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Pioneers of Pagonia News

0.4.1 - Hotfix

Improvements
  • When disabling the UI, the outlines are disabled as well
  • Improved error logging when the game crashes during map generation
Bug fixes
  • Fixed: On AMD graphics cards the ripples on lakes were not rendered with a smooth animation

Economy Update 0.4.0

[h2]Dear Pioneers,[/h2]

We are beyond excited to announce the release of our first major Economy Update. The Fishing Hut was by far the most requested building after we launched into Early Access last year in December and we are so happy to finally share it with you! Do you prefer to go fishing at sunny beaches or calm lakes in Pagonia? We definitely enjoy both!

What's new?
  • Fisher and Fishing Hut
  • New Commodities: Trout and Herring
  • Warehouse Storage Building with 8 Piles
  • Production and Unit Statistics
  • Increased Camera Zoom
  • Improved Shadow Quality
  • And many more improvements!

Find the full list of changes in the patch notes below.

[hr][/hr]
[h2]Developer Notes[/h2]
It's time to pick up the tools, Pioneers! Or should we say, the fishing rods? Because from now on, not only does it feel like you are watching a fish tank, but you can actually watch schools of fish swimming in the ocean and lakes of Pagonia! Let us tell you everything you need to know:

[h3]The Fishing Hut[/h3]



The Fishing Hut is a gathering building (like the Hunter’s Lodge) with three workers who work independently from each other. Fishers are recruited at the Guild Hall and need a fishing rod as their tool, which is made at the Wood Workshop. The Fishing Hut can be placed anywhere and has a maximum range and a focus point like other gathering buildings in the game.



[h3]How does Fishing work?[/h3]
Fish can spawn in any body of water in Pagonia. There are two types of fish:
  • Ocean Fish (Herring) with a nutritious meal value of 6
  • Lake Fish (Trout) with a comfort meal value of 6


Unlike to other wild animals in Pagonia, you do not see the actual number of fish in the game world, but you will need to look for schools of fish in the water, which are an indicator of fish occurrence. You will be able to adjust the number of fish in the ocean and in lakes in the map generation settings.



Pagonian fishers are quite skilled in their profession and will prefer fishing spots with more fish in range. However, they do not catch a fish with every try. If they fail to catch a fish after three tries in a row, they will return to their hut empty handed. Hope for better luck next time!



Fish serves as an additional source of food that is quite easy to obtain. Like other food commodities, fish will be prepared for comfort and nutritious meals at the Tavern. However, fish can also be used for rations prepared at the Provisioner.



[h3]Warehouse Storage Building[/h3]

It's bigger, it's better, it is the big Warehouse building! Now you can store up to 8 different commodities and up to 64 units per piles in total. If you like to keep your resources in order, you can choose and set the contents of each pile manually or use a template for quick setups. Each pile can be manually set to priority.



[h3]Production and Unit Statistics[/h3]

We also decided to add statistics to provide over-time feedback on request for many different economy values. You can access the small graphs with a quick mouse-over while playing. They always reflect the last hour to grant context and include information on commodities that were traded or lost.



You will also have a much better overview of your population growth. With the new unit statistics tooltips you can observe the development of total values like balance of homes, total amount of units (combat, construction, carrier etc.) and many more!



[h3]Camera Zoom[/h3]
This was also highly requested by the community. It is now possible to zoom out the camera further to get a better overview of your beautiful Pagonian villages. Enjoy the "Wuselfaktor" from above! :)

We hope you get some early summer vibes while going fishing at the beach or at dreamy lakes. We definitely cannot wait to read what you think! Please share your feedback with us in Discord or in the Steam forum.

Happy fishing everyone!
Your Envision Entertainment Team

[hr][/hr]
Patch Notes 0.4.0


[h2]New Features[/h2]
[h3]Fisher[/h3]
  • Herrings have been added to the ocean and Trout swim in the lakes
  • Your fishers head out to promising shores in range and try to catch them
  • Note that save games from the versions before 0.4.0 do not contain fish deposits, therefore the fisher has nothing to find
  • Fish can be used to create rations or supply market stalls
  • Herrings are used in nutrition meals, Trout in comfort meals
  • The comfort meal score needed to gain population beyond 750 Pagonians has been increased to reflect availability of fish
  • The amount of nutrition necessary for mining is unchanged for now as subsurface mining will impact this with a later game update


[h3]Warehouse Storage Building with 8 Piles[/h3]
  • Offers space for up to 8 different commodities, and up to 64 units of each one
  • The contents of each pile can be chosen and set manually:
  • Any specific commodity (e.g. silver blade)
  • Any commodity of a group (e.g. any weapon, will be occupied as soon as production piles of any weapon type fill up)
  • Any commodity (will be occupied as soon as any production piles fill up)
  • Nothing (pile will be emptied / stay empty until changed)
  • Some templates offer quick setups, e.g. “construction depot” for all 8 commodities used for construction
  • Each pile can be manually set to priority. This means the Warehouse is supplied with priority for that commodity and will only redirect and offer these priority commodities to other buildings which are set to priority.
  • The functionality of the standard storage building has been adjusted to the same behavior.


[h3]Production Statistics[/h3]
  • Production and consumption statistics added to the tooltip of each commodity
  • Reflect the production and consumption history of the last hour of each commodity
  • Includes information for commodities traded or lost (e.g. stolen)


[h3]Unit Statistics[/h3]
  • Various statistics have been added to the tooltips of the unit interface
  • Reflect the changes during the last hour, delivering valuable information, e.g.
  • Amount of specific unit types like carriers, diggers or builders and how many of them are idle
  • Development of total values like Balance of homes, total amount of combat units, wealth and many more


[h2]Improvements[/h2]

[h3]Gameplay[/h3]
  • Reworked “Start new game” flow to better distinguish between guidance maps, preselected maps, generated maps and playing with / without enemies.
  • Removed the original guidance map without NPC villages
  • Added two new maps to the predefined maps section
  • New storage building behavior
  • Configure piles individually or choose from several storage presets (e.g. mining resources, construction material, …) for all piles at once.
  • Priority storing and delivery can be set per pile.
  • Reworked distribution of surplus commodities to storages and warehouses: The supply will now depend on fill state much more than on distance
  • This ensures that multiple distant locations get supplied simultaneously instead of the more distant ones only getting supplied after closer ones are full.
  • It is useful to distribute commodities in advance and shorten delivery distance e.g. for border stones, construction materials, and more.
  • Manual production orders and building priority setting is removed from NPC Village buildings when merging with player
  • The camera can now be zoomed out further
  • Reduced amount of builders for the well from 2 to 1


[h3]Map Generation[/h3]
  • Improved visual quality of shores and water areas
  • Improved road layout of NPC villages


[h3]Misc[/h3]
  • Shadow quality has been improved
  • Rendering performance improvements in situations with a lot of piles on the screen
  • Added more LOD levels to a lot of assets to improve performance
  • Reduced VRAM usage
  • Disabled generated maps on specific old graphic drivers which are known to be unable to support procedural map generation. To unlock map generation an updated driver is required, otherwise those systems can only play the preselected maps and save games created on another system.
  • Improved audio mixing
  • Added bonus track “Off To New Shores“ to the soundtrack
  • Improved various icons


[h2]Fixes[/h2]
  • Fixed: The workflow animations at the wood workshops had bugs
  • Fixed: Workflow animations at the mint
  • Fixed: Idle builders were blocking carriers bringing commodities
  • Fixed: NPC camps were sometimes not destroyed after loosing all units
  • Fixed: Addresses some issues during road placement

Join our Dev Live Stream for the upcoming Economy Update!

[h3]Dear Pioneers, [/h3]

Our Economy Update is right around the corner! Some of you are already testing the new features in the Beta version, but we would also like to show you everything that is new live on stream!

[h3]Join our Dev Live Stream this Friday, March 8th, at 4 p.m. CET.[/h3]

In the first half our creative director Volker will show you the new ingame features for our upcoming Economy Update:

  • Fisher & Fishing Hut
  • Big Storages
  • Statistics

In the second half we have a Dev Talk with our 3D Character Artist Katja and our 3D Environment Artist Alex. If you want to see behind the scenes footage of our mocap and animation process, you should definitely tune in!

You can catch us here:


Feel free to join the chat and ask questions. We are trying to cover as many of them as possible.

We look forward to seeing you there!

Open Beta Patch Notes 0.4.0

[h3]Dear Pioneers,[/h3]
there is a new Beta test of content update 0.4.0. out now.
Thanks in advance for your test support!
[hr][/hr]
[h2]Changelog[/h2]

[h3]New Features[/h3]
[h3]Fisher[/h3]
  • Herrings have been added to the ocean and Trouts swim in lakes
  • Your fishers head out to promising shores in range and try to catch them
  • Fish can be used to create rations or supply market stalls
  • Herrings are used in nutrition meals, Trouts in comfort meals

[h3]Warehouse Building[/h3]
  • Offers space for up to 8 different commodities, and up to 64 units of each one
  • The contents of each pile can be chosen and set manually, including
  • Any specific commodity (e.g. silver blade)
  • Any commodity of a category(e.g. any weapon, will be occupied as soon as production piles of any weapon type fill up)
  • Any commodity (will be occupied as soon as any production piles fill up)
  • Nothing (pile will be emptied / stay empty until changed)
  • Some templates offer quick setups, e.g. “construction depot” for all 8 commodities used for construction
  • Each pile can be manually set to priority. This means the Warehouse is supplied with priority for that commodity and will only redirect and offer these priority commodities to other buildings which are set to priority.
  • The functionality of the standard storage building has been adjusted to the same behavior.

[h3]Production Statistics[/h3]
  • Production and consumption statistics added to the tooltip of each commodity
  • Reflect the production and consumption history of the last hour of each commodity
  • Includes information for commodities traded or lost (e.g. stolen)

[h3]Unit Statistics[/h3]
  • Various statistics have been added to the tooltips of the unit interface
  • They reflect the changes during the last hour, delivering valuable information, e.g.
  • Amount of specific unit types like carriers, diggers or builders and how many of them are idle
  • Development of total values like the balance of homes, total amount of combat units, wealth and many more

[h2]Improvements[/h2]

[h3]Gameplay[/h3]
  • Reworked “Start new game” flow to better distinguish between guidance maps, preselected maps and generated maps. Also made the distinction between playing with and without enemies clearer.
  • Added two new maps
  • New storage building behavior:
  • Configure piles individually or choose from several storage presets (e.g. mining resources, construction material, …) for all piles at once.
  • Priority storing and delivery can be set per pile.
  • Reworked distribution of surplus commodities to storages and warehouses: The supply will now depend on fill state much more than on distance:
  • This ensures that multiple distant locations get supplied simultaneously instead of the more distant ones only getting supplied after closer ones are full.
  • It is useful to distribute commodities in advance and shorten delivery distance e.g. for border stones, construction materials, and more.
  • Manual production orders and building priority setting is removed from NPC Village buildings when merging with player

[h3]Map Generation[/h3]
  • Improved visual quality of shores and water areas
  • Improved road layout of NPC villages

[h3]Misc[/h3]
  • Rendering performance improvements in situations with a lot of piles on the screen
  • Added more LOD levels to a lot of assets to improve performance
  • Reduced VRAM usage
  • Disabled generated maps on specific old graphic drivers which are known to be unable to support procedural map generation. To unlock map generation an updated driver is required, otherwise those systems can only play the preselected maps and save games created on another system.
  • Improved audio mixing

[h2]Fixes[/h2]
  • Fix: The workflow animations at the wood workshops had bugs
  • Fix: Workflow animations at the mint
  • Fix: Idle builders were blocking carriers bringing commodities
  • Fix: NPC camps were sometimes not destroyed after loosing all units

[hr][/hr]
[h2]Open Beta Patch Notes 0.4.0 Update[/h2]
[h3]Changes:[/h3]
  • Fixed some crashes
  • Loca corrections for storage building
  • Improved spacing in charts
  • Fixed an issue with magical flames appearing when they should not

Patch 0.3.0

[h2]Dear Pioneers,[/h2]

We are thrilled to announce our new Pioneers of Pagonia update! After we celebrated the successful launch of Early Access in December 2023, we have been able to spend some time working on updates and improvements.

What's new?
  • Unit Selection Menu
  • Attack Move Command
  • Claiming at Tower and Garrison can now be paused
  • Farmland can now be moved closer to the forest
  • Improvements in Map Generation and UI
  • And many more!

Find the full list of changes in the patch notes below.

[hr][/hr]
[h2]Developer Notes[/h2]

Thank you for your support and the vast amount of positive comments and feedback we have received since our Early Access launch in December 2023. We are truly grateful for our dedicated community!

Currently, we are collecting all of your feedback online. Our list counts more than 400 different suggestions and ideas. So it will take some time to discuss all of it and decide what is coming next. (Believe me, there are some really cool things coming!)

At the same time we are working on major new content updates. We will give you more details about it soon. Stay tuned and keep the feedback coming. This really helps us to improve and make Pioneers of Pagonia the best game it can be.

[h3]Unit Selection Menu[/h3]
First up is the new unit selection menu! For example, by clicking on a guard, you'll get more info about its duties, abilities and to which building it belongs. Quite neat, isn't it?



[h3]More Tooltips[/h3]
This feature also comes in handy for your hunters! You are now able to see the reason why an animal / a unit died. Which helps judging your hunter's efficiency and provides more info on what's happening in the game world.



[h3]Unit Follow Button[/h3]
With the unit selection menu comes the new follow button as requested by our community! By clicking on the little circle on the right, the camera follows the unit automatically. Now it's much more fun, observing what your Pagonians are up to!



[h3]Attack Move Command[/h3]
This feature was also highly requested by our community. We included a separate attack-button, which enables the player to send their military units to any explored area without range limitation. Also, your patrol point won't be changed and your units will return to it once that battle is done.



Now, fighting Pagonians foes will be more organized. Get your weapons and armor ready!

New Attack Move Command Button (sword icon)

[h3]Pausing Territory Claiming[/h3]
One more major improvement is, that the claiming of territory can be paused. Hooray! No more guards serving as a little snack for hungry werewolves. :) Your guards can now chill in their safe place, while soldiers and fearnaughts do the dirty work. Border Stones will automatically be carried to other buildings, when claiming is stopped.

Claiming territory pause button

We hope, you enjoy these improvements in your next game session. See you in Pagonia!

Pick up the tools, Pioneers. There is still so much do to!
Your Envision Entertainment Team

[hr][/hr]
Patch Notes 0.3.0


[h2]Improvements[/h2]

[h3]Gameplay[/h3]

Unit Selection Menu

  • Get a description and traits for the currently selected unit
  • See which building the unit belongs to
  • Lock the camera to the unit and follow it around the map
  • See the reason a unit/animal died
New Attack-Move command

  • No range limitation, can attack any explored location on the map
  • Allows to command units to a location without modifying the patrol point
  • Units will return to their patrol area afterwards or if the command is cancelled
Claiming at Tower and Garrisons can now be paused
  • Redirects border stones to other territory buildings
  • Enables guards to stay in a safer area if wanted
  • Player units will now also attack enemies on sight inside your territory while they walk on paths to travel to their territory building
Farmland can now be placed closer to the forest

[h3]Map Generation[/h3]
  • The chosen locations for enemy camps has been improved
  • The chosen locations for objective locations have been improved
  • Improved placement of roads and buildings in NPC villages

[h3]UI[/h3]
  • Top bar: Balance of homes improved
  • A tooltip now explains how much space is available and which unit types occupy how much of it
  • Available space in residences, construction camps, military camps and trade camps displayed
  • Top bar: Population section improved:
  • Newborns per minute displayed
  • Amount of comfort meals consumed per minute displayed
  • Average comfort meal quality displayed
  • Improved UI for supply objectives with multiple locations to avoid confusion:
  • The amount of locations is displayed in the objective
  • The amount of commodities needed at each location is now visible in the “stock” section
  • The default language of the game is now the language selected in Steam and no longer the Windows system language
  • UI icons are now of better quality in lower display resolutions
  • Various UI improvements
  • Demolishing farm fields does no longer need the confirmation of a warning prompt

[h3]Visuals[/h3]
  • Improved work animations in several buildings
  • Added foliage to hunter building
  • Corrected the flag location for cottages and residences

[h3]Misc[/h3]
  • Improved loading code to be more robust and have less crashes
  • On Geforce NOW, game settings are stored in the Steam cloud
  • Improved audio mixing
  • Changed release numbering to start with a '0' to reflect early access nature of the game
  • Improved crash reports for nVidia GPUs

[h2]Fixes[/h2]
  • Fixed: Some reachability issues for POIs that could not be connected to the road network
  • Fixed: Foundation of windmill and bakery clipping through scaffolds and builders
  • Fixed: Removed unit “Forest Worker” from unit HUD as it is unused in the game
  • Fixed: Missing animation of status flag at trading buildings
  • Fixed: After merging with a NPC faction, sometimes units got stuck
  • Fixed: Roof of armor smith had some visual artifacts
  • Fixed: Adjusted farm work radius to only work on fields within shown range
  • Fixed: Removed flickering ground decal at signal tower
  • Fixed: Changing a value in the building menu away from infinity works now consistently
  • Fixed: Some Guards got stuck if they ran out of territory to claim
  • Fixed: Some Explorers got stuck if they ran out territory to explore
  • Fixed: Removing notifications via right mouse button is now instant
  • Fixed: Removed heightmap aliasing issues in map generation
  • Fixed: Avoid cases where NPC factions would spawn without an economy
  • Fixed: Fixed rare crash during road deconstruction
  • Fixed: Addressed some foot sliding during run animations
  • Fixed: Victory screen was shown too early on the first map in some circumstances
  • Fixed: Once a NPC faction merged, miners did not start working even if nutrition food was present
  • Fixed: Fixed a crash that occurred during map generation with older AMD graphics drivers
  • Fixed: Fixed several issues with preview grid showing available space and then not allowing to actually place a building