Table of Contents
Major New Features
Tech
Game
v1.0.0
WARNING: with the introduction of the Tech Tree, the game has received a substantial top to bottom rebalance of all mechanics. Existing saves may struggle with changes to food production, manufacturing speeds, desirability requirements, and the strength of your military units without the tech upgrades you would be expected to have at the same point in the game. If you have been playing in Early Access, we highly recommend starting a new save to minimize the growing pains.
- Progression has been overhauled with the introduction of the Tech Tree. You may now unlock many critical buildings in your preferred order, rather than a fixed tier system.
- Monuments have been added. These pinnacle structures unlock additional end-game mechanics that pose new options and challenges and trigger victory conditions to aspire towards (you can continue playing your save).
- Policies have been added. You can toggle these new mechanics from the Town Center window to fine-tune your settlement’s development. Additional policies can be unlocked within the Tech Tree.
- Bridges can now be constructed across bodies of water to connect those distant (or previously unreachable) places.
- Dozens of new decoration buildings have been added, including the Gazebo Plaza, Grand Plaza, Rose Bushes, and Rose Gardens.
- All combat animations have received a polish pass.
- Advanced villager widgets have been optimized to improve performance when the feature is toggled in large settlements. Villager widgets now have an additional toggle that only displays combat unit health bars instead of all health bars.
- Advanced building widgets have been optimized and re-enabled. This feature was previously disabled.
- Advanced widgets must now be enabled in the game settings.
- Opening the Trading Post through trader notifications now opens the window to the associated trader.
- Villagers that choose violence after drinking will no longer murder excessive numbers of their fellow citizens.
- Fixed an issue with the main menu not fitting on screen at ultrawide resolutions.
- Fixed an issue with some tooltips becoming displaced or overlapping their UI elements when using UI scaling.
- Fixed an issue where new buildings could be placed on top of destroyed ones.
- Fixed an issue where placing multiple objects at once (ex. fruit trees) would result in excessivel loud sound effects.
- Fixed an issue where wildlife difficulty would be set lower than intended when playing on Trailblazer/Vanquisher difficulties with Pacifist mode toggled.
- Fixed an issue where keybinds would not update on the game HUD without a reload.
- Fixed an issue where widgets would briefly appear over the menu when saving.
- Fixed an issue with how villager idle time was being tracked, which resulted in the % idle time being higher than it actually is in practice.
- Fixed an issue where production limits pausing while a building is being relocated could cause workers to become stuck inside it.
- Fixed an issue where reloading could reset raid banners (for bannermen and the minimap).
- Fixed an issue where reloading could cause victory/defeat fanfare to calculate incorrectly.
- Fixed an issue where raider health bars would sometimes turn black.
- Fixed an issue where soldiers would treat other soldiers in their barracks as “family”, causing them to grieve excessively after combat losses and resort to heavy drinking, which in turn led to murder sprees following a visit to the pub.
- Fixed an issue where soldiers would desert much sooner than intended when no funds were available.
- Fixed an issue where soldiers/guards would jump out of their garrison briefly during combat when reloading mid-raid.
- Fixed an issue where Military Stables and Barracks counted towards each other’s totals in the build menu.
- Fixed an issue where the Barracks/Military Stable window would not resize when recruiting multiple units at once for the first time.
- Fixed an issue where archers/hunters could reset their attack timer, resulting in excessively fast attack speeds.
- Fixed an issue where selecting all archers would behave differently from selecting other soldier types.
- Fixed an issue where hunters could go on a rampage and wipe out deer herds instead of processing them for resources.
- Fixed an issue where salvage results would sometimes not fit inside the pop up message.
- Fixed an issue where the Tusk of the Autumn Boar relic would also buff some raider defenses.
- Fixed an issue where random immigration events could override the bonus immigration events triggered by meeting demands.
- Fixed an issue where the work area would disappear during placement if a similar building finished construction at the same time.
- Fixed an issue where rebuilt double-wide gates built at an angle would become disconnected from surrounding walls.
- Fixed an issue with barrels not applying their bonus after reload.
- Fixed an issue where rebuilding a Storehouse/Root Cellar/Market would reset its Do Not Use Barrels settings.
- Fixed an issue where rebuilding a Trading Post would reset its settings.
- Fixed an issue where trader prices did not fluctuate from visit to visit as much as intended.
- Fixed an issue where workers would be assigned to condemned buildings with production limits.
- Fixed an issue where transferring animal herds would reset the herd’s health.
- Fixed an issue where resource icons could duplicate on the minimap.
- Fixed an issue with Flag Pole flags disrespecting the wind.
- Fixed an issue with children playing the wrong animation on death.
- Additional contextual manual villager right-click commands have been added that take priority over villager AI (ex. go harvest this resource, pick up this item, retrieve this wounded villager, repair this building). Note: these commands do not apply to soldiers and guards, which will continue to perform their military duties.
- Added additional levels to the Population Cap setting.
- Added a new tutorials button to the HUD, for easy access to all of the game’s tutorials.
- Maximum game speed has been increased to 5x (must be enabled in the game options).
- My Happy Place achievement has been redesigned to check for 100%+ overall happiness rather than 100% in all categories, but require a minimum of a tier 4 Town Center on Vanquisher difficulty.
- Laborers working on excavating ruins/salvage sites will now complete the task rather than leaving the last few %s for another laborer that has not arrived yet.
- Weather particles/fx (ex. snowflakes/lighting strikes/etc.) can now be toggled in the game options.
- The Died of Old Age notification has been split off from the standard villager death notification to make it less alarming.
- Reduced speed of most farm animals when they go rogue.
- Compost Yards now generate compost in more granular units. One compost pile now generates enough units to fully fertilize a 12x12 field, with smaller fields using less and larger fields using more, proportionally. Auto-Compost settings have been updated to allow greater control over how compost is distributed to account for these changes.
- Tier 3 Lookout Towers have been added.
- Tier 2 Foragers can now forage in addition to cultivating their garden.
- Plazas placed beneath roads are now easier to select.
- Disband button for military buildings has been moved to a less prominent position to prevent accidentally pressing it when returning troops to the garrison.
- Fixed an issue where crop diseases would not always spread as intended.
- Fixed an issue where Weed growth in Crop Fields was slower than intended.
- Reduced honey bonus from Fruit Trees.
- A new Highlight Raiders option has been added to the Speed Settings menu in the lower left HUD (on by default). This menu has been renamed to Combat Settings.
- Wounded villagers now have more time to be recovered and delivered to a healer, if available.
- Archers can now shoot through non-wall buildings.
- Rams no longer charge ahead of a gathering raid and instead wait alongside their allies before starting a charge.
- Raider camp structures now take reduced damage from arrows.
- Fixed an issue where raider camps would reset their health on reload.
- Fixed an issue where raider camps would not react to archers attacking them.
- Fixed an issue where raider catapults and rams had a delay on their destruction after being reduced to 0 health.