Pioneers of Pagonia

Pioneers of Pagonia

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Katharina (EE)  [developer] Dec 13, 2023 @ 8:12am
Patch Notes
Dear Pioneers,

we will post all of our patch notes in this thread.
Keep your eyes peeled for updates!
Originally posted by Katharina (EE):
0.13.2 - Hotfix 2
Fixes
  • Fixed a few rare cases of multiplayer desync
  • Fixed building inventory UI not showing resources planned for outgoing transports
  • Fixed underground mine sometimes stopping work if once paused by a player
  • Fixed another rare crash in the effect system
  • Unit order buttons are not shown now when selecting a non player unit
  • Fixed game application sometimes hanging when unloading the current map
  • Fixed wrong tooltip shown for automatically recruited units
  • Fixed rare crash when changing the selection to another building
  • Fixed “Select all” check box handling in case there are disabled recipes
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Showing 16-30 of 38 comments
Katharina (EE)  [developer] May 14, 2024 @ 6:28am 
0.6.0 - Quality of Life 2 Patch Notes

Changelog
New Features

New Village State: Acquainted
  • 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

Building construction mode: New help grid

  • 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.

Building construction mode: Snapping to road
  • 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.

Road construction mode: 90 degree snapping
  • 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)

Efficiency statistics: Individual building efficiency display
  • 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 whether 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)

Economy enhancement: Commodity redirection by more flexible input piles:
  • 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.

Demolish refund and visualization
  • 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)

New additional lighting setups
  • For customized maps you can select between one of several new lighting setups. At the very bottom of the “Map Setup” section, you will find a new dropdown for “Atmosphere”
  • By using 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

Improvements

Gameplay
  • When a hunting lodge is selected, nearby animals get highlighted
  • Rations and nutrition meals now still look different after being served at mining buildings

Map Setup
  • The landing party “Beginner” now contains some trade carriers
  • Added enemy level “Extremely many” which adds another 50% of enemies
  • Added landing party “Intermediate (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.

Visuals
  • Improved reflection on the cliff textures

Misc
  • 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 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 thieves
  • Improved rendering of distance fog
  • Performance improvements on maps with a lot of Pagonians

Fixes

Gameplay
  • 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 hovered over 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

Visuals
  • 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 cloth was removed from the porcini basket
  • Fixed: Black rabbits suddenly turned red when dead.

Misc
  • 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
Last edited by Katharina (EE); May 14, 2024 @ 6:29am
Katharina (EE)  [developer] Jun 25, 2024 @ 6:27am 
Patch Notes 0.7.0

Top 3 Highlights
  • Subsurface mining including the famous Geologist
  • New enemy faction “Scavs” expand their territory and exploit mining resources
  • New player combat units and production chains for gold and steel
Features
Please note that most of the new features require a fresh start of a game session as the required resources and enemies are not placed on the map in older saved games.

Geologist
  • The islands of Pagonia now contain subsurface resources.
  • The Geologist’s Hut hosts up to 3 Geologists.
  • The Geologists can travel quite far and also outside your own territory. Like Explorers they may run away from enemies or become their victim.
  • Geologists need to be supplied with rations for their journeys.
  • The Geologist can search any scree and stone plateau for mining resources hidden below.
  • Beside coal, iron and silver there is gold and nickel to be discovered.
  • Anything discovered will be marked with a signpost reflecting the findings. If something has been found in an area for the first time, a notification will appear for the player.
  • Surface resources remain in place, but their amount is reduced considering the additional subsurface resources. The overall mining resource amount is slightly increased to reflect that they are harder to find and obtain.
Mines
  • Five mine types are available now to harvest subsurface resources: Gold Mine, Nickel Mine, Iron Mine, Silver Mine and Coal Mine.
  • Three Miners holding a pickaxe are necessary to operate a sub-surface mine, they go down using a mechanical elevator
  • The miners working in a mine need nutrition food supply, similar to the miners working in huts on the surface.
  • Additionally, the miners need one softwood beam each time they travel down to extend their tunnel system
  • The Miners will not always find resources, even if there are some nearby. The success rate depends on the number of suited resources nearby. If a deposit is small or depleting, some or all may return empty-handed. The displayed efficiency rate of the building will inform you about the current condition.
  • If a mine is unable to find any more resources because the nearby veins are depleted, the miners will stop working, no longer consume food / use softwood beams and a notification will inform you.

Scavs
  • The nasty Scavs will compete for territory and resources with the Pagonians. Note that the Scavs are a new and challenging enemy type completely different from the Pagonian faction.
  • Their base is called “Grimy Bulwark” and serves them as a smithy to craft their tools / weapons / armor as well as a place to store their mining resources.
  • In general, most Scav units wear thick armor and are hard to defeat, but the new player unit type “Blade Dancer” (see below) targets their weak spots with fast moves to knock them out efficiently.
  • The Scavs have various different unit types:
    • Creepers use stone to extend the Scav territory. If the Scavs find copper, they are able to produce more tools and armor for new creepers and expand faster.
    • Stonebreakers harvest any stone and metal resource available on the surface. Both coal and iron is needed for their tools, but they are weak in combat.
    • Pit Watchers protect the weak Stonebreakers as they are specialized for combat. Their weapons and armor also need iron and coal.
    • If the Scavs find silver, they can produce the sophisticated tools for their Orescrapers. They are able to build a Pit and harvest metal resources below the surface, but they are weak in combat.
    • Greedy Watchers use steel weapons and will only appear if the Scavs get their hands on nickel. They are a serious enemy to overcome.
    • Vicious Watchers need both steel and gold for their armor and weapons, and are the strongest enemy in Pagonia for now.
  • If the Scavs find and harvest enough limestone, they are able to raise a new base within their territory. The units will distribute between the old and new base and continue to spread. Stop them before they become too strong.
  • If all units of a Scav base are defeated, the base will collapse. All nearby territory will become neutral again and all resources that were still stored in the base will be on the ground for you or other Scavs to take them.
New objective buildings:
  • The “Monument of Knowledge” is the second iconic building (after the “Light Spire”)
  • Currently, it can be requested by neutral villages to be built by the player
    • Note that we plan to add functionality to those iconic buildings, but we do not have details to announce for that, as of yet.
  • A golden statue has been added to the objective buildings, which can be requested by neutral villages
The Furnace
  • Is a new building which uses coal to melt and merge iron ingots and nickel ingots to produce steel ingots.
  • The furnace is an advanced buildings and needs cement to be built.
New commodities (resources, products, weapons, armor)
  • Gold ore and nickel ore can be discovered by the geologist and harvested with the gold mine and Nickel mine.
  • Gold ingots and nickel ingots are produced in the smelting works adding coal to the ores.
  • Gold coins are produced in the mint and have a value of 6 if they arrive in the Treasury.
  • Steel ingots are produced in the new building Furnace, which combines iron ingots and nickel ingots using coal.
  • Steel can be used to produce various new equipment at the weapon smith: steel daggers, steel halberds and steel maces. Besides that, the weapon smithy can also craft iron daggers now.
  • Steel shields are produced at the armor smith and steel padded armor combines leather or cloth with steel and is now available at the Tailor’s Shop.
  • All new commodities can appear in trade and gift offers of the Pagonian villages
  • All objectives have been extended to include the new commodities.
New player units
  • Blade Dancers are skillful fighters which are the best answer to the well protected Scavs.
    • They can be recruited in the Adventurer’s Guild
    • The Blade Dancer needs light armor and iron daggers, has a combat value of 5 and a 50% combat bonus against any Scav.
    • The Swift Blade Dancer uses padded armor and steel daggers, has a combat value of 10 and a 100% combat bonus against any Scav unit type.
    • The Champion Blade Dancer uses steel-padded armor and steel daggers, has a combat value of 15 and a 150% combat bonus against any Scav.
  • Some extensions and modifications have been made to the guards:
    • The new Elite Guard uses a steel halberd, chainmail and has a combat value of 15. It also claims almost three times as much territory each time it uses a borderstone.
    • All guards have a 100% combat bonus against Scav “Creepers”.
    • Veteran Guards have an increased combat value of 8 now (before: 6). They also claim almost two times as much territory each time they use a borderstone compared to the simple guard.
  • There is also a new soldier available:
    • The new Elite Soldier uses a steel mace, steel shield and chain armor and has a combat value of 20, which is the highest combat value of a player unit.
Improvements
Content
All predefined maps have been recreated to enable the new features.
  • The visuals of many areas (e.g. lakes, stone plateau, etc.) have been improved.
  • They all contain subsurface resources now.
  • The maps “Unfriendly Neighbors” and “Dangerous Hills” are now with Scav enemies.
  • The objectives, trade and gift offers have been adjusted and improved.
A dropdown now allows to enable or disable specific enemy types before creating a map.
  • You can disable an enemy type, e.g. disable all Spectres.
  • You can choose only one enemy type, e.g. create maps with Werewolves or Scavs only.
Gameplay
Farming balancing changed
Impact of sediment types has been increased to ensure that unsuited terrain has a significant lower production output:
  • Best: 100% plants grow up (as before)
  • Good: 50% plants grow up (was 75% before)
  • Poor: 25% plants grow up (was 50% before)
  • Very poor: 10% plants grow up (was 25% before)
Also a few changes for individual plants:
  • Pumpkin on Sandy terrain: was “Best” => is changed to “Good”
  • Pumpkin on Dusty terrain: was “Poor” => is changed to “Very poor”
  • Wheat on Sandy terrain: was “Poor” => is changed to “Very poor”
Tavern shows a history of meals served
  • For each meal currently produced, the type of meal, the ingredients used, and the total nutrition / comfort value are displayed.
  • The current state for each meal (shopping, cooking, serving, served) is shown.
  • Beside the meals currently in production, the last 6 finished and served meals are shown.
  • For each meal ingredient, the nutrition value and comfort meal value is displayed now in a tooltip
Residences and Cottages show a history of meals consumed.
  • The residences and cottages show which meals have been consumed recently.
  • The current state for each meal (consuming, returning home, finished) is shown in the tooltip.
  • The value of the comfort meal is displayed and the food ingredients used are displayed in the tooltip.
Mines, mining huts and quarries show a history of meals consumed.
  • The current state for each meal being consumed (consuming, finished) is shown in the tooltip.
    • Note that the “stock” section already shows meals incoming or available.
  • The value of each nutrition meal is displayed and the food ingredients used are displayed in the tooltip.
Rebalanced the amount of diggers ordered by construction sites.
  • Some building types did not order enough diggers, which means leveling the ground was slow in steep terrain.
Explorers now use less rations during exploration.

Visuals
  • New plants for rock plateaus
  • Better plant variety in grass land
  • New option to control the quality of animations in the distance. This can reduce CPU load significantly when many units are on screen.
  • New shadow rendering quality level “Ultra”
  • Added enemy camp destruction VFX
Audio
  • New music track “Challenging Fate”
  • If a building is selected, a sound effect which reflects the building will now be played.
  • Audio improvements and mixing
Misc
  • Several UI layout improvements
  • Lighting setups now have a description in the map setup window
  • Improved error reporting in case of desyncs
  • Added bonus track “Challenging Fate“ to the soundtrack
Fixes

Visuals
  • Fixed: Particle effects are no longer visible through fog of unexplored
  • Fixed: Removed small jump in animation of units when entering or leaving a building
  • Fixed: Two residents could stand in the same spot in front of a residence
  • Fixed: Added missing demolish building VFX
Misc
  • Fixed: Several crashes
  • Fixed: Several desync reasons
  • Fixed: Unreachable points of interest should no longer occur
  • Fixed: Cases where two deposits were overlapping on some maps
  • Fixed: Bread is now regarded as main dish in the Tavern
Mascha (EE)  [developer] Jul 3, 2024 @ 6:50am 
0.7.1 - Hotfix

Improvements
  • Creeper now has a distinct unit mesh
  • Monument of Wisdom got a visual update
  • The minimap now updates more fluently
  • Audio mixing
Fixes
  • Fixed: Geologist flag position was not correct after placement animation
  • Fixed: The ground below the Grimy Bulwark was not always levelled
  • Fixed: Having many geologists caused a noticeable lag in gameplay
  • Fixed: The Stonebreaker unit did not display its combat values when selected
  • Fixed: Scav units disappeared instantly when they were killed
  • Fixed: Sometimes the splash screen did not disappear on the Steam Deck
  • Fixed: Some crashes and desyncs sneaked into the game and got eliminated
Mascha (EE)  [developer] Jul 4, 2024 @ 7:56am 
0.7.2 - Hotfix

Fixes
  • Fixed: Sometimes the Creeper unit of the Scavs was not rendered
  • Fixed: Fighting animation of Creepers made their head bounce
Katharina (EE)  [developer] Sep 19, 2024 @ 10:39am 
Patch Notes 0.8.0

Highlights

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

Improvements

UI
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

Gameplay

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

Other topics
  • 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

Fixes
  • 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.

Known Issue
  • 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.
Katharina (EE)  [developer] Sep 25, 2024 @ 8:24am 
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
Dirk (EE)  [developer] Oct 4, 2024 @ 12:34pm 
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
Last edited by Dirk (EE); Oct 4, 2024 @ 12:34pm
Katharina (EE)  [developer] Oct 28, 2024 @ 10:05am 
0.8.2 – Halloween Update

Trick or Treat!
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 ...

Improvements
  • 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"
Katharina (EE)  [developer] Nov 21, 2024 @ 7:42am 
Patch Notes 0.10.0
Top 5 Highlights
  • 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.

Features

The Treasure Hunter’s Lodge
  • 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 of any type.
    • 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.
Monuments
  • 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 ancestral workers” (active ability, costs 25 mana): Summons a group of ancestral workers to a target location within 250m maximum range of the Monument of Wisdom. They will quickly harvest nearby mining deposits, chop down trees in the vicinity and vanish after some time.
    • “Call ancestral defenders” (active ability, costs 50 mana): Summons a group of ancestral 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.
The Malthorn
  • 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.
    • Baneroots throw harmful curses to your nearby military units, which can be deadly at times.
    • 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.
    • 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 they are able to activate the portal.
    • 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 valuable time!

Economy extensions
  • 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 components can no longer be used to craft something else 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.

Warlocks and Sorceresses
  • 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.

Combat
  • 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.

Balancing
  • 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.

Onboarding
  • 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.

Top bar information enhanced
  • 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.
    • yellow (“commodity depleting”): If a commodity is still available currently, but at the current production and consumption rate depleting within the next 10 minutes.
    • 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 rate the current requests can be fulfilled within the next 10 minutes.
    • red: (“commodity bottleneck”): As before, but at the current production rate, the bottleneck situation will resolve within the next 10 minutes.
Improvements

Maps
  • The new predefined map “Eldritch Lights” has been added and introduces the Malthorn.
  • All other predefined maps have been adjusted to support the new features (like the treasure hunter) and reflect the latest visual upgrades.
  • Added a few dialogues to the guidance maps
Gameplay
  • Added 2x and 3x to the game speed options
  • Thieves, Bandits, Spectres and Werewolves attack somewhat later and less frequently, but with increased attack wave size.
Visuals
  • 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.
Last edited by Katharina (EE); Nov 21, 2024 @ 7:42am
Katharina (EE)  [developer] Nov 21, 2024 @ 7:44am 
UI/UX
  • 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 click the unit icons to 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 to make sure it is easier to enter quick road construction mode.
  • Merged the commodity category of “Rare resources”, which only consisted of silver and gold, into the “Mining” category.
  • 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.

Mini Map
  • It is now possible to set focus/attack/patrol points of a building directly in the mini map.
    • If you hold CTRL while in the mode of placing focus/attack/patrol points, a click in the mini map instead changes the camera location.
  • 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.

Audio
  • 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

Bug Fixes

Gameplay
  • Fixed: Sometimes a lake area could not be claimed completely.

Map Generation
  • 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.

Visuals
  • 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.

UI
  • 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.

Misc
  • Fixed various rare crashes.

Known Issues
  • Rarely Geologist stop searching while having available areas.
  • Building preview of monuments cause flickering at unleveled construction sites around it.
  • Light Spire not counting enemy wave size correctly.
  • Sometimes guidance videos can be triggered twice.
  • Construction tooltip still showing when guidance text pops up while in construction mode.
Last edited by Katharina (EE); Nov 21, 2024 @ 7:44am
Mascha (EE)  [developer] Nov 25, 2024 @ 7:04am 
0.10.1 - Hotfix

Changes
  • Updated predefined map 8 - Eldritch Lights:
  • Resource deposits and treasure sites contain more useful material to overcome the enemy threats.
  • Enemy camps balancing adjustments.

  • Fixed crash during road construction
  • Fixed crash during map generation
  • Treasure maps are no longer valid for deliver objectives or trade requests
  • Only trigger "You are under attack" video when enemy unit is raiding and target unit is civilian
  • Fixed game sometimes freezing when using Monument of Wisdom special ability
  • Fixed few rare crashes when exiting the game
Mascha (EE)  [developer] Nov 27, 2024 @ 4:19am 
0.10.2 - Hotfix
Changes
  • Fixed Light Spire construction pause/resume triggering its passive abilities
  • Added optional command line parameters for more diagnostics of specific client graphical stability and performance issues
  • Fixed few rare crashes
Last edited by Mascha (EE); Nov 27, 2024 @ 4:20am
Mascha (EE)  [developer] Dec 2, 2024 @ 5:52am 
0.10.3 - Hotfix

Changes
  • Fixed desync on maps with Malthorn enemies
Mascha (EE)  [developer] Dec 12, 2024 @ 3:41am 
Patch Notes Winter Update 0.11.0

Highlights
  • New narrative tutorial map
  • New arcane artifacts which boost the combat strength of Warlocks and Sorceresses
  • Winter season map and time limited winter season changes

Narrative Tutorial Map
  • To make it easier for new players to explore the world of Pagonia, there is now a new Tutorial map
  • Various characters will help you find your way around quickly
  • New building types get unlocked step by step
  • Of course, experienced players are also invited to play this map and give us feedback!

Arcane Artifacts
  • Wealth motivates all your units recruited in the Military academy and Adventurer’s Guild as before.
  • All your magical units recruited in the Arcane Academy can only be strengthened with arcane artifacts.
  • Arcane artifacts will develop their power after they have been safely stored in the Treasury. The current combat strength for Warlocks and Sorceresses starts at 100% and is displayed in the top bar upon request.
  • Arcane artifacts can be discovered in treasures, are offered by neutral villages in trade or gifts, and rarely are they just lost somewhere on the ground.

Winter Season Map and time-limited Winter Season Changes
  • Winter season is here! Get cozy on a seasonal predefined map and help your Pagonian friends celebrate with the wintertime-only sweet bread. But beware, there are those who want to spoil the celebration!
  • Winter light setting
  • Note that thieves and bandits really like to steal the sweet bread during winter season.
Mascha (EE)  [developer] Dec 13, 2024 @ 6:17am 
Hotfix 0.11.1

Bugfixes
  • Fixed crash happening during building placement
  • Fixed crash happening when narration camera is used
Last edited by Mascha (EE); Dec 13, 2024 @ 6:17am
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