Latest news

Experimental Branch Patch (1.1.2)

Greetings, medievalists!

The newest patch (1.1.2) is now live on all platforms on the main branch, experimental branch and the demo. Save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Quality of Life improvements

Plan Mode

Turn the Plan Mode on during blueprint placement to position forbidden blueprints (or by pressing P on the keyboard). This is useful for creating plans for buildings that you do not want to be constructed now.

  • Forbidden blueprints now have a special, more transparent color.

  • Added a toggle in the upper left HUD to hide forbidden blueprints, to reduce visual clutter while playing. But if you start constructing, the forbidden blueprints will be automatically, yet temporarily, shown.

Mood Changes

The way certain things affect settlers is readjusted. They should be able to get more into a rebellious state, but that state should not be as punishing and will not last as long. And being Merry lasts longer! Here are some stats for you stat lovers.

OLD

NEW

Rebellious duration change

18h

6h

Merry duration change

12h

24h

Starting entertainment and Religious activities stats

~75%

~50%

Starting comfort stat

~50%

~10%

Expectation Rebalanced

uncomfortable

-2

-6

very uncomfortable

-4

-10

initial optimism

+25

+15

At what mood % does Rebel State has an activation chance

15%

20%

Ate nice meal

+4

+3

Packaged food

+4

0

How quickly does the mood change (per hour)

2

8

Mood modifiers for food and sleep last way longer

~8h

~16h

Aesthetic value changes

uncomfortable

-2

-6

very uncomfortable

-4

-10

initial optimism

+25

+15

At what mood % does Rebel State has an activation chance

15%

20%

Ate nice meal

+4

+3

Packaged food

+4

0

How quickly does the mood change (per hour)

2

8

Mood modifiers for food and sleep last way longer

~8h

~16h

Aesthetic value changes

uncomfortable

-2

-6

very uncomfortable

-4

-10

Settler aesthetic

30

12

Settler face

30

12

Clothing

100%

-50%

Carcasses

-10

-50

Dung

-10

-20

Bones

-30

-45

Clay/limestone pile

2

0

General speed of things

Building speed (depending on a skill level)

1

~½ (lower levels a bit slower)

Other Mood modifier changes

Religious activities deprived small

-5

-6

Religious activities deprived

-8

-12

Deprived of entertainment small

-5

-6

Deprived of entertainment

-8

-12

Slept on ground

-5

-10

Low expectation

8

6

Together we are strong

16

8

Advanced Perk Behavior

Settlers will have positive or negative mood changes due to other Settlers’ behaviors, depending on their perks.

  • For example:

    • Wounded Moribund Settlers will now emit an odor from their wounds, that would negatively impact fellow nearby settlers.

    • Wise and Erudite settlers will have no patience for Dullard settlers.

    • Industrious settlers will positively impact the settlers around them when working.

  • Settlers now have specific rebellious states depending on their perks. For example:

    • Eat Binge

    • Insult Spree

    • Solitary

    • Drink and Entertainment

    • Fist Fight

    • Hot

    • Cold

    • Feral

      etc.

Depending on their rebel state, they will behave differently and probably affect other settlers in the process.

  • In addition to the Merry state lasting the whole day, settlers in the merry state can trigger special effects of some perks. For example:

    • Gourmet has a chance to turn a simple meal into a lavish one upon completing the production.

    • Winsome perk will influence better trading deals and positive social interactions.

    • Green Thumb can sow plants faster and harvest more.

      etc.

  • Some perks provide Positive/Negative chemistry to people that are owners of other perks. For example:

    • Iron Stomach owners get along with Callous, Cannibal settlers, while they dislike settlers with Gourmet, Dainty, Precious, and Austere perks.

    • Contemplative doesn’t gel with Outgoing folks.

    • Infirm settlers appreciate Benevolent ones.

      etc.

Overall, depending on the perk, they can have different influences depending on the settler’s mood, their interaction and proximity with others.Sometimes they’ll affect just the owner, and some will influence other folks. Some might have special benefits. Experiment, try and report!

This should not provide major upset if basic needs of your settlers are fulfilled, but it should cause emergent gameplay and fun storytelling moments.

Combat Refinement

Combat has been rebalanced and enemy behavior readjusted.

  • Enemies now do less damage to buildings when attacking without siege weapons.

  • Enemies will now prefer to knock out, rather than kill your Settlers when your Settlement has few Settlers.

    • 1-3 -100% that they will knock them out

    • 5 – 80% that they will knock them out

    • 10 – 30% that they will knock them out

    • 20+ – 0%

    • The values in between get estimated. For example: 4 settlers will be 90%.

  • Upon being defeated in the raid by enemies, they will take some of your resources or the settler they came to pursue (for runaway events).

    • Things located within War chests will not be claimed.

    • Things that are walled in and the enemy can’t access them will not be claimed.

  • If you’ve been defeated in a raid and raiders are leaving the map, drafting Settlers will be temporarily disabled.

Pet Improvements

  • Added sleep preferences for animals in the Overview panel

    • In Quarters

    • Inside

    • Outside

    • Anywhere

  • Added a checkmark to animals in the Overview panel to set whether they prefer to idle inside or outside.

  • Animal beds are added to the game.They can’t be assigned and are used as additional control for animals’ sleeping preferences.

  • You can now pet your animals. Settlers will autonomously pet animals from time to time. You can also force settlers to start petting: right click -> prioritize pet animal. This will provide a small mood bonus to your settler.

Animal Color Variety

The color base for animals has been significantly expanded.

  • Each animal type now has multiple colors

  • The color name is shown when hovering over animals, or their trade entry in the tooltip.

  • Some colors are rarer than others. For example: orange female cats are rare, but albino animals are the rarest.

  • Color rarity influences the price of the animal slightly.

  • There is some light genetics at play, where each color is a part of a genetic bracket (for example all tortoiseshell cats are part of the same bracket), and the parents’ genetics bracket influences the offspring’s color.

  • Any animals you currently have in your save will be assigned a random color on load.

Improved Idling

When idling Settlers will no longer just stand around they can do one of the following:

  • Lean on a wall

  • Rub their hands for warmth near a fire

  • Sit next to a campfire on floor or on chairs

When performing social interactions, settlers will perform talking animation.

  • Further shader optimizations.

  • Lowered exiting and entering duration on secondary maps with the saves that have massive settlements.

Bugs and Fixes

  • Fixed several crash occurrences.

  • Fixed the issue that caused raiders to get stuck during raids, when only 1 enemy is alive and construction is necessary.

  • Fixed the long present issue that prevented pets from sleeping with their owners. You will not be missed.

  • Fixed the issue where you would end up lacking resources to complete the tutorial in some situations.

  • Fixed several visual glitches.

DISCLAIMERS:

⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.

⚠️ Also, at the moment, the experimental and the main branch are different. You should not play saves from the experimental branch on the main one as it can cause various bugs – please avoid doing this.

As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication – head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!