsmith will be ordered with high priority at the Guild Hall. A green flag symbol will indicate the high priority order in the Guild Hall interface.
- If at least one recruitment order is set to high priority, the building orders units to be trained (available carriers) with high priority
- If at least one recruitment order is set to high priority, the building will show the green priority flag in the game world
- Low priority means that the unit will only be trained if all high and default recruitment orders lack equipment and cannot be executed or already met their requested amounts.
- This is very useful in various situations, e.g. if you want to recruit a specific number of a unit type immediately without the need to change all the other settings of the building
- “Target amount” setting: It is now possible to continue recruitment of a unit type until a specific target quantity exists
- As long as the amount of units do not exist, the building will continuously train this unit type (if equipment is available)
- This is very helpful to replace lost military units or demoted construction units
- You can define this setting individually for each training building, means that e.g. one Military Academy ensures that 30 Guards exist while another trains Soldiers continuously.
- This is very helpful to replace lost military units or demoted construction units
- As long as the amount of units do not exist, the building will continuously train this unit type (if equipment is available)
- By default, all recruitment processes are set to “amount 0”. All recruitment and training processes can have any of the new settings.
- It is now possible to differentiate between pausing and stopping a recruitment process
- Pausing a recruitment process means the equipment for it will still be delivered for later use, but it will be redirected if is is needed elsewhere.
- If another recruitment process needs the same equipment, it obviously keeps ordering it.
- If another recruitment process needs the same equipment, it obviously keeps ordering it.
- Stopping a recruitment process means the equipment will no longer be ordered and equipment already there will be redirected if there is room anywhere else.
- If another enabled or paused recruitment process needs the same equipment, it obviously keeps ordering it.
- If another enabled or paused recruitment process needs the same equipment, it obviously keeps ordering it.
- By default, a disabled recruitment process will be paused, not stopped. This allows to continue recruitment faster if enabled again since the equipment might still be on site.
- Pausing a recruitment process means the equipment for it will still be delivered for later use, but it will be redirected if is is needed elsewhere.
- The amount of units to train or own can now be entered via keyboard too
[h2]Balancing[/h2]
- The Malthorn have been rebalanced:
- The first attack wave of Malthorn bases has an additional delay depending on the distance between player starting position and the Malthorn base
- The chances of Baneroots destroying nearby military units have increased
- Warlocks destroy Baneroots faster than before
- The first attack wave of Malthorn bases has an additional delay depending on the distance between player starting position and the Malthorn base
[h2]Other improvements[/h2]
- Saves can be named manually now. Finally!
- Existing saves can be renamed too
- The saved game interface has been improved in general
- Existing saves can be renamed too
- Increased the amount of fishing spots in generated maps
- Attacking player units that survive will now move back simultaneously after they found no more enemies in the target area.
- Before this change they decided individual if it is time to move back, causing them to be more vulnerable on their way home and causing an additional delay for the player before they could be send elsewhere moving together.
- Before this change they decided individual if it is time to move back, causing them to be more vulnerable on their way home and causing an additional delay for the player before they could be send elsewhere moving together.
- If a lacking commodity is produced in small amounts only, now it will still distribute to different target buildings taking turns depending on the distance
- In the past, if you e.g. had a low output of iron ingots and multiple buildings requesting them continuously wait for more, the few units produced went to the building(s) closest to your Smelting Works. This could mean that the nearby Weaopnsmith gets supplied while the more distant Toolsmith was not getting anything. After this change, if a building gets not supplied at all, it will increase the urgency over time, and at some point it will receive a delivery even if it is more distant.
- In the past, if you e.g. had a low output of iron ingots and multiple buildings requesting them continuously wait for more, the few units produced went to the building(s) closest to your Smelting Works. This could mean that the nearby Weaopnsmith gets supplied while the more distant Toolsmith was not getting anything. After this change, if a building gets not supplied at all, it will increase the urgency over time, and at some point it will receive a delivery even if it is more distant.
- The prediction of unit types that will be trained next in any training building has been improved.
- Previously, the display did not update if the situation changed in the meantime. Arriving equipment and new recruitment commands issued by the player will now immediately modify the prediction.
- Previously, the display did not update if the situation changed in the meantime. Arriving equipment and new recruitment commands issued by the player will now immediately modify the prediction.
- Units waiting for equipment to arrive to start their training process will now wait closer to the training building entrance if space is available
- Notifications now inform about the affected unit type bitten by Werewolf or panicked by Spectre.
[h2]Visuals[/h2]
- Added seagulls to landing ship and rocks in the ocean and also above fish swarms
- Improved cat model and texture quality
- Added Samuel’s cats to the geologist
- New unique 3D model for woodcutter
- New unique 3D model for baker
- Slightly changed Farmer textures
- New VFX and SFX for Warlock scare spell
- New VFX for Torch and Magic Torch of the Ranger
- Added new character icons for the reworked 3D models of several units
- Slightly improved look of wind animation on trees
- Cleaning Idle Animation now uses a cloth prop
[h2]UI[/h2]
- General UI overhaul, first iteration:
- The UI has received multiple improvements to increase overall the readability. This process has been started with this first iteration and not all improvements are distributed within the UI evenly, yet. Current focus was the overall more appealing look and the new production and recruitment menus.
- It will receive further updates and improvements in the future. We’re also happy to receive ongoing feedback from the community.
- Improved UI rendering for more clarity in low screen resolutions.
- Contrast:
- The UI appearance is overall more dark to improve readability of text and icons.
- The average font brightness is increased or in other cases decreased.
- Slightly decreased menu background transparencies.
- Adjusted contrast of minimap colors
- The UI appearance is overall more dark to improve readability of text and icons.
- New buttons:
- Completely recreated main buttons look.
- Visual improvements for hover highlighting and pressed state.
- Simplified white and black approach for active and deactivated state.
- Increased button sizes.
- Completely recreated main buttons look.
- Fonts:
- Exchanged info text & figures font to improve readability, especially for smaller resolution settings.
- Overall bigger font sizes.
- Adjusted outlines for small text version.
- Exchanged info text & figures font to improve readability, especially for smaller resolution settings.
- Building menu layout (at right screen side):
- Is slightly wider to offer more space and keep readability of the many elements on it high.
- Can extend higher to offer more space and to reduce scrolling.
- Is slightly wider to offer more space and keep readability of the many elements on it high.
- Icons:
- Replaced and improved various icons for readability and understanding, like e.g.
- Increased icon sizes on main buttons.
- The new control button icons.
- The new “Windmill” icon for “Food” category in the building construction menu, replacing the “Bread” icon.
- The icon states and tooltips of “fell all trees” have been improved. It is now named “Remove forest” and the default state has been changed to “off”, as this is the common setting to harvest trees continuously.
- You can change the default setting of woodcutters in the options menu too, if you prefer.
- You can change the default setting of woodcutters in the options menu too, if you prefer.
- Increased icon sizes on main buttons.
- The new artifact icons have been polished visually.
- Added all new character icons for the reworked units matching their new 3D look.
- Replaced and improved various icons for readability and understanding, like e.g.
- Improved UI rendering for more clarity in low screen resolutions.
- The UI has received multiple improvements to increase overall the readability. This process has been started with this first iteration and not all improvements are distributed within the UI evenly, yet. Current focus was the overall more appealing look and the new production and recruitment menus.
- Hotkeys
- The hotkey layout has been updated and extended. Existing keybindings are not changed. All keys can be reassigned in the keybindings section of the options menu.
- You can now use hotkeys to mark up to 10 units / unit groups / buildings and locations to access them quickly.
- Press “Ctrl+1” (2, 3, …. 0) to save your current selection. If no unit or building is selected, the current camera position will be saved.
- Later, press “1” anytime to select the saved selection and hit “1” once more to center your view on it. If it was a camera position or was already selected, it will already center your view when you press it the first time.
- Press “Ctrl+1” (2, 3, …. 0) to save your current selection. If no unit or building is selected, the current camera position will be saved.
- We added 10 configurable building construction hotkeys to select specific buildings without using the construction menu. Eight of those are configured by default: F1 to F8 are bound to some often used building types.
- The hotkey layout has been updated and extended. Existing keybindings are not changed. All keys can be reassigned in the keybindings section of the options menu.
- Tooltips
- Default tooltip delay has been adjusted
- Some tooltips were instant, those have been corrected
- Tooltip delay is now adjustable in the options
- Default tooltip delay has been adjusted
- Various
- The dropdown list of commodities in the top bar will now show the full tooltip when hovering any commodity
- Adjusted look of disabled interface segments to easier identify them
- Fixed few visible seams of tutorial character images.
- The dropdown list of commodities in the top bar will now show the full tooltip when hovering any commodity
[h2]SFX[/h2]
- Added seagull calls to now visible seagulls
- Added unique sounds for Warlock scare ability
- Enemies now shout when fleeing or being scared
[h2]Fixes[/h2]
- Destroying a Scav base is no longer prevented by a new unit currently spawning inside
- Destroying an enemy base is no longer prevented if all leftover units are scared by Warlocks
- Fixed culling of crows and seagulls while they are still on screen.
- Fixed rare multiplayer desync which happened when joining the game while having a building under construction.
- Treasure hunter building UI will no longer extend width depending on found treasures by mistake
- The tooltips of found treasures show more information about the commodities now
- Removed white flag idle warning status of player Trading Post if Pagonian village Trading Post was waiting for goods to arrive
[h2]Known issue list[/h2]
- UI
- Due to the replacement of the new font for info text, more formatting issues can occur.
- New UI input styles, like e.g. new enter amount pop-up aren't implemented everywhere, yet.
- Few new icons are placeholder, yet.
- There are no seagulls nearby fish deposits in old savegames including guidance and predefined maps
- Seagulls at the venture sometimes clip out of view
- New patrol icon on the minimap has wrong position
- Savegame naming letters “H”, “J” and “K” appear at wrong position
- Rare case of broken road texture.
- Due to the replacement of the new font for info text, more formatting issues can occur.