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Beta Test for Magic Update 0.10.0 starts now!

[h2]Dear Pioneers,[/h2]

The latest Beta test of our upcoming Magic Update 0.10.0 is out now!
Please tell us what you think on Discord or in our Beta branch discussion forum on Steam.
Thank you for your support and have fun testing our new features!

[hr][/hr]
[h2]Top 5 Highlights[/h2]
  • Treasure Hunters start expeditions to find and retrieve hidden treasures.
  • Monuments like the Light Spire can now be constructed anywhere and offer additional abilities.
  • New enemy type Malthorn invades Pagonia.
  • New player unit types: Warlocks and Sorceresses, including new equipment and production chains.
  • Major combat system rework and the magic units now use special abilities during combat.

[hr][/hr]
[h2]Features[/h2]

[h3]The Treasure Hunter’s Lodge[/h3]
  • Treasure Hunters can find and retrieve lost and hidden items.
    • If you find ancient ruins, there will be a hidden treasure with unknown content nearby..
    • Some treasures can be located by your treasure hunters if they get their hands on treasure maps
    • The treasure hunters are able to search outside your territory like the explorer and geologist.
    • The treasure hunters consume rations as well.
  • Treasures can contain many different useful items.
    • Valuable items like coins, gems, jewelry and more.
    • Equipment depots with tools, weapons and armor.
    • Secretly stored metals and ores.
    • Ancient relics which can be studied in the Monument of Wisdom.
    • Rare Artifacts and treasure maps for other treasures.
    • You can define which items are immediately carried home and which are just. dropped for now where they have been found.

[h3]Monuments[/h3]
  • Monumental buildings like the Light Spire can now be built anywhere and anytime by the player.
    • Monuments can have passive abilities which are valid as soon as their construction is finished.
    • Monuments now have a work procedure to create mana for their activated abilities, which can be manually initiated by the player.
    • The construction costs of monuments have been rebalanced to reflect their new purpose.
    • Monuments are no longer used as pre-placed objective buildings.
  • The Light Spire
    • “Far view” (passive ability): As soon as the light spire construction is finished, any remarkable location within 250m range is revealed immediately.
    • “Light Spire Watch” (passive ability): Any incoming raid within 500m maximum view range of the light spire heading to your village will trigger a warning notification as soon as it has been spotted in explored territory.
    • The scholars in the light spire can feed the fire of the spire with up to 10 firewood per work cycle to produce 1 mana per firewood.
    • “Eye of the Spire” (active ability, costs 50 mana): Reveal an unexplored target location within 500m maximum range.
  • The Monument of Wisdom
    • The scholars in the Monument of Wisdom simultaneously analyze up to 6 Relics found in treasures to gather knowledge about the ancestors and produce 1 mana per relic.
    • “Call ancient workforce” (active ability, costs 25 mana): Summons a group of ancient workers to a target location within 250m maximum range of the Monument of Wisdom. They will quickly harvest nearby mining deposits and chop down trees in the vicinity and vanish after some time.
    • “Call ancient defenders” (active ability, costs 50 mana): Summons a group of ancient fighters within 250m maximum range of the Monument of Wisdom. They attack any units in the vicinity which are hostile to your Pagonians. They will vanish after some time or if they cannot find any more targets.

[h3]The Malthorn[/h3]
  • The Malthorn found a way to enter Pagonia, beware!
    • They are using mystic portals to connect their home world with Pagonian islands
    • If you manage to destroy their portal, which is a giant Corrupted Oak, they are cut off from any reinforcements.
    • Their mystic but vulnerable Bane units execute rituals to place evil Baneroots in the Pagonian forests
  • Baneroots
    • Baneroots infect the vicinity with their curse and drain the power of Pagonian forests to fuel the portal of the Malthorn.
    • The Malthorn will protect their Baneroots with their mighty Curse Wardens
    • Your Warlocks know a counter-ritual to remove the curse over time and destroy the Baneroots.
    • All your other military units are brave enough to get close to the Baneroots and attack any nearby Malthorn units, but they cannot remove the cursed Baneroots as they throw lightning at your nearby units, which can be deadly at times.
    • Your civilian units will automatically keep distance from the Baneroots.
    • If the portal at the Corrupted Oak is fully charged with Power drained by the Baneroots, the Malthorn will activate the portal and a massive wave of Malthorn Warriors of different ranks will invade the island.
  • Corrupted Oak
    • The Corrupted Oak reflects visually how close the Malthorn are to activate it.
    • While Malthorn warriors raid your settlements, they can destroy any commodity based on plants in your settlement, e.g. any wooden materials and food ingredients.
    • After the invasion, the Malthorn will try to charge up their portal again, and they send stronger waves each time.
    • Whenever your Warlocks manage to destroy a Baneroot, the Malthorn will call in a few warriors to start a retaliation attack on your settlement. This costs them some power, delays the main portal activation and buys your Pagonians some time!


[h2]Economy extensions [/h2]
  • The Gem Mine can now retrieve sub-surface gem deposits and find emeralds, sapphires, rubies and diamonds.
    • The Geologist can find gem deposits and puts up signposts to indicate valid locations.
  • The Jewelry Workshop can combine gems and precious metals to craft jewelry.
    • Jewelry has a greater value than the individual components, but these can no longer be used elsewhere obviously.
    • Some jewelry items may be needed for trades or objectives.
  • Tailors can now craft robes:
    • Basic robes use 2 cloth and are used by the Apprentice Warlock.
    • The Silver Robe uses 1 silver bar and 2 cloth and is used by Wise Warlocks and Grove Sorceresses.
    • The Golden Robe uses 1 gold bar and 2 cloth and is used by Elder Warlocks and Grove Enchantresses.
  • The Wooden Workshop can now craft wooden staffs for the Apprentice Warlock
  • The Weaponsmith can now craft irons wands and steel staffs, which can be enchanted by the Artisan Blacksmith.
  • The Artisan Blacksmith can combine gems with wands and staffs to craft magic weapons needed by advanced Warlocks and Sorceresses.


[h2]Warlocks and Sorceresses [/h2]
  • All magic units are trained in the new “Arcane Academy” building.
  • There are 3 ranks of Warlocks:
    • The Apprentice Warlock only needs a robe and wooden staff, but only has a combat power of 1. While weak, they can be trained in large amounts and remove Baneroots until the advanced Warlocks are available.
    • The Wise Warlock needs a Silver Robe and a Diamond Wand and has a combat power of 30.
    • The Elder Warlock needs a Golden Robe and a Diamond Staff, and has a combat power of 50.
    • All Warlocks can perform a ritual to remove cursed “Baneroots”.
    • Wise Warlocks and Elder Warlocks have a spell to Scare enemy units, causing them to flee and return to their home base. Stronger enemy units have a higher chance to resist the spell.
    • All Warlocks have a 200% combat bonus against Spectres.
  • There are 2 ranks of Grove Sorceresses:
    • The Grove Sorceress needs a Silver Robe and an Emerald Wand and has a combat power of 30.
    • The Grove Enchantress needs a Golden Robe and an Emerald Staff and has a combat power of 50.
    • Both have a spell to summon wild boars which protect and assist them in combat-
    • Both and their summoned wild boars have a 200% combat bonus against the Malthorn.


[h2]Combat [/h2]
  • The “1v1 duel combat system” has been replaced as requested by many players.
    • Units can be attacked by multiple units at once now. Assisting units increases the chance to win fights.
    • This is important for the combat strategy in general.
      • It is now a major difference if you send many units at once or if you send them in small groups or one after another. If you attack and defend with larger groups, losses can be reduced.
      • Since stronger units benefited from the ruleset of the old combat system, but they no longer do, the combat values of all units have been rebalanced to ensure that their costs and effective combat power are in balance.
      • Note that in the previous update, the “luck” factor of winning or losing fights has been mostly neutralized too, as requested by many players.


[h2]Balancing [/h2]
  • The value of most gems has been somewhat reduced, since they are available more regularly now. Emeralds still have a value of 20, Sapphires 22 instead of 25, Rubies 25 instead of 30 and Diamonds 30 instead of 40.
  • The value of gold coins has increased from 6 to 10.
  • Since Rangers were considered too powerful in general, and also Warlocks are now available to counter Spectres, the Rangers get rebalanced:
    • Basic Rangers now have a combat power of 2 instead of 4.
    • The Skilled Ranger, which is still a costly unit, gets an increased combat power of 30 instead of 15.
    • Blade Dancers were scared by Spectres by mistake, this has been corrected. Like all units trained in the Adventurer’s Guild, they are now “fearless” and will no longer get scared by Spectres.
    • Thieves now move faster if they have been discovered and return to their base without stolen goods.
    • Bandits now move faster if they raid or return to their base without stolen goods.


[h2]Onboarding [/h2]

  • More than 20 short tutorial videos are now available in the game to better introduce new players.

    • The videos explain controls and game systems, more videos about new topics will be added over time.
    • The videos will automatically trigger while they are helpful for the player, e.g. territory expansion will be explained as the first guard tower is manned with guards.
    • While a tutorial video is running, you can either pause the game or keep going to try out the things explained in parallel, as you like.
    • Every video will only be shown once. In the Tutorial options, you can reset the videos to see them all again, e.g. if a friend or family member plays Pioneers of Pagonia for the first time.
    • In the Tutorial options, you can also disable all or some types of videos.


[h2]Top bar information enhanced [/h2]

  • If a crucial resource is running out, which may cause a deadlock, you will be warned with a notification. This is valid for Softwood Trunks, Stone and Rations.
  • The numbers in the top bar will get different colors depending on the current status.
    • beige (“default”): If none of the conditions below apply, the number is shown in standard color.
    • grey (“unused”): If a commodity amount is 0 and not requested anywhere.
    • yellow (“commodity depleting”): If a commodity is still available currently, but at the current production and consumption rate depleting within the next 10 minutes. This means it will probably switch to red, see below, if nothing changes.
    • orange: (“commodity shortage”): If all units of a commodity are already requested or if there are more requests than commodities, but at the current production and consumption rate the requests can be fulfilled within the next 10 minutes. This means it will probably switch back to default soon.
    • red: (“commodity bottleneck”): As before, but at the current production and consumption rate, the bottleneck situation will not resolve or resolve only after more than 10 minutes. This means it will stay red if nothing changes.

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Improvements


[h2]Visuals [/h2]

  • Point lights everywhere!
  • The option for point light amount has been replaced by an option “Lighting Quality”.
  • New light setting “Dusk”, maybe you already enjoyed it on the Halloween map.

  • The mysterious fog color and brightness levels are improved to fit to all different light settings individually.
  • The lighting adjusts when hovering over specific map areas such as areas infected by the Malthorn.
  • The cats are no longer alone: Pagonians discovered how to tame dogs.
  • The option for object quality was changed to a fixed list of options to make it easier to understand.


[h2]UI/UX [/h2]

  • Improved Farm field management

    • The plant selection can be done before placing farm fields, allowing you to place any number of fields with a specific setting without the need to individually adjust them after placement.
    • To change the settings of a farm field, a copy function is now available to quickly copy the setting to other farm fields without the need to individually select each farm field and adjust them.
    • Small signs on the field show the currently selected fruit. While placing farms or farm fields or while copying farm field settings, the signs are enlarged to grant a better overview.

  • Reworked unit assignment in territory buildings

    • If you want to change the unit types which are allowed to man a territory building, you can just en- and disable checkboxes instead of reducing and increasing individual amounts.
    • However, if you want to set up things manually, you can open a sub-menu and still define all the details, as before.

      • Note that you may need to reduce the requested amount for a unit type if you want to increase another one if all slots are assigned.

  • Unit types which are enabled will fill up the territory buildings as they become available. This means if you enable soldiers and guards without defining specific amounts, any combination of soldiers and guards may man the buildings. If both types are available while units are requested, they will be distributed even.
  • The following rules did not change, but just for clarification we mention them again:

    • If you disable a unit type completely, all ranks of that unit type get unassigned and leave.
    • If you disable some, but not all ranks of a unit type, no units of disabled ranks will leave the territory building, but new units will only be ordered if they meet your new rank condition.

      • This allows you to keep e.g. weaker soldier units in the building but request only higher ranks as replacement.

  • Improved the selection of buildings under construction
  • Increased the size of the clickable flag that appears when a building is not yet connected to a road.
  • Improved highlighting of deposits when placing a gathering building such as mines.

    • White: Deposit is in range and in player territory.
    • Red: Deposit is not accessible yet since it is outside of player territory.
    • Grey: Deposit is out of range but within the player territory

    • Icons of builder and construction carrier units are now more distinctive.
    • Polished Buttons and Backgrounds.
    • Added new “Magic Update” loading screen.
    • Mouse scroll speed in the UI can now be adjusted via an option.


[h2]Mini Map [/h2]
  • It is now possible to set focus/attack/patrol points of a building directly in the mini map.
    • Reworked the mini map to a new GPU based system.
    • Increases the overall rendering performance.
    • The visual quality of the map is higher, especially if zooming in.


[h2]Audio [/h2]
  • Audio adapts to the selected lighting setting
  • Unique destruction sound effects for each enemy base
  • Pagonians working at market stalls advertise their goods
  • Audio mix improvements
  • New in-game music track
  • Treasure Hunter voiced by Maurice Weber and Ovilee

[hr][/hr]
Bug Fixes


[h2]Gameplay [/h2]
  • Fixed: Sometimes a lake area could not be claimed completely.


[h2]Map Generation [/h2]
  • Fixed: Sometimes mining deposits were spawned on cliffs in unreachable positions.
  • Mining resources and other deposits distribution has been rebalanced and some bugs in the distribution were discovered and eliminated.
  • Swamps are no longer placed on top of hills.


[h2]Visuals [/h2]
  • Fixed: When pioneers get transformed into werewolves too frequent, they exit the cave too fast so that they are standing in each other during the “wake up/howling” animation.
  • Fixed: The colors in the mini map and in the game world were not exactly matching.
  • Fixed: Some shaders had errors in lighting calculations due to wrong calculation of the normals.


[h2]UI [/h2]
  • Fixed: Under some circumstances the commodity overview and the objective list were overlapping.
  • Fixed: Scav units were missing their description when selected.
  • Fixed: Military Camps and Construction Camps were showing wrong status messages about residents visiting the tavern.


[h2]Misc [/h2]
  • Fixed various rare crashes.


[h2] Known Issues [/h2]

  • Missing animation when removing baneroots
  • Balancing of new content is not final
  • Malthorn will not always raid
  • Guards ignoring Malthorn when claiming
  • Ancient units holding tools in wrong orientation
  • Tutorial for camera control has wrong key icons
  • Monument abilities can only be used once
  • When raising the number of units in territory buildings, all unit types are selected again
  • Predefined maps do not have any treasures
  • Treasure hints are not final
  • Terrain normal maps not shading as intended




Halloween Update – 0.8.3

[h2]Trick or Treat! [/h2]

This patch brings some temporary spooky surprises and a very peculiar predefined map. Will you succeed in completing all objectives for the harvest festival? Watch out for dangerous threats lurking in the fog ...

[h2]Improvements[/h2]
  • Various seasonal decorations on the map and in front of buildings
  • Feathered and winged visitors
  • New predefined seasonal map called "Haunted Harvest"
  • New light setting called "Dusk"

Good Luck, Pioneers!

0.8.2 - Hotfix

Fixes
  • Fixed: Fixed crash that happened during map generation with the latest nVidia drivers
  • Fixed: Bandits did not always steal commodities
  • Fixed: Several rare crashes

0.8.1 - Hotfix

Fixes
  • Fixed: During attack command units sometimes ignored the enemies
  • Fixed: Rare crashes during road construction and building construction
  • Fixed: Larger maps could crash during save or auto-save
  • Fixed: Auto-save timer not properly reset after loading from a save
  • Fixed: Cook sometimes lost the last remaining ingredient of a market stall
  • Fixed: Some trees near unpassable terrain were inaccessible

Patch 0.8.0 – New Quality of Life Improvements

[h2]Dear Pioneers,[/h2]

our next update with several quality-of-life-improvements is now live! Check out some brand-new features that will enhance your game experience of Pioneers of Pagonia. Sit back, relax and read the patch notes carefully as they are packed with awesome new stuff!

What's new?
  • Major notification system improvements + history
  • Persistent top bar configuration
  • Quick access to road construction mode
  • Threatened state to protect civilians
  • Combat luck balancing
  • Guidance videos
  • And many more!

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

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

Summer is (nearly) over, we can already feel the autumn vibes in the air and yet It feels like we just got back from Gamescom Cologne and Pax West in Seattle. (We definitely still feel it in our bones!) Nevertheless, we were also busy working on some new quality-of-life improvements. In the following Dev Notes, we would like to share some of the highlights with you.

[h3]Top Bar Setups[/h3]
As requested by the community, we have improved the top bar configuration with several adjustments. You are now able to toggle between three different top bar setups. The chosen setup will be persistent between game sessions.

Default Top Bar Setup 1 Default Top Bar Setup 2 Default Top Bar Setup 3

Additionally, it is now possible to enable or disable all items of a category with a single click. This will make it much easier for you to structure the top bar to your needs.



We also added new icons for idle units to clearly relate them to the unit type they belong to. Before, there were check marks only, so now it is much easier to find the right idle unit type.



The overall amount of hungry miners is now also shown in the top bar tooltip, which makes it easier to understand how many nutritious meals are missing.



[h3]Notifications[/h3]
This was also a feature requested by the community: We added a notification history including a toggle button. Any notification since the game start is now available to you. Missed something? No problem! Just hit the notification history button and scroll through all the existing notifications.



We also adjusted the readability of the notification including a brief individual highlight to draw more attention. If there is a location related to the notification, it is now also highlighted in the mini map. The related object in the game world is now also highlighted. This should help with following up on your notifications and retracing what has happened in your game session so far.



[h3]Quick Access to Road Construction Mode[/h3]
Building a road connection to a newly placed building will be much faster now! Buildings without a road connection now show an alert flag at their connection point. Clicking on the connection point instantly switches to road construction mode with the building entrance already defined as the first waypoint. This will definitely save you some time in the future!



[h3]Building Construction Mode Feedback[/h3]
We also added more info directly to the mouse pointer in two cases:

If a building cannot be placed in the current position, the reason(s) are displayed.



While placing farm fields, the terrain type and the plants which grow best are displayed.



[h3]Other UI Topics[/h3]
It is now possible, to set target locations on the mini map as well as in the game world. This includes the Focus, Attack, Claim and Patrol points. This will improve the handling of military actions, especially on bigger and more difficult maps with lots of enemies. (No more need to move the camera to the location of the actions!)



Additionally, the nutrition and comfort values of individual meal ingredients are shown in the meal tooltips of tavern, residences and mines. This will help to follow up on the quality of your meal production.



We also wanted to highlight the new construction menu, which now shows the name of the category currently chosen. What do you think about the new icons? We love the new look!



[h3]Threatened State[/h3]
All buildings and landscape piles will now switch to a "threatened" state while hostile enemies are nearby. Meaning while under threat those buildings and piles will not request carriers to travel to them to deliver or pick up commodities and cancel those already on their way. This will help to avoid civilians sacrificing themselves to werewolves.



No more free snacks for our furry frenemies! Even though we are probably going to miss your screenshots with a map full of werewolves. :)

[h3]Map Gen & Shadows[/h3]
Last but not least, we worked on some pretty cool procedural map generation improvements! Lakes are much better integrated into the landscape. Coastlines and Cliffs have much more natural shapes. And if you look closely, you can also see a more natural shaped transition zones between terrain types. Pagonia gets more and more beautiful and we are absolutely here for it!

We also worked in softer shadows with a new shadow renderer. Shadows will no longer flicker and have a much smoother appearance overall.

This is all for the Dev notes so far. For the full list of features and improvements, read the the patch notes below! We hope you enjoy these improvements in your next game session. Please let us know what you think about the new update here on Steam or on our Discord channel. We are curious what you think!

Pick up the tools, Pioneers!
Your Envision Entertainment Team

[hr][/hr]

Patch Notes 0.8.0


[h2]Highlights [/h2]

Interface:

  • Major notification system improvements including a history
  • Persistent top bar configuration
  • Quick access to road construction mode

Gameplay:

  • Threatened state to protect civilians
  • Combat luck balancing

Onboarding:

  • The first beginner guidance videos have been added
  • Many UI enhancements for beginners


[h2]Improvements[/h2]

[h3]UI[/h3]
Top Bar

  • Three different default top bar setups to toggle between
  • Top bar setups and changes are now persistent between game sessions
  • Each top bar setup can be reset back to default
  • The full commodity tooltip including history will now already appear when hovering over a commodity in the top bar drop-down interface. This allows to check all information without the need to enable the commodity for the top bar display.
  • The numbers in all the drop-down interfaces are now updated while the drop-down is open.
  • All items of a category can be enabled or disabled with a single click.
  • The top bar layout is only updated once after the configuration changes of a category are finished to avoid misplaced clicks while configuring the top bar.
  • Improved the way the top bar distributes the columns between the categories.
  • The overall amount of hungry miners is now shown in the top bar.
  • The icons for idle units are now changed to clearly relate them to the unit type they belong to.
  • Top bar commodities sort order within groups has been improved.
  • Top bar layout is reset after major gameplay updates which add multiple new commodities


Notifications

  • A notification history is now available by a toggle button. Any notification since game start is still accessible on request later
  • New notifications get a brief visual highlight to get more attention
  • The readability of notification icons and text has been improved by an additional outline
  • The mouse-over feedback of notifications has been enhanced
    • The current notification itself is clearly highlighted
    • If there is a location related to the notification, it is highlighted in the minimap
    • If there is a related object in the game world, it is highlighted in world view
    • Notifications reflect their lifetime with a small progress bar until they fade out and move to the history.
    • An additional context tooltip explains the functionality of the mouse buttons clicks on notifications
  • When the list of notifications changes because a new notification appears or fades, all clicks on notifications are ignored for a very brief amount of time to avoid that the wrong notification is selected or dismissed


Quick access to road construction mode

  • Buildings without a road connection now show an alert flag at their connection point
  • Clicking on the connection point instantly switches to road construction mode with the building entrance already defined as the first waypoint.


Building construction mode feedback

  • If a building cannot be placed at the current position, the reason(s) are displayed directly at the mouse pointer
  • For farm fields, the terrain type and the plants which grow best on it are displayed directly at the mouse pointer


Onboarding
  • The first set of beginner guidance videos has been added for easier onboarding.
    • Please note that the limited functionality is preliminary, several enhancements and more videos will be available with the Magic Update later this year.


Other UI topics:

  • Target locations can now be set on the minimap as well as in the game world. This is valid for Focus, Attack, Claim and Patrol points.
  • The nutrition and comfort values of individual meal ingredients are now shown in the meal tooltips of taverns, residences and mines.
  • All valid ingredients for nutrition and comfort meals are now shown in the meal type tooltips of the tavern.
  • When toggling between light settings with Ctrl+L, the name of the setting is now shown for a brief time on screen.
  • The construction menu now shows the name of the category currently chosen.
  • Hints are shown during the loading screen.
  • When an enemy camp is selected all units belonging to it are highlighted.
  • When placing a market stall or tavern table, related buildings are highlighted.
  • The game language can be changed directly in the pre-game menu via the small globe in the lower right corner.
  • The icons of building categories and the icons of some buildings in the construction menu have been improved.
  • When hovering over an objective related to a building type, the corresponding build menu category and building type are highlighted in the construction menu to ensure it is easy to find


[h3] Gameplay [/h3]

Threatened state

  • All buildings and landscape piles will now switch to a “threatened” state while hostile enemies are nearby

    • A building under “threat” will display that state in the world and in the selection
    • Landscape piles now have a tooltip which shows content and potential threat status if enemies nearby
  • While under threat, those buildings and piles will not request carriers to travel to them to deliver or pick up commodities and cancel those already on their way.

    • This will also help to avoid civilians sacrificing themselves to werewolves


Combat luck balancing

  • The chances of winning or losing a combat fight have been adjusted

    • Whenever a combat unit of a player won or lost a fight, the chance of winning or losing the next fight for that player is adjusted accordingly to neutralize luck or bad luck within the span of several consecutive encounters.
    • This also means that reloading a game state to run a combat sequence multiple times will not lead to remarkably different results any longer.

  • There will be more combat system changes coming with the Magic Update, stay tuned


Other gameplay topics:
  • Thieves will stop their raid and try to return to their base if their disguise is removed before they stole something. If their disguise is removed after they stole something, they try to return to their base anyway.
  • Thieves will no longer scare and chase civilians after their disguise is removed. Bandits will still do that, however.
  • Improved movement of units outside the road network to reduce blocking issues in some busy situations
  • Optimized road layout around obstacles


[h3] Other topics [/h3]

  • Procedural map generation improvements:

    • Lakes are much better integrated into the landscape
    • More natural shapes of coastlines and cliffs
    • More naturally shaped transition zones between terrain types
  • New shadow renderer

    • Softer shadows and no more flickering
  • Adjusted the brightness of the coal signs placed by the Geologist.
  • When the game is started on SteamDeck, the default video settings optimized for this platform are selected.
  • Improved textures of stone deposits
  • Improved look of grassland vegetation
  • Audio mixing improvements


[h2]Fixes[/h2]

  • Fixed: Sometimes the Explorer would not take the last Ration after the Explorer building was disabled and re-enabled again.
  • Fixed: The market stall road connection had a minor visual glitch.
  • Fixed: Several very rare crashes were fixed.
  • Fixed: Dead Scavs were vanishing immediately when their base got destroyed. That is no longer the case.
  • Fixed: Under some very rare circumstances builders were not finishing a construction job.
  • Fixed: Underground and surface deposits will no longer spawn under water.
  • Fixed: When a deposit is claimed into the player’s territory while a gathering building was paused, the new deposit would not be harvested sometimes after re-enabling the gatherer. This is fixed now.
  • Fixed: The construction support grid cells are no longer shown on the territory of other factions.
  • Fixed: When buildings of a merged faction got demolished, sometimes white spots of unexplored territory remained. This is no longer the case.
  • Fixed: Very rarely the game got stuck in multiplayer ping mode.
  • Fixed: Once all 9 nutritious meals were prepared in the tavern, the list of products disappeared.
  • Fixed: Rarely a Scav claimer got stuck in an endless loop.
  • Fixed: Some buildings such as the Construction Camp had a comfort meal history shown even though their inhabitants do not consume meals.
  • Fixed: Improved line break behavior in objective list for objectives with large numbers .
  • Fixed: “Recruit X unit” objectives now only count recruited units.
  • Fixed: "Recruit 1 Veteran Soldier" counts as solved if the unit was manually recruited before the objective was active.
  • Fixed multiplayer join with paused session.
  • Fixed loading save while in multiplayer paused mode leaving the player stuck with invalid confirmation window.


[h2]Known Issue[/h2]
  • When UI scaling is set to high values the tutorial videos might scale out of the window so that ok button is off screen. In this case pressing Esc (Options button on Steam Deck) will close the video.