Dev Log: New Loot Window, Map, and Auto-Equipment Management
Greetings, mercenaries!
It’s been a while — which means it’s time to share how development is progressing.
After the closed beta test of the prologue, we realized Plague Lords needed some serious changes. We’ve been reworking many systems — and the good news is that the updated version of the prologue is nearing completion. Most of the localizations are done, and the gameplay is now significantly more player-friendly.
Here’s what we’ve already implemented — or are just about to wrap up:
⚒️ Automatic Use of Tools and Weapons
No more micromanagement — characters will now automatically equip the right tool or weapon from their inventory, depending on the task: chopping, hammer, or fighting.
🪙 New Loot Window with “Take All” Button
No more opening a separate window for each building — now, when you search houses, carts, or corpses, you’ll get a compact loot window where you can grab everything you need with one click.

🗺️ Map
Your squad didn’t come here blindly — they had a map.
And now you do too: open the map, find the nearest town or tavern, and stop wandering aimlessly.

📦 Loot is Now Visible on the Map
Items dropped on the ground will now remain visible even after your squad leaves the tile.
You’ll always know where your loot is — no more guessing or backtracking blindly.
Dropped resources stay in place and are clearly marked on the map, making it easier to plan your routes and manage overloaded squads.
👜 Bags Increase Carrying Capacity
We’ve added a new type of equipment — bags, which can be placed in a dedicated gear slot.
They greatly increase a character’s carry weight — perfect for long expeditions and resource gathering.
⚙️ Other Key Improvements
Ability to skip dialogues with one click
Usage counters on consumable items (food, water, arrows, etc.)
More useful info on character portraits
Additional UI tweaks and usability improvements
We’re now hard at work improving the economy and building systems, and we’ll show you those changes in an upcoming update.
Thanks for sticking with us! We’re doing everything we can to release the prologue as soon as possible — and it’ll be worth the wait.
See you soon, mercenaries! 💀
It’s been a while — which means it’s time to share how development is progressing.
After the closed beta test of the prologue, we realized Plague Lords needed some serious changes. We’ve been reworking many systems — and the good news is that the updated version of the prologue is nearing completion. Most of the localizations are done, and the gameplay is now significantly more player-friendly.
Here’s what we’ve already implemented — or are just about to wrap up:
⚒️ Automatic Use of Tools and Weapons
No more micromanagement — characters will now automatically equip the right tool or weapon from their inventory, depending on the task: chopping, hammer, or fighting.
🪙 New Loot Window with “Take All” Button
No more opening a separate window for each building — now, when you search houses, carts, or corpses, you’ll get a compact loot window where you can grab everything you need with one click.

🗺️ Map
Your squad didn’t come here blindly — they had a map.
And now you do too: open the map, find the nearest town or tavern, and stop wandering aimlessly.

📦 Loot is Now Visible on the Map
Items dropped on the ground will now remain visible even after your squad leaves the tile.
You’ll always know where your loot is — no more guessing or backtracking blindly.
Dropped resources stay in place and are clearly marked on the map, making it easier to plan your routes and manage overloaded squads.
👜 Bags Increase Carrying Capacity
We’ve added a new type of equipment — bags, which can be placed in a dedicated gear slot.
They greatly increase a character’s carry weight — perfect for long expeditions and resource gathering.
⚙️ Other Key Improvements
Ability to skip dialogues with one click
Usage counters on consumable items (food, water, arrows, etc.)
More useful info on character portraits
Additional UI tweaks and usability improvements
We’re now hard at work improving the economy and building systems, and we’ll show you those changes in an upcoming update.
Thanks for sticking with us! We’re doing everything we can to release the prologue as soon as possible — and it’ll be worth the wait.
See you soon, mercenaries! 💀