1. Pioneers of Pagonia
  2. News

Pioneers of Pagonia News

Patch 0.6.0 – New Quality of Life Improvements

[h2]Dear Pioneers,[/h2]

It's here! Our next update is packed with Quality-of-Life-Improvements and brand new features that will enhance your game experience of Pioneers of Pagonia. Take your time and read the patch notes carefully, because this update is full of great new stuff!

What's new?
  • New Village State: Acquainted
  • Building Construction Mode: New Help Grid & Snapping to Road
  • Road Construction Mode: 90 Degree Snapping
  • Efficiency Statistics
  • Demolish Refund and Visualization
  • New Additional Light Setups
  • And many more!

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

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

The month of April just flew by and It feels like yesterday, that we've released our first multiplayer mode! It definitely made us really happy to watch all the co-op livestreams on Twitch. But, of course, there is still so much more to do! We kept ourselves busy by working on a bunch of new features and improvements we would like to share with you today.

[h3]New Village State: Acquainted[/h3]
Being kind to other factions will pay off much sooner than before! The new state "Acquainted" is already achieved with 50% faction standing and will unlock some trade and gift offers with your friendly Pagonians from the neighborhood. This makes sure you can profit from the benefit of trade much earlier in the game.

[h3]New Building Construction Mode and Road Construction Mode[/h3]
This one will please everyone, who prefers to plan out their settlements very accurately. First of all, there will be a new help grid, which will inform you about space available around the current building. This will make it much easier to estimate space for roads and other planned buildings!

Secondly, the entrance of a building will automatically snap to the road while hovering over an existing road or very close to it. This will definitely save you some time and make building your beautiful village much easier.

And lastly, this is for everyone, who loves 90 degree angles and straight lines: don't worry, we got you! The new road construction mode allows new planned roads to automatically snap to 90 or 180 degree angles if the current mouse position is close to those axes.

[h3]Efficiency Statistics[/h3]
Now you will get even more information on individual buildings! Just hover over a building and it will show the efficiency value in the building tooltip. Also, if you select a building, the efficiency value is shown, too! This is very helpful to understand whether the building is operating continuously or not, and at which efficiency level.



[h3]New Additional Lighting Setups[/h3]
We saved the best for last: Let us introduce three brand new lighting setups to make Pagonia look stunning! (it looked stunning before, but this is a whole new vibe!)

By using a hotkey (default: CTRL+L) it’s possible to change the current map lighting setup at any time. We are soo happy with how they turned out, because each of them is looking gorgeous and sets an entirely different mood!

We can't wait for you to try the different lighting setups and let your villages shine! Please share your screenshots with us on Discord or in the Steam Community Hub, we would love to see them!

Sunrise

Cloudy Daytime (Default)

Golden Hour

Sunset

And this is not all, there are more features in the patch notes below! We hope you enjoy these improvements in your next game session.

Pick up the tools, Pioneers!
Your Envision Entertainment Team

[hr][/hr]
Patch Notes 0.6.0


[h2]Features[/h2]

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

[h3]Building Construction Mode: New Help Grid[/h3]
In building construction mode, a help grid will now also inform about space available around the current building position. This is very helpful to immediately recognize if there is enough room to build a road along or around the building. Beside that, it helps in general to estimate available space for other planned buildings nearby.

[h3]Building Construction Mode: Snapping to Road[/h3]
In building construction mode, hovering over an existing road or very close to it will snap the entrance direction of the planned building to the road. This means it is still possible to place buildings sideways to roads, but also to snap them to the road directly without the need to rotate the building.

[h3]Road Construction Mode: 90 Degree Snapping[/h3]
In road construction mode, new planned roads will snap automatically to 90 and 180 degree angles if the current mouse position is close to those axes. The new planned road segment will snap to existing road segments, previous planned road segments and to existing buildings/construction sites.
  • Road snapping can be enabled and disabled with a new button in the road construction menu
  • Road snapping can be suppressed by holding CTRL (customizable)

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

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

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

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

[h2]Improvements[/h2]

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

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

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

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


[h2]Fixes[/h2]

[h3]Gameplay[/h3]
  • Fixed: Sometimes the building state “Construction paused” was not removed even though the building got finished
  • Fixed: Sometimes a guard tower did not get any reinforcements
  • Fixed: When a soldier was living in a residence or cottage, its selection window did not reflect this
  • Fixed: A Pagonian bitten by a werewolf would still show “Ready for new orders” when selected
  • Fixed: A bitten Pagonian did not have an icon
  • Fixed: Building preview got stuck at its current location if cursor hovers any UI while holding right mouse button
  • Fixed: Fishers do not block traffic
  • Fixed: Storage pile not accepting commodities under some circumstances
  • Fixed issue where farmers would disregard work orders
  • Fixed issues where neutral village territories would prevent road accessibility for points of interest

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

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

Dev Live Stream and Community Challenge

[h2]Dear Pioneers,[/h2]

what's better than celebrating the upcoming update with a dev livestream? If you want to watch the devs play Pioneers of Pagonia and get their rear ends bitten by werewolves, then join us on Steam, YouTube and Twitch next week! When? May 14th at 4 pm CEST.

This time our community manager Katharina will play a co-op session together with our lovely QA-Team (Mirjam, Chris and Samuel). This is your chance to ask everything you always wanted to know about Quality Assurance and other behind-the-scenes topics, while we try to beat a very special map. (And showing you all the crisp new features of our next update, of course!)

We've also been working on a little treat for all of you, Pioneers! (Drumroll please ...) Let us introduce to you the very first and official Community Challenge called "Find the Lost Artifacts"!

[h2]Community Challenge: Find the Lost Artifacts[/h2]



How it works:

We have prepared a special map for you, where several artifacts are hidden in secret locations. The goal is to find all artifacts, beat whatever obstacle you encounter and let your carriers bring the artifacts back to your treasury.

Please note: There are no other NPC factions on the map and you won't find the challenge in your objectives! (we just kept it simple.) You can ignore the map goal of "defeat all enemies" for the challenge. The only win condition to enter the giveaway is to store all three artifacts in your treasury!

But there is more! Everyone who beat the challenge can enter our giveaway. For a chance to win one of three Pagonia-Goodie-Packages, send us your savegame with the completed challenge to the following email address:

[email protected]

The three winners are chosen randomly from the submitted entries! (given the savegames are valid and the challenge was won)

We will provide the savegame with the Challenge Map on our Discord-Server and as a Download on our homepage on May 14th. Then you'll have two weeks time to complete the challenge and submit your entry.

Submissions will close on May 28th, 6 pm CEST.

Pick up your tools and good luck, Pioneers!

P.S. We will play a variation of the challenge map on stream to not spoil the fun of finding the artefacts yourself. So you can watch the stream spoiler free!

Beta Test for Quality of Life Update 0.6.0 starts now!

Dear Pioneers,


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[h2]Dear Pioneers,[/h2]

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

[h2]Steam Farming Fest 2024[/h2]


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

[h2]Farming in Pagonia[/h2]

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

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

Windmill and Crop Farm

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

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

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

Happy farming and see you in Pagonia!

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

0.5.5 - Hotfix

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