Greetings, medievalists!
The new update (1.2.11) is now live on the experimental branch. It is compatible with the old saves. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version:
Quality of Life Improvements
- Made changes to the animal retaliation system during taming:
- The animal will stop attacking after 4 in game hours.
- The animal will stop attacking after 3 consecutive strikes/misses.
- If the Settler attacks the animal back they will not stop attacking, until they can’t reach the Settler no more.
- Hired mercenaries, refugees and hirelings can now trade with merchants.
Bugs and Fixes
- Fixed several crash occurrences.
- Fixed the issue where changing adjusting skill level for production on a Basic research table would affect sliders on other tables, such as Research table and Advanced research table.
- Fixed the issue that prevented Settlers from fleeing when an animal retaliates while being tamed. This would result in the Settler continuing with their day, while the animal chases and attacks them until they fall unconscious.
- Fixed the issue in which Settlers couldn’t mine voxels that had floor blueprints on them.
- Fixed the issue where inflation messages would appear at wrong times.
- Fixed the issue where Settler skill level would not be registered for production upon their return from a caravan trip.
- Fixed the issue that made visitors (merchants, bodyguards, chaplains, bards, etc) not attend events when invited.
- Fixed the issue where prioritizing via right-click wasn’t working for mercenaries, refugees and hirelings in some cases.
- Fixed the issue where “Hirelings arrived” event had a placeholder (sad cat) picture.
- Fixed the issue that allowed for unlimited diplomacy deals from a stale caravan selection panel when the game is paused.
- Fixed the issue where job priorities would reset for settlers that were drafted and you saved & loaded the game.
- Fixed the issue where animals would sleep wherever, regardless of their sleep settings.
- Fixed the issue where the schedule of captives would be changed accidentally via copy/paste schedule.
- Fixed the issue where perk merry state names were shifted by one. Most perks would show the next perk’s name – the effect would be working as intended, but the title was wrong. Thanks to Steam member Fantu for pointing this out.
- Fixed various minor text issues.
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.

