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Pioneers of Pagonia News

The Beta Test for Quality-of-Life Update 0.12.0 starts now!

[h2]Dear Pioneers,[/h2]
we would like to invite you to the first Beta test of the year 2025! We hope you all had a wonderful winter break and are ready for some new improvements in Pagonia!

Version 0.12.0 just went into the beta branch on Steam for all Early Access players. Our new Quality-of-Life Update is packed with exciting new stuff!

You will find gameplay improvements such as revised enemy behavior and the rebalancing of mining resources. Also, forests in Pagonia will finally be repopulated by wild animals after reforesting the original area. This should definitely boost your leather production! (or just enjoy watching cute animals returning to your reforested areas^^)

But there is more: our artists have been working on updating the visual appearance of a bunch of buildings. We listened to your feedback and enhanced the readability and visual quality. We can't wait to see what you think of it!

We have also added a lot of UI improvements. For more details just read the patch notes down below.

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 all new improvements!

See you in Pagonia!

[hr][/hr]

0.12.0 - Quality of Life


[h2] Improvements [/h2]

[h3] Gameplay [/h3]

  • Moon Glen improvements: The Moon Glen is defeated once there are no more werewolves nearby, even if infected people would still transform. The transformation process is also faster and happens deeper inside the building.
  • Malthorn will return much earlier to their base after successfully raiding the player village.
  • Mining resource amount in generated maps has been rebalanced. It now also considers existing enemy types, trade and gift offers, content of treasures and requests of objectives. E.g. a map with many werewolves or objectives to deliver silver coins will have more silver deposits, a map which offers silver ingots in treasures, as trade or gift offer will have fewer silver deposits.
  • If resources deplete at a mine, outdated geologist signs in range are removed automatically.
  • Forest animals will not populate new forest areas, but they will now repopulate an area that they used to live if the forest was removed and replanted afterwards, even if all animals were hunted down.
  • Forests in Pagonian villages no longer contain boars since they were not reachable by hunters of the player.


[h3]Visuals[/h3]

  • 3D Forester model has now a new unique design.
  • All types of mining and quarry resource deposits have been reworked to provide better readability and higher visual quality.
  • Several changes to the visual appearance of commodities were made with the goal of increasing readability:


    • Most 3D assets of mining and quarry commodities have been reworked to fit the new deposit look.
    • Porcini basket has a blue cloth now to be better distinguishable from the raspberry commodity.
  • The visuals of trees have been improved, and the coloring of Hardwood and Softwood trees is more different.
  • Visual differences have been added to all 3D unit variations that were previously lacking them, and some unit variations have been reworked for better readability.
  • All human 3D unit heads have been reworked for higher texture resolution.
  • Several changes to the visual appearance of buildings with the goal of increasing readability were made:


    • We adjusted the look of the Guild Hall to stand out more in a dense settlement. It also takes up more space for a better overview of tool piles. When loading old save games, the old Guild Hall will be shown unless it is rebuilt after the update, as the new Guild Hall requires more space.
    • Military Academy and Garrison received slight reworks to make them more easily identifiable.
    • Guard Tower received a new banner to better fit with the new look of the Garrison.
    • The Wood Workshop was overhauled, and we changed its roof to be made of wood, for easier identification.
    • The Bandit and Thief Camps were reworked to make them match their inhabitants more as well as easier to distinguish.


[h3]UI[/h3]

  • When selecting a military unit, additional functionality has been added to the unit selection display:


    • If you click on the related building icon, the building will be selected, but the camera doesn’t move. This allows you to reposition patrol or attack points without the need to scroll back to the territory building.
    • If you click on the magnifier icon, the related building will be focused by the camera.
    • If you click on the unit portrait, the unit will be focused by the camera.
  • The graph of idle/busy carriers shows much more detail now: Units which are not idle are split into “Priority Transport”, “Transport”, “Tavern visit” and “Storing”.


    • Priority Transport: Carriers currently on a priority transport or heading somewhere to start one.
    • Transport: Carriers currently on a standard transport or heading somewhere to start one.
    • Tavern visit: Carriers heading to the Tavern to eat or already there.
    • Storing: Carriers storing surplus commodities (which is low priority) and able to switch to a transport order anytime.
    • Idle: Carriers currently idling or heading to resting points to idle, since they are ready for new tasks.
  • Top bar


    • Added new entry showing the amount of digging tasks to be done by Diggers.
    • Added new entry showing the amount of all open construction tasks to be done by Builders.
    • Added new entry showing the amount of all construction material deliveries to be done by Construction Site Carriers.
    • Similar to commodity shortage warnings, new warnings have been added to many unit related values:


      • Available Carriers to reflect transport system workload status and inform about upcoming overload.
      • Workload of Diggers, Builders and Construction Carriers to inform if construction sites can be built in a timely manner.
      • Workload of Trade Carriers to inform if requested trade orders can be delivered in a timely manner.
      • Hungry Miners to inform about insufficient nutrition food supply.
      • Available homes to inform about upcoming lack of space for population growth in advance.
    • Similar to commodity shortage warnings, there are three levels of warnings (yellow, orange, red). If a warning level reaches orange or red state, an additional notification is kicked.
    • Active warnings of hidden values are now also shown on the category UI in the top bar to make sure the player will not miss them. The highest warning level of a hidden value is applied.
    • Active warnings are now also shown in the dropdown sections of the top bar to ensure that it is easy to find the related values.
    • Improved the color differences of warning levels.
    • Improved the colors of graphs in economy charts.
    • Improved the visualization of outlined font for notifications and in general.

  • Mini Map Improvements:


    • New notifications will show their related location in the mini map.
    • Improved terrain colors for better readability.
    • Added a checkbox to toggle all filters on or off at once.

  • Your current unit/building selection is now preserved when hiding the UI. (default: “U”)
  • Game speed UI is now shown as 4 individual clickable buttons (x1, x2, x3, x5)


    • Game speeds now have hotkeys assigned to them. (default: NUM1, NUM2, NUM3, NUM4)
    • Numpad Keys are now always usable with activated and deactivated Numpad.
  • Objectives UI


    • By left-clicking on an objective in the objectives list you can now cycle between all relevant locations (e.g. Points of Interest) associated with this objective.
    • Points of Interest that belong to the same objective can now also be cycled by pressing TAB key.
    • Pagonian village objectives are now sorted by their required faction standing level.
    • Exploration and Expansion objective progress is now shown as a percentage value instead of the huge numbers (the tooltip still shows you the exact square meters).

  • Added an explanation to the construction menu tooltip that you can RMB-click on a building icon to cycle through existing buildings of this type.
  • Detailed tooltips for arcane combat boosts have been added.
  • Artifact types are only shown in the top bar interface after they have been discovered, e.g. by finding them in a treasure or by learning about them in a trade offer of a Pagonian village.
  • In the tutorial map, some production recipes and recruitment options are disabled to simplify the interface.

  • Notifications


    • Improved the visualization of outlined font for notifications and in general.
    • Added explanatory tooltips to the notifications kicked when you encounter a resource shortage.
    • Added explanatory tooltip to suboptimal search area notification kicked by treasure hunter.

  • Buildings which need specific buildings nearby, like the Market Stall which needs a Market fountain, will now recognize that missing related buildings are under construction and no longer display warnings.

  • Narration Dialogs


    • Added an effect to make the text appear over time (speed can be adjusted in the options).
    • Clicking into the text field will skip the effect or advance to the next textbox if the effect was already finished.

  • Added a checkbox to the tutorial map selection screen which lets you choose whether you want to see all tutorial videos again. It’s on by default.


[h2] Other Topics [/h2]

  • If the light setting on the new map generation screen was changed manually, the last used light setting will be remembered as default setting (instead of default random) when generating a new map next time.
  • Added a warning for some Intel CPUs that a BIOS update may increase stability. There are known bugs in Intel® Core™ 13th and 14th Gen desktop processors that may affect gaming stability unless a microcode update is installed with a BIOS update. The game detects affected CPUs with a suspected microcode version and warns the player to update their BIOS. More information can be found here: Intel Core 13th and 14th Gen Desktop Instability Root Cause Update - Intel Community.
  • Cooperative Multiplayer: All players are now allowed to change the game speed.
  • Added predefined graphic settings to the options menu for easier adjustment.
  • On first launch of Pioneers of Pagonia, a meaningful predefined graphic setting will be selected automatically. This also happens if video settings are reset.
  • Performance of VFX has been improved by enhanced calculations of their visibility.
  • Default key binding for pings in multiplayer was changed to “B”, because the “ALT” key caused issues for some people.
  • Added bandit, thief, scavenger, werewolf, and spirit flee voice over, few smaller combat SFX tweaks.

[h2] Fixes [/h2]

  • Fixed a rare case in which production buildings with a specific order amount were not receiving the necessary ingredients, even with priority enabled.
  • Fixed: Selected summoned units now show the correct unit type if selected.
  • Fixed: Summoned ancient workers not working correctly in explored exclaves not connected to main explored area.
  • Fixed: Sometimes the feedback of why building placement is invalid was missing.
  • Fixed: The highlight outline of related buildings disappeared in some cases if the related building was under construction and paused.
  • Thieves don’t steal water anymore.
  • Thieves give up on stealing if they are discovered and try to return home.
  • Units returning to the ship no longer hesitate or stumble at the waypoint in front of the ship.
  • Scared player units are less likely to flee into unexplored areas and more likely to flee towards their own territory.
  • When demolishing a Monument of Wisdom, the workers no longer walk in the air.
  • Fixed: Patrolling units did not use areas recently uncovered by the Light Spire.
  • Fixed building preview sometimes showing fish as “in range” even if it was not in range.
  • Fixed: Hunters were still hunting both deer and boar even if only one leather type was selected.
  • Fixed: Both leather options (deer & boar) in the hunter building were simply called “Leather”.
  • Fixed: Sound effects not always fading out correctly.
  • Fixed: Dialogs sometimes not working correctly.
  • Fixed road placement hints going offscreen in some languages at max scale.
  • Fixed Malthorn sometimes exceeding their movement range when placing new Baneroots.
  • Fixed the sorting of the language list in the main menu and removed the scroll bar where not needed.
  • Fixed issues with the map selection on some aspect ratios / UI scales.
  • Fixed rare case where Light Spire could get stuck while producing mana.


[h2] Known Issues [/h2]

  • Building icons of reworked buildings are not updated.
  • NPC Villages on predefined maps will retain the old Guild Hall visual.
  • Guards may not return to patrol state after all available land is claimed.
  • Forest backpack in wrong orientation when planting new trees.
  • Wood Workshop: Cogwheel pile clipping into building floor.
  • Malthorns are not always attacked until Baneroots are summoned.
  • Some texts might not be final.


Bug fix release 0.11.3

Bug fix release 0.11.3


  • All seasonal changes are rolled back to normal
Note that thieves and bandits no longer prefer to steal bread which changes the flow in saved games of the winter map slightly.

[h2]Bugfixes[/h2]
  • NPC villages shown in the main menu background no longer have scaffolds
  • The lights of the NPC villages are no longer flickering synchronously
  • Fixed few rare crashes
  • Try fix for rare compatibility issue on nVidia mobile configurations

Hotfix 0.11.2

[h2]Bugfixes[/h2]

  • Fixed stuck units when a baneroot kills a unit when it is moving on the street
  • Fixed dropped frames when the minimap textures needed updates to reflect changes to terrain height

Hotfix 0.11.1

Hotfix 0.11.1


[h2]Bugfixes[/h2]
  • Fixed crash happening during building placement
  • Fixed crash happening when narration camera is used

Roadmap Update December 2024

[h3]Dear Pioneers,[/h3]

we've had a very exciting first year of Early Access! We can hardly believe it's been that long already since we pressed the "release" button and shared Pagonia with the world. Since that day, our excitement about Pagonia has barely abated.

In this post, we want to take a look back at the last 12 months as well as ahead at what's yet to come to Pagonia. Keep reading for more details about our just-published, updated roadmap.

[h2]A look back at Pioneers of Pagonia's first year[/h2]

We say this a lot, but we really read and appreciate all feedback we receive from our community! Whether here in the Steam community, over on our Discord server or on our social media channels.

Many of the updates we released over the last year were directly or indirectly inspired by your feedback: the improved handling on farm fields, new HUD configurations, the combat system rework and even a whole enemy type (the Scavs!). In total, we added over 150 improvements of all kinds to the game.

This all happened in between us working on content we envisioned for Pagonia from the very start (for example the cursed Malthorn or our shared co-op mode) and highly anticipated economy additions like the fisher and subsurface mining (along with the iconic Geologist of course!).

Summed up, our focus this year were the key features to build a solid foundation and deep economy system.

A typical Pagonian village

[h2]The road ahead[/h2]

Our updated roadmap for Pioneers of Pagonia

The new roadmap reveals that we will focus on two main topics in the near future:

The first is to continue improving all aspects of quality, to make the game even more enjoyable. We listen to your feedback, and you will find many requested quality of life improvements on the roadmap as well as upcoming game system and feature improvements, as we did with the combat system recently.

The second main topic is game content: We will extend the tutorials to ensure new players find their way around Pagonia. We will deliver a map editor as a tool for the community to create and share their own maps. While the full release is not yet on the horizon, we are proud to announce that a full story campaign will be part of the 1.0 release!

A magical location in the woods being uncovered

Thank you for your ongoing support. We look forward to Pagonia's future and hope that you do, too!

See you in Pagonia,
Your Envision Entertainment team