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Pioneers of Pagonia News

PAX Sale. Get 15% off Pioneers of Pagonia!

[h2]Dear Pioneers,[/h2]

[h3]We are part of the PAX sale![/h3]
This is your chance to get 15 % off Pioneers of Pagonia.

If you are visiting PAX East in Boston, make sure to stop by our booth! You can find us in Hall B at booth #14091. We look forward to meeting our American Pioneers!

The sale starts on March 21st at 10 a.m. pacific time and ends on March 24st, 2024.

Have fun in Pagonia!

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

Beta Test for Co-op Update 0.5.0 starts now!

Dear Pioneers,


the latest Beta test of our upcoming co-op update 0.5.0. is out now!

We are excited to read your feedback on our first multiplayer mode! 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]New Feature: Co-op mode[/h2]
“Shared co-op” is our first multiplayer mode. It means that up to 4 players can play one faction together without limitations. Any team member may place buildings, paths, send commands or change settings at any time for that one faction.

[h3]To team up, there are 3 ways:[/h3]
  • You can join a Steam friend currently playing Pioneers of Pagonia anytime, if that player has set their game to “open for friends” and not to “private”.

  • While you are running a game, you can also invite Steam friends to join your game via the Steam friend invite overlay.

  • You can also copy a game ID of your current match and share it with other people to allow them to join. This is helpful if you want someone to join who is not on your Steam friend-list or if you want to make sure that only specific players who received the code can enter. To that end, players who have your current game ID can join even if your game is set to “private”, so no random friends can join in who just happen to see you play in Steam.

[h3]Multiplayer Saves: [/h3]
  • Any player participating can save multiplayer games, any player participating can continue the saved games. Other players can join until the player limit, currently 4 players, is reached. While the player who set up the map is defined as the host, anyone else can take over that role in a restart when loading a save game. They can also continue alone later if they want to, so savegames can be used both for single player or shared co-op gameplay.


[h3]Interface Features:[/h3]
  • You can see a list of all participating players and their connection quality.

  • Each player receives an individual player color, which is used to differentiate the players in the user interface. The color is visible at the player name list for easy recognition.

  • You can see where other players currently plan to place a building with an outline of their player color.

  • You can see the camera position of other team members on the overview map in their player color.

  • You and your team members can “ping” locations in the world (even multiple ones at a time) to mark points of interest, and those are both shown on the overview map and the world view in the respective player color.

  • If one or more players select a building, this is also visualized in the game world view with an outline border of their player color.

[h3]Playing Together:[/h3]
  • The host can pause the game by entering the game menu (ESC key)

  • The host can change the game speed

  • If commands of team members conflict, they get automatically resolved. E.g. if one interaction turns another one invalid, e.g. because there is no longer enough room for a building, the first command stays valid.

  • The UI feedback (e.g. you see if another player currently selects a building, probably to change settings) helps to avoid simultaneous actions unless intended. But parallel actions are still allowed whenever possible, e.g. multiple players can adjust settings, in the same building simultaneously.

[h2]Improvements[/h2]
  • Audio mixing
  • Better logging for specific classes of errors

[h2]Fixes[/h2]
  • Fixed: Hunter was playing wrong animation before fleeing
  • Fixed: Sometimes NPC territory was split in two sectors
  • Fixed: Corrected tracking of rations that turn into nutritious meals for the statistics
  • Fixed: Fixes a crash in map generation code
  • Fixed: NPC villages contained too much unused territory
  • Fixed: NPC villages were never directly at the ocean

Steam Spring Sale. Get 15% off Pioneers of Pagonia!

[h3]Dear Pioneers,[/h3]
Amazing news! We are part of the Steam Spring Sale!
This is your chance, to get 15 % off Pioneers of Pagonia.

The sale starts on March 14th at 10 a.m. pacific time and ends on March 21st, 2024.

Have fun in Pagonia!

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

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