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patch_notes

The document outlines various updates and bug fixes across multiple versions of a game, focusing on gameplay balance, minor changes, crash fixes, and bug resolutions. Key changes include adjustments to projectile damage calculations, improvements to AI behavior, and the introduction of a global market supply system. Additionally, cosmetic updates and localization enhancements are noted throughout the versions.

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pepito24
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© © All Rights Reserved
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
35 views

patch_notes

The document outlines various updates and bug fixes across multiple versions of a game, focusing on gameplay balance, minor changes, crash fixes, and bug resolutions. Key changes include adjustments to projectile damage calculations, improvements to AI behavior, and the introduction of a global market supply system. Additionally, cosmetic updates and localization enhancements are noted throughout the versions.

Uploaded by

pepito24
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 233

Version 0.7.

955

Minor changes:
-Localization updates
-Tweaked the manor gate visit mode collision to allow the lord through
-Fixed building names always appearing in English in wiki in the available for
section

Cosmetics:
-Added lv2 church stairs

//-------------------------------------------------------------------------------

Version 0.7.954

Gameplay & balance:


-[Experimental] Max chance to miss for projectiles capped at 85%
-[Experimental] Base projectile damage increased 2x

Minor changes:
-Tuned the plot tool FSR mask slightly to further reduce glitches
-Increased the updates of proximity triggers for tasks ("proximityAction") to make
sure eg. woodcutters are more responsive and don't just stand and stare at the tree
-Optimized the deer startling algorithm
-Optimized animals aligning their rotation to ground to happen less frequently if
far from the camera
-Optimized surface type check for footsteps to happen less frequently far from the
camera for non-handcart characters (unless some building is on fire, then they must
still happen with normal frequency)

//-------------------------------------------------------------------------------

Version 0.7.953

Gameplay & balance:


-Unified how projectile damage gets calculated compared to how melee damage gets
calculated (earlier stats were a bit more confusing cause projectile dmg was based
on '% chance to penetrate' while melee was "roughly" damage = attack / defense)
-Clamped "chance to miss" at 90% to always guarantee some casualties over a long
period of skirmishing
-Made sure "missile alert" stance applies the chane to miss bonus correctly (+15%
atm)
-Increased the warbow attack power since it was too weak to cause damage with the
damage scaling over distance so much

Minor changes:
-Villagers who turn to banditry will try and setup their bandit camps in the forest
far from the buildings (unless they can't find a suitable place or unless they
decide to join an already existing bandit camp)
-Added missing pathfinding/collision data to townhouse lv3 variation H (narrow
yellow + red beams one)
-Minor localization updates for all languages
-Resolved some font issues in the feedback text popup (stance changes etc)

Audio:
-Removed the sowing sfx playing on 12x cause it was a bit too intense
-Replaced the lv3 burgage plot signature cue with the lv1/lv2 burgage plot cue (the
lv3 cue was a placeholder which lacked variation)
Crashfixes:
-Crashfix attempt for a resident being left in resident list even though they are
dead or invalid
-Fixed a fatal freeze that would happen if someone tried to ungarrison a LV3
residential building that got incorrectly positioned far outside map bounds when
loading

Bugfixes:
-Fixed AI moving squads on sync instead of using the async pathfinding, resulting
in lag spikes like in old builds
-Fixed archers reducing the defense of troops opposing them in melee combat instead
of getting a debuff themselves
-Added a simple fix for some lv3 building parts having invalid construction
location which caused it to produce a NaN location, making the camera fly off into
the heaven and cause all other issues potentially. However, still looking for what
exactly caused it.
-Fixed procedural stairs not having collision

Cosmetics:
-Fixed the wrong offset of the Variation E (wide) lv3 townhouse stair location

//-------------------------------------------------------------------------------

Bersion 0.7.952

Minor changes:
-Reduced ghosting of the road build tool under FSR

//-------------------------------------------------------------------------------

Version 0.7.951

Bugfixes:
-fixed XeSS setting displaying twice on Steam

//-------------------------------------------------------------------------------

Version 0.7.95

Minor changes:
-Removed XeSS from WinGDK since Intel said it's not supported yet

Crashfixes:
-Fixed crash when moving an army while rallied and disbanded troops are
simultaneously selected
-Added a crash safety check when an invalid pathfinding point is detected in async
findPathSimple. An error will now be printed to logs (Error: async findPathSimple
invalid ppoint!)

Bugfixes:
-Fixed the "mercenary captain" achievement triggering in "rise to
prosperity/conquest"
-Fixed the gravedigger causing disapproval from seeing "unburied bodies"
-Fixed the flying Trading Post door
-Fixed the market stalls not being selectable ever again if building array order
gets scrambled after demolishing a building with lower index than the market.
[Note, old saves may be forever broken and market rebuild may be required - sorry]
-Fixed the difficulty setting changing the end goal of "on the edge" preset
-Fix attempt for FSR not working on WinGDK
-Fix attempt for DLSS not detecting hardware properly on WinGDK

//-------------------------------------------------------------------------------

Version 0.7.94

Minor changes:
-Removed the optimization which caused the selection check to be ignored if the
camera is over a certain height
-When rallying multiple squads, they rally point formation lines will offset so
that they don't all clump up into a single blob
-Added a reform the line call in the updateSquadAI of rallying squads to make it
look/work smoother
-[Experimenta] If a character gets pushed to the opposite direction of their
steering direction, it won't snap to the next pathfinding point. This should make
characters push less fiercely when they reached their final location and someone
else is trying to push through.
-Increased radius of grabbing equipment for rallying so that rallying is smoother
-Added a bunch of missing character LODs

AI:
-After adding async squad pathfinding I forgot that "merging formation lines" calls
"move squad" after "move squad" was already called by "execute squad command".
Therefore squads had 2 overlapping commands (normal formation and "merged"
formation) which caused them to wiggle in place. I made the "moveSquad" call only
once. at the end of all calculations, and therefore I reduced wiggling on
stationary merged formation commands ("battle_AI_merged_lines" in debug) for
instance when the AI is using the "bait" tactics.

Gameplay & Balance:


-"Critically undersupplied" price multiplier lowered from 3x to 2x
-Changed Baron's passive influence gain from 100/month to 50/month + 100/month if
aggressiveness is set to max
-[Experimental] Reduced the effect of push forces cause they could get a bit
"slide'y" when there was a significant imbalance of force
-Removed the "shield" bonus from the mail armor item but doubled "armor" bonus to
compensate
-[Experimental] Removed the friendly fire option from militia archers since they're
undisciplined

Crashfixes:
-Fixed a crash when a quest is issued after the player already loses all regions

Bugfixes:
-Fixed soldiers not calling verifyPath and thus getting stuck on obstacles
-Fixed water not animating on very very late savefiles due to some continued float
precision errors
-When spawning a new bandit camp, added a check whether an existing abandoned
bandit camp is not still present at that location, because bandit camps sometimes
spawned on top of each other indefinitely, causing a framerate drop
-Fixed "friendly fire" option not always displaying in the army UI

//-------------------------------------------------------------------------------

Version 0.7.93

Minor changes:
-If for whatever reason importing livestock by order fails, the game should no
longer consume regional wealth

Gameplay & Balance:


-Added a random start index when warehouse workers are searching for market stalls
to supply. This should make sure that all stalls are more equally taken care of on
average.
-Toned down how quickly high value goods get "oversupplied" but increased how
quickly low value goods are "oversupplied"
-Slowed down the tree growth rate just a tiny bit more

Crashfixes:
-Fixed a crash when a non-animal non-regional resident was garrisoned in a building
(possibly someone turend to banditry while being garrisoned at home)
-Added a safety check for a crash to an invalid resident pointer (also should never
happen though)
-Added a safety check for a crash when pathfinding point array has invalid indices
for some weird unexplained reason (use VerifyAsyncPathfindingData checkbox to
debug)

Bugfixes:
-Fix attempt for the baron still claiming his own regions sometimes
-Fixed foreign market supply possibly not rebalancing itself over time
-Fix attempt for farmers not plowing in the harvest season if there's nothing to
harvest

Cosmetics:
-Added missing pathfinding data to the townhouse lv3 variations A (half hip) & E
(widest) [note: it will might cause them to rebuild when loading previous saves]

//-------------------------------------------------------------------------------

Version 0.7.92

Minor changes:
-Added retinue to the population tooltip so that all numbers match
-Corrected Bereneute ->Berenreute
-Removed "raider free years" option 4 and 5 since it was lacking localization keys
and is probably unused anyway

Bugfixes:
-Fixed oxen/animals "turning into banditry" if public order gets low
-Fixed invalid population tooltip details
-Fixed not being able to place building blueprints in the planner mode without
having enough resources
-Fixed fake light bounce setting not saving properly
-Fixed Hildebolt not claiming player Regions on high aggressiveness and possibly
claiming his own regions and getting stuck being inactive for the rest of the
session

Cosmetics:
-Added a placeholder role icon for rallied soldiers for the population list
-Added a placeholder lv3 family icon

//-------------------------------------------------------------------------------

Version 0.7.91

Minor changes:
-Made sure "assigned families" meter accounts artisans and servants so that
unassigned+assigned = family count

Crashfixes:
-Fixed a crash after importing all horses and then exporting all horses and then
importing all horses again

Bugfixes:
-Fixed the tax collector blueprint not saving properly
-Fixed wrong "no mercenary companies available" text visibility
-Fixed family members not spawning
-Another fix attempt or people not moving in when there's rubble
-Fixed people not constructing if they happen to be all already standing within the
buildingBounds of the unconstructed building and exceed the maxBuilders limit

//-------------------------------------------------------------------------------

Version 0.7.9

Major changes:

-[Experimental] Global market supply and demand system:


a) There is now a virtual global inventory of tradeable items called foreign market
supply
b) Foreign market supply is affected by import and export to and from tradepoints
and also trade with free merchants. If you buy a lot of goods of certain type,
foreign market supply will be decreased, if you sell a lot, foreign market supply
will be increased
c) If the foreign market is oversupplied, prices of goods will fall and if foreign
market is undersupplied, prices of goods will rise. This is recalculated every
month.
d) Once foreign market is critically oversupplied, you can no longer export to
tradepoints nor sell to free merchants
e) Market rebalances itself naturally every month and should go back to normal
after a year

Minor changes:
-Added a soft clamp to reduce camera jolting far away when a lag spike occurs for
whatever reason
-[Experimental] XeSS added
-Added "pawn_cash" checkbox to debug baron's funds
-Added save chunking for windows GDK to avoid saves deleting/not saving if they
cross 16mb blob limit
-Reimplemented the sowing algorithm's "closest unreserved plant" check cause on the
big fields it really mattered - they walked around too much sowing just by plantID
instead of by "closest unreserved plant"
-Added wax to be properly produced if advanced beekeeping branch is unlocked
-Added the ability to rotate the camera with keyboard (F,G by default) and to
rebind those keys
-Quantized the fertility limits for savefiles to make savefiles much smaller at the
cost of sub 1% approximation error
-[Experimental] Pack station workers and people outside their home region will
display their origin region next to their name
-[Experimental] Pack station workers will display what they are bartering at the
moment in the tooltip
-[Experimental, untested] Added a flag to keep the audio playing in the background
if the game is minimized
-Increased LOD aggressiveness on wheat cause it caused some fps drops
-Horses will now return a carrying rider task when mounted
-Horses will unequip the wagon after being dismounted by traders who are rallied or
change profession
-Added a "no mercenary companies available" text when all are bought
-Added missing bound checks for old plot collision detection functions to make them
more optimized
-Made disbanded unit cards more paper toned to make it easier to see which squad is
disbanded
-[Experimental] handcarts will adjust their rotation to the ground slope when
dropped
-Made sure fps gets capped to 60 by default since some players reported overheating
hardware
-Medium/Low shader quality will no longer turn off animation interpolation
(resulting in choppy animations)
-[Experimental] Added a "10 simultaneous transport task for trading post limit" for
when wareouse workers are retrieving stuff that's no longer exported from trading
posts, in order to limit trading post mobs
-Fixed "being claimed" text overlapping the claim progress bar
-If the mount somehow dies but the rider lives, it will now call forced dismount
(done in a failed attempt to bugfix riders walking around without their mounts)
-Optimized terrainHeight calls a bit by periodically caching mine/sawpit/corpse pit
proximity and doing pit collision traces only if bInLandscapeDeformationProximity
is set to true
-Added a mechanism that should fix so called 'crackhouse' bugs for older saves by
splitting broken bunched families (like, 200 husbands in a single family broke)
into new individual families
-Optimized the "hover unit check" function
-When the game boots, cursor should position itself near the bottom of the welcome
message, more or less
-Lowered the precision of collision avoidance to increase optimization in very
large towns
-Added a few missing character LODs, including female dressess

Audio:
-Transaction sound cue (coins) won't play if it's happening far from the camera

Gameplay & Balance:


-Doubled the fire propagation wind multiplier effect
-Droughts now increase fire propagation rates
-Reudced the duration and frequency of rain slightly
-Women will now chop firewood too
-[Experimental] Increased the base carrying capacity for pack station workers to 5
-[Experimental] A mule is required if barter ratio is greater than 5x or smaller
than 1/5x, if the mule is missing from a high value barter, a log alert should be
addeed "mule_required_for_barter"
-[Experimental] Increased the field crop spacing a bit since it was a bit too
densely planted for optimization, it will also lower yields (spacing change 300.0f-
>360.0f)
-[Experimental] Baron gets free mercenary upkeep and is limited not to go into debt
cause it breaks his behavior, for early access it might lead to him not go for
camps and thus not get influence which is probably undesirable
-Baron gets 100 influence / month from "Tithe"
-"essential commodities" wiki entry removed from the game since it's deprecated
-Egg and hide output from extensions halved (1/30 days instead of 1/15 days)
-[Experimental] On high aggressiveness setting the Baron gets more funds and more
influence per month
-[Experimental] People will store a maximum of 50 goods for export at the trading
post
-[Experimental] Tree growth rate slowed almost 10x

Bugfixes:
-Fixed being able to open the same building panel multiple times when clicking over
the log prompts
-Fixed opening an invalid building panel if the building the log prompt leads to
was destroeyd
-Fixed the player being able to build plots with one corner outside the map, also
leading to a possible crash
-Fixed the camera zoom being too slow sub 60 fps
-Further fix attempts for available upscaler detection (DLSS etc)
-Fixed being able to trigger the cinematic mode in the map mode
-Fix attempt for "start the game" achievemnt not triggering on Steam
-Fixed the years not matching if starting a new game and loading, right now game
should always start at year 1
-Fixed unlimited livestock list which disappeared if it couldn't fit into the
screen because it had too many entries
-Fixed the garrison tower not respecting the 1/region limit after placing by LMB
-Fixed the manor palace not saving properly if manor was constructed using the
"close" button when placing the first time
-Fixed the rename function not working for livestock
-Fixed the rebuild button being obstructed by the extension widget after a burgage
plot burns down
-Fixed some buildings getting stuck in eternal fire and not collapsing
-Fixed the woodcutters overfilling their workplaces with small logs if the storage
for firewood is full
-Fixed water not being marked as transitionary and thus an itemID228 debug string
being present when rallying a citizen who transports the Water
-Fixed carrying capacity not being increased from having a mule on the way back
from the barter partner region
-Fixed villagers getting stuck in following/guiding task if they're guiding a human
for some reason. Note, I don't know why it happened in Monsterfish's save, it's not
possible afaik and I've added a warning message "human guiding human" so that we
can hunt down the moment it happens.
-Fixed the game breaking after the player spends over 30 years in the game because
of the float precision limits for storing adjusted game time
-Fixed the vigilantes achievement not triggering
-Fixed plot tool detecting invalid collision with certain roads which were very
straight (mostly kings roads), effectively blocking the plot placement after
completing the 4th plot point
-Fixed tithe giving wrong amount of influence and possibly also consuming the wrong
amount of food
-Fixed wagon riders having wrong offsets
-Fixed the player not being able to import mules via the livestock trader
-Fixed too many families moving into houses
-Added a safety check to disable rider-horse collisions cause for some reason they
were ON in Monsterfish's save. However, ideally it should never happen and now a
warning will display: "mountActor has collision!"
-Fixed units not getting unstuck if they are detected stuck, aka failsafe not
triggering properly
-Fixed the manor breaking pathfinding if the wall is too close to the entrance,
NOTE: this needs some extra work later cause the player can just wall off buildings
without consequence
-Fixed people navigating to the center of the small granary (inaccessible location)
for goods that don't have visual representation in this building at the moment
-Fix attempt for victory not triggering in conquest mode and growth mode
-Fixed free merchants always ignoring clogging behavior
-Fixed villagers sitting at wrong locations/rotations when drinking at the tavern

Crashfixes:
-Fixed a possible crash when issuing a raider tracking quest
Cosmetics:
-[Experimental] Added some transparency to the top panel after someone's suggestion
-An updated lv2 storehouse with proper collision pathfinding data and doors
-Fixed smoke coming from the wrong place for cottage lv2 variation B
-Fixed leaves floating over the corpse pit
-AAD combat animation combos cleanups
-2 New patron saints for unit banners, st Martin and st Florian
-Added missing death animations to sheep so that they don't transform into modern
sculptures
-Tweaked mines/corpse pits not adjusting to ground slope
-2 new horse idle animations
-Lowered the vigniette after someone commented on some video that it's like
watching the game through a periscope...lol.
-Returned the random clay roofiles hue variation
-Lightning bolt sprite will now fade out near the camera

//-------------------------------------------------------------------------------

Version 0.7.8

-Added developer frustration because WinGDK jumped versions

//-------------------------------------------------------------------------------

Version 0.7.2

Minor changes:
-Made EA welcome message contextual for WinGDK
-Changed the config configuration to "1" so that app manifest is satisfied

Crashfixes:
-Fix attempt for a very rare crash that happened on loading (~1/600 attempts) due
to an error in the loading screen plugin

//-------------------------------------------------------------------------------

Version 0.7.1

Gameplay & Balance:


-Increased the trade value of plate armor from 4x to 12x

Minor changes:
-Added camera collision to the lv2 church
-Decreased the saving times by moving the compression function to async
-When house is set on fire, that now makes the occupants homeless, so that they can
move to another house instantly if it's available. It also unassigns them, so if
it's a manor or an artisan workshop, they get unassigned and turned homeless.
-Removed the aspect ratio limit for adjusting resolutions in case someone wanted to
change to 16:9 even though they have a widescreen monitor
-Added a "findSuitableEncampLocation" function so that bandits don't all go encamp
at 0,0,0 when they want to regenerate after battle
-Made "policies available" notification much rarer
-[Experimental] Added "wagon slots" to the trading post where visiting traders
should "park"

Audio:
-Tuned the voice attenuation to reduce volume spikes at medium-long range
-[Experimental] added door opening sound effect if the camera is close
Crashfixes:
-Fixed a possible crash on disband if the units somehow don't have decals spawned
-Fixed a crash that happens if a merchant somehow dies

Bugfixes:
-Fixed a wrong construction resource consumption check leading to workers stealing
construction resources from upgraded buildings (for instance stealing stone from
the lv2 church, effectively blocking construction)
-Fixed plant instance locations sometimes not loading properly
-Fixed some fields being too sparse / displaying visible plowing lanes if they're
too large
-Fixed villagers sometimes ignoring "supplies" buildings when collecting goods, for
instance after rebuilding and unpausing the Waldbrand granary
-Fixed the excessive "Can't find a Storehouse for excess weapon storage"
notification
-Fixed livestock traders getting stuck at the livestock trading post after a
successful import because the task 40 would not finish
-Fix attempt for DLSS option still being displayed on AMD cards
-Fixed control groups breaking when a squad with lower ID is removed

Cosmetics:
-Changed the hunter walk and idle when he has the bow to have a proper grip
-Added lord's scabbard and polished the cape simulation a bit
-[Experimental] Since shadow bias created problems with mines & sawpits blending
with the terrain, I only try to apply it if the camera is high. It's probably not
noticable and consumes GPU so I might just take it out
-New trading post model with proper collision/pathfinding data
-Added a "puff" wattle helmet variant to avoid clipping with "puffy" bodies like
gambesons

//-------------------------------------------------------------------------------

Versions 0.7.003-0.7.007

-Fixing the flickering grass on WinGDK shipping config

//-------------------------------------------------------------------------------

Version 0.7.002

Minor chnages:
-Removed the language selection from the in-game pause menu as well since it caused
some problems. Language now has to be changed in the main menu only.

Crashfixes:
-Fixed a crash when doing a specific build order using the worker camp and hovering
the marketplace

//-------------------------------------------------------------------------------

Version 0.7.001

Minor changes:
-On non-Nvidia cards default AA/upscaler defaults to FSR instead of DLSS
-DLSS is no longer visible if it's not available on user's hardware

Bugfixes:
-Fixed the warehouse workers collecting food from the trading post if the player
stops exporting it
-Fixed the zoom speed being relative to FPS
-Fixed the lower UI being partially active and flickering when playing in 250 FPS
and more
-Fixed handcarts not spawning if the player saves the game during the building
construction
-Fixed the "broken" (on retreat) and "influence" (on church built) feedback text
containing wrong characters
-Fixed the retinue not always being available to buy even though the player has the
treasury. It happened only if upgrades were done and an upgraded retainer was
selected when opening the editor.
-Fixed font errors in Japanese

//-------------------------------------------------------------------------------

Version 0.6.99

Minor changes:
-Disabled all debug messages unless ML.showDebugTools is TRUE
-Unnamed retinues should be named just "retinue" by default in the editor
-Renamed retainers should show the proper name in the squad tooltip

Bugfixes:
-Fixed the bug where the player can't hover over any building after exiting the
retinue editor because it thinks the retinue squad is still selected
-Fixed the baron trying to loot the abandoned windmill cause he thought it's a
bandit camp cause it's not owned by any player
-Fixed the unburied bodies disapproval sticking forever instead of turning into
"past" and disappearing eventually
-Fixed not being able to hire a new retainer if the player has exactly 50 silver in
treasury
-Fixed the "shoot at will" tooltip not displaying correct content

Cosmetics:
-Lowered shadow bias to slithgtly reduce light leaking through contact points with
the ground eg. for walls

//-------------------------------------------------------------------------------

Version 0.6.98

Gameplay & Balance:


-[Experimental] During first 30 days of gameplay the livestock will not run away
(and runaway timer won't even count yet, making it in total 60 safe days). Added
cause one player reported their ox run away early game when moving the hitching
post and that it caused some frustration.
-[Experimental] Made young fir trees choppable for resources
-[Experimental] Capped max game speed to 12x

Minor changes:
-Added the missing marketplace tutorial video
-Added the missing marketplace building panel thumbnail
-Updated the retinue idle ("lazy") tasks so that they hang out in the manor more
-[Experimental] Retinue members might help with castle reconstruction
-When a unit is in multiple control groups, multiple numbers will now display in
the unit card and next to the floating icon
-[Experimental] alt+group removes the selected units from the control group
-AI will skip reforming if the line is exactly the same as previously commanded
line, since it created some unneccessary wiggling of units when waiting on the
challenge battlefield
-Added what's missing to the tooltip of extension upgrades. Note: Some localization
might be missing for now.
-Added a call to redistribute militia recruits if any military resources were
granted, for example by the armament delivery quest
-Added how much it costs to hire new retainers to the tooltip
-Added quirks to save data

Audio:
-Lowered individual random voice pitch range to reduce extremes
-Fixed the "region claimed" cue not playing
-Added Steve's stance command + shieldwall and shoot at will voice commands for
militia

Crashfixes:
-Fixed a crash when archers are shooting volleys but one of them aborts their task
for some reason and produces an invalid task pointer

Bugfixes:
-Hidden the credit button from the in game pause menu since it caused problems
-Fixed credits causing a lag spike when entering
-Fixed credits rolling too fast
-Fixed the bell achievement happening when the bell rings and not when the player
changes the bell like the description says
-Fixed the "start the game" achievement happening when the pause menu is opened
instead on game start
-Fixed the event message queue not updating leading to wrong event messages being
displayed
-Fixed castle construction cost not displaying properly for walls and gates
-Fixed the starting season spinner not working in the game setup
-Fixed no tutorial popup about taxation upon building a manor
-Fixed roofs not reveiving the market distribution tint
-Fixed blacksmiths being rallied with smith aprons on (which seemed cute at first
but weird if you actually send them somewhere)
-Fixed the manor palace not costing any resources when commited the first time with
no extra modules
-Fixed castle reconstruction cost not updating after spawning a gate by building a
road through a wall in the castle planner
-Fixed wall ghosts not loading in the castle planner
-Fixed militia required armaments displaying too high values in the residential
panel
-Fixed go pray task having too big random radius which led villagers to use
emergency mode and go through walls
-Removed that random dyer model at 0,0,0
-Fixed control groups breaking after squad with lower ID gets destroyed
-Fixed wrong maximum residing family calculations for burage plots, should be lv1
1+1 lv2 1+1, lv3 2+2 (+ means the optional expansion)
-Fixed player's claims not displaying in the current claim list on the left side UI
if the claim is towards an enemy region
-Fixed the squadfinding failing if the paths are exactly identical and require no
actual movement, leading to AI squads wiggling every second or so if they just have
to stand in one place
-Fixed the player paying twice for livestock imported with orders (once on order,
once on delivery)
-Fixed livestock traders not paying the import fee when importing livestock from
tradepoints even without the better deals dev branch enabled
-Fixed the interior box clipping through the roof of townhouse variation B

Cosmetics:
-Added the cleaned stirring animation + added a stirring stick
-Boosted the selected unit highlight

//-------------------------------------------------------------------------------

Version 0.6.97

Gameplay & balance:


-Rich berry deposits no longer regrow 2x faster than normal deposits
-Mercenaries no longer reform if broken

Minor changes:
-Added the "type before" data to saves so that rebuilding rubble works properly
-Storehouse workers should now transport goods that are no longer being exported
from the trading post back to the storehouses so that there's room in the trading
post for other types of goods if needed
-Made sure the artisans respect production focus even if they can't temporarily
craft something. For instance if they are set to making polearms and they cost too
much, they won't just create tools in the meantime, and so on.
-Added a few missing building cards & panels (corpse pit, pack station, shrub
removal, dyer)
-Disabled the WIP legacy view in EA
-Removed goats and goat sheds using the pasture space since they aren't really part
of the pasture system
-Language setting will now only appear in the main menu (it's tricky to find all
the widgets and retranslate with how things are set up)
-Created proper tooltips for save and load coat of arms texture (no localization
yet)
-Visit mode should now spawn the player on the nearest road to avoid glitching into
buildings if possible
-Stopped mercenary payment quests to displaying in lower left completely now that
the top right banners are in
-Implemented the missing achievement trigger code and removed the doggo achievement
since there wasn't enough time :(

Crashfixes:
-Fixed a crash on "turn to bandit" if the person is out of map bounds (eg a trader)

Bugfixes:
-"grantResources" function will skip "transitionary" resources, this should avoid
the player receiving back eg. stolen carcasses and game placing them into
granaries. Same with when recruits drop inventory when rallied, those transitionary
resources will then get annihilated instead of being placed into storage.
-Fixed the horse wagon axel not rotating if the horse has no rider
-Added a safety check when loading the game whether the character location wasn't
corrupted (far outside of map bounds), leading to a possible NaN error on
updatePosition
-"clicking the message of goods being stored in warehouse multiple times opens the
ui for said warehouse multiple times" - Fixed by aborting "open building tab" if
tab is flagged to be already open
-Fixed approval loss happening on hard difficulty for lv3 burgages cause they
required levels which are not implemented in the game currently, like level 2 water
-Fixed the assigned and requested military equipment in the residential panel
armament section
-Added a safety check for clogging to ignore whatever is following a character
since it was likely that the trader got clogged with their own pack mule that was
following them, the mule obstructed the target location and they got stuck together
-Added "Hidden" variations to goat and sheep so that they are properly hidden when
garrisoned in a building, like a tradepoint on the map edge
-Added a call to reassign families in the region after converting to artisans since
they were unassigned from their previous jobs and could leave a dangling "searching
for worker" state
-When choosing a position to follow, the animal guides will now attempt to add in
prediction for the animal movement, because I suspect that it might have caused the
ox to get stuck at 16x (collision with their own guide setting obstructed = 1)
-Fixed corpses not disappearing after 30 days of neglect
-Removed the banner carrier's sword from the tradepost (id 312)
-Fixed archers having too high attack (3 instead of 2)
-Fixed the AI aggresiveness game setup tooltip missing strings
-Fixed the track raiders quest not being accurate because the proposal time and
quest accept time might not be the same (if the player doesn't instantly click the
message)
-Fixed the dyer offset within bounds
-Fixed manor wall not costing planks (because of the fix some saved manors might
need replanning or rebuilding)
-Fixed the gatehouse moving every time the player loads a game
-Fixed construction cost showing incorrectly when dragging a wall blueprint in the
castle planner
-Fixed the walls going weirdly sharp in the castle planner because they collided
with already constructed castle bounds
-Fixed the palace rebuilding even though nothing has changed, because it has a
wrong (outdated) preview mesh
-Fixed mercenary companies not breaking if unpaid

Cosmetics:
-Added the missing barrel idle animation
-Added simple metal pots for the dyer

//-------------------------------------------------------------------------------

Version 0.6.96

Minor changes:
-Added the shopping lists (which are needed for trading post workers to import and
export) to save data
-Hidden the goat counter in the livestock tooltip since the player doesn't have to
manage them
-Added the missing "growth" and "conquest" victory condition illustrations

Crashfixes:
-Fixed a crash when a trader reaches destination but their shopping list is empty
-Added a safety check when rallying a retinue that is homeless for some mysterious
reason (manor somehow got destroyed?)

Bugfixes:
-Fixed the storage filter icons being non transparent even though they are set to X
-Fixed "erase crops" function not updating the yield in the UI
-Added a "dismount" call for rallied traders so that they aren't rallied with
wagons or even worse with horse-like running speed
-Fixed gravediggers burying hunted deer
-Fixed black and white markets stalls
-Fixed the horse counter not working in the livestock tooltip
-Fixed the total livestock counter accounting for chickens and goats even though
it's irrelevant for the player
-Fixed a "none" tutorial popup appearing indefinitely if food supplies drop below 2
-Fixed market demand icons displaying over plots with zero inhabitants

//-------------------------------------------------------------------------------

Version 0.6.953

Major changes:

-Rewrote militia recruitment functions.


a) Now region assigns each recruit not only the unit but also their weapons and
armor based on their status and unit type up front.
b) That recruit will try to get that equipment home, but if he can't do it in time,
it will teleport to him when he equips for war.
c) This also means the squads will be ready as soon as the equipment is assigned to
them and the player no longer has to wait for them to actually move the stuff to
the home inventory.
d) Optional armor levels are now shown in the squad tooltips
e) [Experimental] Only the assigned equipemnt is reserved from stock so surplus
won't go negative after forming a unit without all the equipment required. This
again makes trade targets "sort of worse" because you can't set target suprlus to 0
and expect imports, but the negative counter was just confusing too many players.
f) Removed the 'collecting equipment' status since it no longer matters for
rallying

-[Experimental] Savefile compression


a) Saves will now be compressed so that their filesize is reduced by around half
b) However, it will take longer to load and unload since it needs to do the
compression
c) Old saves should still be able to load if decompression algorithm fails
d) Optimized how fertility data get saved so that it takes up less disk space. It
can produce very tiny rounding errors due to that but nobody should be able to
notice (<0.3%)

-Changed how manor contents save so manors might no longer load correctly from
previous saves. Sorry!

-Approval memories now store monthTotal instead of daysTotal to compare whether


they are "past" or not, because "last 30 days" lead to problems like tax approval
loss accumulating from 2 months in February collection

-Market distribution updates:


a) Since fuel variety is not a factor for upgrading at the moment, I changed the
fuel distirbution algorithm to simply fill every plot with 1 fuel of any type,
sending charcoal to the closest ones
b) Simiarly, since lv2+ goods don't "jump" houses and *can* get distributed to lv1
houses if those houses are near to the market (to ensure that high tier burgages
are those nearest to the center), the demand for all goods needed to be rised to be
the same for all tiers of goods
c) Added a (?) tooltip explaining further how the market availability works
d) Greatly simplified the "supply/demand" tooltip in the marketplace to just show
just what's stocked on the marketplace since it was causing more confusion than
good
e) Added a simple fade in effect for icons to make it less harsh on the eyes
[medium-ultra material settings only]
f) Made the icons smaller to produce less overlaps in big cities
Gameplay & Balance:
-Lowered archer ranged attack from 5 to 2
-[Experimental] Added crafting cost of 1 plank to spear and sidearms now cost 2x
iron ignot
-Forester planted trees grow half as fast
-[Experimental] Disabled fatigue while the squad is being rallied
-Approval loss from unburied bodies is added only after 10 days of neglect
-Approval loss from unburied gets calculated every day since 10 days after death,
and the memory is added to every person near the body at that time. If there is no
people within 60m of the body, the approval loss won't be added.
-[Experimental] Default militia squad size changed to 36 from 30 to be more
consistent with 12 retinue and squad sizes baron commands
-[Experimental] Approval loss from death is applied only to family members of the
deceased on the moment of death and only if the person didn't die in battle.
-Further increased stamina loss when running and made sure large shields increase
fatigue rate
-Tuned the weather patterns a bit to actually be more rainy in the sprint and
autumn and added a spice of randomness
-Decreased the "keep formation position" behavior for bandits when engaged to make
them come into melee more eagerly
-Changed land tax to work in % and approval loss should also be proportional (so
taxing a wealthy region 100 should cause less approval loss in a region with 10000
wealth than in a region with 100 wealth)
-Manor wooden wall now costs 1 plank/piece instead of 1 log/piece
-Halved the amount of influence is given by defeating the bandits

AI:
-If the player responded to a peace offer in the last 60 days, baron should no
longer spam the player with more peace offers

Audio:
-Added more weight to soldier steps on snow
-Lowered the overall music volume to 80%
-Swapped the enemies declared cue with another one without the watermark
-Helmets clank when transported

Minor changes:
-Removed the language flags since was told some might find them controversial
-Added another override for the main menu so that alt tab brings the cursor back
-Increased max save slots from 100 to 150
-Added a placeholder for the missing "large village" icon and shifted the "town"
settlement icons into their respective places (large town appeared as white before
cause medium town was using large town's icon)
-[Experimental] Player can now also disband mid rallying
-[Experimental] Idle soldiers will change pose from time to time
-[WIP] Hidden "discipline" and "mobility" stats, discipline is not accoutned atm,
instead there is a flat XP bonus for some units and mobility is simply counter
proportional to shield and armor levels
-Added back the ability to check enemy unit squads when holding tab
-If the rallied squad is full and 12 men or more, first soldier rallied becomes a
bannerman
-[Experimental] Tutorial popups shown will now save, so that if you boot up a save
file you won't get spammed with popups that were already shown in that session
before. However if you start a new game, you'll still get the tutorial popups again
(maybe your friend is trying out the game or you want to remind yourself or
something).
-Added a tutorial popup on taxation after Manor gets build
-Added more military wiki entries
-Added a pathfinding emergency mode for characters in squads, for instance bandits
who got spawned inside the tents and cant get out
-Field operation bars will no longer display if the field is set to fallow
-Moved the basic survival tutorial popup to appear AFTER the victory goals message
is accepted
-For now, removed the friendly greeting towards Hildebolt since we can't follow
that "plot" yet in the game
-Made sure livestock exporters respect the trade limitations of other regions when
they export livestock to it.
-Construction blueprints should now spawn obstacle/pathfinding data to reduce how
often people phase through walls during the construction process. Note, this only
matters for buildings that have the data prepped, so mainly lv1 cottages + a few
others, the rest is still WIP. To test you can use the "obstaclesUnderCursor" debug
checkbox.
-Added recipient trait verification for diplomatic paragraphs (so that you can't
send hildebolt only texts to others even though they don't have the "illigitemate"
trait/aren't Hildebolt)
-[Experimental] Travelling Merchant icons don't display unless tab is pressed
-Added a call to align rotation if standing in a stable
-Added 500 storage space to bandit camps since I think the loot was getting
destroyed by the rain
-Added a warning that both regions need to offer goods for barter for it to work

Crashfixes:
-Fixed a crash where a villager would emigrate during a transport or crafting task,
leaving a corrupted cache pointer
-Fixed a crash on save if a trade route merchant somehow dies / gets destroyed

Bugfixes:
-Fix attempt for UI scale not updating at game launch even if it's saved correctly
-Fixed the warehouse workers equipping the cart weirdly if they're unsasigned while
playing the load cart animation
-Made sure the free merchants stop running once they get far from the enemy
-Fixed "battle lost" audio cue playing on "battle victorious"
-Fixed the updateDay logic not being processed if there are any 30 day old dead
bodies in the game world, leading for instance to quests not updating
-Fixed map edge pathfinding points having wrong weights and overall being used too
quickly, leading characters to take detours off map
-Fixed the blue chaperone and older lady portraits not saving correctly
-Fixed squads arriving tired just after being rallied/hired if the game was running
long enough
-Fixed "block" stat not calculating properly for the UI
-Fixed resources annihilating when being carried by villagers who are then rallied
-Fixed oxen getting stuck on map edges again
-Fixed bandit camps not giving enough wealth or treasury as a reward. Should be at
least 100-200 silver in addition to stolen goods or money from stolen goods
depending on choice.
-Fixed field data not updating after loading a game
-Fixed the player not being able to build roads in the castle planner mode
-Fixed castle planner blueprints getting turned into constructed buildings after
loading while removing the old constructed buildings at the same time
-Some items (gambeson, mail, helmet) should now use slot overrides for being
carried so that the carrier no longer "wears" the item when carrying it somewhere
-When for some reasons a villager needs to guide a horse to the stable, they will
no longer get stuck once they finish their task
-Fixed handcarts not aligning / levitating on slopes
-Fixed the squad indices in quest punishments not being shifted after a squad gets
destroyed, leading to wrong squad IDs in mercenary payment quests, leading to
merchant squads being destroyed after a payment failure, leading to merchants
disappearing and horse wagons getting stuck in a loop, and leading to a crash if
the player then tries to save the game
-Fixed the villager getting stuck in clogging after loading because "closeToFinal"
was not updated and the character occupying that position didn't know that it is on
final location and should move to make space. The exact reproducable example for me
was when forester was trying to plant a tree where the horse was standing in the
stable - the horse wasn't marked as "closeToFinal" and thus the forester was stuck
in "clogging" forever, waiting for the horse to move and make space.
-Fixed the "Happy metropolis" achievement not triggering
-Another fix attempt for "raiders near" quests spamming forever it the player
declines
-Fixed buildings counted as deselected even though their panels are pinned, leading
to eg. people arcs not drawing for some building panels. Result of very old code
where selection was not equal to having the tab open.
-Fixed blacksmiths still not refueling if fuel reserves are at 0
-Fixed AI retreating from no apparent reason from the bandit camps it went to
conquer
-Found a rare instance where a lady was exactly on top of the obstacle segment and
refused to move. The obstacle segment and path were collinear to the point of being
identical so my best guess is floating point error in collision detection. I tried
many things but could not get her to solve it so I added a temp workaround to
ignore obstacles if the character is stuck directly on top (2cm distance or less).
This fixed her but might add a few more rare instances of phasing through
pathfinding obstacles.

Cosmetics:
-When a tree is toppled, it writes to the forest litter mask to tone it down a bit
in that place before it gets redrawn during the winter
-[Experimental] Made the unit target location decals black on snow
-Fixed the weird snow pile on the corpse pit
-Added a bale representation to carried gambesons, cloaks and clothing
-Added missing helmet resource representation when carried
-[Experimental] Added some faraway fake trees
-[Experimental] Played with some procedural field bump maps again
-[Experimental] Lowered and densened field edge shrubbery cause it was looking a
bit too bushy for me
-[Experimental] Scattered some micro pebbles
-Added a bow carry animation & bow walk for archers
-Added blend padding frames for charge impacts to make the blend back to fighting
pose smoother
-Added barrel rolling animations for ale
-Replaced the idle, walk and run animations for sheep

//-------------------------------------------------------------------------------

Version 0.6.9.4 / 0.6.94 (winGDK)

Gameplay & Balance:


-Number of stalls requested in a region is now rounded upwards so that if you have
less than 5 families, they will still request at least 1 stall (before it was X/5
so for 1-4 families the result was 0 requested stalls).

Minor changes:
-ESC should now work in the main menu
-Camera pitch will now save with saved camera locations
-Farm workers should now move wheat/rye from the trading post to the faram for
threshing
-Birds should now pause animation properly on pause
-Added missing pathfinding data, smoke, door and stairs to the cottage lv2
variation A
-Made the approval factors in the tooltip respect widget borders better

Audio:
-Reworked the Manor sound signature

Crashfixes:
-Fixed a crash when calculating expected trade expenditure

Bugfixes:
-Fixed predicted approval loss from taxes returning a wild value if no burgage
plots are present
-Fixed the whole castle rebuilding when remodelling via the planner
-Fixed the ox guides getting stuck on fences too often
-Fixed people running for 1 tick when you change game speed from 16x to 1x
-Fixed unit hp regenerating over 100, leading to immortal or superpowered soldiers
-Fixed bloomery workers not refueling the bloomery if fuel reserves are set to 0
-When homeless move into artisan houses (for instance cause the player deleted
their cottage), they now unassign from their previous job and become artisans

Cosmetic:
-Reworked the model of LV2 Cottage variation A

//-------------------------------------------------------------------------------

Version 0.6.9.3

Major changes:
-Asynchronous unit pathfinding implementation. Whatever I tried, we had lag spikes
from units navigating the late game cities which can be quite a complex maze.
Therefore I had no choice but to also rewrite unit pathfinding ("squadfinding") to
be done on another thread. It should result in a huge performance increase but
might come with some new quirks.
-Rewrote the "squadfinding" algorithm to further improve unit locomotion in towns
-Implemented the "better deals" development branch (devID 110) which removes the
trade tariff from imports

Gameplay & Balance:


-Archers tire much more quickly when shooting
-Added 1 timber to hitching post construction cost
-Added missing crafting cost to polearms (1 ingot, 1 plank)
-[Untested] Soldier hp will now regenerate very slow if not engaged, and relatively
fast if not in battle stance (far from enemies). Goes back to full if disbanded.
-[Experimental] Armament delivery only grants spears and pavises, just enough for a
defensive spear unit
-Changed the land tax to be calculated in total regional wealth/month, because the
players couldn't get lower than 1/burgage plot which was still too high
-Reduced the approval loss from taxes
-Disabled the trade tax since it's a bit too WIP
-Women can now also be killed during raids

Minor changes:
-Fixed the stream bank roads in Zweieau not connecting
-Added "skip future tutorials" to the small tutorial popups too
-[Experimental] you can no longer select buildings while units are selected. This
was done because commanding units on fields was ultra finicky.
-Added pathfinding data to the windmill
-Added forester planted trees to the save data
-[Experimental] Because unit pathfinding in towns isn't super obvious to predict,
the game will draw arrows showcasing which path the unit will take after the unit
is moved
-If a person is inside their home and rallied, they will dress in military
equipment before ungarrisoning. This should save some time and make rallying
smoother, because earlier the person would ungarrison, set task to equip equipment,
equip and only then run to the rallying point.
-Added a limit of how many people can seek shelter in a single building at the same
time to limit crazy mobs. Note, they can still garrison in it later, just not at
the same time.
-Tweaked collision resolving / path verification when a characters get pushed into
an obstacle and stray of the valid path, get stuck
-[Experimental] Double click RMB to charge will change the stance to "push"
-[Experimental] Readded the close button when first time placing the manor.
Experimental cause it does the same thing as commit since the building has
technically been build... Ideally we have another cancel button that behaves like
demolish but there's no time to add it now.
-[Experimtanl] Oxen bumping into digging villagers will make them finish their
digging quicker so that oxen can pass to the construction site
-Fixed the wrong victory goal message & tooltip for "growth"
-[Experimental] Added the ability to save and recall camera locations using
ctrl+shift+number and shift+number (eg ctrl+shift+1)
-Recoded the reprojection of formations for multi unit movement commands so that
they hold the formation better, ended up in more or less the same place but I think
it's just a bit better now
-Added the region name below the taxation option header to indicate that this is
for this region only
-Brought back game speed controls in photo mode
-Running out of food/fuel log alert should now show the relevant region if multiple
regions are under command
-Added back the predicted approval loss for taxes. Note, it will never be precise,
because there's too many moving variables, especially with the trade tax.
-Oxen should no longer add a "go home" task if there is enemy near the home
-Neutral characters will now consider bandits as enemies. Added a check for
travelling merchants to run from them if detected near.
-[Experimental] Added a "zoom to mouse location" setting
-When storing the coat of arms design, added a popup "save finished"
-Disabled the ability to place markets over wells, it appeared as a bug
-Removed the contact shadow setting, I can never decide if it's good or not, it's
nice but it adds a lot of noise to the image

Audio:
-Heavy plate individual step sfx added
-Added male variations of marketplace voicelines
-Added an audio cue to the "goods stolen" prompt
-[Experimental] Each villager has a slight voice pitch modulation to make them
sound more unique
-Some voicelines were split into smaller chunks, this way they sound sighlty less
repetitive

Crashfixes:
-Fixed a potential crash when animation systm of the mount is not ready yet for the
horse but the rider already calls to update it
-Fixed an occasional crash when disbanding a mercenary unit

Bugfixes:
-Fixed the mail tabbard retinue variations using the wrong palette
-Fixed castle planner tutorial not disappearing
-Fixed the trees turning into floating rectangles on low & medium shader quality
settings
-Fixed the outer tower cost displaying logs twice
-Fixed plowing station upgrade button not disappearing after clicking it
-Fixed irrigation not requiring apple orchards to be unlocked before it's available
-Fixed wool stored "inside" sheep counting as stock before it's even harvested
-Fixed the cursor setting to "attack" (a sword/bow cursor) over fleeing enemy units
which are not a viable attack target in the game currently
-Fixed militia equipment required displayed in the tooltip in red even though it's
full (for example 30/30 sidearms)
-Fixed sidearm requirement not displaying the militia squad tooltip
-Fixed polearm requirements and stock not displaying correctly in the militia
recruitment panel
-Fixed trade not working properly after loading a game unless the player changes
trade rule again
-Fixed units sometimes getting caught up getting engaged to invalid (non enemy)
squads for no reason (message displayed: updateSquadEngagement: getting caught up
with a wrong squad (non enemy!))
-Fixed archers not drawing sidearms from time to time in close combat
-Fixed retinue not having a "hold" button [new saves only]
-Fixed the mine and the corpse pit sticking out too much above the ground
-Fixed additional corpse drop locations not working for the corpse pit
-Fixed the levitating piece of ground over the corpse pit
-Fixed stamina and morale sometimes reseting to full when hovering over the squad
due to equipment calculations reseting averaged values
-Removed obsolete resoure "Woad" (itemID_229) from the resource list in the region
panel
-Fixed the tithe policy still displaying even though it's now a tax in the tax
panel
-Fixed the doubling members of rallied squads in the unit array on load, leading to
for instance retinue member numbers doubling when disbanding or not being able to
finish rallying again
-Fixed characters sometimes levitating after loading the game
-Fixed sheep/lambs getting stuck if they cross the region border, for instance if
you build a pasture right on the edge
-Fixed sheep herders sometimes getting stuck on task 20 (grab wool) because the
target location is overlapping with the sheep collision radius
-Fixed the unit target location decals glitching when holding tab
-Fixed the mercenary payment schedule getting longer and longer with every month
-Fixed a weird bug where a forester lady was stuck following a Mule. I fixed it
with an override though and I'm not 100% sure why she was following it in the first
place. The tag said "guiding an ox", task 41 (follow/guide) and the target was the
pack station mule. Happened after loading a savefile.
-Fixed water animating on paused game
-Fixed animals rolling on slopes
-Fixed soldiers running at speedfactor 3x because they were stuck in tactical
retreat (to debug check flag "speedfactors" and check "hoverUnitLogs")
-Fixed AI aggressiveness setting not changing properly in the game setup menu
-Fixed newborn lambs not getting a name
-Fixed some lv 3 buildings loading as unconstructed due to the random algorithm
being non deterministic (hp didn't match since sometimes the big house filled the
whole plot and sometimes it added a side gate). It also possibly made the house
exceed plot bounds.
-Fixed collision/pathfinding data not spawning on building elements without a
construction process animation (eg simple fences on the tavern, weaver or
storehouse lv2)
-Fixed people not putting out the fire cause of a badly implemented max people per
well limit
-Fixed the mule guide getting stuck because the pack station no longer barters some
kind of item and the guide already has a bunch of it in the inventory and isn't
sure if they can drop it or not
-Fixed dirt footstep sounds coming from buildings with people garrisoned in them
-Fixed soldiers getting stuck in a wrong speedfactor (formation speed multiplier)
if they are the only one left from the whole unit
-Fixed development branch tooltips not displaying unlocked upgrade info
-Fixed next level requirement checkboxes not checking in the settlement level
tooltip
-Fixed the orientation rotation of the smith's hammer
-Fixed the anvil sound not playing when smithing
-Fixed the shimmer black rope artifacts
-Fixed a serious bug that possibly caused forester trees to endlessly multiply
which could tank framerate on longer sessions
-Fixed foresters planting 2 trees at the same place and time due to each digging
animation repetition having 2 "hits" with the shovel
-Fixed blacksmith family members not redressing back to normal clothes after being
unassigned
-Fixed trade route traders not trading properly, for instance not buying sidearms
that are set to be exported
-Fixed snow not covering cliff sides
-Fixed oxen getting stuck on the map edge because they're out of bounds of the
spatial grid, meaning they couldn't find their guide even though they're standing
right next to them. Side effect could also be fixing characters sometimes getting
stuck because they didn't know they're near each other when entering from outside
of the map bounds.
-Fixed the black box appearing during the construction of Cottage LV2 B house
variation
-Fixed timber beam elements not being visible on partially constructed buildings if
loaded mid-construction

Cosmetics:
-Swapped light blue for gold for the rich textile palette
-Disabled the fertility overlay road mask
-Windmill: Added grain & flour bags, added a ladder lying on the ground, fixed the
blurry base beam texture upclose, added some processed logs for construction viz
-Updated the polearm icon incl. missing polearm production focus icon
-8 new polearm variations
-Another one handed tired walk + two handed tired walk animation added
-Remodeled lv1 manor palace, polished the collision and pathfinding data, added
doors and smoke slot
-UI polish (tried to unify everything more again, added some more medieval patterns
poking through)
-Added a height cap for outhouse attachments to limit them clipping through roofs
on slopes
-Tweaked the ox resting locations for the small stable
-Increased the collision radius of wagons to make them intersect a bit less
-Added missing collision data for the surface mine platform
-[Experimental] since a lot of people missed the old mountain bg, I brought it in
again, though flatter, and lowered the fog levels a bit so that they're visible
-Made horse asses thicker
-Added collision & pathfinding data to market stalls
-Stall items should actually lie on the stall shelves and not clip
-[Experimental] hitting the shield sometimes spawns some chip particles
-Had to add the roads/dirt back to the overlay again cause there was no way to
place fields with it on
-New goat idle and walk animations + addedd a death animation
-Added the missing ox death animation
-[Experimental] Reduced the bounced light approximation nodes to be present only on
lv3 since it caused some artifacts when lv1 cottages were packed tight. Might need
to remove it altogether since it might not be worth the effect.
-Added pathfinding collision data to Cottage LV2 B house variation including the
door, stairs and chimney smoke locations
-[Experimental] Medium-far grass texture tiling will adjust to screen resolution
because the grass appeared fine in 1080 but blurry on 4k

//-------------------------------------------------------------------------------

Version 0.6.9.2

Major changes:
-Tax rework
a) Reintroduced the tax menu, but now it's a part of the manor building
b) You can use the sliders to precisely manage taxes again an the tax policy is
gone
c) Taxes now cause a proper approval memory to be generated for taxed villagers,
meaning approval will go down after collection
d) Demolishing the manor will stop taxes from being collected
e) For now tax office remains cosmetic only. In the future it could unlock advanced
taxes.

Minor changes:
-Empty (0 soldiers) mercenary units will get removed, and if it's the last unit
from the company, the company gets disbanded and removed from the mercenary UI
-When stored in the buildings, some resources have a tag "inside" which disallows
them to be picked up by carts and oxen directly. This is done to avoid handcarts
and mule going inside buildings like sawpits to get stuff.
-updateSquadAI method now checks if the target squad is still an enemy, if not,
squad aborts the attack
-Baron should now loot and dismantle the bandit camps
-Added a log notification when mercenary pool is rerolled
-"Domination" victory condition should no longer be available without AI players
-[Experimental] Moved the upgrade icons onto the building thumbnail to save some
space
-[Experimental] Moved "work area" settings and road connection status to the
advanced tab
-Tweaked the floating tooltip to clip less with screen edges and have a distinct
snapping point at (?) icon
-Tweaked the livestock tooltip to show unassigned livestock workforce
-Added new tutorials (region's strengths and weaknessess, supplies, growth, unit
controls, game speed, livestock workforce sharing) and tweaked the existing ones
-Language dropdown comes with flags and text in appropriate language
-Cleaned and prepared all settings for translation. Due to this some setting
functionality might have to be rechecked (sorry).
-Moved the remaining debug stuff to the debug panel
-Added rebindable control groups
-Added FSR 2.0
-Markets will now display available stall locations
-In the unit tooltip, it will say 30/30 instead of eg. 254/30 if militia equipment
stocks are exceeded
-[WIP] a new event prompt when the baron claims any player's region
-Mercenary banner should now also show in the unit tooltip
-Linear assingment solution for formation projection with quick RMB. Basically if
you rotated a formation 180 degrees without drawing a line (select 3 units, right
click to send them backwards), it caused a lot of path crossing even if the new
formation was just a line with 3x of the same type - top unit is now the bottom
unit after rotating 180 degrees etc. We don't want to reassign unit positions in
the formation for different unit types (it would potentially swap archers for
spears) BUT what we can do is swap different spear units between each other if it
leads to the formation being practically the same but less crossing paths.
-Capped number of villagers trying to grab buckets from the same well when there's
fire
-When holding TAB, building floaters will not show if squad tooltip is visible. The
game will assume the player reads squad info.
-Added a prompt how much wealth was gained after looting the bandit camp

Gameplay & Balance:


-[Experimental] Added a morale malus for being near corpses.
-[Experimental] For consistency, because I want the unassigned oxen to multitask
between forest logs and construction as is, other livestock also can be shared
between workplaces.
-[Experimental] Because of the above change and because some new players locked
themselves by assigning their only ox to the logging camp, I moved the livestock
assignment to the "advanced" tab
-[Experimental] Readded the "AI aggressiveness" game setup options. Options
balanced and aggressive allow the Baron to press claims towards the player regions.
-Regions owned by players cost more influence to claim
-[Experimental] Capped Hildebolts hiring mercenaries to farm bandit camps to 1
company/year exccept on high AI aggerssiveness
-[Experimental] Tuned armament delivery for all difficulty options
-Dramatically nerfed polearm militia attack power
-[Experimental] Completely retuned all the weapon & armor balance - trying to make
sure that battles aren't casualty free even if one side has great equipment
advantage
-[Experimental] Capped the AI to press max 1 claim at a time. Considering the same
limit for the human player.
-Made sure the player can contest the baron when he's claiming independent regions
(not 100% sure if it worked before)
-[Experimental] Bandits start stealing quicker, after 90 days (previous 180)

Crashfixes:
-Fixed a crash that happens when morale loss triggered unit disband
-Fixed a potential crash when an ox which is employed at the farm runs away due to
not enough stable space
-Fixed a possible freeze when a challenge widget gets erased from the screen

Bugfixes:
-Fixed the ground deformation disappearing during surface mine and sawpit
construction
-Fixed artisan blacksmiths smithing even if the house is not refueled if production
focus is set
-Fixed ladies changing bodies to male if family is blacksmiths due to the lack of
female blacksmith bodies at the moment
-Fixed the "show battlefield" tooltip not displaying
-Fixed another instance of the NaN bug that occasionaly made squads freeze in place
(aka zombie bug), this time it came from a non normalized right direction vector
when calculating squad pathfinding
-Fixed the map view region details not accounting Challenges when checking if
region is already being claimed, allowing the player to claim it multiple times
-Fixed regional wealth highlighting red in the upgrade tooltip even though the
region has the wealth
-Fixed the retinue editor not being accessible
-Fixed the tents and log sometimes not adjusting to ground properly
-Fixed the trade route merchant leaving his cart at the edge of the map, possibly
blocking spawning more merchants, which in turn lead to some trade not happening
(like Wicca's selling shoes)
-Fixed the trade wagon horses sometimes walking in slow motion or super fast
-Fixed that one townhouse roof with missing snow on the LOD model
-Fixed soldiers pushing each other away way too much on collisions on 16x
-Fixed an epic stutter happening when group pathfinding ("squadfinding") fails and
the unit resorts to individual pathfinding, which for long distances meant
calculating very long paths for 30, 60 soldiers or more, thus, lag spike.
-Fixed the baron pressing claim towards the same territory multiple times over
-Another fix attempt at people going to drink at the tavern with handcarts equipped
-Fix attempt for villagers getting stuck in collision very rarely at 16x speed,
mostly inside their homes
-Fix for characters getting stuck in collision when ungarrisoning from a building
and when getting spawned
-Reversed pathfinding to fix lag spikes (or long queries in the case of async)
caused from agents stubbornly trying to navigate into spaces with no entry or exit
(eg. inside a fireplace)
-Fixed charge not triggering sometimes if attack is commanded from very far
-Fixed sheep not following the traders when importing

Audio:
-Added sawpit sawing sfx
-Policy signed/unsigned sfx added

Cosmetics:
-Numerous combat animation pose improvements
-[Experimental] new sawpit design with better functionality in mind
-Fixed the sawpit ground gap
-Readded the saw tool for sawyers
-The processed log should now be moved inside before it's sawed into planks
-Removed the interpolation when teleporting soldiers back home when rallied from
far away
-Updated the lv1 church model
-[Experimental] Some outhouses will now be attached to the residential building to
reduce plot uniformity
-Added the leather piece being washed missing for tanners
-[Experimental] Added a new spear idle variation but nto sure if I like it
-[Experimental] Clamped the rainy fog strength

//-------------------------------------------------------------------------------

Version 0.6.9.1

Minor changes:
-Tweaked the upgrade tooltip to always display what is missing for the upgrade to
be available

Crashfixes:
-Crash when a unit wihdrawing from the map is reaching the map bounds and is about
to be removed

Bugfixes:
-Fixed polearm crafting not outputting anything
-Fixed rallying and disbanding never being available
-Fixed job assignment not updating after pausing or unpausing a building
-Fixed squad tooltip flickering and not updating between full and compact view when
switching from the unit card hover to the floating unit icon hover
-Fixed the mercenary panel staying up after disbanding mercenaries
-Fixed cohesion value going way too much into the nevative for example when
rallying. Not it should be capped at -40%
-Fixed quest region not saving properly, leading to eg. armament delivery breaking
on load
-Fixed road dummy disappearing after collision is detected
-Fixed the UI scale setting freaking out when dragged and not saving/updating
properly
//-------------------------------------------------------------------------------

Version 0.6.9.0

Challenge system updates


-The game will now try and detect when the battle actually started. The counter
will then stop.
-The battle ends when all the soldiers initially involved (including
reinceforcements that joined during the battle) stop fighting. That means being
within 2x battlefield radius, not being engaged and not targeting any unit within
the battlefield area and not targeting any of the initially involved enemy units
unless they are far (2x battlefield radius) from the battlefield.
-When the battle ends, the claim initially gets resolved in favour of the
victorious lord
-Achievement for beating the Baron should trigger at that moment too
-If total war was not declared and there is no more challenges currently, the
diplomacy status should go back to peace after the battle is over and claim is
finalized

Mercenary system updates:


-Updated the mercenary screen & removed the information that is WIP/unused like
traits and arrival time
-Added short story descriptions to each company
-Each company got a proper banner designed by Monsterfish
-The banners actually display in the game if a unit has a bannerman
-There is a new UI panel bunching all the currently hired companies. It displays
payment amount and due date.
-The payment quests are now hidden. The player gets a small log prompt when paying
instead of the full event message - unless payment fails.

Major changes:
-AI will now consider fighting bandits on unclaimed territories for profit. This
should hopefully make the map more alive again.\
-Added multiple start position options within a single region
-Added a new victory condition - Dominance (taking over all opponent regions
without having to conquer the whole map)
-Added Polearm item, production focus and unlocked the polearm militia unit (weak
to arrows, better vs heavy armor)
-[Experimental] Changed "Advantage" (+1, +2...) to "Effectiveness" in % so that
it's easier to interpret. Thesis: A unit fighting at 40% effectiveness is easier to
understand than a unit with -4 advantage.
-[Experimental] Dropped the previous "Unity" factor, which was too organic and
unpredictable. Instead added a new "cohesion" factor which should be directly tied
on how uniformy the formation is. Untrained units (bandits) don't benefit from good
cohesion at all.
-[Experimental] cohesion is reduced if multiple squads are overlapped / cramped

Gameplay & Balance:


-Slowed non-rich deer habitats and berry deposits reproduction rates by 50% to make
rich habitats more worth pursuing
-Berries no longer stop regrowing after reaching certain thresholds. Instead, they
will keep giving a little bit all the way until near winter.
-Hildebolt will start with 0 treasury and gain 30 every month so that he isn't
kicking out bandits from day 1
-Raider free years reduced to 1 in the baron scenario hard settings
-[Experimental] Clay, stone and iron deposits try to spawn near the beginning camp
location if that region rolled them as a strength
-Light mercenary spearmen and infantry all have gambesons now
-Added short descriptions to mercenary companies
-Squads can only reform once they reach the friendly territory.
-Off-map adversary's squads can no longer reform. This is done cause they were kept
coming back forever making battle victories less satisfying.
-Fighting with a bow in melee secretly reduces defense 10x AND has combat
effectiveness disadvantage (visible in the squad tooltip under advantages), all
because archers could just defeat retinue in melee even after nerfs.
-When wild animals are startled, they will find a random forest spot instead of
moving in a predictable way
-Hildebolt will now spawn his main large army when challenged for the last region
-Increased projectile block for plate from 0 to 60 and for mail from 0 to 30 since
archers moved the retinue
-Army power balance: increased the radius of units considered "near" (from 80m cm
to 180 m) and reduced the morale effect of units that are further than that (from
0.5x to 0.1x)
-Buffed anti armor stat of all polearms
-Allowed the early food to be spawned a little bit further from the starting camp
(150->180m)
-Trade route merchants with horse wagons trade up to 50 goods at the same time (up
from 10)
-[Experimental] Added a morale malus for fighting inside the forest. I imagine it
should be more stressful not clearly seeing what's around you.
-[Experimental] Shieldwall skill is not available in forests
-Exhausted squads (stamina 0) can no longer run
-Negotiating peace withdraws claims and challenges
-Increased fatigue when running
-Units can no longer charge when stamina is below 10%

AI:
-The AI won't recruit units for a challenge if there are les than 50 days left
-The AI won't ask for peace if it it considers it has an advantage
-Readded the ability for the AI to extort others if they have a "villain" trait
-The AI should no longer use shieldwall if the unit is very far from any enemy unit
-AI will no longer try to reform lines with squads which are already engaged
-Tuned the retreat action scores when shot in the back by archers
-Reduced command score for possible actions that are far from the battle center if
fighting in a challenge
-Commands to retreat beyond map bounds (but as a part of combat and not just going
off-map to disband) should now be discarded
-Lowered score for attacking a unit if previous command was to retreat from it.
Adds a bit more consistency.
-"Merge lines" should not trigger for units already close to the enemy anymore. It
caused some units to behave as if the enemy units in front didn't exist.
-If AI has missile AND melee superiority AND is in enemy proximity AND the enemy
only has archers, AI might just push forward instead of retreating and finishing
the job with his archers like before
-The AI should now offer a reasonable amount for peace if it feels like it's gonna
lose the claim. The amount is limited by how much treasury the AI actually has,
even if it's an off map lord.
-When comparing strength, the AI instead of just adding money to power calculation,
checks what mercenaries can it actually hire with these money. So if there are no
mercenaries to hire, the extra money isn't added to the power value and t he AI
might offer money for peace.
-All off map lord's scripted armies reset after a 60 days. This was done so that
Hildebolt can keep coming to fight claims even if he already called his troops to
battle and there is no mercenaries available.
-[Experimental] Reduced score of retreating from archers if another archer unit
shoots at the attacker's backs, in case the enemy army has mostly archers. Cause it
sometimes caused cycle of attack-retreat-attack-retreat.

Minor changes:
-Tweaked pushing triggers to reduce bumping while marching in formation
-Changed the barter UI to be easier to understand
-Removed the resource distribution setting since it no longer works with the new
system
-Squads store a "time last seen" variable to avoid "army sighted" notifications
every single time a unit pops in and out of a forest. The popups for each squad
should be no more frequent than 15 seconds.
-Added more possible battlefield locations
-When spawned, mercenaries will keep moving forward for a while as if they just
arrived
-Group cheer sfx are now limited to 2 at the same time
-[Experimental] Greatly simplified the unit tooltip if hovering the world unit and
not the unit card
-After declaring peace, units will stop chasing their previous targeted enemies
-Added squad origin info to the squad tooltip (mercenary company if applies, if not
then origin region, if not then owning lord's name)
-Added a simple coat of arms generator for AIs so that the Baron can finally have
his coat again
-Only the hovered squad soldier decals will now display instead of also showing the
engaged squad decals as well
-[Experimental] An run-stop animation will trigger when commanding a sprinting unit
to turn >180 degrees
-[Experimental] Added extra movement interpolation to make turning smoother
-[Experimental] Squads should not trigger retreat in the middle of a charge. Looked
a bit too weird just nope-ing like that.
-Event popups should no longer show in non-gameplay modes (eg cinematic, summary)
-Added production focus to the game saves
-[Very very WIP] Modified the ending cinematic so that it involves combat if it's
happening or to showcase some units if they're still doing cheering or fighting
-Added victory music to the game summary screen if the player was victorious
-Made sure the victory music plays only once and doesn't annoyingly loop
-Added a few simple statistics to the victory screen like buildings constructed,
enemies killed etc
-[Experimental] Changed the victory cinematic to play in slow motion
-Log prompt added for soldiers breaking
-Added walk/sprint to the squad icon (rallied only)
-Minor updates to unit pathfinding in towns
-[Experimental] Retinue and militia can only disband in their home region
-[Experimental] Reduced soldier collision radius IF they're from a different squad.
This should help units pass through each other much more efficiently. However,
radius goes back to full if the squad is engaged. This is done to reduce how dense
clumps can get in combat which happened with smaller collision radii.
-[Experimental] Units on "missile alert" stance will prioritize facing enemy
archers always
-Charge impacts should now disturb archer shooting actions
-Shieldwall should no longer be toggleable during a charge
-[Experimental] The resource node spawner checks for surrounding biome when looking
to place a forest node, so it will try to place a forest node if it's also
surrounded by a forest
-[Experimental] Firs will also trigger the forest biome
-Goods no longer become reserved when being transported to the trading post for
export, it screwed with the surplus calculations
-Bandit will now sit on the camp sitting logs
-[Experimental] Bandits might practice combat in the camp sometimes
-Added tradepoint road near Goldhof
-Changed displaying effectiveness (former advantage) as icons (triangles) instead
of numbers on the small squad ribbons
-Added soldier stamina to savefiles
-If a unit skill is not available, the tooltip should show reasons why, for example
that it's engaged (shieldwall) or in a forest (also shieldwall)
-Added a fatigue bar to the unit card (rallied) since it's more important
-Fixed being able to toggle sprint mode with the keyboard shortcut (R) for units
that should have it disabled (like units in shieldwall) if multiple units are
selected and the first unit in selection has sprint mode available
-Added a log prompt if a storage type building is missing for barter to proceed (eg
you try to import hides but have no storehouse)
-[Experimental] Added fertility symbols for colorblind but actually left it as
always on

Crashfixes:
-Fixed a crash during a battle with Hildebolt on 16x
-Fixed a crash when deleting/replacing some plots with vegetable gardens

Bugfixes:
-Fixed berries not being killed by deforestation
-Fixed "other ruler army sighted" prompt leading to (0,0,0) after click
-Fixed the field being plowed by a ghost if ox is standing somewhere with a plow
task but is waiting for a guide (technically target location has been reached cause
target location was to stand still and wait for a guide, which triggered the plow
action)
-Fixed some peaceful mode difficulty presets changing the game goal to conquest
-Fixed guides sometimes getting stuck with oxen on obstacles because they couldn't
push them away
-[Untested fix attempt] Fixed fertility texture not redrawing when loading the game
after the game was shut down and reopened
-Fixed the player not being able to move a mercenary unit with sinmple single non-
drag RMB just after it spawns on the map edge
-Fixed yet another instance of bandit camp resources landing in weird places (eg
tools in a granary) and amounts not matching
-Fixed villagers being cold even though there is a ton of firewood on the
marketplace
-Fixed squad icons going invisible if fighting inside a forest with an enemy with
high concealement level
-Fixed soldiers having inconsistent sprint individual sprint mode (few were running
and few were walking) after reform happens
-Fixed villages sometimes wearing both hood up and hood down variations at the same
time
-Fixed enemy unit decals not being red after loading a game when already at war
-Shieldwall will no longer trigger battle music if there are no enemies around
-Fixed mercenary squads showing size X/0 on unit cards
-Fixed ranged units not having the bow attack cursor if they have a banner carrier
-When projecting a line formation for multiple squads, added more space between
each squads so that units on the edges don't bump into each other as often
-Fixed move decals ("X") not showing after sending squads with drag formation
-Fixed soldiers attacking members of their own squad very rarely during combat
-Fixed squads getting stuck in tactical retreat mode, pushing soldiers away
excessively as if they're trying to squeeze their way out
-Fixed soldiers sometimes getting stuck on "proximityAction_task24_outOfRange" when
obstructed by their own allies during a charge
-Fixed archer target arc drawing too early for the enemy units, making their
actions predictable. For enemy squads, they should draw only when archers are
already in range and ready to shoot.
-Fixed victory camera/screen not triggering
-"Enemies declared" event message won't trigger if challenging a claim while
already being enemies
-When Ox somehow got himself positioned out of the home region bounds, he would
report "not within home region" in hoverUnit Logs and get permanently stuck. Now he
should trigger a task to go back home.
-Fixed zero morale units refusing to break after loading the game
-Fixed "SFX" audio slider not having any effect on combat sounds
-Fixed cheering animation not triggering after enemy squad is broken
-Fixed mercenaries not being removed from the pool after hiring
-Fixed mercenaries being able to be available again after monthly re-roll even
though they are already on the map hired by someone
-Fixed squads not finishing task 39 (flee) after reform is triggered, leading them
to run away forever and ignoring player commands
-Fixed speed factors (the value that modulates individual soldier speed in
formation so that the formation sticks together) not accounting for 1 soldier in a
unit, leading to eg. soldiers visibly walking in slow motion if there are only 2
soldiers left in a unit.
-Fixed people stopping going to the church after some time
-Fixed the stance icon on the squad tooltip
-Fixed a bug in unit pathfinding mostly visible in towns which made the unit resort
to emergency pathfidning way too often (after selecting "pathfiding" debug checkbox
it was displaying "Wide squadfinding failed, switching to a simple one")
-Fixed units running for a single tick when passing a pathfinding checkpoint even
though they are set to "walk"
-Fixed tactical retreat mode possibly not turning off after squad is reformed
-Fixed multiple challenge widgets not spawning if the game was saved when more than
1 challenge was active
-Fixed the "Hold position" voiceline spamming when archers call "hold" if they are
in range
-Fixed getCurrentSquadLineProjection returning bad values if the unit has 2
soldiers or less
-Fixed livestock not looking for accomodation after breeding (for now it only
concerns sheepbreeding)
-Fixed the player being able to build development branch limited buildings (like
charcoal kilns) in all of their regions if they are unlocked in any single of the
player regions already
-Fixed oxen dropping logs sideways at the logging camp
-Fixed the ability to place road points outside of map bounds. You can curve them
to be partially behind map bounds but I think that's fine.
-Fixed garrison tower not increasing the retinue limit by 12
-Fixed horse carts importing livestock and putting it in the inventory
-Fixed bandits spawning inside the tents, making them stuck in collision
potentially
-Fixed the order related livestock trader annihilating after loading the game,
leading to the ordered ox being stuck forever
-Fixed mercenary companies sometimes spawning on top of each other, making the
units stuck forever in collision
-Fixed the mule not increasing carrying capacity sometimes

Audio:
-Take out tool scrape fx added
-New hammer hit variation added
-Army sighted alert sfx added
-Restored menu music loudness
-Added back charge impact sfx
-Temporarily disabled dark music when region is struggling to survive [rework]
-Added new mid/late game town track (Vil_Lieber_Grusse_Susse, WIP version)
-New group army shouts
-Reworked the quiver draw sfx
-Group march soundscape rework
-More grass step sound variations
-Added a metal layer for group heavy retinue march
-Group unit idle ambience added
-Changed unit skill button sounds to be less loud and obnoxious
-Added an audio cue to "region claimed" event message

Cosmetics:
-New sword and shield walk variation
-Charge animation polish + new 1h charge variation + 1h and 2h idle polish + 1h run
animation polish + 1h run variation
-Fixed invisibe legs poking through some of the male tunics
-Fixed the stream bank grass
-Environment art updates
-[Experimental, WIP] Added a test cliff to Nusslohe
-Mercenary companies will now display their symbol on the banners (if the regiment
symbol asset was created for them)
-New light mercenary body variation
-Added back the mail tabbard variation
-New banner assets for the mercenary companies
-Tweaked snow textures
-Made skull cap come with a hood as default, the scale helmet always has mail
aventail and the banded leather helemt comes with a padded aventail
-Converted the unit move decal component (the little dot/X that is drawn when
dragging formations) from a decal to a static mesh, which will make it not distort
on grass and thus be more readable
-[Experimental] Did the same for the unit decal component (the selection circle)
-Added 50% small step animation for battle walk one handed and two handed forward
to slightly reduce feet sliding on small location corrections in formation while
engaged
-Arrows will now fly 1m higher and therefore should no longer look as if archers
aim at enemy feet. However, arrows still get snapped and stuck in ground if hit
calculations say the arrow missed.
-Separate idle and locomotion animations for bannermen
-[Experimental] Removed the civilian hats from the helmetless militia
-Added a bit more randomness to distribution of plants with low density
-[Experimental] Added a "weak" walk animation when fatigued (one handed + shield)
-Fixed the crooked horse wagon axel
-Fixed the wiggly ox idle log
-Updated the old knight portrait armor to be more historically accurate

//-------------------------------------------------------------------------------

Version 0.6.8.9

Resource nodes spawning system rework:


-Each region has 2 clearly defined strengths (at the moment these are
"farming","iron","clay","stone","deer", "berries" ). Strength either boost the
ground fertility (farming) or makes one of the resource nodes "rich".
-There is a global pool of strengths when spawning, so let's say region A spawns
with iron and deer, then those options get removed from the pool. Region B will now
attempt to spawn nodes from all the leftover options. If there is no options left,
the pool resets. This should ensure a more balanced global distribution of nodes.
-Instead of pre-determined locations of nodes placed in the editor, I connected the
biome detection function from the new grass system so that spawner can generate
procedural resource node locations. Should be better for replayability.
-[Experimental] Because some regions are meant to have boosted fertility, I lowered
the default fertility of all regions
-Because resource spawner is procedural, I could enable some new starting regions
-Berries and deer regrow again
Major changes:
-Removed the essential commodity system, it didn't quite land. I will try to
squeeze more gameplay out of residential requirements instead.
-Reworked the pack station: Instead of connecting 2 specified builings, you choose
a partner region and what to exchange for what. Workers then travel between home
and selected regions and barter. If a mule is available at the workplace, the
worker will try to utilize it and it increases carrying capacity from 1 to 20.
-Divided up some of the oversized regions so that the are more regions again
overall

Gameplay:
-Bandits get spawned with 100% hp instead of 50%
-Reduced approval loss rate from unburied bodies from 0.25 per villager per body to
0.03 per villager per body
-As a last resort, Gravediggers will now throw corpses of friendly villagers into
the corpse pit if there is no church in the region.
-Added back the sheepbreeding development branch
-Swapped Rye and Orchard branch order
-Reduced the cost of the plowing station upgrade to allow a quick farming rush
strategy
-[Experimental] Order horse button added to the trading post

Minor changes:
-Reduced specular reflection angle to reduce flickering blob artifacts which were
especially visible in FXAA
-When building burgage plots, the fences will only start at 75% so that oxen have
more space to navigate
-Villagers will now go to dig and flatten ground in the early construction phase.
This should allow more time for oxen to haul stuff without seeming as if the
construction is not progressing.
-Rich deposit stones are less clumped
-Updated the assigned family stall tooltip in the building panel
-Market stall locations get a visual previvew
-Made sure that entering photo mode hides borders
-When getting a bunch of resources, for example from clearing a bandit camp, they
will try to all go into appropriate places (for example weapons to the storehouse,
food to the granary) and to those with storage space left. If it's impossible to
find such a place, they will go to existing supply dumps. If all fails, as a temp
workaround, they just go to any building.
-Added a tooltip explaining the reason the button to claim is blocked (if there are
enemy squads blocking the claim)
-Disabled dynamic FOV cause it was changing between gameplay, photomode and
cinematic without a strong enough reason
-Added pack station settings to saving
-Villagers prioritize eating from the market to eating from home. This should
ensure more veggies and apples actually get to the marketplace.
-Added a log alert when treasury changes with sfx and icon
-People going for a drink will now not stand and wait for a drinking partner
anymore, instead they just get right to it. They will have a solo drinking
animation added later. It was a fun idea to always go in pairs but execution was
too problematic.
-The algorithm for sheep finding a random point on pasture is now more equally
distributed

Bugfixes:
-Fixed the "reassign family" header not disappearing
-Fixed work area not working for some granary workers
-Fixed storage filters not always working for the granary
-Fixed ctrl+scrollwheel not adjusting the work area size
-Fixed going into the map mode via scrolling while being in the photo mode
-Fixed bandit stealing not erasing empty supply dumps
-Fixed jittery NPC movement in visit mode
-Added missing storage & pantry space to the laborer camp
-Fixed male bodies disappearing when upgrading to lv2+ and possibly being replaced
by a horse wagon
-Fixed goods being able to cost 0 on the market (firewood)
-Fixed grass exclusion box problems (floating leaves over mines again or grass not
regenerating after mine is deleted)
-Fixed characters rarely getting stuck on obtacles forever if they also somehow
reach their final pathpoint (for me it happened with 2 raiders getting stuck on a
fence after squad started fleeing from my village)
-Fixed "Bodies need burial" problem not disappearing after the bodies disappear
after a certain time passes
-Fixed a potential bug where retainers loaded up with empty bodies after loading
-Fixed the animal habitat decal STILL not moving when deer are migrating
-Fixed clearing bandit camps not giving food but instead giving double generic
goods
-Fixed choosing "get money" when clearing a bandit camp not doing anything
-Fixed sheep farm workers anihhilating sheep while collecting wool
-Fixed ox worker not being accepted in the logging camp and sawpit
-Fixed the livestock tooltip not summing the animals
-Fixed the livestock counter not counting
-Fixed horses sometimes walking in slow motion after loading the game
-Fixed riders sometimes not finding their horses if they were far from the camera
when savefile was done (note: old saves may still appear broken)

Cosmetics:
-[Experimental] Bounced sunlight approximation for some buildings with setting
-A new wattle helmet model for helmet-less militias
-Falling leaf particles may spawn in fall in the forest or near the edge
-Readded the missing shepherd's crook

//-------------------------------------------------------------------------------

Version 0.6.8.8

Reworked trade mechanics:


-[Experimental] A new "shopping list" system that allows traders to distribute
trade tasks between each other if their carrying capacity allows to haul more than
1 item. When a trader sets up a new trade task, they also try to make a shopping
list of things they can trade when they reach the destination. The other traders
will take this shopping list into account when calculating their own trade tasks,
which should lead to them not overbuying nor overselling. The system is a bit
complex and might require a lot of extra bugfixing until it's running perfectly.
-The player can now import horses via the livestock trader and via the "order a new
horse" button in the trading post
-The player can employ horses in the trading post to boost trading capacity
-[Experimental] the traders will now strictly choose an import/export destination
that is closest AND has the best price. This should force them to trade with
player's own regions by default, but potentially can cause them to go to very far
tradepoints once we get individual tradepoint discounts going.
-Individual traders will now make sure to check what they can buy while they are at
their destination, before going home
-Added a "trade route unlocked" confirmation popup
-Trade route merchants will now spawn near the tradepoint nearest to the region
instead of a random one
-A new animal (Mule) + a new building: Pack station + new "order mule" upgrade.
This building allows you to setup a permanent transport connection between 2
buildings, hauling up to 20 goods at a time, including between regions. However,
when exchanging goods with another region, it's considered as bartering and the
exchange value has to match. For instance let's say you exchange iron at 14s for
firewood at 7s. You get 2 firewood for every iron while bartering. [Note: mule
guides don't do anything yet]

[very WIP] Settling updates:


-When you settle a new region, you can choose 4 options: A town or 3 types of
outposts (mining, farming, forest).
-Outposts (Estates?) are planned to be low maintanence small settlements that
simply serve to produce certain types of goods (food, masonry, charcoal, iron etc)
either for sale or for the benefit of your main towns. The mechanics of how they
function are still being thought out and these options are still disabled in this
build.
-You now get an option to choose starting supplies and if you can afford it you can
spawn more for a faster start. Option to buy them from your own regions is planned.
-A new building was added, for now called worker camp. It's a basic shelter for 5
families best suited for outposts since it can't be upgraded and may cause loss of
approval (loss of approval is not implemented yet).

Major changes:
-[Experimental] Burgage plots no longer keep reserves in storage, done as a measure
to once and for all avoid confusion between market supply, residential requirements
and actual items stored. The families eat and refuel directly from the market
instead. Fuel reserves setting was removed from residential plots.
-[WIP, experimental] Added the first iteration of the Legacy view. This view will
help keep track the player's quests, ranks and traits.
-[very WIP, experimental] Working on adding an "opportunity" system - a set of
randomized quests available to the player to pick from every month or so, that
enable the player to increase Renown and rise in rank.
-New mount & mounted animation system. Rider and horse animations will now be
synchronised, instead of just playing on top of each other at their own paces as
before. Motion capture is now utilized for horses and thus the model had to be
redone to fit the motion capture skeleton proportions. The harness and wagon were
also redone to be more historically accurate.
-A "Livestock" tab was added to the building panel for relevant buildings, which
lists all the livestock employed/living in the building and allows to rename
them/monitor them
-Other lord's claims to unclaimed lands now display in the claim UI with the option
to challange or refute them
-Added a new building "corpse pit" to get rid of bandit corpses easily

Gameplay & Balance:


-[VERY expeimental] non-rich deposits of berries and deer no longer regrow!
-Lack of well will now trigger disapproval on lv1 on standard settings
-Lowered default hunting limit to 10
-Gambeson production cost increased to 2 linen
-If a lord is pressing a claim, you challenge him to a battle and lose, the claim
will be finalized and that lord will claim that region successfully. However, if
you beat him, you get the region without having to spend influence. Similarly, if
you press a claim, AI challenges you but loses, you get the region.
-Increased starting regional wealth to 50 to ensure other regions can quickly setup
barter connections
-Increased the construction speed from 0.3 to 0.5 and changed the "logs missing"
constr. speed multiplier from 0.2x to 0.5x
-[Experimental] Altered farmhouse constr. cost to make it easier to build in
outposts
-Further reduced crop yields (from 1/6 to 1/10) to incentivize even bigger fields
-For medium survival, decreased the years until frist raid from 2 to 1
-Increased forester worker limit to 2 because I saw Copey building a lot of those
in a single spot

Minor changes:
-Split death approval factor into "death" and "unburied" approval factors. Death is
malus from natural causes like starving, while unburied shows if you are missing
church or corpse pit to dispose of corpses.
-New job - gravedigger, available for the church and the corpse pit. They take care
of the dead.
-Replaced the RVT method with a render target method for baking the landscape
offset for stuff like mines, sawpits, carts etc. Should be more optimized nad
hopefully remove any leftover problems with "floating" objects.
-Added a new building "cosmetic' category
-[Untested] Added a cosmetic tool to erase shrubbery
-Increased the default camera smoothness
-Lowered regional wealth gained from bandit camps to 100-200
-[Experimental] FOV should now stay the same in all aspect ratios (in previous
builds, fov decreased as the width of the window increased)
-[Experimental] Changed the "adjustment to ground" for animals to be done on cpu vs
gpu, to free up some vertex shader capacity
-Added a tooltip to crafting focus buttons including what is needed to make that
good type and how much output there is
-Added a tutorial popup for production focus
-The default production focus is now automatically set when upgrading to an artisan
workshop
-[Experimental] Added a separate "Trade" tab for the trading post and livestock
trading post building panels
-RMB on building cards will now lead to wiki
-A log alert is added when ordering livestock
-Instead of disabling follow mode on higher game speed, the game will force the
camera higher so that the player can still follow the villager but with minimized
benny hill effect
-"Storage" building category changed to "Logistics" since it will have hitching
posts and stables for horses now
-Added missing tooltips for add/remove livestock worker buttons
-Locked the ability to assign a livestock worker while it's still being brought to
the region + added an assignment update when order is complete
-Addeed a limit of 5 people going to the church to pray simultaneously in order to
avoid mobs clumping
-When AI presses a claim, the log prompt will have more info (who and what region)
-When a claim is pressed, the flag in the claiming UI will colorize with the
claimant's color
-Added a tooltip to the claim progress bar explaining who is claiming and who is
contesting if applicable
-Zooming on the battlefield will not animate the camera instead of jumping
instantly
-You can now hold ALT not to trigger the automatic map mode when zooming out
-Added sound cue for livestock orders
-When searching for a resource to be harvested from a deposit (eg stone deposit),
the worker will now take into account the shortest distance between the >workplace<
and available deposits instead comparing current >worker< location and deposit
location
-Added a tooltip popup saysing that you can use T to cycle between commanded
regions which shows up after you claim your second region
-Added the region name to the building panel to make micromanaging buildings in
different regions easier
-Increased priority of setting up new stalls - now it will be considered even if
some stall is not completely filled, number of families in the settlement and
having any workplace surplus are the main factors now
-Made town ambience reserved for busy markets and high level buildings
-To avoid the music changing depending on the region too often, it will now pick
the highest settlement level commanded when picking the mood (for early town vs
developed town music categories)
-A log alert will be added if a corpse is lying in the town and there is nowhere to
bury it
-Added the windmill ambience when it's rotating
-Added a field size calculation to the tooltip when placing fields
-Policy tooltips will now use proper translation keys (WIP: some names and
descriptions are missing)
-Road tool / road snap point calculation improvements

Crashfixes:
-Fixed a crash when upgrading the extension and holding tab (or waiting long
enough) after having deleted a vegetable garden

Bugfixes:
-Fixed bandits stealing transitionary resources (like deer carcasses)
-Added missing Honey from the food market supply tooltip
-[Unconfirmed] Fix attempt at "animData not found for id = 143", assumed it
triggers after disbanding archer militia with "fire at will" turned ON if a hunter
was part of the unit. Disbanding command should now set "fire at will" to off.
-Fixed tree stumps not removing when placing fields etc
-Increased push force radius for oxen because they sometimes got stuck with their
guides on 16x
-Added a task reset for tasks of which the target unit is being rallied. For
instance, when ox is following a livestock trader, the livestock trader gets
rallied, the ox should stop following the recruit.
-Fixed worker assingment UI not updating after converting villgers to artisans
-Fixed entities sometimes getting wrong region assignment after loading the game,
resulting in for instance the ox freezing "waiting". If it ever happens again, the
ox will show "no owner region" in hover unit logs.
-If you employ the ox/horse while it's still being transferred, the game should now
make the livestock trader disappear instead of getting them stuck
-Fixed animal living space data displaying incorrectly after loading the game
-Fixed Advanced Skinning branch not being unlockable.
-Fixed granary workers stealing unthreshed rye from farms & fields (again)
-Fixed the "Claminig progress" widget being left in the region panel after changing
the region selection from a claimed region to a one that is not being claimed
-Fixed "Region claimed" message displaying placeholder region names instead of
actual region names
-Fixed the claim & challenge UIs not appearing after loading
-Fixed player's active claims being mistakenly copied to other rulers (including
bandit leader) during save game leading to all kind of weird claim related issues
after loading that savefile
-Fixed lord tags not being saved leading to Hildebolt being able to spawn multiple
armies after loading a challenge
-Fixed some challenge data not saving properly (like days left, the battiefield and
more)
-Fixed bandits stealing 0 items sometimes
-Fixed deposit richness not saving properly
-Fixed dead bodies (itemID 233) being buried in supply dumps if a person died early
game (and possibly being brought to a warehouse)
-Fixed the ability to select a building while the cinematic mode is on
-Fixed trading post road connection not updating on loading
-Zoom should now smoothly stop when hovering the UI instead of pausing and
unpausing when UI is unhovered
-Fixed more than 1 ambient node picking the same sound, resulting in for example
mutiple coockoo birds being overlapped at the same time
-Fixed homeless problem banner not appearing after loading a game with homeless
people in the region
-Fixed animal habitat decals not moving after animal migration
-Fixed workers supplying abandoned stalls instead of taking them over (if it's in
the same category as their assigned workplace, eg food->food stall)

Cosmetics:
-Environment tweaks
-Made the map edge line nicer looking and cleaned up the border intersections a
little bit
-A new "burgher" pourpoint reserved for lv2+ villagers
-Reserved the felt hat for lv2+ and straw hat for lv1 only
-Reintroduced scattered leaf layer + yarrow and clover layers
-Tweaked the loading menu to fill the space more evenly
-New hoe animation
-Updated the rich textile palette
-New gambeson variant
-Added the missing spade model
-New digging animation + sound effect + particle effects

//-------------------------------------------------------------------------------

Version 0.6.8.7

Collision changes:
-Made the static collision algorithm more percise. The character will now try to
"snap" to the obstacle if it has enough velocity left to do so. This should prevent
the unit from just freezing in place if its movement vector is large enough so that
it crosses an obstacle but there is still some room to move. This may hurt
optimization of large crowds a little. Said freezing often happened in large
crowds, especially on 16x - this gave the impression that the pathfinding was
broken since it was similar to that one previous pathfinding bug.

Gameplay & Balance:


-Reduced the frequency of bandits stealing by 50% and increased the initial safety
period to 180 days
-Since the stealing mechanic was introduced in order to motivate the player to act
militarily against the bandits, the bandits now can't steal military equipment
anymore
-Also they can no longer still construction stuff since it can potentially lock the
player (and stealing logs seems weird)
-Since the archery range is pending rework, all bowmen militia gets "shoot at will"
skill for free now
-"Advanced logistics" branch will now limit the price of opening new traderoutes to
25, but if opening a trade route was initially cheaper, it will leave the cheaper
price
-"Rich" deer habitats breed 2x fast

Minor changes:
-If the enemy squad is within an uninhabited, but claimed region, they will only
trigger battle music intensity of 1 (quieter rolling drums), however if the region
has worker families, the battle intensity will ramp up to 2 (faster drums and
strumming)
-When rallying a squad, if a person is very far from home and not near to the
camera, it will sneakily teleport home. This is added so that rallying times are
shorter and to reduce squads getting stuck at rallying because someone was planting
a tree somewhere far away from their home etc.
-Increased check frequency for ungarrisoning if being rallied to decrease the
rallying times
-Disabled hardware occlusion culling to reduce stutter caused by the RVT (landscape
texture) especially on ultra. Occlusion culling is very rarely a useful
optimization in ML anyway.
-[Experimental] Squads that aren't fully rallied don't display a floating icon
-Eroding market paths system is disabled in the snowy weather (it produced ugly
snow squares since RVT updates tiles slowly for optimization reasons)

Bugfixes:
-Fixed bandits stealing negative surplus (for instace when lacking militia
equipment), thus... ADDING items to the player's inventory
-Archery cursor being too big fixed
-Another attempt to fix some objects floating due to wrongly outputted landscape
height, especially when loading a game. This time I made the game wait 1 second
with a black screen when the session begins and flush the RVT by force.
-Fixed the proposed and declined quests not storing, resulting in player receiving
the "track bandit" quest indefinitely if they choose the option not to track
-Fixed battle music looping forever after a region was attacked
-Fixed control groups not saving properly (they were saved for squads but not for
the player so couldn't be used)
-Fixed Deep mine upgrade converting to a stable instead
-Fixed the Foreign suppliers development branch being disabled by mistake
-Fixed bandit camps dropping supplies to the ground
-Fixed residential requirement bias setting being the opposite (hard was easy and
easy was hard)
-Fixed the bugged "changeActiveLivestockWorkers" function which allowed the user to
add ox workers over the limit for instance to the sawpit
-Fixed bandits stealing... Water from the well (itemID_228)
-Fixed deer breeding over limit
-Fixed the resource icon ring not displaying properly over some wild animal lairs
-Fixed a single livestock worker (ox/horse) being assigned to multiple slots and
possibly multiple buildings, effectively blocking employment of other livestock
workers

Crashfixes:
-Fixed the game crashing when loading certain savefiles

Cosmetics:
-Added a wobble to the lv3 walls and fences to make them look more organic (similar
to what lv1-2 fences already had)
-[Experimental] Added more landscape polygon density to make the snow deformation
less jagged on ultra material quality, but removed landscape shadow casting to save
some rendering cost

//-------------------------------------------------------------------------------

Version 0.6.8.6

Trade changes:

-In the trade panel, goods are now visibly divided as basic and advanced (naming
TBD)

-Advanced goods now require establishing a permanent trade route before the player
can trade which costs regional wealth. In theory this should force the players to
produce more themselves unless they are commited to a trade focused build.
-Permanent trade routes make 1 travelling merchant spawn and constantly circle
between the tradepoint and the trading post, trading only this single type of good

-"Trade logistics" development branch reduces the money needed to open a new trade
route to 10

Bandit camp changes:

-Bandit camps will now cause theft events to happen in the nearby towns. Players
will get a log prompt about the stolen goods.

-When leaving camp, the bandit tents will no longer disappear. Instead, the player
is able to send their soldiers to dismantle the camp and collect the reward.

-The reward is based on how much they have stolen so far + a little extra on top

-The player can send the resources to one of their regions or add them to their
treasury

-Bandit camps are not stealing for the first 90 days to give the player a less
stressful start

Major changes:

-Made certain commodities "essential" (tools, clothes, cloaks, shoes, candles).


Added their status to the residential panel. New families joining the settlement
start with those fulfilled.

-Added a yearly tool upkeep for employed workers. If tools are not replenished,
there is a 30% of botching the crafting and destroying resources in the process.
Similar effects for other essential commodities are still WIP.

-Divided resource deposits into basic and rich. Every region gets 2 random rich
deposits which have boosted yields.

-The player can now upgrade their mining pits to deep mines on rich iron & clay
deposits. Deep mines can extract resources from the deposit indefinitely.

-"Deep mining" development branch added

Gameplay & Balance:

-More starting tools (10 * startingSuppliesMultiplier) added since there is an


upkeep now

-Tools removed as a construction resource (farm, vegetable garden) and moved from
"construction" category into "commodities"

-[Experimental] Changed the cost of settling the new region to 200 treasury

Pathfinding, ollision, formations updates:


-Added a 0.1cm offset when checking collision versus obstacles in order to avoid
situations when someone got stuck within floating point error distance from the
obstacle segment and it will detect collision forever regardless of the movement
direction

-Added "penalty free zones" to the pathfinding system. Usually this is the target
building for a task, because villagers instructed to follow roads liked to search
for a direct road connection to get to their veggies and chicken coops and didn't
want to use "non road" pathpoints generated by the building, resulting in overly
long path searches

-Added one extra pathfinding thread and reserved one for short paths only - this
way short paths aren't stuck behind calculations of the other 2 workers if they're
busy working out some kind of impossible or long path

-Added pathfinding link precalculation to the loading phase so that loading a mid
game city doesn't create a ton of failed paths while the links are being calculated

-When dragging a line formation over obstacles, the game calculates proposed
soldier positions differently (something was broken in the previous version).

-Tweaks to how pushing forces are applied when colliding in order to reduce
soldiers wiggling in place when someone is trying to squeeze to a location and has
to push their way through a group of soldiers

Minor changes:

-Reduces the camera sway for DLSS "fix" workaround

-[Temporary] Removed the trading wagons upgrde from the trading post UI since it's
not properly implemented and takes up space

-[Experimental] Hidden the building image from the trading post building panel,
because it was taking too much UI space

-Storage filters added to the save system

-Ownership of region independent buildings (like bandit camps) is now saved

-Wild animals now have proper resource deposit type icons with capacity and all

-"Fieldstone" changed to just "Stone" and "Blocks" changed to "Masonry"

-Added missing info that 5 cottages are needed to get the Armament delivery

-When considering a crafting task, the villagers now have more accurate
calculations on whether it will or won't exceed the storage limits after they're
done. Hopefully this should avoid overfilling the storage spaces when multiple
family members are crafting different types of items (Not sure if it even occured
in the game at all. I've added it cause actually I got hit with a "storage full"
prompt on the sawpit, even though it wasn't full at all, and I'm not sure if it's
even related but maybe will help).

-Added the ability to track raiders with a quest

-[Experimental] Finishing an idle action (like streching, crossing arms) sets "was
idle" counter to 0. This is done to avoid streaks of doing one idle animation after
another (looked a bit weird when they were wiping their brows continously). This
can have unforseen consequences with idle behavior, but I couldn't come up with
scenarios where it actually would nor noticed anything wrong.

-[Experimental] Landscape Texture Update Speed setting was removed. Instead, it


auto adjusts during gameplay depending if the player has just built something or
not. This should reduce stutter on ultra landscape texture sizes when panning the
camera quickly.

Gameplay/Balance:

-Helmet & warbow value increased

Bugfixes:

-Fixed the fir trees not getting cut down

-Fixed tithe tax giving away way too much food instead of 10%

-Fixed dyer not working because of bad jobID

-Church and cottage LV1 B pathfinding data fixes

-Fixed charges aborting instantly after starting because of the gap in async path
calculation

-Added a scheduled collision radius increase. When villagers become soldiers, their
collision radius increases a little so that their spears etc clip less when tightly
packed in combat. This can potentially lead to getting them stuck if they turn to
soldiers exactly when being in a tight clump, so instead, they schedule that radius
increase and do it only when it won't cause a problem.

-Fixed firewood carts buying firewood for 0 wealth

-Fixed unit selection circles lagging behind (especially when hovering a moving
unit while the game is paused)

-Fixed "no storage left for production" triggering early for the sawpit

-Fixed the castle planner overreserving construction goods when the manor is first
placed

-Fixed rallying leading to the last commanded line instead of the rally point in
case the squad was already disbanded at least once

-Fixed lv3 not being attainable because there is no lv3 church yet and so on
(clamped the requirements for now)

-Fixed current region not changing in the region panel if the player owns multiple
regions

Cosmetics:
-New idle animations & few animation fixes

//-------------------------------------------------------------------------------

Version 0.6.8.5

Major changes:

-I couldn't get rid of some grass related bugs so I ditched UE4's landscape grass
system and wrote a custom one. It may come with different pros and cons - in theory
we should have more FPS, but in practice we'll see, hopefully it's not a huge
difference just more or less the same just without shrubs levitating over the
mines.

-[WIP] Next stage of in game wiki implementation

-Added quicksave with F5

-Added autosave & an autosave time setting

Gameplay & Balance:

-Fields will now rotate at the end of harvest season (September), regardless of
anything. If there's still unharvested crops growing, they get erased.

-Because of that, sowing is now prohibitted in the harvest season (September) so


that farmers don't sow the "wrong" crop before it's rotated

-Changed minimum growth of a plant to be harvested from 15% to 30%, because 15% was
short enough to have harvests in September and October, which is a bit crazy

-New family members should no longer move in while a building is being


reconstructed

-[Experimental] Underground water channels are now 4x as thick

-[Experimental] Market supply carts no longer pay the import transportation fee

-[Experimental, untested] Lowered the value multiplier of flour (2x->1.5x) and


bread (4x->2x)

-[Experimental] Moved Grain to the crafting material category since in theory it's
used for crafting Flour and technically it's not a crop type (wheat is)

-[Experimental] Added a new building and job - Dyer. Dyer converts Berries into
Dyes.

-[Experimental] Dyes are now required to make Linen Clothes and Wool Cloaks.
-[Experimental, untested] Added back Fertilization development branch, this time it
enables a new "Fence up" upgrade for fields. Building the fence enables using
fallow fields as pastures in order to quickly restore ferility.

Minor changes:

-Environment updates here and there

-Added camera collision to a few buildings. The camera will now try not to go
inside, hopefullly hiding the "fake" interior stuff.

-Added a handcart loading animation

-Added a tutorial box about ox timber transportation that pops up when the ox first
wants to transport something

-Reassign mode proper implementation

-Added a "workplace" button for assigned families

-Quest/diplomatic messages should now hide in reassign mode, work area and castle
planner mode

-Ox icons display after pressing tab, to help locate them

-Upgraded the ox shed (used in the logging camp and small stable) and added
collision/pathfinding/ox spot data

-[Experimental] All newly placed manor modules except the very first one must be
placed within a certain range from the nearest manor module. The player is also
forbidden to drag manor module blueprints too far away from each other. A special
"blob" overlay was added to display the module placement range.

-The castle planner will now open instantly after placing the Manor

-Some modules will now snap to wall blueprints

-Manor walls are now two times more round/smooth

-Added collision data to manor walls, firewood cutter's pithouse

-Retinue can no longer garrison home if it's being reconstructed

-Castle planner shows available resources in brackets

-[Experimental] Obstacles and pathfinding data will postpone setting until any kind
of construction process has visually started. That should make resource
transportation more efficientm, especially for buildings with a lot of required
construction resources like the church and the manor.

-Manor walls & gates will now use proper collision boxes to detect cursor hits

-Added multiple missing shed LODs

-Increased frequency of villagers tending to their home gardens if assigned


-Quick settings gets its bottom cateogory bar while the big settings menu keeps its
top category bar

-Added tooltips to all the game setup settings

-Added a transparency blend to the game setup settings and a hover sound effect in
order to make it easier to know what is being hovered

-Added "harvest season started" and "harvest season ended" log alerts

-Added a warning if field wasn't plowed or sowed in time before winter

-Added a log alert if the player has have available policies to sign [Not tested]

-Added a cursor window lock setting

-Added a setting to enable/disable edge scrolling

-Merged the camera and key binding setting categories into a "controls" category

-Edited the engine setup for garbage collection (enabled clustering, disabled
multithreading) and async asset loading (enabled multithreading) in an attempt to
potentially kill some lag spikes

-Added a cursor forced preload to avoid a hitches when cursors are loaded at
runtime (for instance when a villager is first hovered)

-Couldn't fix mysteriously broken wind ambience components so I just rewrote them

-When you hold tab, on the floaters, fields will now show their yields, crop types
and whether they have rotation turned on

-Added a field size tutorial popup and a farming cycles tutorial popup

-When you place a plot, before placing the 3rd point, the direction of the arrow
will flip based on game's best guess of player's intentions. For example if you
start from left to right near the top of the screen, the game will assume that you
will place 3rd and 4th points below it, and the facade arrow will point upwards. It
will also check the nearest roads to see if the player likely wants to snap the
facade to the road.

-Icreased the number of attempts for fitting the cottage during residential plot
projection, which results in vertically skewed plot shapes resolving correctly
without resolving to reducing the number of plot slices

-When placing a road, the road snapping algorithm will no longer discard the
position snapped to the nearest road center if it finds a building's road snap
point nearby but it's not close enough to snap to it. Road tool still prioritizes
snapping to the building's road snap point, but if it's far, it will snap to the
center of the nearest road if the cursor is close enough. To debug, check
"roadTools" debug and notice the orange line.

-If a development branch is missing for building construction, it will now display
in red in the building tooltip. Otherwise, it will be hidden.

-Building tooltips will also now show in red if the building requires another
building to be built beforehand, and construction resources missing will also
highlight in red
-Resource outlines should now highlight when placing a building (for example
forager highlights berry deposits). The outlines turn red if the building is
overlapping the resources directly and will erase them.

-"Trees overlapped" tooltip will no longer account young trees that aren't used for
timber production anyway

-Roads will now destroy resources, for example if you place a road over berry
shrubs

-[Experimental] In overlay material, set the road mask to a render target instead
of an RVT in an attempt to reduce stutter when overlays are ON

-Plot tool will no longer snap to points with zero links

-Links will no longer generate between plot points if both left hand side and right
hand side are obstructed

-Plot tool algorithm improvements

-Added manual desctruction calls for async tasks when removing the manager actor,
hopefully this should avoid any memory leaks or crashes that could potentially
happen eg. when alt tabbing or reloading

-Demolishing got a confirmation popup and button sounds

-Added the "pause" button to the market supply carts buildings to allow turning
them off when the player is low on cash

-Finished the orchard implementation (fixed the name, description and made sure
harvests work)

-Related building card images will now show in the development branch tooltips

-You can now click "?" next to the building name to go to the wiki entry about it

-Random raiders timing should now save properly

-Rallied citizens will ignore anti clogging behaviors - their task is too
important!

-When a soldier finishes rallying, the squad will reform at the player defined line
IF the player has already commanded the squad while it's being rallied

-Seasonal deposits will now show the max capacity and whether they are currently
"growing" or "shrinking"

Bugfixes:

-Fixed the missing fire sprite

-Added an extra check whether the spot is occupied by another unit (like ox) when
searching for a spot to plant a tree (forester)

-Fixed camera being oversensitive in follow mode

-Fixed rye being brought to the granary


-Fixed granary workers collecting rye (it should be left for farm workers to bring
to the farm and thresh)

-Fixed castle planner getting stuck in wall mode which would make all cost tooltips
invisible

-Fixed castle planner modules not counting when checking the maximum building limit
data (Garrison tower was limited to 1 all this time)

-Fixed the map view opening by scrolling while in the castle planner

-Fixed manor wall blueprint curvature not saving properly

-Fixed one situation where clogging system had an impossible to solve situation and
everyone would just freeze. [This is very rare and might be hard to test. Happened
while I was building the Manor, during dropping all the construction materials,
when it got very congested]

-Fixed resource not equipping on queued pickup action (for instance the fierwood
cutter picking up the small log)

-Fixed firewood pieces going through the chopping blocks instead of physically
interacting with it

-Fixed second apiary beehive showing the windmill's construction progress

-Fixed villagers stuck forever in harvesting animation when harvesting apple


orchard crops

-Fixed max random bandit camps game setting not working

-Fixed the approval rate game setting not working

-Fixed extension line not being visible on the snow

-Fixed Rye not having to be replowed/resown

-Fixed harvest tasks not caching properly, leading farmers to believe field always
has 0 workers harvesting it [To check, in debug logs see |numWorkers my field"]

-Fixed the field sometimes culling its own road snap points

-Fix attempt for Uneral Engine not locking the cursor inside the window properly
after alt tabbing, making edge scrolling impossible

-Fixed the wrong description of the small stable upgrade

-Fixed cursor not changing to default when entering the pause menu

-Fixed stable data not updating after relocating the hitching post/stable

-Fixed plant growth visual representation (scale transforms) not saving correctly
if saved after harvest and before sowing

-Fixed plant transforms not updating after harvest because LOD tree was not being
updated

-Fixed field snap points not generating on road forks when loading the game
-Fixed pasture fences not generating on loading a saved game

-Added another mask to reduce snow bumpiness around mining pits because the ground
deformation could not match between the landscape and the building ground (epic
material quality) (eh)

-Fixed sawpit hole not influencing the character position

-Fixed modules sometimes spawning outside of the residential plot

-Using the quick cottage keyboard shortut (H) during the cinematic pans is now
disabled

-Fixed a bug where builders would hammer indefinitely and couldn't finish the
construction in the rare case the building got to max hp (each hammer action
increases the hp) before all resources were delivered

-If the camera was stationary, DLSS would stop updating motion vectors and cause
smudges. To mitigate that I've added a microscoping constant camera movement.

-Fixed Gambesons not outputting any items when crafting is finished

-Fixed the random raider timers

Sound:

-Added stone pickup & putdown sfx

Cosmetics:

-Reimported the new structure/rig for all human animations. The new rig has joints
for cloth simulation, extra bone for tool animations (flail) and improved facial
expressions.

-Added a new system to populate the handcart with transported goods. These meshes
are independent from the animation system and therefore each good can have its own
dedicated "hadcart model". [Note: It will take some time to add meshes for all the
goods in the game]

-Added on-handcart visualizations for: Firewood, Stone, Bread

-Added loading visualizations for: Firewood, Stone

-Added Fieldstone visualizations for: warehouse, supply dump, palace

-Reworked the chicken coops to make them less repetitive and based on actual
manuscript reference

-Added carrying visualizations for planks, small logs for firewood, empty forager
basket

-A new female veil variation, a new dress variation

-Removed the US certificate stamps from the meat asset texture


-Added cart pickup and putdown animations

-Rotated the processed log model to be more accurate according to Salinoc

-Reworked Cottage LV1 C model to match the new beam & daub texture set

-Added a few missing building card images

-[Experimental] Rain drops render as drops instead of streaks when the game is
paused

-Readded the missing goat model

-[Experimental] Berry bushes will now actually display berries if there are any

-Apple trees will now change their model depending on if the orchard extension has
any yields currently. Apples will change their color as they mature.

-Reworked Cottage LV1 B model

//-------------------------------------------------------------------------------

Version 0.6.8.4b (hotfix)

Bugfixes:

-Fixed a bug in the crafting function that resulted in most workers "waiting"
forever instead of crafting goods

-Fitem item 299 appearing in the trade panel

-Fixed a typo in the population migration tooltip ("ppulation")

//-------------------------------------------------------------------------------

Version 0.6.8.4

Castle planner updates:

-When left mouse clicking a module, it won't teleport to the mouse location any
more. Instead it calculates the offset from the initial click position and will
transpose only if dragged.
-Added a rotation gizmo that appears after a module is clicked. The gizmo can be
grabbed to rotate the module.

-Ghosts that are perfectly overlapped with blueprints will now be hidden

-The player can now access the road placement from the castleplanner

-Module ghosts fade out near to other geometry

-When placing a road in the planner mode, it will auto spawn gates on walls that
the road crosses

-Wall markers will now snap to other wall's markers

-Wall markers are now highlighted when hovered

-Added actual collision boxes to planner blueprints, to make selecting eg. the
tower less janky

-Rebuilding the Manor erases the old dirt patches

-The manor will no longer rebuild from scratch with every change. Instead, it will
only rebuild the modules which changed.

-Construction costs are now properly calculated and depend on the number of changed
elements

-The player now can't commit construction if there's not enough surplus resources

-Wall placing tool now displays cost tooltips

-Added an on screen legend for mouse/keyboard controls which boosts opacity of


different control categories depending on the context

-Wall markers will now create ghosts of former locations when dragged

-Wall markers will now also snap to ghosts of wall markers when dragged

Gameplay & Balance:

-Change of population growth algorithm, from a chance based (percentage chance each
day), to a more predictable one (+1 family at the start of the month if approval >=
50, another +1 family on the 15th if approval >= 75). Example: If approval is
higher than 50 at the start of the month, a new family is always guaranteed to come
to town.

-Stall storage limits increased to 50

-Experimental: Cycle family members visiting inn, so that the family whole drinks 1
ale per month instead of every family member drinking for themself. Should be
easier to calculate and manage.

-Having no tavern at lv3 will now cause a loss of Approval

-There is an import fee of 10 silver for every good that's brought in from an
tradepoint
-All men run at max speed while the squad is being rallied

-Lack of clothing will now trigger disapproval for lv2 and lv3 burgage plots

Minor changes:

-Added a prototype of a "reassign family" button in the "people" tab

-Brought back space pause in the cinematic mode

-More stylized unit cards added

-Added apples to the market supply meters

-Tavern drinking animation gets its repetitions back instead of running just once

-Moved honey to the food category in the region panel

-Militias should now actually equip the stored body armor when rallied (gambeson or
mail, depending on availability and house level)

-Screen percantage & Anti Aliasing settings will hide if DLSS is on. Advanced DLSS
options will show only if it's on.

-Removed resolutions that aren't matching the desktop aspect ratio

-After selecting borderless fullscreen, the resolution dropdown should grey out and
display a padlock (because this mode uses the desktop resolution)

-Disabled resizing the game window in windowed mode to avoid weird resolutions like
1234x1234 populating within the resolution selection dropdown

-Moved the settings categories to the top since 2 people were very annoyed by it
being at the bottom and now I have a trauma. Also made it stay highlighted after
selection.

-Boosted rally point visibility on snow & made it red if it collides

-Locomotion system tweaks (trying to reduce soldiers bumping into each other if in
the same squad & slowing down more gradually when approaching the target location
running)

-Experimental: A simplified snow "displacement" shader, less detailed than before


but hopefully without the flickering problems.

-Also added back the snow cover on clothing in the winters to make the characters
blend better with the environment (Epic material quality only)

-Buildings being upgraded now still count as living space in the region panel

-Pasture space from goat sheds should now account in the livestock tooltip, so that
there's no 6/0 situation if you have 6 goat sheds and no pasture

Bugfixes:
-Fixed cloth market supply resulting in church approval

-Fixed clay furnace costing leather & stone instead of timber & stone

-Fixed characters getting stuck because they skipped path verification if they are
actively applying collision avoidance steering [Debug panel: "pathfinding" (red
line, stuck on the obstacle), "avoidance", "shouldVerifypath" (black box + black
debug string "skipping path verification")]

-Fixed another type of "inn getting swamped by people" bug

-Fixed ale populating in the hunting camp bug

-Fixed farm workers not transporting crop yields if the field is set to fallow

-Fixed the garrison point being left outside the buidling after relocating the
palace via the castle planner

-Fixed reasons for lack of migration displaying wrong in the population tooltip

-Fixed region supplies showing 0 after loading a save, triggering a 'running out of
food' alert even though there is a ton of food in the region

-Fixed hunters wiggling weirdly in place when hunting because the deer were running
around invaliding the hunter's pathfinding

-Fixed another case of the market being oversupplied over demand while there are
multiple workers transporting goods simultaneously (mostly related to clothing)

-Fixed "no well" and "lack of firewood" causing disapproval on lv3 even though
there is a well and there is firewood

-Fixed stars being visible in the map view

-Fixed the number of years resetting after loading the game

-Fixed the main menu music being too quiet because it partially used the old way of
storing sound settings

-Added a workaround attempt to fix unreal engine populating the supported


resolution list with unsafe resolutions user might have created while resizing the
window in windowed mode

-Fixed requirement bias difficulty setting not applying

Crashfixes:

-Crashfix attempt for when the homeless camp gets deleted after all homeless got
accomodated and it removes the pathfinding obstacles and tries to free some memory

[Might be an ultra rare one]


[Crashed on specs: CPU: Intel i9-13900KF

GPU: Nvidia RTX 3080ti

RAM: 2x Corsair Vengeance DDR5 16GB 5600MHz]

Cosmetics:

-[Experimental] When starting the locomotion animation, the game will try to
randomize the first step

-[Experimental] Landscape texture tweaks + Lowered the maximum landscape resolution


in an attempt to fix Unreal engine texture flickering...

-[Experimental] Boosted tall grass on procedural forest edges & added a nettle
layer there

//-------------------------------------------------------------------------------

Version 0.6.8.3

Minor changes:

-Lowered the threshold of the road tool update so that it's more precise again

-Made sure the road tool updates on curvature changes even if the player is not
moving their cursor

-Added the missing field icon to its floater

-Villagers that are outside their home region no longer equip backpacks when coming
home (eg after disbanding)

-Deleted a bunch of very old code that was not used anymore. I hope.

-If a destination building gets deleted, villagers and oxen will try to dump
whatever they're hauling at any building that produces or consumes this building
(in the previous patches they would just check their assigned workplace). Note: For
now, it mostly ignores the storage limits.

-Experimental: Construction resources get dropped to a temporary supply dump if


there is no other logical place to drop them and the destination building gets
demolished (For example an early game ox hauling the last log from the supply dump
to a construction and the construction gets deleted after the ox picked up the log
and erased the beginning supply dump)
Bugfixes:

-Fixed the road resampling cache being a bit too eager, resulting in roads
sometimes not being curvy enough

-Fix attempt for goods randomly ending up in the wrong buildings (like ale ending
up in a hunting camp). My assumption was that it was caused by demolishing a
building while some item in someone's inventory is set to belong to the building
being demolished, but because the array index is shifted, the pointer was still
valid (just leading to a wrong building).

-If the target building got demolished while someone was hauling something there,
the last resort of action after trying to drop the item anywhere was to annihilate
the item. However, the item was still visually equipped even after its
annihilation, which should now be fixed.

-Fixed the wrong translation script being used for the log reserve tooltip

-Fixed logs being dropped to storehouses if a construction is deleted mid transport

Cosmetics:

-Set the empty basket as the temporary resource visualization for eggs

//-------------------------------------------------------------------------------

Version 0.6.8.2

Minor changes:

-Reenabled the Rye cultivation branch & moved the apples up on the tree

-Added Rye as a separate resource which, similar to Emmer wheat, converts into
Grain via threshing it on the Farm

-Reduced path verification checks to limit the number of times the pathfinder gets
overwhelmed by pointless periodic find path calls every time someone gets bumped
too hard and strays off their path even a little

-People can now go for a drink at the tavern even though they have no drinking
buddy.

-Brought back the closest plant check for harvesting, turned out I overoptimized it
and it actually mattered

-Added a limit to how many road points can the player place for a single road
segment (20)

-When clicking the tiny market stall button on the worker family icon, the player
can now only open the stall tab once
-Brought back crop selection tooltips

-Added a call to guide oxen connected to the workplace as a priority for


woodcutters and farmhouse workers

-Tweaked the farming algorithm to ensure that no single patches of unharvested


crops are left

-Construction cost added for the rooftile furnace

-Added an offset for stone harvesting animations to reduce triggering the action
while clipping through a rock (though it might still happen from time to time, it's
fine)

-Brought back the "next harvest: X in Y days" text in the crop resource category in
the region panel

-Manual field workers should avoid fields that are plowed by oxen

-Made the overlay legend consume the cursor click to avoid placing a building by
mistake when changing overlays

-Clamped fertility values displayed in the UI to 100%

-Made all resources in the off map tradepoints inifnite (at least for now)

-When changing target surplus in the trade panel, all trader tasks will update so
that they abort if import is canceled

-Surplus of individual goods now updates after transactions in the trading post
panel

-Added stone blocks to the construction category in the region panel, added
gambsons to the military category, removed a buch of leftover items from the top
bar and the market panel

-The trading post no longer reserves its storage when calculating surplus

-A log prompt was added if there aren't enough funds for import

-Pasture space details will now update in the building panel after animal is
accomodated in that building

-Removed the generic storage from the following buildings since it was never
supposed to be used anyway: Wooden church, Small stone church, Well, Shrine,
Hitching post, Marketplace, Forester's hut, Pasture, Windmill, Communal oven,
Livestock Trading Post

-Hitching post is no longer built instantly

Optimization:

-Cached the crafting tasks to speed up checks whether a workbench is already taken
by someone else

-Greatly optimized the road placement tool


Bugfixes:

-Fixed the tavern getting clogged because it's not taking all residents into
account when checking spot reservations

-Fixed granary workers transporting goods from a granary to another granary if it's
perfectly filled (2500/2500 pantry)

-Fixed herbs garden yielding apples instead of herbs

-Fixed plow axel being left equipped after unequipping plow

-Fixed the worker not unequipping the plow after they finish plowing

-Fixed the tanners behaving weird and sometimes going in circles around tubs,
triggering "resources missing" in their hoverUnitLog

-Fixed random color offset for autumn trees not matching for LODs

-Fix attempt for people's clothing changing color scheme after a new villager
spawns with the same type of clothing

-Fixed the millers not getting more grain if there is already some grain in the
mill

-Fixed residential houses not registering as residential when they're being


upgraded, leading to them for example not displaying market supply/demand icons
when hovering the categories in the marketplace overlay

-Added the missing problem banners for "no builders" and "no free oxen"

-Fixed fieldstone not being gathered properly from the fieldstone deposits

-Fixd the ox not partaking in transporting harvested crops to the Farm if employed
at it [WIP note: big cart is temporarily invisible]

-Fixed travelling merchants selling goods to the trading post while employed trader
worker is already on the way to the tradepoint which resulted in the region
importing too many goods and exceeding target surplus. Also rewrote the checks for
assigned trader families so that they account correctly for what other people are
already importing/exporting to avoid overbuying and overselling.

-Fixed travelling merchants not adding stops on the trading posts properly (if the
trading posts are within radius 80m to their route to the tradepoint)

-Fixed traders not checking if the region has enough funds before starting their
journey to the tradepoint to import

-Fixed livestock traders overbuying/overselling

-Fixed wrong labels in the livestock tooltip

-Fixed the animal not using the proper transfer function while being imported,
resulting in it not being properly accomodated in the new region, wrong pasture
space data showing up in the livestock trader & possibly running away on the way to
the new home
-Fixed "order another ox" (from hitching post) not working properly

-Fixed warehouse workers requesting to build a fuel stall even though there is no
fuel in the warehouse

-Fixed warehouse workers supplying fuel stalls 1 item at a time even though they
have carts

-Fixed warehouse workers exceeding market demand when supplying stalls

-Fixed shields being bloody by default

-Fix attempt to reduce flickering of the landscape textures underneath the sawpit

Potential new bugs:

-I changed the plantID from an intger to an enumenator to help code readability,


which could screw with some translation keys for crops somewhere

Crashfixes:

-Fixed the bandit looter crash

-Fixed the game crashing after deleting a market stall

Cosmetics:

-Branch debris is now left after debranching

-Tuned the apple tree size and cull distances

-Added night time lighting for glass windows

-Tweaked the plant density to reduce gaps on some wheat/barley fields

-Added fieldstone baskets carried on the backs + a special walk animation for them

//-------------------------------------------------------------------------------

Version 0.6.8.1

Crashfixes:

-Fixed a crash from when villager wants to transport produced food to the
marketplace while not having a family stall themselves

-Fixed a crash when loading a game with a multiple-module manor

Minor changes:

-Added translation, sfx & icon to the "crops rotated" message

//-------------------------------------------------------------------------------

Version 0.6.8

Major changes:

-Complete refactor of the family & assignment system.

The whole family system was added late in development, so a lot of subsystems still
thought of individual "workers". This compounded into a lot of small weird errors,
cause after the family system was added, only the Husband was a "worker" and the
other family members just followed his lead and were technically "unemployed".
However, if the Husband died or got drafted, the rest of the family had no
reference of their previous assignment.

Therefore, it was time to officially add a "family" structure that would hold all
this information. This also meant I had to rework worker assignment functions and
can also affect ox assigments, population growth, homelessness (including pasture
space and stable space), stall ownership, emigration due to crime or low approval,
"people" tabs (including yellow connection arcs), every job logic, census and
possibly more.

-Auto idle jobs were REMOVED. The system turned out to be totally confusing,
unoptimized, and didn't solve what it was supposed to solve in the first place
(having to reassign people every year for seasonal work). Now every family is
assigned to a job, and does the job they are assigned to do, if unassigned, they
focus on construction and reparir, just like the tooltips say.

-Removed the census panel since apparently it was quite useless. I'll watch what
the players actually need & request and implement it if needed.

-Each building has a limit to how many people can access it at once, to prevent
overly large blobs of people. However, this lead some workers to be stuck as they
can never get to access their destination because it's always too busy. I've added
a counter to how many access attempts have been done, and after a few attempts, the
access limit is ignored.

-Significant field worker distribution algorithm updates. Villagers are now allowed
to start sowing even before the field is fully plowed, which should in theory cause
less idle time.

Gameplay & Balance:

-4 handcarts added to the Trading post [Question: Should it be an upgrade costing


wooden parts?]

-Halfed the time until an animal get trapped with Trapping

-Development tree changes: Basic skinning removed (hunting gives hides by default
again), Herbalism removed (herbs garden is available by default but costs
resources), Goatkeeping branch removed and goat sheds enabled by default.
Beekeeping, trapping and orchardry moved to be starting choices.

Minor changes:

-[WIP] new backyard extension - Orchard & a new WIP food resource - Apples

-Brought back the "get nearest plant" distance check when plowing, which is less
optimized but testers seemingly liked better

-Farming algorithm updates for more equal worker distribution accounting for
secondary family members

-Crop predictions will no longer show up in the resource list in the region panel
(was anyone even using it?)

-You can now click on the small stall icon next to the worker family to open the
stall window

-When relocating a workplace, it should now keep assigned families & assigned
livestock workers

-Removed "Level" from the Burgage plot names, it polluted the log entries too much

-New villagers will spawn garrisoned inside the house, which should cause less
collision problems

-Made homeless livestock running away more consistent (should happen afte 30 days,
counting starts when the livestock reaches the target region)

-Changed the building floaters & the building panel to show number of families
instead of total occupants, still family sizes might be inconsistent in the future
builds (on purpose)

-Increased the plate armor defense from 30 to 60, changed block to 0 since now it's
a shield typical stat
-Transport limits were increased to 16 for storage buildings and 8 for other
buildings

-To avoid people bumping into fences while there are too many async pathfinding
requests, units will now remain immobile while the path is being calculated

-[Experimental] when crops aren't growing and field is plowed, then under a cover
of snow it will reset to unplowed instantly (in previous builds random spots on
fields were reset every day, which was possibly inefficient). Note, to check, in
Saved/Logs added an entry "updateDay: resetting a plowed field under snow"

-Plowmen can now speed up a little to catch up with the ox if they got too far
behind

-Since manor servants can't build now as they are "assigned" to work at the palace,
homeless families can no longer move into the manor. Otherwise, there was a chance
that the player locks themself.

-Added colored migration rate description to the population tooltip & colored the
approval rates

-Tweaked the estimated harvest counter for fields with 'force early harvest' ticked
on so that it measures time to the very first plant that's available to harvest
[QUESTION: is forced harvest even a good mechanic?]

-[Experiemental] Removed max field worker limits for fields, as now they have a
nearest distance check to other field workers to not clump too much (~4 meters)

-Adjusted the season tooltips to be more accurate (Harvests start 1st September in
the game currently)

-Instead of sorting by the save slot number, saves will now sort by the creation
date.

-To reduce a hitch if there are a lot of saves, loading thumbnails is now time
sliced (they load slowly over time)

-Added a more detailed list of construction goods (delivered/needed) in the


building panel

-Added a problem banner for when there are no free construction workers and
construction is pending

-Added a log alert and problem banner if all oxen are assigned and construction is
pending and requires log transportation

-[Experimental] Night time changes all idle actions to "go home" and blocks
marketplace peddling & fetching water from the well (those actions had no gameplay
effect anyway)

-Reenabled anti-clogging for the case of the person occupying the target location
performing an action, like getting water from the well. The villager should now
wait for their turn instead of trying to push the person performing action out of
their way.

-[Experimental] Added a "bad logistics" problem banner that should pop up if the
player has a ton of resource (like firewood) but the market workers are unable to
transport it to the stall themselves
-Optimized generation of plant locations on vegetable gardens

-Added an extra check to plant location generator to see if the generated plant
location is too close to the edge and would creep out onto the grass texture too
much

-[Experimental] Added a WIP "no free ox guide" log alert for where there are no
unassigned families to guide the ox to finish its task

Audio:

-Readded sfx for sowing and harvesting crops

-Added night time ambience

Crashfixes:

-Fixed a very rare crash when building relocation, after mouse button is pressed,
tried to access & edit the obstacle memory while obstacle array is already being
accessed by another thread

Bugfixes:

-Fixed the number of active ox workers not saving

-Fixed armorers not producing armor even if production focus is set correctly

-Fixed granary workers supplying windmills with grain only 1 piece at a time with
handcarts (even if there is storage space for more)

-Fixed residential buildings not accounting as consuming supplies for the supply
counter when being upgraded

-Fixed artisans and manor servants uanssigning permanently after a fire

-Fixed milling process not calling updateResources(), possibly leading to bakers &
granary workers ignoring this building even though there's flour stored in it

-Fixed Level 3 Villagers losing their bodies after reserving Mail Armor in their
Burgage storage

-Fixed "addFieldRoadGuidePoints" function being called twice every time a building


is constructed instead of just once

-Fixed new plots not marking as close to camera immediately after construction,
leading to the cursor not snapping to the road snap point unless the camera moves a
little

-Fixed work area resetting after loading a game

-Fixed "update day" actually advancing the date by 1 day when being called during
game loading, resulting in calling "updateFreeMerchants" and some other unnecessary
functions during the loading procedure

-Fixed one of the bird ambience sounds not looping properly, causing an audible pop
from time to time

-Fixed a single wheat resource being left unthreshed forever, because 2 crafting
spots were accidentaly copy pasted and had an identical location

-Fixed the ox pausing for a second after every plowed point as it's waiting for the
async pathfinder to process

-Fixed ox starting to move even though it's still marked as "task_guide_is_coming"

-Fixed "Verify path" potentially failing and causing villagers to be stuck in a


loop as the target locations don't match

-Fixed the map being accessible during cinematic shot mode, for example during the
intro camera pan

-Fixed the approval change arrow always pointing up

-Fixed deer levitating after spawned

-Fixed a potential bug when rallied militiaman gets turned into a bandit because of
low public order

-Fixed sick villagers not coming home to rest

-Fixed deer units transferring to the player after claiming a region

-Fixed clutter (barrels, bales and all the other random dressing) not spawning at
all

-Fixed tanners getting stuck when trying to produce leather, because the hide
visualization is placed on the rope and not inside the tub for some reason

-Fixed tanners washing skins animation not playing

-Fixed granary workers supplying the windmill 1 unit of grain at a time even though
they should move up to 10

-Fixed the ox plow plowing fallow fields

-Fixed people not giving back some of the military equipment if the residential
plots are oversupplied (for example, 2 recruits turn from bowmen to spearmen, they
should place the bows back into a warehouse if the region has one)

-Fixed some transportation tasks not caching properly, leading for example to
people oversupplying homes with military equipment (3/2 spears for instance)

Cosmetics:

-Readded the plow model & added new animations for it

-[Experimental, WIP] Fireplaces give off light

-[Experimental] Added a toggable visual only day & night cycle


-[Experimental] Re-added bloom postprocessing now that the sun is actually in the
frame

-[Experimental] Oxen waiting for guides will not update their rotation anymore, to
prevent rotating in place

-Removed snow cover from charcoal kilns since they should be warm in theory (?)

-Fixed removing and adding back a vegetable garden extension potentially breaking
its functionality

-Fixed road snap points not spawning on very skewed burgage plots

//-------------------------------------------------------------------------------

Version 0.6.7.3

Major changes:

-Added Claims & Challenges saving functionality (if you've been challenged to a
battle for a region or are claiming one, it should now save properly) [Note:
Untested]

-Added a "verifyAsyncPathfindingData" checkbox that will force check all the data
in async pathfinder for any errors.

[Note: Enabling it will cause some stutter. It's advised to playtest this version
with this ON because at some unknown point the data in 0.6.7.2 corrupted!]

Minor changes:

-Made the logbox less transparent cause it was too easily ignored by the players

-If you only have 1 region, log prompts won't display the region name
[experimental]

-Added "low supplies" log alerts for firewood and food

-Added sound effects and icons to many other log entry alerts

-Made the log alert display time longer (5 sec -> 8 sec)

-Added color tints to log alerts & extra highlight animation [experimental]

-Added the missing road between Immenreuth and the tradepoint, as well as a few
more tradepoint spawn options

-Plot direction arrow will already show if only a single point was placed,
suggesting where the front might be [experimental]

-Added the number of years survived to the season tooltip

Crashfixes:

-Crashfix attempt at loading a savefile with a manor with multiple modules

Bugfixes:

-Fixed the infinite plowing bug for other fields than the very first one

-Fixed logbox not scrolling back down to the latest message after it's unhovered

-Fixed travelling merchants not adding stops along their way at the player's
trading posts

-Fixed the empty region loading as the current region in the region panel,
including displaying a ton of problem banners, if the player saved the game outside
of their owned territory and then loaded that savefile

-Fixed dead people not loading correctly. [Note: They will all just use the same
animation/pose for now, WIP]

-Fixed people dying <possibly> not removing the problem banners connected to them
(like hunger or homelessness)

-Fixed recruits <possibly> taking ox guiding jobs or keeping their ox guide


reservation status (displayed as reservedTo in the debug) after being rallied to
militia, <possibly> leading to them blocking the militia squad from being fully
rallied

-Fixed the default militia equipment not saving correctly, leading to wrong (too
high) equippedRecruits numbers being calculated for militia squads, as well as
militias having no weapons or shields when rallied

-Fixed regional wealth being consumed when extensions are spawned during loading
the game

-Fixed wheel rotation stopping when the camera is still close enough to see it, now
it should be more acceptable

-Fixed buildings sometimes not connecting to road properly if there was another
building blocking space around the road snap point, most likely located on the
opposite side of the road

//-------------------------------------------------------------------------------

Version 0.6.7.2
Pathfinding updates:

-Multithreaded pathfinding: Most pathfinding calls are now done on separate threads
asynchronously. That should reduce stutter coming from pathfinding to a minimum.

Important note: To test performance gain/impact on different machines, you may use
the "forceSynchronousFindPath" checkbox in the debug panel to compare it to the old
algorithm

-If pathfinding calculation limit triggers, but there is a direct connection found
(which is not ideal cause it's off road), the pathfinder will select this path as
valid and the cart is allowed to go off-road

-When exploring nodes for agents following roads, if the node is further from the
source than the target is, all nodes are considered as penalty nodes. This is to
prevent the pathfinder from wandering around the whole road network hoping that
eventually it will find a direct connection to the target without any penalty. This
should also prevent characters from taking overly long detours.

-Travelling merchants updateTask timer rate increased in case they need to verify
path cause they bumped into something that didn't exist when they were calculating
the path originally

Major changes:

-Floater widgets added when pressing TAB that show most essential info for every
building on screen. These are also depth sorted.

-Logistics limits added - each building caches transportation tasks. If enough


tasks are cached, building will stop being accessible. For example 40 people all
going to fetch water out of a single well at the same time, causing a huge blob.
Storage type buildings have a higher limit that other types of buildings.

-Gave 1 extra month of cold resistance to spawned villagers so that they have time
to accomodate and refuel properly

-Lv2 residential upgrade no longer increases the max family count, and lv3
increases it to just 2 families per residential building (so up to 4 per burgage
plot with accounting the living space expansion)

-Changed max number of adult sons per family to be, for now, always 1. The number
of those scaling per lv was not communicated by the game at all and was mostly
treated as a bug. In the future, this could be randomized per family or something.

Optimization:
-After placing a building, the game updated AI of every citizen so that builders
would be more responsive. This apparently completely clogged pathfinding with it
taking over 1 second to update.

Added a limitation so that max 10 citizens get updated AI, to keep that early game
responsiveness boost, hopefully should fix the problem.

-Added a stored surplus cache for each building so that it's not recalculated every
time a villager AI checks storage

-Skipped checking distances to every plant to see which one is closest when picking
which one to sow or harvest. It took some computation time and the gain was
minimal.

-Optimized crop growth so that it's growing only half field in one update and
another half in another update to reduce stutter [may need to move it async in the
future as well or time slice it]

-Culled dust from being rendered on plowing animations if the camera is far

-Tuned LOD for wheat, cabbage, carrots, beets

-Reworked async snap point links generator - now copies less memory around so
should cause less hitches, plus works more incrementally ensuring results are
transfered to the game quicker (meaning the player, when building plots, will be
able to snap the cursor to the field border quicker, especially early game, since
results will be copied to the game thread quicker)

-Transportation tasks cache. Every time someone does a transport task, the game
stores a pointer to the person in the building. When others are checking how much
is being brought already not to overfill storage, they don't have to check against
everyone in the town anymore, they just use this list. Note: There is a small risk
that someone might do something unexpected instead of finishing their task properly
or aborting properly and pollute this list.

-Added entries to logs to optimize loading times (what takes how many seconds)

-Experimental: Removed snap point generation from loading cauase it was taking up
to 90 seconds. Instead, it's being done asynchronously. This might mean that some
field snapping might not fully work for the first minute of gameplay so gotta see
if it works out.

-Weird as it sounds I've disconnected the heads and hats from the bodies so that
they don't have to calculate relative transformations and just copy the main
transform instead (the offset is baked into the animations anyway). Later I think
I'm going to do it for all equipment parts.

-Added more shrub LODs, added market stall LODs

-Added a farming task cache for buildings that grow plants. Similar to
transportation, this should ensure that when checking what to plow or sow or
harvest, peeps don't have to check the entire village.

-Cart wheels won't rotate if they're too far from the camera to even see it

-Added limits to how many villager step sounds can be played at once
Minor changes:

-Added a check for harvesting vegetables to avoid a few occupants going to harvest
the same plant

-[Experimental] further declumping check added for farming tasks to ensure people
form less blobs, especially on home vegetable gardens

-Reversed the order that saved games display

-Added another double check so that if someone is freezing but there IS fuel
somewhere in the settlement, the game won't let them freeze

-Decreased the off road speed penalty for handcarts cause it was a bit too extreme

-Thickened the hitching post collision so that the ox is pushed into it less often

Crashfixes:

-When slicing a vegetable garden subplot when it fails to slice one of the fields
during upgrade to lv2 [weird, can be rare and will still result in a fail, just
should not crash]

-Disbanding the squad when game is paused causing a fatal freeze

Bugfixes:

-Manor modules loading at wrong ground heights

-People not leaving homes when leaving the town due to crime or low approval,
possibly still showing in the "people" tab in their homes [unconfirmed if it
actually happened, but the code suggested so]

-Water not being used up, making people use wells just a single time per plot

-After loading the game, origin region of non-origin characters (like travelling
merchants) could set to region on 0,0,0 (Waldbrand), and after claiming Waldbrand
it would lead to the player taking over the units there, leading to the player
claiming uncontrollable units potentially (like merchants)

-Ox cart not spawning properly for the plowing shed upgrade

-Shrubs not erasing from roads after load game

-Plants trying to spawn on vegetable gardens when loading the extension data and
calling "changeExtension", even though plant data is loaded separately anyway and
it's all redundant

-Because plants are saving while extensions get recreated on load, it would lead to
plants growing ouside of the generated dirt area. I've made the algorithm more
deterministic to eliminate the randomness.

-Wrong or none production focus choices showing for joiner and armorer artisans.
Joiner should be ablet to produce gear and shields, while armorer helmets by
default and mail and plate armor with development upgrades.
-Added more safety checks when triggering battle music, cause sometimes it didn't
turn off after combat

-If you had one unit of militia with 10 assigned and equipped recruits and you
added a second squad of bow militia, those 10 already assigned would stay assigned
to the same unit, leading to an imbalance in force distribution

-Rally point showing "road access obstructed"

-Too many extra families spawning after adding the B-part while the building is
already lv2 or lv3

-Plowing shed and vegetable garden not saving properly

-Fixed the bakery and brewery extension descriptions

-Assigned/unassigned stats not updating quick enough after reassigning pops

-Problems with hovering over market stalls and some borders staying visible after
unhovering, because building borders of the market area and stalls overlapped

-Wrong cost displaying in the tooltip of the armor upgrades

-Granary workers stealing ale from the tavern again

-Missing recruits status would not show in the squad tooltip for the retinue if it
was under 5 people (Question: Should the player be allowed to rally even a single
retainer? It's very weird to control such tiny squads in the game but up to debate)

-Number of mouths to feed cache not regenerating on load game leading to random
game overs every time anyone died

Cosmetics:

-Tuned drought colors

-Tweaked winter tree far away billboards so that less vertical snow stripes appear

//-------------------------------------------------------------------------------

Version 0.6.7.1

Major changes:

-[Experimental] Allowed negative surplus to be displayed, if eg. player is missing


militia resources + tweaked stock vs surplus tooltip & trade panel description
(from target stock to target surplus). Reason - I had 10 militia missing spears. I
set the target stock of imported spears to 10. Game will import 20 spears which was
unintuitive - first 10 will fill reservations and the next 10 will be target
surplus.

Minor changes:

-Translation key added for slag

-Added "transitionary resource" to the transitionary resource tooltips in the


building panel

-Added the 'armament delivery' game setup option since it will no longer
automatically always trigger

-Added clay to the resource bar

-Added a safety check in case a house is not refueled but has fuel resources

-Added more bandit camp spawning points to make sure 5 camps can spawn even if some
regions are taken

-Added functionality to the storage filter buttons in the storage buttons & missing
good name tooltips

-Added shields to armament stats for residential plots

-When cursor hovers over a building and a villager at the same time, it will
prioritize selecting the building when clicked, unless the unit is very close to
the camera

-Tweaked how the field progress bars work, including showing harvest only when it's
actually harvest time

-Changed trapping algorithm to be far more optimized

-Tweaked the trade panel design - added a bit of color coding to make it easier to
find the items player is trading

-[Experimental] Brough back the available extension upgrades banner

-Victory condition setting added to the game setup screen [growth victory might not
trigger properly yet]

-Living space stat was added to the region panel since people don't move in as
eagerly

-When assigning recruits to units, a method was added to make sure recruits which
are already assigned to unit Y with higher ID stay with it, even if unit X with
lower ID gets destroyed or deleted. Before, recruits from the deleted units would
populate the ranks of unit Y, and sometimes need to switch equipment, making the
unit ineffective for a while. (also a bug connected to this was found below)

-Increased obstruction distance for construction workers to clump less on top of


each other if possible

-Added icons on unit cards to show when a unit is missing recruits or collecting
equipment
-[Experimental] made squad tooltip follow the cursor again, cause I think it was
too easy to ignore it

-Added missing recruits and equipment details to disbanded squad tooltips

-When multiple building panels are open and player presses the add or remove worker
keyboard shortcut, only the last opened panel will get affected

-Unit proximity to camera is now updating also when the game is paused, to make
sure that cursor behavior which depends on camera distance is more accurate (for
example, even though building hovering is prioritized when camera is high, it
should still hover over villagers when the camera is low)

-Tweaked the "Dark" music to trigger less eagerly (in case 25% of the region is
struggling or approval is below -75%, instead of when even 1 person is hungry or
cold as before)

Optimization:

-Tweaked the instanced component code in the engine not to override custom data
every frame - that should save a few miliseconds with a lot of characters being
rendered

Bugfixes:

-Some actions (planting trees, producing iron slabs) stuck in infinite loops

-Fixed number of repetitions required to forge iron tools

-Fleeing squads blocking region claiming

-Scale gorget texture not streaming in the retinue editor

-Mallets unequipping and reequiping when starting a construction task

-Floating cloth rolls / hides / leather rolls

-Missing lv2 burgage plot requirement for some extension tooltips

-Added missing info in the armorer about building converting residents to artisans

-Wrongly distributed passive regional wealth yields from lv2 and lv3 burgages

-Fixed wrong translation script used in the common event popups (eg. hunger) &
construction reserve in the sawpit

-Fixed the number of occupants (living space) displaying incorrectly in the


building panel

-Fixed family members not displaying in the "people" tab if eg. the wife moves in
BEFORE the husband does

-Some travelling merchants not marking as close to camera properly resulting in


staggered location updates
-Oxen dropping logs inside the house even though there are log dropping locations
for yellow variation of lv1 cottage

-Uniform shield coloring for rallied militias

-Herbs not being visible in the herbs garden cause they were culled by the dirt
mask

-Herbs spawning grown when herbs garden upgrade is complete

-Retinue editor: Broken armor upgrade with funds button, hidden equipment stats for
ministerialis hiring, ugprade buttons not disappearing after upgrades are already
done for the selected retainer

-Wrong firewood texture when carried

-Harvest Season was set to start in August in the game logic but in September in UI
logic. Unified it both to September.

-Wrongly assigned sowing animation loop frames

-For balancing reasons, only 1 in 6 plants actually gives yields. This is also
better for optimization, as only 1/6 plants read & write to fertility grid.
However, when reading the fertility value in the UI, 6/6 plants were taken in the
account, including those without cached updated fertility. This resulted in wrong
(too high) fertility values being displayed in the field UI.

-Traps not giving meat yields

-Flax overlay button triggering a resolution change

-Not enough helmets counting as reserved for militia recruits during surplus
calculations

-Sons and wives spawning into empty houses without husbands & not counting as
separate families

-Assigned squad index cache was not shifting after a squad is deleted, resulting in
mixing recruits between units after squad deletion, and thus possibly requiring the
unit to be reequipped as recruits get swapped around

-Recruits would sometimes get confused what equipment they need so I made sure all
militia equipment reserves are unified with a single getRequiredMilitaryEquipment
algorithm

-Being able to open the construction panel during the cinematic pans

-Unemployment culling occupying the same primitive custom data index as random daub
color value, potentially leading to errors with fireplaces being invisible or
visible randomly instead being on when people are employed/present (hard to verify
if it was actually happening)

-Fireplace ambience not playing for homeless camp

-Hunters trying to pick up bandit corpses and skin them if they stolen some meat,
because they are technically dead characters with meat on them

-Changed the algorithm of travelling merchants storing destinations, hopefully it


will fix them getting stuck
-Deleting a trading post erasing jobid for the travelling merchant

-Simply opening the trading post panel triggering a lot of silmuatenous button sfx
if multiple trade items are currently trading

-Retainers showing as 'unassigned' when hovered

-Moved the weather setup code to a more predictable place, cause depending on
random factors it could be triggered at different moments when loading, leading to
sometimes possibly displaying snow when it's april after loading a saved game and
other bugs

-Disbanded retinue status showing as missing recruits if you have less than max
size retainer unit

-updateProblems() funciton no longer being called periodically, resulting in eg.


"upgrade available" banners never displaying

-Manor gatehouses not saving properly

Cosmetics:

-Added missing hammer & apron models for the blacksmith

-Made house icons visible on the snow dark for improved readability

-Added a shader trick that should make snow edge less pixelated on non-ultra
landscape texture quality settings

-Boosted overlays opacity over snow, increased sort order to make sure it draws
OVER the field decals

-[Experimental] Went back to some flat shaded icons in the region panel to make it
more unified (stats = flat, physical resources = shaded)

-[Experimental] More grass LODs to ensure smoother transitions + enabled dithering


fade fors the closest grass instances

-Disabled baked sunlight in the fake interiors during cloudy weather

-Reworked LV2 B cottage model + added a handmade LOD mesh

//-------------------------------------------------------------------------------

Version 0.6.7 [preview]

Major changes:
-Reenabled the settler camp building to allow settling new regions again

-Added 2 start region options for the Restoring the Peace map

-Passive wealth income from high level housing added (1/family for lv2 and 2/family
for lv3)

-Reworked the scenario & game setup screen

a) Scenario selector was removed as a separate screen. Now scenarios work as game
setup templates.

b) Added a new "predictable" resource deposit setting (1 of each strategic


resource is spawned in the home region, though only small deposits)

c) All the scenario options like win conditions, Baron's presence, bandits, raiders
and so on can be adjusted separately for more replayability

d) Added a difficulty preset for each scenario template so that players don't have
to spend time on customization if they don't want to

e) Added a requirement bias setting which offsets the residential level required to
make residents angry cause of their unfilled requirements

f) Added a number of initial bandit camps setting

g) Added a "years until first raid" setting

-Clay tiles implementation

a) A new workbuilding & job (WIP) - clay furnace. Tilemakers convert clay to clay
tiles. Needs to be refueled.

b) Tiles are now required for lv3 upgrades and lv2 church

-Residential armament updates

a) A new UI which displays how much of requested military equipment is present in


each plot

b) Gambesons and mail armor actually being reserved for lv2 and lv3 villagers
respectively

-Pathfinding updates:

a) Cached closest obstacle index to optimize checks when adding obstacles

b) Made sure to verify free radius around the pp again if the obstacle is deleted
c) When adding an obstacle - individual paths are marked for verification. The
pathfinding agents will now only check the newly created obstacle instead of all of
them again.

d) Increase max node search limits

e) Disabled the clogging behavior inside building borders to prevent potential


locking when someone is inside

f) Reduced the amount of slow motion happening in collision avoidance algorithm

g) Experimental: Increased the depth of the fence collisions to reduce clipping

-Animation system update:

a) When transitioning from animation A to animation B, animation A will continue at


the previous pace instead of changing the speed to the new animation speed

-Removed the tutorial quest option from the game settings

Optimization:

-Added a visual location update stagger for units far from camera

-Disabled the velocity buffer pass for units if camera is high anyway and it's not
noticable

-Experimental: Medium and Low material quality settings disable frame interpolation
for animation, and low material quality disables transitions to try and make potato
machines cope better

-Added an LOD mesh for the yellow lv1 cottage

Deposit updates:

-Deposits are now limited by design

-They disappear when exhausted and will send a log prompt

-Deposits have new icons similar to berries which show how exhausted they are

-"Guaranteed" starting deposits are small

Gameplay/balance:

-Morale calculation from recent losses tweaked

-Changed bandits to not always get baited into attacking other armies if they're
far (example, if raiders spawned while hildebolt is fighting a bandit camp, raiders
would go attack hildebolt instead of going for the raid)

-AI won't chase after bandits if the bandits don't target the AI terrotory
specifically (to reduce the amount of cases Hildebolt protects the player without a
reason - room for diplomacy later)

-All approval requirements have been toned down, to focus on rewarding upgrades
instead of punishing unfilled requirements from the get go

-Increased the trading post storage to 500 pantry and 500 generic

-Increase debranching speed by 30%

-All starting villagers start with one of their family members to make the starts
quicker + assigning starting families more predictable.

-Women are allowed to debranch trees for logging camps

-Increased the construction cost of the lv3 upgrade (added planks and clay tiles)

-Family members will always join the initial settler (husband) after a while,
regardless of approval, for balance reasons

-However, new families won't join if approval is below 50, in order to have any
citybuilding challenge for achieving growth (since approval won't fall as easily)
[experimental]

-Planks added to the construction cost of the lv2 church

-Farm workforce increased to 8 families

Minor changes:

-When deleting a market, only 1 collective resource clump will be created, in order
to avoid a glitch when a ton of supply dumps are spawned. (We might have a problem
with people clumping though... To be tested)

-Combined retinue XP will now show on the progress bar (nothing happens when you
reach it yet)

-Treasury and number of plate armor resources will now show and update in the
retinue editor

-You can now upgrade retainer armor if you have enough funds. You can also use the
local resources to buy half price and make the region wealthier.

-Advanced and Master armormaking branches added in order to produce mail armor and
plate armor (no animations yet etc)

-Walk-stop animation added for one handed animset

-Work area data added to saves

-"Goods looted" text replaced with a log entry (limited 1 per building) and "fire
started" text will pop up only if NOT under raid, cause it was spamming way too
much
-Added missing head LODs

-Made random clutter generation & residential variations more deterministic to make
saves more consistent

-Bandit camps won't spawn within already settled regions unless it's due to public
order

-Added a few roads and tradepoints

-Made sure that travelling merchants stick to roads even though they don't have
horses temporarily

-Workplaces will show a problem banner if the storage is full and they can't
produce goods no more

-Removed the starting dog - will be use as a hunting upgrade instead

-Added save functionality to the manor modules

-When replanning the castle layout, construction animations for each module will
trigger properly

-Added 32 new construction related voicelines

-Disabled the running animation triggering in close combat

-Fixed the armorer, tailor & blacksmith extension upgrades descriptions

-Added the minimum required house level info to the extension tooltips

-Experimental: Disabled triggering voicelines when people are playing the talking
animations. They were repeating a lot, maybe ambient voices are a better way. I
could add back some mumbling for the animations.

-Experimental: Villagers play an animation when equipping hammers

Crashfixes:

-Crash from generating async field points after deleting a building

-Freeze when reaching large town settlement level

-Rare crash when building many skewed plot at once

Bugfixes:

-Stream banks visible in the map view

-Honey not working as a food type

-Deer population centers drifting away

-Wrong idle animation when starting a battle for one handed units that would cause
shield clipping
-Weapons showing blood on them in the retinue screen for no reason

-Foliage not erasing properly on load game, making some trees which should be gone
regrow

-Units not showing their full size number correctly in the battle mode

-All retainers using 1 handed animations in the editor (not sure if was there in
0.6.6.4 or added in development)

-Church bells not bound to the volume settings

-Player not being able to select regions in the map view

-Removed collision from dirt projecting meshes (lord collided with them in visit
mode)

-Repetitions not setting to 0 if the character wants to perform the same


action/animation combo (for example hammering transitioning back to hammering would
cause repetitions to count beyond target reptitions to 12/8 and forward)

-Connected to the above - villagers would not switch places when hammering on
construction, resulting to the animation awkwardly looping in place

-Supplies getting soaked warning not displaying

-Added check to make sure that if there's a homeless family and the husband moves
in first to a new home, extra wifes and sons won't spawn before the old ones can
move in

-Bucket walk not triggering properly when carrying an empty bucket to refill water

-Animation variation not changing if action is the same (eg. idle action would
always play "cross arms" or "kill fly" instead of randomizing them)

-Sheds not erasing properly after expanding living space on lv3 burgage plots

-Edge scrolling staying enabled in the cinematic mode

-Development branch required showing in the tooltip even though the development
branch was already unlocked

-People tab not being visible for market stalls

-Fulfilled requirements not displaying tooltips

-Travelling merchants not veryfing pathfindinf when they bump into a newly built
fence [possible that it will only work in the next upload since I can't remember if
I added it before or after I cooked the build]

Cosmetic:

-Update of equipment fitting and weight painting to reduce clipping

-Implementation of standards for armor & helmets + a system that picks a specific
variation based on the shape of the armor (eg. hood for civilians and hood_puffy
for gambesons)

-Added buckler and readded targe for the retainers

-New Lv3 townhouse variations added + tweaks to variation spawning algorithm +


added a few townhouse LOD meshes + added sheds on lv3 plots without completed
living expansions

-Cleaned the claiming related buttons in the map view

-Increased the fence variety for lv3

-Adjusted tree tint for drought

-Added fur color variation to the oxen

-New female villager outfit and hood

-New male villager outfit

-Readded the cloth roll meshes (cloth, hide & leather rolls) & sickle mesh

-Made fieldstone deposits more visible

//-------------------------------------------------------------------------------

Version 0.6.6.4

Minor changes:

-If someone is outside the region and gets drafted, he will be teleported back to
his home, so that rallying is not stuck [to be tested]

-Updated the "living space" in the building panel to make some sense [to be tested]

-Market stalls will now list the connected families [to be tested]

-Added a special icon for "transitionary resources" that occupy storage space, but
aren't officially resources yet (small log, carcass, slag) [to be tested]

-Added retreat positions to save data

Crashfixes:

-When a squad gets disbanded/destroyed and tries to update squadAI nontheless

-Rallying squads when fighting crashing because a recruit is invalid (died maybe)

Bugfixes:
-People's arcs not drawing when inspecting the building

-Player being able to delete streams

-Wrong (positive) approval rate labels [to be tested]

-Warehouse/Granary workers supplying stalls outside of their work area

-Good reservation bug that would forbid eg. people to take tools from the smithy or
flour from the windmill (reserving produce instead of the crafting material
required to make it)

//-------------------------------------------------------------------------------

Version 0.6.6.3

Major changes:

-Moved saving to be partially done on a separate thread to speed things up

-Made custom structs for saved inventory, plant, letter, squad, mercenary company,
extension & task data instead of using the existing gameplay ones. Maybe it will
fix the mysterious ox bug and reduce some lag as it was writing to the debug log
like crazy

-Added "save descriptor" files that are generated with saves, so that the load/save
menu doesn't have to load a huge chungus of a file just to read what date/name the
user set. In absence of the descriptor, the full file should be opened, but the
game will try to do that on a separate thread.

-Reworked the deer herd lair location to be stored inside the squad data and not
inside each deer separately (can cause new bugs potentially)

-Reworked the core "get resource" function to account better for what is an actual
surplus and what is going to be consumed by the building [it's possible I missed
some cases, so new bugs are possible, but some transportation ammount
miscalculation bugs might be gone too]

Gameplay & balance:

-Doubled the amount of spawned free merchants to increase trade speed

-Changed the home stockpiles to be 1 food/plot & default residential fuel reserves
to 2

Minor changes:

-Added 175 fps option


-Added a delete save confirmation

-Added retinue & militia recruit data to saves

-Changed squad sizes to show number of soldiers / number of soldiers rallied


successfully after rallying, while showing number of soldiers / max unit size
before rallying

-Added morale bar to unit cards

-Added rallying data & idle time data to saves

-Added a immediate task update after save finishes loading

Crashfixes:

-On saving the game when the portrait is missing or some reason

-When relocating the building at the same exact moment as someone is depleting a
resource node (like converting a fallen tree to a gatherable log)

-Added a safety check for a possible crash when releasing double click RMB while
the squad leader dies or his corpse gets erased

-Added a safety check for update egagement lines so that it won't crash if the
squadID is no longer valid (should not be the case but happened)

-Crash from missing retinue save data

-Vertex animation plugin crashfix attempt on going to main menu while there is a
remaining null notify event

Bugfixes:

-Save/load menu not filling the whole screen with some resolutions and potentially
cutting off some buttons in some

-Pause button visible on the well

-Deer decals not spawning on load game

-Floating retinue hats

-When you upgraded the storehouse and had a unconstructed building with a higher
construction priority, people would not be able to get the construction resources
from the storehouse since they couldn't take construction resources from a building
that is under construction

-Sheep not prioritizing pastures over other buildings when searching for home

-Some stall covers not updating on load even though the stall is not abandoned
//-------------------------------------------------------------------------------

Version 0.6.6.2

Minor changes:

-Changed the raid frequency in "restoring the peace" from 50-90 days to 180-365
days

-If you are out of pasture/stable space, animals will only run away if they reach
their home region (and not eg. on the way there)

-Edited the approval tooltip to tell migration thresholds (English only for now)

-Hildebolt declaring total war on the player as soon as he gets 1000 influence -
total war disabled for him since he's OP anyway (up to debate!)

Crashfixes:

-When the enemy squad is destroying on the edge of the map and the player has
currently selected a squadID that is higher than the squadID being destroyed

-Crash when having the debug on while deer dies near

Bugfixes:

-Infinite conversation animation

-Invisible people/oxen bug

-Synced kills triggering vs civilians, leading to an animation bug

-People having trouble navigating to beyond the map edge (like retreating) since
the pathfinding data is not present there, leading to eg. bandits getting stuck
after raids

-"find drinking partner" function possibly returning mobilized soldiers

-Update squad AI running after the squad leader is dead

-Bandits getting stuck after raids

-Added a workaround to travelling merchants losing their jobID, though ideally I'd
love to find out when it happens and why

-Further reduced the market voiceline frequency in game speed 4+

-Construction progress not saving (still may display an empty timber frame though)

-Building being not clickable if the player saved a plot with the living space
extension
-Fixed one instance of the NaN errors happening randomly in the "form a line"
function

//-------------------------------------------------------------------------------

Version 0.6.6.1

Minor changes:

-Sheep will look for open pastures first when searching for a new home and only
later settle with slots in livestock trading posts

-Sheep & lamb get female names again

-Made the retinue screen pause the game

-Added sound effects when customizing retainers

-Disabled the icon overlapping system [experimental]

Crashfixes:

-Crashfix on saving game if any building is unconstructed

-Crash on "updateSquadCohesion" happening if the squad of bandits gets removed from


the game

Bugfixes:

-Flickering icons on 60+ fps

-Small stable preview not displaying when relocating

-After travelling merchant buys from the trading post, the storage limits would not
update

-May showing as summer in the UI

-After deleting a well, if the player has exactly one left, the region would think
it has no well at all

-Hunting limits not saving

-Trade rules not loading properly

-Update timers possibly not stopping after a death/removal

-Retinue missing faces


-Dead units added to squads on loading, potentially causing a crash when the body
gets erased

-Fixed the "shiny look" in the retinue editor when it's raining

-Fixed the 1 frame glitch when switching retinue variations

-"Hold" command sound triggering like crazy in battles

-NaN formation line errors fix attempt [but still happens I think, don't know why
or when]

Cosmetics:

-Added the missing charcoal bag

-Fixed the lighting in the retinue editor screen

-Added another retinue tier 1 armor and helmet variation

-Added back 2 one handed warhammers and 1 two handed one

//-------------------------------------------------------------------------------

Version 0.6.6

Gameplay/Balance:

-Tweaked residential requirements for clothing to make sure tier 1 requires basic
materials and tier 2 commodities.

-For now, changed all prices to be static and consistent, until we have a new
dynamic price system

-Increased priority score of transporting consumable food to the granary over non-
consumable (like flour)

-Increased chance to miss drastically if the archer unit is currently engaged in


melee

-Added a significant morale penalty for archers fighting in melee

-Reduced archer attack power to 1 even after they draw sidearms

-Give ground stance will not trigger charges

-Added a touch of extra complexity to the ambush scenario setup + added more units
to the field battle

-Church will still fulfill requirements while being upgraded


Battle AI:

-Increased the range when AI considers itself "in battle", plus in the battle
scenarios made sure it always assumes it is "in battle"

-AI using front attacks with non-frontline units even though it uses
"spears_push_front_archers_flank" tactics

-Fixed a bug with AI not clearing its battle tags properly, which would lead to
inconsistencies (battle tags show in the old debug, under "show general debug"
checkbox in the settings)

-Fixed enemy using only 1 frontline unit in "spears front, others flank" tactic

-New algorithm for composing the frontline for tactics like "spears front, others
flank" that is more flexible (can use other troop types if their more numerous or
have better overall defense)

-Adjusted the stamina effect on the army power calculation (it would trigger the
"missile inferiority" tag even before the skirmishing began, because the AI
repositioned troops and lost some stamina on the way)

-Added a wiggle threshold for units that are in a merged formation line but see
higher ground and fall into a corrective infinite loop

-New algorithm for seeking the best high ground defensive spot

-Changed tactics timers to depend on unit engagement rather than registered


battles, since now units can participate in a battle but still be pretty far from
each other

-Fixed "Protect the flank" command - wasn't triggering at all

-Made archers avoid running through the enemy archer fire zone to get to a target
squad

-Added "arching" if the direct line betweeen the unit and its flanking position is
too close to the enemy

-Added a consistency modifier when picking targets for archers

-Added a check that blocks AI from sending more than 2 squads against a single
squad, unless it's flanking it

-Limited distance to which the AI finds its own flanks (calculated from the army
center)

-Forced AI not to protect its flanks with archer units

-Added AI decision weight for archers returning fire to prefer weaker targets, and
made stronger targets less enticing to skirmish with

-Forced dedicated frontline troops never to go protect flanks

-A better algorithm for calculating danger of arrow fire when choosing potential
destinations, doing actual substeps
-Reenabled the ability to retreat if for example the squad is engaged and being
shot in the back

-Made sure units protecting the backs of other units / following other units match
their sprint mode

-Dedicated frontlines will prefer binding enemy frontlines while the flanks do
their jobs in "spears_push_front_archers_flank" & "push_front_chargers_flank"
tactics

-Forced all archers to not hold ground in the archers_bait tactics

Minor changes:

-Residential requirements name & icon changes

-Added an ordered distribution system to the market distribution to have more even
variety distirbution of goods

-Added a safety check that noone can freeze or starve as long as there is at least
1 unit of food or fuel in the region

-Added extra logic to the fabric stall owners & warehouse workers to ensure having
variety of cloth goods more rigidly

-Also because the warehouse workers bring 10 goods at once with the cart, they
could easily clog the market with poop goods. Therefore, they only will help to
supply stalls that are at least half empty.

-Updates to the vertex animation plugin that SHOULD solve some weird issues, like
people animating while paused + fix some crashes on going to the main menu and
loading. I already saw some flickering though...

-Tweaked the unit position updates to ensure smoother movement on 60+ fps

-Construction and field priority will now display as names (low, medium, high etc)

-Tweaked the soldiers collision radius to match the animations better

-Set "missile alert" stance to disable when the morale is too low

-Hid the player's lord stats in the battle modes

-Tuned the synced finisher distances to match the animations better

-Adjusted attack rates to be higher (and bound them to the unit stance again, so
that push attacks more often)

-Adjusted soldier spawning locations in the battle mode so that the formations are
less tight and less perfectly even

-Tuned the stances to have a bigger impact (defensive to rise defense and missile
alrt to rise missile defense and lower melee defense)

-Added a default "balanced" unit stance that has no effects


-Changed the raider spawninig algorithm to always have a chance for aggressive
raids over 2 years into the game

-Added refueling, unit individual cosmetics & unit consumption dates to save data

-Added a "no demand" text so that there's no confusion to why they don't put cloaks
on the market if you don't have lv2 houses yet

-Market UI should now dynamically update as it's being resupplies and with daily
goods redistribution update

-Added a confirmation screen to abort the resolution change if things go wrong

-Added an "ambient voices" slider (work in progress)

-Added a "being pet" action so that the animal doesn't move and clip while it's
being pet

-Added a larger pickup range to warehouses, granaries, fields and farmhouses to


reduce clumping & clogging [experimental!]

-Added an immediate task update after construction hammering is finished

-Added a tutorial about how militia unit recruitment works (no video yet)

-Sick people will now return the cart before going home to rest

-Game over camera pan may trigger if all the player units are routed in the battle
scenarios [untested!]

-Changed the retinue squad icon to a star to make it stand out more, banadits also
get a maul icon

-Rewrote the friendly fire line of sight algorithm for archers although turned out
there was nothing wrong with it. Maybe made it worse!

Audio:

-Brought back the combat hits + added more variations

-Added specific block sounds for polearms & shield parries

-Swapped gentle cold track for a more finalized, less dramatic version

Bugfixes:

-Villagers not being able to find handcarts & not being able to equip them

-Market peddler chatter not being constrained by game speed / camera distance

-Fertility resetting after loading

-Ox being assigned as a worker on loading, instead of as livestock worker

-(Again) soldier sometimes not facing their enemies during combat


-When you demolish a storehouse/granary, the handcarts which are presently equipped
would not delete

-People's inventories getting scrambled after loading, leading to eg. ox having


vegetables and blocking the granary (fix attempt, unconfirmed)

-Two bandit leaders spawning sometimes when there should be only one

-Added extra check for oxen not to overfill logging camp storage

-Assigned sawpit ox possibly not bringing logs to the sawpit from logging camps

-People vanishing together with handcarts if the approval gets too low

-Wrong pathpoint indices probably being removed when deleting a building, leading
to possible long term pathfinding errors ("removePathPoints: REMOVE PP INVALID
INDEX.." message popping up)

-Ox starting to "run" without a running animation when it's within a border of a
building that it's on fire, and never stopping "running"

-App version not saving correctly in the save game

-Stalls loading as abandoned / no cloth covers

-Workers with handcarts equipped load as default grey base meshes

-Fallen trees not saving properly (there might still be a mismatch of the tree
cosmetic appearance)

-Villager action saving partially leading to them appearing frozen/broken after


loading. For now the action won't save, it should regenerate after a second anyway.

-Archer range indicator not being quite accurate

-"get all enemies in the way" function breaking because of improperly calcualated
bounds, leading eg. AI to not attacking

-Unit selection decals visiblity not updatnig

-The "friendly fire" icon (crossed eye) won't display when archers are out of range

-Battle music glitching out on intensity 2 (skirmish)

-Freeze and a possible crash when demolishing a building while field snap points
are being regenerated. Especially common after loading the game, where the game
needs to work through a few thousands of points.

-Church lv2 scaffollding always spawning on load even if the church is completed

-Pasture space and stable space not displaying correctly in the building panel (+
added tooltips to them)

-Sheep having a prancing animation when they "carry" wool. They will still
occasionally run - for fun.
Cosmetics:

-Unit wetness (shininness) bound to rain instead of ground wetness

-Shortened the arming sword blade and handles

-Tuned the small shrub shader & texture

-Randomized the basic shield patterns

-Hats converted to animated meshes as a workaround to the weird 1 frame offset bug

-Increased wheat draw distance & field border shrubs draw distance

-Added a carrying walk for the empty water bucket & a bucket idle animation

-Added missing bag texture & berry/bread baskets (baskets contents are still
missing due to the animation rework)

-Added some fields and shrubs to the field battle scenario (WIP) + made the fields
non selectable

//-------------------------------------------------------------------------------

Version 0.6.5.3

Bugfixes:

-Crops not growing

-Added a check if demand has been reached to the warehouse workers too so that they
don't oversupply stalls with basic goods, leaving no room for advanced goods like
clothes

-Iron mines being charcoal mines due to a typo

//-------------------------------------------------------------------------------

Version 0.6.5.2

Minor changes:

-Made iron deposits have 999 stored iron while deep mining is not implemented yet

-Removed the pause toggle from non-workplace buildings

-Edited the player customization screen to work better on smaller resolutions


-Added clay to the trade menu

-Changed the name CLOTH to LINEN for itemID_12

-Winter start changed from January to December, and Summer start set to June

-Blocked market stall workers from supplying goods if the region supply/demand is
already met, in order to make sure that there's enough space on the market for more
good variety (example workers filling all the clothing stalls with leather and not
leaving enough space for cloaks or clothes)

-Handcarts are no longer required for barrel transportation, villagers will roll
those barrels in the future. Remove the handcarts from the tavern.

-Added crop rotation saving data

-Added fertility grid saving data

-Added a check for bandits to leave camp if they're getting shot at

Crashfixes:

-Rare crash when someone was trying to pickup a resource (or handcart) that got
removed and is no longer valid

-Occasional crash when going back to the main menu

-Load game: Hired mercenary companies not saving properly

-Load game: Misaligned storage for good ownership assignment on load game

-Load game: Forgot to spawn unit decals

Bugfixes:

-Loading a saved game will remove mining deposits and Regional Wealth

-"Pantry is full" notification is displayed after Apiaries generate honey

-After setting custom resolution and enabling Fullscreen mode, the title will
improperly detect position of the cursor

-Trade rules not loading

-Servants do not get back to their task after unpausing the Manor

-Wrong settlement level 4+ translations/names

-Loading the battle scenario would double spawn units and do all kind of weird
things

-Squad ownership not saving

-Unit training not saving


-Fixed the bad description of the Cobbler upgrade (it's not supposed to make
clothes, shoes only)

-Fixed the bad offset overlap and missing translation key for the production focus
window

-Enemy status not saving, leading to bandits being friendly after loading

-Winter set as the default starting season

-People stealing crafting resources from the artisan buildings

-Tavernkeeper not getting ale

-Handcarts failing to save/load properly

-Farming & plant data not saving/loading properly

-Lv2 fences not spawning after loading the game

-Added squad potential factor even though it equals 0

-Month & Season not updating after loading

-Beekeeper's torso disappearing due to the old robes model being discarded

//-------------------------------------------------------------------------------

Version 0.6.5.1

-Achievments fix attempt for Steam [might still require more steps sadly]

-Fixed a very common crash whenever a unit died/got erased and polluted the
spatialization cache with an invalid pointer (oops)

-Implemented a vertex animation plugin fix that should reduce stutter from asset
loading suddenly flushing all async loading

-Added a workaround for the ox leaving a levitating log ghost

//-------------------------------------------------------------------------------

Version 0.6.5
Major changes:

-Save game functionality reenabled [Warning: hasn't been tested yet]

-Cloud saves functionality added for Steam and Microsoft Live [Warning: hasn't been
tested yet]

-Rework of lord/player spawning system to be more deterministic and handle setting


spawning locations in the main menu easier in the future

-Introduced an extra unit spatialization grid to make checks for nearby units more
performant [Warning: A small risk of units getting stuck in collision while some
settings are still being fine tuned. If it happens, use the boop tool for now. Hope
it doesn't happen though.]

-Moved unit instance build tree to async [Warning: A small risk of "ghost"
equipment being left after unequipping, for example floating logs. Fingers
crossed.]

-First localization pass implemented [still experimental, lots of keys missing, but
feel free to test your languages!]

-Achievement system implemented. So far achievemnets added...

*Full retinue

*Survive a year

*Defeat Hildebolt

*The merchant

*For Whom the Bell Tolls

*Cheerful Metropolis

*The vigilantes

*Test starting achievement when booting the game / accepting NDA

Minor changes:

-Added extension refunds properly when demolishing a burgage plot


-Granary replaced with "granary ruins", to not mess with tutorial quest objectives

-Added the ability to rebuild the scenario mill and granary ruins

-Added a function to store last 3 voicelines and check for repetition when picking
the next one

-Added extra pathfinding postprocessing to reduce unnecessary turns off road

-Crossing arms / idle actions disabled when the villager is cold/sick

-Scenario descriptions now show in tooltips to improve readability on smaller


screens

-Readded the arrows embeded in shields

-Boosted archer effectiveness again (reduced the shield & armor bonuses for the
defender, for more detailed info on calculations use hoverUnit logs in the debug
panel)

-Increased archer's effective range from 7100 to 8500 units (~75 meters)

-Reduced the distance to target penalty when AI is thinking how to position their
archers. So what if they have to run far? (experimental)

-Made sure that archers in "spears_push_front_archers_flank" and


"wide_core_rest_flanks" tactics actually try to flank

-Updated the tradepoint spawner

-Morale army power balance tweaks

-Building collision data gets preloaded and startup, should cause less hitching

-Added 5 pasture space to the sheep farm

-Removed the cost from the herbs garden to make the herbs vs hides starts balance
more equal

-Tweaked AI to score higher on retreat command depending on how far the command
target squad is (prefer to run away from the closest enemy ratehr than some further
but stronger one)

-Fixed incorrect icon for clothes in the description of the Tailor's Workshop
upgrade

Crashfxies:

-Pausing an artisan building laying off the perma assigned artisans and thus
causing a crash

Bugfixes:

-Silver from the free merchant imports not working


-Setting view mode to "fullscreen" while an "awkward" resolution is set making the
cursor stretched and not detecting buttons properly

-The player can increase the work size area after reaching the limit of the
"work_area_size" bar

-UI scale setting will now save properly (including between the main menu settings
and in game quick settings)

-Freeze when using the ce xp cheat

-Manor occupants spawning as floating bodies or heads

-Lv3 requirement checkbox always checked in the settlement level tooltip

-Preplaced scenario buildings added to building arrays twice

-Wrong translation keys for settlement levels 4 and up

-"Game paused" being visible on the game start even though it's not paused

-Female market voicelines not triggering

-Handcart operator that works the marketplace getting locked at


"newTask_workMarketplace: Need to drop cart first"

-Felled logs being green

-Custom coat of arms not loading

-Hovering the coat of arms fields not highlighting the field

-"Old translation script" used on the field names

-Clicking "back" in the player customization menu going all the way to the main
menu instead of to the scenario selector

-Ox petting task instantly auto aborting

-Color options visibility not updating if you switch fields in coat of arms creator
(for example, switching from a field with no symbol to a field with a symbol would
not make symbol color options visible)

-When you first open the coat of arms creator, the secondary background color was
visible even though there is no secondary color on the default background (it's
solid red)

-A short freeze when starting the battle scenario because collision was trying it's
best to inverse a 0,0,0 matrix

-Pressing home, cottage or road keyboard hotkeys unlocked in the battle mode (also
caused a crash)

-"Loserville" showing as the log entry region name when no region is specified in
the log entry

-Incorrect starting date displaying


-Autumn starting date starting in the summer

-Fog not triggering unless the user enters map mode at least once

-Cold idle animation not triggering

-Beer not being produced due to bad animation frame data

-Tailors and cobblers not setting up market stalls

-Non diseased villagers consuming herbs

-Villagers not refilling other people's stalls, for example if a cobbler owns a
stall and there is a tailor in town, the tailor would not be able to sell their
produce without setting up another stall (which could possibly be hampered by
supply/demend being too low to justify building another stall, effectively blocking
the tailor from selling their produce completely)

-Cloak production focus not being visible in the tailor workshop

-"Early food" tutorial (about berries and hunting) not displaying correctly

-Secondary family members showing as unassigned even though they have a job

-If AI got too separated during the battle, it would sometimes consider it won and
stop the AI systems too early

-Fleeing squads not being removed from the game properly (if they are bandits or if
in battle mode and if reached the map edge)

-Iron not produced when the mine is placed on the very edge of deposit

-Enemy units may remain at the edge of the map after retreating from the battle

-Sometimes, idle animations playing in slow motion

-Soldiers not facing the right way when they finish pathfinding

Cosmetics & sound:

-Ox texture updates & corrected scale

-Added idle ox sounds, hound step sounds

-Tuned the fog settings to make sure there is a layer of it during the winter

-Added missing variations: Pickaxe

//-------------------------------------------------------------------------------

Version 0.6.4
Minor changes:

-When rallying an incomplete squad, other assigned recruits that didn't find
equipment will be returned to the recruitment pool

-Max work area range doubled

-Added drop points to market stalls that are on the left and right of the stall

-Added 2 pickup locations to the market stalls

-Added markeplace voice lines, linked to what is actually stored

-Reworked the main menu & settings menu layout to reduce issues with certain
resolutions and UI scale

-Build version will now disappear when entering settings in the main menu

-Added hover highlight on most settings, making them easier to read

-Locked graphics settings scrollbox when resolution scrollbox is hovered.


Unhovering resolution scrollbox and scrolling the settings hides the resolution
scrollbox.

-Bandit units will no longer reform after their morale is broken, they'll always
run away and disappear on the map edge instead

-Game pause and alert won't trigger if an enemy unit came out from the fog of war,
but is fleeing anyway

-Disabled stabbing for sidearms (since spears had to have corrected offset, and it
created visual errors for short weapons where they were sliding into air on some
attacks)

Bugfixes:

-Double Malthouse in the buildings panel

-Regional wealth not increasing properly from imports

-Wrong tangent normal maps displaying on some transformations including tangent


space and vertex animation, for example when the unit is lying on the ground dead

-Map not accessible via M hotkey if militia units are being selected

-Charcoal kiln workers not setting up market stalls

-Wrong translation key for the camera settings and "on" settings

-Herbalist can be built without the herbalism development branch

-Well placement setting missing

-Wrong equipment allocation for militia recruits (eg counting recruit as "equipped"
even though there is not enough equipment stored in the house for everyone)
-Adding too many militia recruits and exceeding the max squad limit

-If one squad would reach full, it would abort recruit distribution and effectievly
block following squads from being filled with recruits

-Rally button broken and rallying units even before a destination is placed

-Artisans getting sometimes unassigned from their workshop when rallying

-Pressing rally on multiple squads selected of which some are already rallied
leading to unexpected results

-Militia helmets tier 0 (itemID_285) being added to house inventory as if it was a


real resource (it isn't), after disbanding

-Lv3 burgage plot upgrades not taking residential requirements into account and
allowing the upgrade even if they are unfilled

-"Not timed" quests counting days anyway and triggering "quest finished" after time
has passed

-Quest marked as 'successful' even though not all objectives have been completed
(skipped a check if all the buildings are indeed constructed)

-Deer death animation looping

-Small stable having a small stable upgrade (visible mostly if relocated)

-Being able to scale the work area above the maximum value

-Market stalls should now not get clogged, or at least should happen far less often

-Building not connected the road network problem banner triggering on unconstructed
buildings

-UI scale not working in the main menu

-Added a function to force remove the weird autogenerated 0x0 resolution option

-Shoes not being sold on the marketplace

-Shields not getting produced

Cosmetics:

-Added the missing deer carcass carrying animation and resource visualization

-Added missing knife model

-Tweaked grass tints and tree tints

-Readded missing meat carried texture & carried firewood texture

-Added missing cold/sick idle animation


//-------------------------------------------------------------------------------

Version 0.6.3

Major changes:

-Regional wealth data rework. Instead of being stored in particular buildings,


regional wealth becomes a non-physical stat stored in region data. All imports,
exports and taxes need to be tested again!

-Weapons are no longer given from the start, instead there is a new hidden quest
called "weapons delivery" that will reward the player with weapons once he builds 5
houses and a warehouse (restoring the peace scenario)

-A lot of localization keys got updated to work with translations, a lot of


tooltips and tutorials got updated content.

-Fence system rework:

a) All residential walls and fences now instanced (should run much faster)

b) All fences have Level of Detail meshes

c) The fence pathfinding obstacles are spawned only after construction of the fence
segment is finished, making it easier for villagers and oxen to navigate into an
empty construction site

d) Pathfinding obstacles of fences are no longer spawned twice if the fence is


overlapping with neighbour in an identical way

-Settlement level update:

a) Fixed the settlement level requirements for all 6 levels, from small village to
a large town. Together with settlers camp (level 0) it adds up 7 settlement levels
and 6 development points.

b) Removed the church as a settlement level requirement, since lv2 villagers


complain about it missing anyway

c) Lv3 plots will now count to lv1 and lv2 settlement level requirements, and so on
(it became number of plots minimum of level X)

d) After reaching max settlement level, the tooltip will say so and no longer
display a requirement of 999 houses

-Combat stances rework


a) Behavior and push stances merged into one stance category

Gameplay & balance:

-Mushroom resource removed. It was creating design inconsistencies and didn't end
up serving its original purpose - fixing the forager vs hunter start balance.

-Bandit squads won't start raiding until there are a minimum of 5 of them

-Lv1 Manor and Lv2 Church give 250 influence on completion

-Changed archer hit chance by offseting the distance to target by 0.25*maximum


distance, basically making them far more likely to hit when the target is
relatively close

-Greatly reduced the cost of the forager hut

-Made hunters not produce hides until you unlock skinning development branch, to
make hunting and gathering starts more equal, and make dev branches more juicy to
unlock

-Every region can sustain up to 2 apiares by default. Having more than 2 apiaries
doesn't increase the output.

-Increased large granary pantry to 2500

-Boosted bakery extension output compared to the less efficient communal oven

-Fixed the brewery development branch to boost brewing output

Minor changes:

-Ability to change the retainer names within the retinue editor

-Added brewing and baking development branches

-Missing development branches will show up on the upgrade tooltip

-Capped holes in lv3 facades without expansion upgrades with gates and walls [WIP:
"right anchored" trapezoid plots may still show some holes]

-Bludgeon idle anim override added to avoid bandits holding bludgeons like it's a
halberd [requires confirmation]

-Symbol color dropdowns in the coat of arms editor will only display if any symbol
was selected

-Automatic Sir/Lady prefix removed from the player customization menu (might cause
translation trouble and then some)

-Made production symbols on building cards not hoverable (redundancy and


inconsistency with non-production buildings like the church)

-Tutorial pop-up messages which are pausing the game got updated, they will no
longer auto-unpause on clicking "got it" as the user might have tinkered with the
game speed already

-Changed "restoring the peace" quest objective tooltip when accepting the quest not
to list all the regions individually and instead just say "claim all regions"

-Development tree tooltips now show detailed descriptions of things they unlock,
like buildings and upgrades

Crashfixes:

-When public order is low and a villager joins the bandits

Bugfixes:

-Pause menu resetting game settings like well placement constraints

-Regional wealth being duplicated when supplies are demolished

-Banners disappearing due to extreme physics calculations on high game speeds

-Retreat not triggering when morale drops to 0

-The ox and market stall straw stretching to the heavens occasionally when the
vertex shader RVT samples the wrong mip (Forced the pixel shader to sample RVT mips
of the heightmap to fix t)

-Baker and brewer extension buttons not visible

-Tailor conversion requiring a non existing dev branch

-Improper shading on two sided parallax fence materials

-Gate path points being spawned multiple times when upgrading

-Clicking "got it" on tutorial pop-up not affected by the sound settings

-Lv2 plots not accounted for settlement level requirements at all

-Settlement level tooltip not updating after getting a level

-Abandoned granary triggering the 'no labour' tutorial

-Development tree tutorial not triggering

-Development tree view not pausing animations underneath

-Empty potential factor being adding to morale tooltips as "text +1"

-Tutorial questline not triggering in the restoring the peace scenario

-Readded missing harvest and smithing animations

-Broken charcoal burners, stuck in sitting animation

-Time left displaying for not timed quests


-Being able to send squads beyond the map borders

Cosmetics:

-Lighting & grading tweaks

-Fixed the sun angle [experimental]

-Wrong normal map format for the short gambeson fixed

-Boosted overall landscape saturation back up

//-------------------------------------------------------------------------------

Version 0.6.2

Minor changes:

-Re-added baker and brewer artisan conversions [to be tested]

-Morale calculation tweaks

-If a stall owner happens to have a cart equipped, they will consider bringing more
units of food or fuel to their stall

-Because of the horse rework, all merchants will temporarily travel on foot.
Placeholder asset was replaced with the backpack guy.

-Overlays won't draw over dirt anymore to make it easier to read where roads go
during field placing [experimental]

-New bandit leader portrait

-Added a timer on squad retreat/reform so that it doesn't trigger like crazy when
it's on the very edge

Bugfixes:

-Villagers not dropping the handcart when entering a building

-Reform not triggering properly when morale is back up

-Granary workers not unequipping their work carts when collecting home supplies
[debatable but easier for consistency]

-AI randomly disbanding mercenaries it just hired

-Granary workers not supplying stalls properly


-Crooked cart axel

-Construction workers not working and building not getting finished due to logs for
fallen trees being counted twice and disappearing

-Snow not appearing on the mining pit, sawpit, stream banks

-Warehouse workers not setting up firewood stalls

-Pathfinding issues when the distance to target is extremely small proportionally


to the long A* path distance, triggering an error

//-------------------------------------------------------------------------------

Version 0.6.1 [preview]

Gameplay:

-Halfed the approval loss from homelessness

-Morale calculations changed so that army power difference is judged by superficial


things only: the number of men and their armor quality

-Recent (30 days) losses explicitly added to morale effects

Minor changes:

-Draw distances: Increased draw distance of the ox log, fixed the infinite draw
distance of some animals, doubled shield draw distance

-Extra raider spawns option disabled in the Restoring the Peace scenario

-Shading & Lighting changes

-Reimplemented the banners

-Hildebolt is now forbidden from hiring only archer mercs to clear bandit camps
unless he already has melee units to support them

-AI armies are now discouraged from navigating to locations occupied by buildings

-Finishing moves will now align to ground slope to avoid clipping through ground

Bugfixes:

-Bandit corpses causing massive approval loss

-Default language not setting to en_US


-Water vein overlay not clearing on the session start

-Handcart animations not overriding other locomotion (for example being sick)

-Mercenary archers sometimes having hidden bodies

-Pressing ESC during the cinematic mode breaking the game

-Pressing ESC to open the pause menu not pausing animations

-Headwear disappearing after entering and leaving a house

-Livestock merchant spawning with placeholder body

-Villagers delivering water to the homeless camp [to be tested]

-Church not being able to upgrade

-Exclamation mark showing in requirements even though it's been fulfilled [to be
tested]

-Improved stuttering when squads are navigating to a impossible spot

-Bandits not ending the encampment tasks when leaving camp

-AI not leaving camp when attacked

-Dead people levitating if killed on a slope

-Bandit blind attack AI move not enabling sprint mode

-River banks not having collision [to be tested]

-Lord's panel sticking out through the map overlay

-Chop/Pickaxe loop wrong loop/hit frames

-Levitating map edge on one side

-Wrong animation data (pickaxe/chop, tired one handed, wash skins)

-AI archer bait tactics not triggering

-AI toggling shieldwall too quickly for the archer bait tactic

//-------------------------------------------------------------------------------

Version 0.6 [preview]

Major changes:
-Complete rework of the unit animation & rendering system

a) Far more optimized for VRAM, allows for more frames of animation, more model
variety and custom notifies for extra effects

b) Complete rework of the humanoid rig that includes bones for physics simulation,
finger animation and facial expressions incl. head retopology with added tongue,
teeth and animated eyes

c) Reworked locomotion interpolation with more precise synchronization with


animation that should reduce feet sliding and locomotion not matching the velocity

-A complete new map for the "Restoring the peace" scenario

a) The baron owns regions in the north, bandits camps pop up randomly

b) You can press claim to regions once you clear the enemy forces

c) Controlling all regions wins the game

-Complete makeover of unit role code (who is an artisan, who is a wife, a son, a
soldier etc), should result in less confusion when eg. unit is changing role to
soldier while being rallied to combat

-New plot slicing algorithm with actual previews of where the initial cottage,
expansion and extension will be placed

-A "+" and "-" buttons to increase/decrease plot division where possible

-A new simple cinematic sequence system, for now used for a few game over pans over
the dead village before showing the summary screen and the intro screen (without a
"jump glitch" anymore on transition to gameplay)

-Addeed a different, auto playing non-fullscreen popup message system for very
significat alerts (for now it's famine)

-Building animation subsystem added + first animation (for now: the well)

-Added "concealment level" to squad statistics under the hood


a) Squads with concealment level 0 are always visible

b) Concealment level 1 means squads are hidden while moving through the forests,
but become visible if encamped or outside the forest zone (default for all units
right now)

c) Concealment level 2 means squads are always hidden while in the forests and if
far away from any of the player squads

-Retinue screen updates:

a) The pose changes based on the weapon

b) Equipment colors and type should match accurately now

c) Added text localization keys

d) More color options added, including setting individual colors for different
equipment slots

e) Added options to change cosmetic equipment variations

f) Added randomized quirks. They don't have gameplay effects yet.

g) Added height difference to the retainers, at least visible in that screen


(during gameplay it can cause problems sadly but is being investigated)

Minor changes:

-Added a simple combat experience stat which affects morale and is gained while
fighting (not in UI yet)

-Road guide points created pathfinding points too, making pathfinding without any
roads smoother. These points are more attractive than points created by the
building parts, so villagers should be more eager to go around the building instead
of forcing their way through it

-Routing bandit squads grants influence

-Readded Tithe as policy - gives out 10% of food to the church monthly, 1 food = 10
influence

-Added a greyhound dog that comes with the starting camp

-Cleaned sheep behavior to always stay on their home pasture (it will get a small
shed on the pasture later)

-Corpses are added to the region regardless of whether the unit has migrated there
(eg. bandit corpses will be accounted for)

-Dead units are removed as region residents to avoid unnecessary calculations for
them. To balance this a "mourning period" variable was added to ensure 30 day delay
until a new person can move into the building.
-Blood will disappear off combatants after a while & when disbanding [Note: blood
visuals temporarily disabled because of the unit rendering rework]

-Changes to rallying family members behavior: Artisan family members will continue
working at their shops, while basic families (serfs?) will turn unassigned and only
do idle jobs

-New algorithm for positioning level 3 buildings on narrow skewed angles

-Placing new plot points is no longer locked if the player can't afford them

-Short extension plots will have less sheds on them, so that they hopefully don't
extend over the plot length

-"Expand residential" won't show anymore on plots that are too narrow anyway

-A new windmill model with a proper construction process

-Bandits don't send the player welcoming letters anymore

-Low approval will trigger a problem banner

-Removed the "no well" and "sickness" problem banners

-When relocating a building, the task building targets will switch (eg a unit that
was trying to put something down there will now navigate to the moved place)

-Road tool won't add a point if it's obstructed and will play a indicative sfx

-Road tool won't add a point if it's practically on top of the starting one if only
1 point has been placed so far. Otherwise it's allowed to enable creating loops.

-Offseted shadows quality settings to start at previous medium and end at higher
than previous ultra (removed the potato mode)

-Changed how hammering points are generated for construction process, should cause
less random walking around

-Extra dots to ease plot snapping

-Openinig and closing letters sound and animation polish

-Removed chicken sounds from one of the field ambiences

-Entering cinematic mode (ctrl+c) increases camera smoothing automatically

-Bird flocks added back, but now they're simplified & optimized (just circling
around) but are actually noticable

-Dynamic FOV is now part of the cameraMovement function, should remove 1 frame
stagger that was visible on low FPS

-Market supply UI completion (shows actual % of demand met plus in the tooltips
shows which tier of commodity requests will it satisfy)

-When you hover on market supply categories, residential buildings will tint to
show individual supply/demand
-Added another update call when ox guides are nearing the ox to make them more
responsive

-Log reserve button moved to the sawpit building panel

-Added missing mushroom icon

-Added a bandit camp floating icon

-Deprecated player coat of arms are removed from the region panel view, instead a
border is added to help identify which regions belong to which character

-Road snap point positioning improvements for residential plots

-Appropriate recipient's portrait now shows up in the letter creator

-Added a log notify when other lord's squads become visible even if they arent
enemies

-Quest objectives are prepped for localization

-Temporarily disabled the banner carrier spawning

-Tweaked AI not to abrubtly change its mind after it already committed to a charge

-Added localization keys for squad status updates

-New forest litter mask that should no longer flicker, it's redrawn oncce per year
(so after the winter, the grass should regrow on the deforested areas)

-Forests are visible again on the map view

-Soundtrack updates

Gameplay/balance:

-Squad power calculation ignores the ranged attack of archers engaged in melee

-Homeless can't be assigned into the military anymore

-Converted stone resource clumps to fieldstone, removed old fieldstone that was
scattered all over the place and hard to see, prepared a new WIP resource called
stone blocks that wil have to be quarried in future builds

-Slightly increased the walking speed, increased the construction hammering speed

-Not filling some requirements for residentials lowers approval again. They are
marked with an exclamation mark.

-New villagers won't spawn if approval is below 40

-Doubled the approval loss from homelessness


-0 population will trigger a game over again

-Meat produced from deer reduced 3->2

-Berry capacity changes based on the starting month and their starting capacity is
maxxed at 75%. Berry bushes reduced from 12-18 to 8 per deposit.

-Husbands also setup market stalls now that approval depends so much on it. Also,
the priority of setting them up by AI is drastically increased.

-When someone dies or leaves, the approval memories connected to the person are
erased. This is done to prevent death spirals of approval loss because someone left
rising the proportion of the effect based on lower population size.

-Flower fields resource removed

-Pressing a claim is blocked if any enemy army is present in the region (eg bandit
presence)

-Priority of refueling houses increased so that they don't get cold even though
there is firewood available on the market

-Early construction is allowed even when logs aren't delivered, but the
construction speed is only at 25%

-Stall owners won't go and just peddle if there is more pressing stuff to do and
noone to replace them

-Army power proportion morale debuff halved

-Increased large granary cost

-Ranged units morale army impact effect is proportional to their shooting range

-Overall morale impact from army strength proportion increased again

-Kill/Death ratio morale impact temporarily removed and will be replaced by


something more accurate (eg archers that had a lot of kills refused to break in
melee)

-Morale squad completness factor removed from army proportion and will be re-added
as a separate morale factor (dead companions)

-Increased Manor construction cost

Bugfixes:

-Road tool sometimes flickering when it's on the very exact edge of collision

-Tutorial quest screens bugging out

-Rallying stall owners to militia having the family be stuck with that stall
forever and potentially selling weird stuff like planks or iron on the market

-Homeless moving into the house while militia is rallied


-Population quest objectives not accounting rallied men

-Status tooltips not displaying over warning signs in the family list

-Squad never properly marking as "fully rallied"

-No hover tooltip over imported oxen also fixed the problem of imported oxen
getting stuck when delivering logs (game thought they're trying to import them
cause the ox was not owner by the player)

-Weird freeze when spawning a banner

-Joiners not working

-Artisans abandoning jobs after being rallied and disbanded

-If a unit dies while its squad is being rallied, it will check if the squad should
now consider itself fully rallied (caused the squad to be forever marked as still
rallying if happened)

-Army cards will update every time a unit gets rallied successfully, rising the
squad number properly

-Fixes to plot intersection check function (didn't detect intersections if plot


border wasn't stored as a closed loop)

-Fixes to "split plot in 2" function resulting in some plots not dividing properly

-Merchants & deer getting stuck on newly built fences

-Fences still spawning double due to the cottage not registering as a residential
building when it's checked

-Preview road snap points not displaying for some residential plots

-Fixes to the front arrow position algorithm when plot placing

-Spawning livestock merchant failing because the position is obstructed (now gets
an extra 100 failsasfe attempts)

-Vegetable garden path stretching all the way to 0,0,0 if B-part can't be fitted

-Vegetable garden shrubbery not being deleted after deleting the extension

-Empty plot drawing path to 0,0,0 if no backyard gate can be fitted

-Fence/Wall shrubbery spawning where the back gate is

-Not being able to snap fields to one of the plot corners sometimes

-Collision avoidance treating idle units in the way as if they were still moving
and failing

-Residential plots with extensions not removing foliage from the construction site

-Deer detecting sneaky hunters too quickly, making them often ineffective

-Raiders ignoring militia squads and continuing raiding


-Ox mooing not affected by sound settings

-Ox guides being chosen as conversation partners when they are supposed to be
working

-Conversation task not aborting for the listener if the initiator was delegated to
a task and is no longer available

-Number of mouths to feed being miscalculated after family emigrated

-Livestock transfer not completing if the hitching post was moved or deleted

-Player not being notified when deer are migrating because a tree was chopped down
in their habitat

-Update claim UI function tirggering every frame without reason (D:)

-Plots not generating snap points on subdivided edges if first corner was snapped
to a road

-Being able to hire Hildebolt's army via the mercenary screen

-Month not updating at the start of the session

-Relocating a building with employed workers would mess up the active worker count

-Firewood stall workers moving other stuff to it, like... money

-Stall owners abandoning construction forever if something distracts them

-Wrong velocity calculations after unpausing the game

-Villagers running away from raiders will no longer hide inside the homeless tents

-Raider AI fixes

-Squad icon tints not displaying consistently for other lords

-Road snap points not displaying immediately after constructing a building

-Corrected people sometimes spawning inside the tents when starting a new game

-Another lord's squads icons not visible

-Wrong number of recruits available shown in the military recruitment stats

-Pathfinding starggering when AI was trying to pathfind to a node that is


completely obstructed by a building

-Obstacle avoidance having problems when units are of the same squad and one of the
units already finished pathfinding

-Homeless entering their camps if they're sick and disappearing (maybe I could
actually show them lying there in the future?)

-Road guide point links not removing when placing a new structure over them

-AI updating tasks (and enemies shouting) sometimes when the game is paused
-Squads getting partially 'glued' to another target squad, making the AI units
dance back and forth

-When colliding with the enemy, some units would abort tactical retreat

-Enemy units stopping the charge when AI sets the sprint mode on

-Other animations trigerring halfway the finisher animation

-Enemy units sometimes navigating to the very same singular point instead of
following formation trajectories [to be tested and confirmed!]

-Squad status icons not displaying & wrong squad status text

-Pressing the army tab would change the game speed to 1

-Going back from map view mode would not set the game speed to the one that was set
before entering map mode

-Bandits sticking to their encampment rest tasks instead of fighting

-Building tooltips would display in map view

Crashfixes:

-When closing the game/exiting to the menu if the field point links are being
calculated in the background

-Trees in settled regions will now output motion vectors to produce less blur when
it's windy

-Game crashing when all squad members were killed and the music system is trying to
check the battle intensity

Cosmetics:

-Vigniette changes based on camera height [experimental]

-Wind impacts the raindrop angle, making storms look more violent

-Women height had to be increased to match the synced building animations


(otherwise hands were clipping)

-Windmill rotation capped to 4x on higher game speeds + slowed down 50%

-Made building bounds output to the velocity buffer to cause less smudging when
placing buildings

-Crossfade when fading in shrubs that obscure the camera


-New hat types (pointy felt hat/bicoque, straw hat)

-Randomized hood & clothing color patterns

-Fading resource icons (WIP)

-Spear model replaced with 2 other variations

Tried but scrapped:

-Added a small progress bar indicating month progress near the date [looked as if
it was the progress of the season and not the month]

//-------------------------------------------------------------------------------

Version 0.5.8.6

Minor changes:

-Added back the camera speed setting

-When playing the talking animation, voicelines won't trigger on faster game speeds
(was very weird how quickly they triggered)

-Changed the order of where to drop resources if the original destination got
deleted: Granaries/storehouses are prioritized and if there's no warehouse space
anywhere then the item gets destroyed not to cause random "why are there tools in
my firewood stall" situations.

-"missing_stall_slot" pops up only when you already have residential plots

-If not consuming firewood yet, the supply meter will display "No consumption"
instead of 999

Gameplay/balance:

-Instead of putting down fires, rain slows them down and makes them not spread.
Reason: Thunderstorms causing fires were instantly extinguished

Audio:

-Increased the attenuation on pickup/putdown resource sfx to make the town sound
less quiet when camera is high up
Bugfixes:

-Volume settings not applying for some battle shouts

-Plot border not subdividing for snapping if one of the corners touches the road

-Residential buildings not refueling properly due to day of the month being
calculated AFTER the refueling function

-Avoidance system triggering for the ox & its guide if he or she is guiding but not
"reserved" somehow, leading to a kind of a weird wiggle dance

-Ox not setting the guide as "reserved" if they are a pro guide, possibly leading
to other bugs

-Disabled collision of dirt that was glitching out the visit mode lord

-Overconsumption of firewood during winters

-Death of starvation/freezing triggering too early

-"Name" being translated to "Coat of arms" in the new game menu

-Updated the good reservation calculation to fix/reduce errors in the resource


count numbers in the top panel

-Warehouse workers oversupplying market stalls

-Villages producing goods (like planks) even if there won't be enough space to
store them due to not accounting other parallel workers and producing multiple
instances out of 1 item (eg. deer carcass->skin AND meat requiring both pantry and
generic storage)

-Handcarts not always going via roads even though they were ordered to

Cosmetics:

-Nicer letter GUI + overall UI updates

//-------------------------------------------------------------------------------

Version 0.5.8.5

Pathfinding/collision changes:

-When two units are near their destination and they fight to get to the same spot,
without any task to perform, they just consider their path as complete and stop
bumping
-Humans don't push oxen anymore unless they're in rest position

-Oxen collision radius reduced again

-Units getting stuck on static obstacles like fences bug fixed (obstruction==2 in
debug if someone is curious)

-Fence path points moved further out

-Avoidance vector calculation for unit obstruction algorithm changed


[experimental!]

-Clogged path point detection distance increased & general clogging system fixes.
Clogging on roads no longer triggers.

-If a unit collides with stationary unit, it will ask that stationary unit to move
out of their frickin way

-When projecting a squad line, the projected positions will collide with obstacles
like town fences and push the unit down the formation if needed

-Squadfinding with ignore the line width limitations on road and adjust the
formation to have less columns instead

-Hard limit of how much squadfinding will attempt to find a wide path instead just
using the narrow one

-Extra path postprocessing added for individual pathfinding to smoothen out those
sharp turns [experimental!]

-Extra backtracking checks for squadfinding

-Improved unit movement staggering issues on higher game speeds caused by internal
squad collisions

-Close units are sorted by distance when cached, should improve collision
resolutions (and speed) when doing collision queries [experimental!]

-Once a unit reaches a target path point, but has leftover velocity, it will
continue the movement algorithm. Should make movement appear much smoother on
higher game speeds, but at a higher cpu cost. [experimental!]

-Improved rallying pathfinding dramatically

-Modification of assignment for squad pathfinding (assigning the best target


locations from all the possible combinations)

-Smoothing of formation line directions in squad pathfinding happens AFTER


smoothing the path itself, resulting in less jagged individual pathfinding in
formation

-Oxen get priority on clogged path points

-Ox "mindfulness" system. Oxen try to space out and calculate their priority. They
will let the higher priority ox go first, eg when it's trying to leave a plot
through a tiny gate...

-New collision avoidance system. Units project their velocity vector and try avoid
potential collisions with other units either by slowing down or changing their
movement vector [very experimental]

-Plots generate additional pathfinding points further from the border to help
squads navigate better around them

-Fixed pathfinding bug where after optimizing a rotation function rotating right
outputted rotating left.. resulting in wrong formation projections when squads
where moving around obstacles

Baron storyline updates:

-Dynamic quest responses added instead of the generic accept/decline

-Some basic starting story text & quests added (WIP)

-"Challenge to battle" diplomacy paragraph added for the baron scenario (WIP)

-Bandits no longer give polite welcoming messages :( Only mean ones.

-Hildebolt can respond to a battle challenge and bring his armies.

Minor changes:

-Roadside shrine re-added (cosmetic only)

-Overlay selector stays visible for farm construction

-Winter robins reduced and increased jackdaws & crows

-Blood stains will disappear after 120 seconds

-When praying over a dead body, villagers will face the corpse. They will also
avoid standing on it while doing it...

-Villagers don't go hammering until all logs are delivered so oxen don't have to
squeeze through a huge crowd with their logs

-Camera smoothness setting re-added

-Moved that road near Leyfeld cliff that screwed with the merchants

-Off map squad icons aren't drawn anymore

-Villagers will now gather home food supplies from the supply dumps too

-Changed the send letter button to be more obvious and made overall changes to the
screen design

-Also made region view hide the main tabs [experimental] [WIP]

-Letters have a letter GUI again instead of story/event GUI

-On the event screen, quest objectives and time constraints now show when hovering
the "accept" button to make more room for the main text
-Quest fulfillment check added when construction gets completed and removed from
timer for extra optimization

-Optimized quest objective GUI not to re-spawn them every time objectives are
updated (can cause new bugs?)

Gameplay/balance:

-Handcarts no longer are hard locked by the lack of roads. Instead, they go 1/2
slower off road. [EXPERIMENTAL. I'm not sure it improved things since connecting
starting supplies is preferable anyway, and snapping roads to road connection
points now doesn't mean anything.]

-Each plot consumes 1 firewood per month during warm months and 2 in the winter.
[EXPERIMENTAL]

-Residentials when constructed start as NOT refueled [EXPERIMENTAL]

-Reduced egg yields from chicken coops to 1/15 days (from 1/4 days)

Bugfixes:

-Units stuck in idle pose after they die

-Unit rotating to rest position mid running

-Church & granary upgrades not unlocking

-Villagers not unequipping tools when going to pet the ox

-Squad-pathfinding not using cached distances

-Bug when speedfactor (syncing speed to remain in formation) was badly calculated
for units that have to avoid obstacles

-Grass meshes not culling from the marketplace unless you build something near

-Fixed pathfinding bug where after optimizing a rotation function rotating right
outputted rotating left.. resulting in wrong formation projections when squads
where moving around obstacles

-Breathing sfx not affected by slider settings

-Fixed floating heads when disbanding units

-Wrong cliff obstacle bounds

-Attempt at forcing engine to flush RVT to fix levitating tree trunks [doesn't
always help sadly]

-After spending your last dev point, the top button would still show that it's
available

-Villagers garrisoning in unfinished buildings inlcuding empty construction sites


-Supply counters wrong accounting of firewood + going bonkers after people/oxen die

-Supply counters updating double for no reason

-Enabled unit collision for the travelling livestock merchant (can't remember why
it was disabled.. debug?)

-Houses not consuming fuel at all possibly

-Two squad icons overlapping forever if spawned directly on top of each other

-Merchants sometimes spawning inside each other and being forever stuck

-Field snap points not spawning densely enough on non-subdivided plot segments
making some L-shapes impossible

-Buildings near the camera cache not updating, resulting in invisible road snap
positions for the starting buildings as well as worse optimization later

-Villagers getting reassigned to squads after rallying/disbanding causing weird


recruitment issues

-Helmets not displaying in the editor for retinue members that were disbanded [WIP:
They aren't 100% matched to the correct variety yet]

-Various raycasting bounds not getting expanded properly causing random


collision/pathfinding bugs

-Fixed the glitch when a unit is being destroyed and it messes instance arrays for
other units, making eg. dead units do run animations

Crashfixes:

-Crash when a trader emigrated (or something) and lost reference to the home region

-Villager without a home region (emigrated?) trying to be lazy causing a crash

-When killed a unit and tries to add hit back

Cosmetics:

-Snow tesselation is back [experimental, may flicker]

-Made the Lord character appear smaller in visit mode

-Exposure brightens when looking straight top-down when it's cloudy [experimental]

-Tiny shrubs get the bendy wind layer too

//-------------------------------------------------------------------------------
Version 0.5.8.4

Major changes:

-New resource added: Mushrooms

a) Mushroom deposits spawn near berry deposits

b) Mushroom resources grow after rainfall

c) New dev branch added: Mushroom gathering. It is required to harvest this


resource.

-Disease updates:

a) Peasants can randomly fall ill and stop working.

b) They heal after 30 days or can use herbs to heal faster.

Minor changes:

-If there are no servants living in the manor, the retinue will get supplies
themselves

-Mobilized soldiers will use region's resources for warming up even if their homes
are not refueled due to them not being present

-When you first build the manor, 2 servant families are spawned and permanently
assigned to it

-Manor servants can no longer be assigned to jobs [experimental]

-Because of that, homeless no longer may move into the manor because they would be
locked from worker pool [experimental]

-Immigration will happen even without the well being built (lack of well will cause
approval loss instead)

-Added a cuckoo ambience

-Sfx attenuation & camera level based lowpass ranges tweaked

-Voice lines play when peasants are talking to each other

-Fields and pastures can no longer be looted and set on fire by storms/raiders

-New voice actor added

-Manor min settlement level requirement lowered to small village


-Voice lines will now trigger randomly (but with relevance to what's happening in
town if possible) around the player camera

-More voice lines variety (transporting, constructing)

-Sawpit gets a ox worker slot

-Vegetable yield lowered from 1/3 chance per plant point to 1/10 chance

-Vegetable garden growing speed reduced from 2.0x of base speed to 1.5x

-Made sound cue louder when thunder is hitting one of the buildings + added extra
prompt when it happens

-New settlement level icons

-Settlement level tooltip shows in the development screen

-Removed the settlement level icon from the region panel and changed the dev point
wrapper to a pentagon to reinforce the pentagon=dev points idea

-Wild animals icon will cling to their lair regardless of if they're temporarily
startled

-When unassigning a family from workplace, it will first try to unassign one
without a market stall attached [experimental]

Bugfixes:

-New peasants not spawning in buildings with garrisoned people

-Servants not moving into the manor

-Living space counter not working properly for manors

-Idle warehouse workers equipping/unequipping handcart in a loop

-Dev links not highlighting

-Not being able to build the herbs garden upgrade for the forager

-Same ambiences selecting twice for nearby ambient nodes

-Homeless tents never disappearing if one of the homeless dies before they all find
accomodation

-Region panel UI updating too often

-Bunched good amounts not updating properly in the region panel

-Corpses of units without an owner region not disappearing

-Goat pens not locked properly if you don't have the goatkeeping dev branch

-Woodcutters won't keep chopping trees if the log storage is full


Crashfixes:

-Crash when workbuilding was set on fire and game couldn't validate a worker to
unassign

-Crash when field was on fire and fire was put out

-Crash when constructing a tailor extension for a plot that has wrongly calculated
corner points (due to an unresolved plot shape)

-Crash when ox died or ran away and remained assigned to a job

Optimization:

-Near buildings cache updating only when camera moves significantly

-Optimized bunched good stats updating in the region panel

-Slowed the continuous virtual texture updates from 60 to 1 (mainly making market
dirt update slower)

Cosmetics:

-Flowers take longer to grow after the winter and cull quicker in the late autumn

-Fog plane panning aligns with wind direction... mostly

Experimental:

-Audio stream caching enabled

//-------------------------------------------------------------------------------

Version 0.5.8.3

Major changes:

-Dev branches changes

a) New branch: Foreign suppliers, allows setting up market cart "stalls" that will
always provide bread and firewood as long as the region can afford it
b) Goat pen requires the "goatkeeping" branch

c) Armorer extension requires the "basic armormaking" branch

d) Removed the forest management branch (unlocked forester)

-Policy screen added (WIP)

a) Strict fasting - lowers both approval and food consumption

b) Small land tax - 1 silver/family/month

c) Hunting grounds - damages crops, doubles wild animal reproduction rates

Minor changes:

-Plot snapping adjustments

-Dev branch connections light up when unlocked

-If raiders are near, peasants will run to the nearest shelter in the priority
order: Manor, Church, Home.

-Raiders throw torches to set the building on fire (cliche I know but I think it
was needed)

-Increased the chance of thunderstorm fires

-Panic screams added when peasants are running from raiders

-Ambience capsule ranges increased

-"Goods looted" feedback text added so that the player knows when bandits are
stealing

-New winter ambiences

-Fighting at home region morale buff trippled

-Raining frequency lowered incl. a larger starting buffer

-Melee training increases base attack and defense (stronger retinue)

-Retinue equipment stats increased dramatically

-Equalized stamina consumption when fighting (to be depleted over time when engaged
instead on attack animation)

-Average training shows up in the squad tooltip

-Bandit bludgeons attack lowered from 5 to 2

-Synced animations hit back

-When defender is playing a synced animation instead of a fast swing, he gets a


defense buff to mitigate that longer animations make the unit weaker

-Squad cards show max squad size consistently instead of switching to how many were
rallied

-RedistributeMilitiaRecruits triggered after removing a squad and after a military


item gets delivered to a building with residents

-Optimized voice response audio tags to be stored per squad and not per unit

Bugfixes:

-Tree trunks levitating over map's edge

-Armorer conversion icon fixed

-Raiders spawning too early in the robber scenario

-Wind not pausing on small shrubs

-Snow intensity brought back to normal levels

-Peasants running as soon as raiders enter the map

-Raiders torching supply dumps & rubble

-Enemy squads not being able to pathfinding to the center of the region because it
was built over

-Raiders stuck on the ox

-Peasants wanting trying to fix their building while it's on fire

-Raiders getting stuck trying to torch buildings in the rain while the rain puts
the fire down

-Raiders getting stuck in murder loop even though their friends have ran away

-Berry bushes being FOR FRICKING ANTS

-Rebuild button not being visible after rebuilding once

-Workers kept working even though the building was on fire/destroyed

-Fire particles not erasing after fire is extinguished

-After moving a building, people kept working in it before it was fully constructed

-Chickens not clucking

-Peasants who died of fire while garrisoned inside were stuck in idle pose looking
goofy

-Region not marked as "under attack" properly, not turning the battle music on and
possibly breaking other things

-Reformed units stuck in a fleeing loop


-AI getting stuck thinking it's in battle even though all the enemy squads were
defeated if all the enemy squad members got killed

-Logbox went over the screen and stayed there

-Manors not being refueled for winter

-Squad stats of rallied units not updating in the tooltip

-After building the manor and selecting it, not being able to select anything or
building panels turned grey

-Retinue not having any melee training when hired

-Wrong stamina calculation if squad leader died and messed up lastSquadAIUpdateTime


variable, basically dropping squad stamina to 0 instantly

-Raiders not being able to set up camp

-Not being able to hire retinue after it was wiped out in combat

-Garrison tower module not impacting max retinue size

-"Policies unlocked" displaying every time the manor is reconstructed

-Arrow scaling not clamped properly when viewing up close

-Rally button being disabled on the retinue after disbanding it

-Squads deselecting when being disbanded

-Retinue members being permanently removed from squad after disbanding

-Retinue head icon not generating after hiring a new retinue member

-Retinue not having the sprint toggle

-Hiring new members of the retinue not updating the squad card UI

-Rallied militia not having voice responses

-Circular building preview bounds and rally point preview not displaying

-Rally point displaying road snapping positions

-Removing a squad screwing with bound retinue squad ID, making retinue rally as ..
archers for example

-Clutter and "lazy buildings" not adjusting to ground

Crashfixes:

-Random crashes probably caused by the extra debug lines being drawn asynchronously

-Crash when deleting bailey walls by alt clicking


-Crash when a player squad was completely wiped out and AI can't find the squad
leader

-Crash when right clicking a unit card after squad got wiped out and then refilled
with fresh recruits

-Right clicking the retinue card would disband them and cause a crash

Cosmetic:

-Foliage culling ranges tweak

-Fog planes cull when camera is high

-Reduced leak texture flickering (hopefully)

-AO adjustments

-Winter grass adjustments

-Art directed fire smoke to make it more of a black thick column

-Unit selection/highlight decals made more subtle [experimental]

-Golden yarrow variation [experimental]

-Exposure boost when camera is looking against the sun [experimental]

Optimization:

-Moved detail tree wind from the pixel shader to the vertex shader

//-------------------------------------------------------------------------------

Version 0.5.8.2

Major changes:

-"Prepare for raid" quest added for the robber scenario (WIP)

-Picking starting season added, including a random setting

-Draught random event added

a) When it hits, crops will die.


b) Can be mitigated by having the "irrigation" branch unlocked

c) Water level in streams is lowers, sun rises, light tint changes, grass gets
drier, ambience changes

Balance:

-1 wheat makes 1 grain

-All crop output reduced by 1/2

-Goat pen extensions now gives animal hides instead of milk (2/moth)

-Expansions increase house storage by 1.5x

Minor changes:

-"Rebuild" button added (WIP - no cost yet)

-Dev points available display again

-Settlement button in the region panel shines when there are devpoints to spend

-Tiny market stall icon added for worker families who own a stall

-Plot tool fixes

-Peasants running home during the rain disabled (was confusing)

-Optimized field snap points to be only generated for roads around settled regions
(hope it won't cause bugs)

-Plot snapping points disabled for circular buildings like supply piles which are
gonna look weird anyway

-"Missing market space" log added

-Lambs do "baah"

-Neighbouring buildings will check if their fences overlap, if yes then they won't
be constructed double

-"storage full" problem won't trigger if it doesn't overflow, for example 2/2 logs
in a sawmill

-Added setting to adjust the landscape texture resolution incl. a higher value than
was available before

-Lazy task algorithm changed to always pick something instead of just.. staring
into the void

Bugfixes:
-Preview bounds now bend on slopes again

-Field snap point links didn't regenerate after road was deleted

-Black lady veils when raining

-Disappearing borders when unhovering buildings in construction mode

-Rotating the plot using the button and removing some field points breaking the
arrow direction and possibly other things

-Granary workers collecting stuff before the building is completed

-Weird freeze when fields are first sown

-Lambs not growing up

Cosmetics/Look development:

-Reduced (fixed?) field rendering glitches on very changing slopes

-River material fixes

-Inscattering texture added instead of volumetric fog solution [experimental]

-Fog sheet particles added for rain/snow [experimental]

-Hover animation over problem banners [experimental]

-Swapped textures to show actual soil below grass instead of fake grass texture
[experimental]

-Wetness fresnel [experimental]

-Plot guides on snow darkened

-Young wheat is greener

//-------------------------------------------------------------------------------

Version 0.5.8.1

Minor changes:

-An extra arrow displays the front when placing a residential plot

-Plot algorithm extra collision checks when snapping and general tweaks (WIP)

-Rainfall rate readjusted


-Raiders spawn in 1/2 lesser force

-Reenabled the baron scenario but made him an off-map entity (WIP)

-Random raider attack frequency set to zero by default

Cosmetics:

-Preview building bounds are no longer distorted by grass (but not working on
slopes yet)

-Slowed thunderstorm exposure darkening speed

-Thunderstorm dynamic lighting/shadows added

Crashfixes:

-Crash when a raider hits someone without a squad leader (like a peasant)

Bugfixes:

-Lv3 b-parts flipped the wrong way

-Snowy pavement still happening (was unintentional)

-Trade not working

-Sneaking peasants sliding

Experimental:

-Main tabs hover animation

-Show-offy building border highlighting on hover and click (with one extra bug
added)

-Smoother blend into construction mode overlays

-"Medieval" tooltip experiments

-Raiders spawn with less hp to make them easier to beat

//-------------------------------------------------------------------------------

Version 0.5.8
Major changes:

-More complex public order system:

a) Public order works similar to approval, the peasants memories are stored and
summed. Past memories have smaller effect.

b) Drinking at the tavern lowers public order

c) Low approval affects public order

d) Unemployment affects apublic order

e) Peasants might decide to join/form a bandit camp if public order is low

f) If there's a bandit camp nearby, it can cause goods to disappear occasionally


and rarely people might die

h) Having a Manor increases public order and the lack of it decreases it after
village level is reached.

-Peasants now might decide to leave the town if the approval rate is low

-Encamp feature (WIP)

a) Bandit groups may now decide to stay on the map (for now they just go to 0,0,0).

b) Squads can now use an encamp skill that causes them to become immobile and spawn
tents. In the future it will make them rest, heal and possibly consume rations.
Note: Encamp button is not yet enabled for the player to use.

c) ... But bandits do use it to encamp when they reach their home destination.

d) When an encamped squad notices an enemy near, the soldiers get mobilized again

-Development branches rework (part 1)

a) Charcoal burning added back. Makes 2 charcoal out of 1 firewood, making fuel
consumption more efficient.

b) Forester become unlockable only with the forest management branch

c) Herbalism branch unlocks a herbs garden upgrade for the forager. Herbs can help
to heal ilnessess quicker.

d) Bee spots and the Beekeeping branch reenabled (the beekepers outfit is disabled,
will be reworked)
-Retinue updates

a) Retinue UI moved into the army tab

b) Retinue squad gets auto created after building the Manorhouse

c) Fixed the ability to rally the retinue

Minor changes:

-New sound alerts when enemy is sighted, when family turns to banditry and when
emigration happens

-Stone buildings moved to the mining category

-Clay deposit may spawn again

-Experiments with dynamic sun rotation and lighting

-Now every region can sustain at least 1 apiary and the Flower Meadows became a
significant boost

-Raider frequencies adjusted and the raider-free guaranteed period rised to 400
days

-Raiders become more numerous as more years pass, up to 4 squads max

-Oxen will prioritize moving logs from exposed supply piles to the logging camps

-Tweaked the trading post menu to be slightly more intuitive

-Logbox will move higher if no problem banner is displayed

-Audio sliders functionality unified, master slider added, alert slider added

-Music track won't restart when setting volume to 0 and back

-Facade & residential buildings fitting into plot algorithm changes

-Enemy mercenary/raider armies don't get baited unless you approach them

-"Home" button functionality reworked to work even if "home" building was deleted
and navigates to the center calculated based on constructed buildings rather than
just region position

-A warning displays when placing a mining pit outside of any deposit range

-Archers draw sidearms in close combat

-Tactical retreat horn trigger are now time limited again

-Weather algorithm changes for more gradual cloudy to rainy transitions

-B-Parts not available on super narrow plots anymore


Crashfixes:

-Certain plots shapes crashing

Bugfixes:

-Peasants can't garrison in rubble or buildings that are on fire

-itemID_144 (robe) spawning instead of some extra weapons

-Peasants not drinking at the tavern

-Peasants bringing handcart to the tavern

-Homeless peasants stuck in a weapon transporting loop if attached to a squad

-Not being able to rally the homeless

-Thunderstorms get darker than normal rain, not the other way around

-Broken resource height adjustment

-Market UI being created in non-market building panels

-Wrong clutter rotation when adjusting to ground

-Some cases of houses extending beyond plot border or fences not spawning fixed

-A very certain shape of plot with short left side breaking the extension spawning

-Blacksmiths not producing things

-Construction pause button not showing on the residential buildings

-Warehouse workers stealing armaments from the homeless tents

-After rallying and right clicking to send squad without dragging, the squad
wouldn't move correctly and potentially crash

-Fixed the camera moving left instead down when touching the bottom edge of the
screen

-Fixed colored desposit decals not displaying (and made their range more clear)

-Archers don't stop shooting when repositioned

-Side push finisher not aligned properly

-Vegetable garden grass not erasing after residential upgrades

-After being demolished, leftover parts of the building persisting (eg. homeless
tent or two)
Cosmetics:

-Wind and cloud shaders adjusted

-Snow on pavement disabled

-New lv1 gate variation

//-------------------------------------------------------------------------------

Version 0.5.7

Major changes:

-LV3 residential levels unlocked again with new building designs

Minor changes:

-Building randomization algorithm tweaked to ensure maximum both primary and


secondary structure randomization in the residential plots (so called B-parts)

-New fence algorithm that hopefully corrects the fence spawning on roads with more
complex plot shapes

-Housing extensions give 1 family space per lv (eg lv3 gives 3 extra family spaces)

Cosmetics:

-Some buildings updated with a new beam and daub materials

Bugfixes:

-Added a obstacle verification if peasant is stuck in pathfinding. Sometimes the


obstacle is being verified at the same time as path links are generating.

-Bodies not being buried anymore after church gets upgraded

-Joiner never getting built because it uses up planks for crafting

-Logbox flickering when in map view

//-------------------------------------------------------------------------------
Version 0.5.6

Major changes:

-Player can now set production focus for some building which produce multiple types
of goods (blacksmith, tailor, joiner)

-Storage filters added to storage buildings

-Raider bands added

-Added a game option to adjust raider spawn frequency

-New debug filter window. This will allow turning on/off various overlays for
cleaner future debugging.

-Simple field of vision system: Enemy squads icons will stay hidden if far enough
or the line of sight is obscured by a forest.

-A new game mode was set in place to make testing battles easier

-A new more balanced random resource spawning algorithm with 3 game settings
(balanced, fair random and total random)

Minor changes:

-Wait if pathpoint is occupied - temporarily disabled! [WIP]

-By default, construction resources are bunched in the region panel. They get
'unbunched' after entering the construction menu. [experimental]

-Blacksmith, armorer, fletcher conversions implemented. Baker conversion removed.

-Militia will now try to stock helmets and grab them from home when rallying

-Storehouse doesn't store logs anymore [experimental]

-Woodcutter's lodge gets an ox worker slot

-Oxen vs oxen collision radius increased [experimental]

-Wells can be placed on markets

-Stalls will check whether they can fit into the market plot completely

-Marketplace stall layout generation optimization

-Clamped the number of concurrent breathing sounds for running squads and
concurrent deer steps playing

-Squad icons reenabled when the camera is high


-Task update frequency increased for units engaged in combat

-Squad tooltips made more responsive

-Moved squad tooltips to the lower bottom of the screen [experimental]

-Added a Fatigue bar to the squad tooltip

-Bannermen don't do the charge attack animation anymore (was weird)

-Army cheers when the last unit from enemy squad is killed and the squad is
destroyed

-Hit algorithm tuned to make sure even armored enemies have a chance to die
eventually

-Ability to pause production for artisans

-Unit attack function update & optimization

-Army power balance added to morale calculation

-Bandit units always retreat to the map's edge and get destroyed when they reach it

-Bannermen don't trigger sync kill animations anymore

-Made bandit AI stupid and aggressive

-AI no longer treats fleeing squads as still being in battle

-Nearby squad power is more important than far squad power for morale calculation

-Bandits don't blow their horns when charging

-Fleeing squads do not count as part of the battle now [experimental]

-Unit potential charge multiplier clamped to reasonable values

-Bandits now use a scattered, pseudo random formation

-AI update frequency increased if enemy was spotted by squad

-Archers having higher ground have bigger friendly fire tolerance

-How squad is affected by army strength balance varies to how full the squad is -
squads which suffered casualties take more of a hit

-"Victory" "Defeat" when units break changed back to "Broken"

-Defensive stance actually increases defence 3x additionally to reducing attack


frequency

-Archers firing in volley sync checks frequency dramatically increased

-Archers front facing the enemy distance reduced for added repositioning
flexibility

-Improved retreat/reform algorithm to reduce wiggling


-Separated close and far combat shouts, far shouts get a "far filter"
(lowpass+delay)

-Archers moving into firing position will stop and shoot if the enemy is running
towards them and enters the firing range

-When repositioning while shooting bows, archers cancel their action to be more
responsive

-Squad commander sometimes repeat shout commands like "hold" or "charge"

-Optimized the main menu fog/lightrays to work regardless of volumetric fog


settings and use less GPU

-Banners flapping in the wind sound fx

-Fleeing squads don't display stance switch as they regain morale

-Everyone dying doesn't trigger game over (maybe new people come?)

-When on fire, all building sub-parts demolish at the same time instead of
sequentially

-Construction progress circle displaying over buildings which are on fire removed

-Units now get damaged by fire and might die

-Peasants will try to run away if within a fire zone

-Added non-repeating ambience to buildings on fire

-Added some weapons and shields to the starting resources

-Bandits adapt their random formation and clump up more when squad is engaged in
combat

-Buildings on fire locked from being demolished

-Log entry added when enemy squad is spotted

-Game setting added to slow or pause the game when a new enemy squad is spotted

-Snow grass culling method changed to a more efficient one

-Peasants try to escape home if it's on fire

-Peasants running away from raiders distance increased

-Training influences squad power measurement

-Pushing forces increased for resolving squad collisions, but reduced for when the
unit is engaged in combat

-When squad get caught up fighting with another squad, it aborts the previous
charge command to adjust the line to the new enemy

-Bandit units get some generic bandit chatter


-Game setting added to trigger tutorial quests

-Squad pathfinding improvements (extra path postprocessing added to make them less
jagged)

-Added a game setting to allow assigning a squad to multiple control groups

-Units mid charge abort their attack if player changes their mind and clicks them
away

-Movement code general cleanup & optimization

-Tweaked pathfinding weights again to reduce people going through random buildings

-Pathfinding optimization that makes it faster - but potentially we can see some
new bugs.

-Added a debug tool to highlight pathfinding links to make debugging easier.

-Units in shieldwall taunting disabled

-Tuned engagement distance for units with stance set to give ground

-More accurate mass calculation for shifting formation lines

-Tweked Leyfeld border and random spawns

-Blood stains will disappear after 120 seconds

Crashfixes:

-Random crash while doing tactical retreat

-Crash when checking engagement percentage

-Squad leader pointer invalid after his death

Bugfixes:

-Overlapping resource UI when wealth exceeds certain number

-Market dirt eroding beyond its plot

-Wheat wind effect shading applied when there is no wind

-People peddling on stalls with their tools still equipped

-Mine workers ignoring storage limits

-Bloomery / Smithy and other fuel consuming buildings not refueling even if they
still have fuel stocks

-"Not enough men" warning blocking the user from rallying militia

-Peasants unequipping hair/hats on rallying


-Underground water game setting not updating properly

-Squad tooltip not disappearing sometimes

-Raider units not starting to raid when in enemy territory

-Soldier heads disappearing sometimes on death

-Combat sound effects not triggering

-Unit strafe direction not updating properly

-Blood splatter not triggering

-Finisher animations not triggering

-Soldiers sticking to attack formation positions while they should be retreating

-Soldiers not taunting the enemy when in battle stance

-Squad not deselecting after retreat is triggered

-Random finisher selector choosing wrong animations, sometimes making dead units
stuck in locomotion animations

-Being able to select fleeing squads

-Squad power estimate being wrongly calculated

-Non spear units counting to the AI as spear units because they have a bannerman
who had a tiny bit of impale damage

-Construction fire demolishion elements disappearing instead of enabling physics

-Sons and mothers causing a 'animals lacks enclosure' problem after their house is
demolished

-Wrong rotation of the ox petting animation

-Sellers peddling with an equipped handcart

-Equipment stats not updating when rallying

-Home region morale buff increased from 10% to 30%

-Peasants stuck in conversation task cause the conversation partner is dead

-"Corpse needs burial" problem not triggering

-Wind fx not applying to small fir tree trunks

-AI using shieldwall with squads that don't have that skill

-AI setting sprint mode off when it should be on if the command region is not
defined in AI command

-Game speed UI not always updating


-Doubleclick on squad icons not selecting all squads of the same type

-Drawing squad waypoints by ctrl+RMB not triggering

-When dragging a formation over the enemy, it will or will not trigger an attack
command based on if the target locations overlap enemy locations (instead of being
based on what mouse is hovering)

-Deer startling not getting triggered sometimes

-Units getting pushed and interseting when game is being paused/unpaused

-Units stuck in praying over a dead body, refusing to work

-Ability to add a field point even though it's obstructed removed

-Tooltip will show warning if the plot tool is blocked because resources are
missing

-Fixed long-range melee weapon users not accounting as 'in combat'

-Sheldwall formation randomly start-stopping

Cosmetic:

-Per usual: Grass shader tweaks, dirt tweaks.

-Scattered pebbles added [experimental].

-Stalls will spawn random clutter around them

-Snow under cloth on stalls reduced

-Lv1 church roof tweaks and botched gable gap fixed

-Added back yarrow flowers

-Elements like thatch and wattle have an extra burning effect to make the whole
animation more gradual

//-------------------------------------------------------------------------------

Version 0.5.5

Major changes:
-Militia recruitment rework:

a) Recruitment main tab was removed. All recruitment is done within the army tab
again.

b) Players can create 'empty' militia squads choosing from unit templates.

c) Weapon and armor turned into many more resources that must be produced or
imported.[production chains WIP]

d) Militia squads fill automatically with recruits as soon as they get the
appropriate equipment.

e) Peasants try to find weapons and armour based on their house level & squad
assignment

f) Rallying code rework - should be more immediate. The rallying flag is no longer
a building.

Audio:

-New UI and militia rally sound effects. The church bells now ring when rallying.

-Individual footsteps play if a squad member is far from his buddies

-Ambience tone shifts with camera level [experimental]

-New grass step variations

-Extra rustling from cloth, shields, weapons etc on movement [and idle]

-Coughs, sniffs, breathing when tiered/running and other ambient human sounds

-Audio concurrency limits added for some sound effect layers like steps or rustles
- this limits the number of concurrent sounds that can play at once

-Two new music tracks, reworked "the peasants" (pre mix) and so called "grace
track" (work in progress)

Minor changes:

-Overall code cleanup (can solve some weird bugs due to variable naming duplicates
etc)

-Army UI updates

-Market stalls setup in sequence instead of random

-Underground water requirement added as a game option

-Settings updates

-Plot tool updates


-Unit movement updates

-Well gets 4 road points

-Logbox, questlog, overlays selection will hide while placing roads, plots &
buildings

-Eggs basket mesh added when carrying

-Military item caregory added to the trader

-Extension UI dropdown changed into a grid

Crashfixes:

-Fuels tall owner not having a family

-Game freezing after a building is being moved/demolished while road guide points
are being generated

-Someone without a husband trying to work the marketplace stall

-When importing sheep [rare]

Bugfixes:

-Some conversions being available when they shouldn't

-Church bells not playing after upgrading

-Squad sprint mode toggle not registering sometimes

-Squad tooltip flickering

-Flower field black poppies

-Town ambience not playing in the winters

Cosmetics:

-Dirt & fog adjustments

-Ground leaves smooth fadeout

//-------------------------------------------------------------------------------

Version 0.5.4.2
Major changes:

-When demolishing, the supplies stored in the building will drop on the ground

Minor changes:

-Steepness limit for fields and pastures increased

-Moving market stalls and demolishing marketplaces updated

-Field point snapping to road tweaks

-Preview building bounds turn black on the snow

Crashfixes:

-Constructing extension without enough subplot corner points (will throw an error
instead)

-Crash when homeless peasant tried to refuel workplace

-Deleting a building causing someone to be without an owning region (trader?)


causing a crash

-Someone navigating to 0,0,0 causing a crash - changed it from a crash to a debug


message

Bugfixes:

-Peasants not refueling workplaces properly

-Warehouse workers (an oxen) stealing construction materials

-Demolishing market stalls not readding the market transform

-Sheep going to 0,0,0 instead to pasture

-Sheep making ox step noises

-Ox not transporting logs from exposed supplies

-Supply pile not disappearing when starting supplies are set to 0 in game settings

-Supply pile not disappearing cause invisible money is stored inside

-After moving the hitching post and ordering a new ox, it refused to work

-Merchants overselling goods to trading posts

-Construction resources being reserved twice in the UI while being transported

-Moving building not canceling build mode


Cosmetics:

-Ambient occlusion max distance tweaked

-Landscape shader updates, tree wind updates, lighting updates

-Some scattered dead leaves [experimental]

-Fence wobble [experimental]

//-------------------------------------------------------------------------------

Version 0.5.4.1

Minor chnges:

-Trading post (old Merchant) layout changed (WIP)

-Only larger market areas leave some empty space inside + the empty plaza was made
smaller

-Off road pathfinding cost tweaked

-Warehouse workers and trading post workers will also setup clothing stalls and
supply them

-Ability to expand lv2 burgage plots added

-Sheep stay at pastures in the summer again

-Few plot tool improvements

-Buildings with missing pathfinding data will still generate one pathfinding point
to help reduce pathfinding errors during testing

Gameplay balance:

-20 wealth added for the start

-Trader consistency improvement, always sell 10 random items

Sound:

-Ambience system changed from 5 nodes to 3 but double layered so that there is no
silent gaps when switching from one ambience type to another
Optimization:

-Ridge and furrow bump map disabled

Crashfixes:

-An async loading crash if the user deleted the building before it could load

-When deleting a garden during a farming task

Bugfixes:

-Terraforming shader fixes (still can flicker probably *sigh*)

-Iron mining not giving yield

-Peasants stuck in infinite ploughing loop on vegetable gardens after they're


deleted

-Deleting a vegetable garden locked it from being available later

-Pathpoints of destroyed buildings possibly sometimes not having been destroyed


properly fixed

-Peasants not selling food from gardens if they work at places that can sell other
good types like cloth

-Missing handcarts (tavern, storehouse, granary)

-Ale not being delivered to the tavern

-Manorhouse quest not registering

-Resolution setting missing

-Pasture space needed alert not disappearing fixed

-Plants staying after deleting a vegetable garden or converting the plot to an


artisan shop

Cosmetics:

-More varied forest ground texture

-Tweaked roof water streak fx when it's snowy

-Grass shader tweaks

-Inside module paths distance limit (eg. market stall connection to the market
entrance point)
//-------------------------------------------------------------------------------

Version 0.5.4

Major changes

Castle planner system prototype:

-A separate mode to plan ahead your castle layout

-Ability to relocate wall points after a wall is placed

-When placing a wall, gates auto spawn over roads

-Alt+LMB deletes wall points

-Shift+LMB adds a new wall point

-Player can drag a gate, it creates a wall point there, gate sticks to roads
(unless placed manually and not auto-generated)

-Ability to drag and relocate module blueprints after they're placed

-When dragging a module with walls snapped to it, the walls will stick

-Planner shows old layout as transparent ghosts

-When dragging modules, they can snap to the ghosts in case the player wants to
keep things as they were

-Once the castle build is commited, a new plot area is calculated that restricts
the player from placing "normal" buildings within

-Added deleting modules with alt+lmb (can't delete the palace)

NOT implemented yet: Construction animations, module rotation, construction cost

Travelling merchants rework:

-Traders now pick their destination randomly, it can be either another tradepoint
on the map edge or a trading post

-They plan stops along the way using all possible trading post buildings

-They park at those buildings to do trade


-Market attractiveness is temporarily neglected, I'll see if I can reimplement it
in a more interesting way later

Optimization:

-Deer highlight removed

-No more periodic update for buildings, instead updates are called on demand

-Building selection under cursor checks made quicker

-Landscape texture resolution lowered, distance field ambient occlusion disabled,


grass shadows disabled, cliff tesselation disabled, draw distances tweaked

-Birds removed, will be replaced with a simpler system

Other:

-Double click LMB to set camera position removed

-Stall cloth will rollout if the stall has an owner family (instead of if it has
inventory)

-Few plot tool improvements as usual

-Fuel status for residential buildings moved to the general tab to avoid confusing
it with market supply

-Trading post workers will travel to the tradepoint only if they have a family to
take care of the warehouse when they're gone or the warehouse is already full

-Storehouse lv2 upgrade implemented

-Ability to mirror coat of arms symbols added

-Requirements UI split into amenities and market supply for more clarity

-Snow displacement temporarily disabled (sadly caused rendering glitches)

Bugfixes:

-Other item types (eg fuel) counting as the food requirement

-Homeless in the homeless tent counting as family members

-Order ox button not displaying

-Fuel requirement not filling for residential plots

Cosmetic:
-Stall will only generate a path to the nearest market exit instead of all exits

-Foliage hue shifts if it's wet

-Grass wind shader tweaks

//-------------------------------------------------------------------------------

Version 0.5.3

Major changes:

-Fuel consumption rework

a) Buildings consuming fuel do it once per month, residential consume only in the
winters while workplaces only if they're staffed or have idle labourers turned on

b) You can change how much stock you want the building to reserve, by default it's
1 month for workplaces and 3 months for residential buildings

c) Bloomery and Smithy now need to be refueled monthly

-Marketplace and progression rework!

a) Good based house requirements are all merged into a "Prosperity" stat

b) Prosperity is influenced by presence and supply levels of the nearest


marketplace

c) Producer families setup their own stalls on the market area

d) When they're unassigned, their stall goes vacant and other sellers can take over

e) You can relocate their stall if you wish

-"Roadfinding" or road guide pathfinding rework

a) Link distances are cached

b) System can connect to more points

-Plot snapping updates


a) More flexibility and more connection points

b) Rounded corners are removed

c) Snapping is based on cursor screen position rather than 3d position for more
accuracy

-Livestock updates

a) Pastures, Hitching Posts, Livestock Traders count as animal homes. "Homeless"


animals might run away.

b) New livestock tooltip

-Stone split into Fieldstone and Stone Blocks (prototype)

a) Fieldstone is scattered over the whole map and easily gatherable

b) New fieldstone gatherer camp (placeholder model)

c) Fieldstone is added as a construction resource for multiple buildings with


foundations. TODO steeper buildings cost more.

d) Stonecutter camp reimplemented (WIP)

Minor changes:

-Requirements panel readability rework

-Landscape ambient occlusion brightness tweaked

-Floating hitching post water tub tweaked

-Pathfinding override limits increased to prevent merchants from going off road

-Optimization: pathfinding link cost caching & heuristic value is more cheaply
calculated

-Fixed running oxen bug (needs confirmation)

-Tax quest triggers after building the manor

-When assinging hitching post workers they will look to override the idle people
reserved to oxen and replace them

-Pathfinding algorithm optimization & added extra road right hand road offset fence
collision avoidance

-New peasants spawning - collision check optimization

-Birds startle more frequently


-Temporary: Oxen drop logs in the middle of the burgage plot instead of inside the
house (proper log visualization coming later)

-Dropping the handcart calls finishTask - people were supposedly continuing


transportation with empty inventory

-Selecting residential area won't trigger water overlays anymore (it was confused
as a bug)

-Verify path function changes when someone bumps into the obstacle, it doesn't
check path points already visited anymore and does additional check for potential
off-trail position

-Oxen and horses/horsecarts will resist pushing

-Road snap points will not show as valid if a road would collide if you snap it to
that point

-Find road path - path length limit, so that the tool doesn't go around the
obstacles TOO crazy

-Extra collision segment added to the tent to prevent people entering and clipping
through it

Gameplay:

-1 grain makes 1 flour

-House stocks no longer account for requirement fulfillment

-Migration doesn't give influence

-Field storage removed, storage warning removed, crops won't rot during harvest
[TODO]

-People will wait until construction resources are brought to site before they
start hammering

-Logs will show up as resource even BEFORE they're transported to storage

-Oxen will gather logs to whatever building is closer, so they might skip
woodcutters and bring them directly to storage houses - saving 1 extra trip

Cosmetics:

-Hair shader change to prevent smoke depth pass issues

-Carrot shader update

-Snow displacement smoothed out

-Flat fir tree bases tweaked

-Tweaked the common dye palette


-Leather rolls not levitating when carried [requires confirmation]

-Side shed B floating beams fix

-Building height adjustment is clamped, it will start sinking parts of the building
at some point instead of doing infinitely large foundation

-Some buildings (church) adjust height to both their doors and the other part can
sink into the ground a bit if required

-When planting vegetables, the hoe will no longer disappear

-All building borders have unified appearance, regardless whether it's a plot or a
fixed border building

-New ox topology and animations (including a separate walk cycle when pulling)

-Preview bounds are colored red if can't place

-Road & dirt texture tweaks

-Parallax fields are back... again + readded field mask wobble

-Experimental: Road pebbles scatter

-Snow on oxen fur added

Bugfixes:

-Peasants stuck 'crafting' at home fixed

-Travelling Merchants going cross country fixed

-Peasants with unconstructed homes helping on other construction sites fixed

-Flipped handcarts fixed (requires confirmation)

-People crafting in the air if no workbench is found fixed (requires confirmation)

-People crafting in the wrong type of workbench fixed (requires confirmation)

-Peasants stealing charcoal from each other in infinite loop fixed

-Residential construction not being blocked even though entrances are blocked [o
rly]

-Zombie bug should be fixed (hopefully) Note from the future: It isn't

-First construction element showing as constructed before peasants start their


hammering fixed [requires confirmation]

-Units that should follow roads sometimes taking detours through buildings fixed
[requires confirmation]

-Rain sound effect turning on when it snows [requires confirmation]

-Idle worker firewood cutters not working fixed [requires confirmation]


//-------------------------------------------------------------------------------

Version 0.5.2

Minor changes:

-Improved traffic flow: Unified peasant speed, tweaked the pathfinding to have a
right hand offset on roads, to cause less bumping into others

-Tweaked the clogging of pathfinding chokepoints (peasants might wait for others to
pass first)

-Task label override added: task_restingAtHome

-Splash sound effect cue added when picking up water from the well

-Improved handcart cart/wobble & distortion on slopes slightly

-Handcarts display firewood or generic bales when transporting items

-Hidden general population counter as it was just confusing everyone

-"Male" icons get a mustache to make it clearer they are not kids, and the previous
icon is used for Sons

-Tried clarifying in design which region panel items are clickable and which are
not - added a separate "Census" button to view the population list and moved the
population counters into the census

-Population lists bunches the families together to make it more obvious that
they're connected, button functionality changed

-Home buttons in the population list that zoom in on the house the family lives in

-Market stalls won't report storage overflow (if they're overfilled by mistake)

-Peasants transporting tools will display holding a hammer

-Market stall resource grabbing: Rotation & offset adjustment

-Basket visualization for bread/berries (berry no inside contents yet)

-Obsolete Wheat crop description updated

-Increased ox task update frequency, increased ox response time when plotting a new
building

-Added a 'limit texture memory to VRAM' setting and a streaming pool setting to
prevent some possible crashes on some video cards
-Divided landscape texture into more tiles to try and prevent big blurry tiles when
streaming it to memory

-Eagerness to do idle jobs increased

Bugfixes:

-Emergency pathfinding limit override - if a person can't get somewhere it caused a


major FPS drop, now it will trigger emergency mode that ignores collision to
resolve the problem instead

-Attempt at fixing the zombie apocalypse bug (ALL peasants freezing) but this one
is tricky to pinpoint

-Sheep farm fence not adjusting to ground fixed

-Max occupant counter increased to account for wives and sons

-Forager weirdly placed berry resources that resulted in path obstructions fixed

Crashfixes:

-Placing an extension (eg. vegetable garden) without a valid empty plot clutter
model & game trying to erase that non existing clutter - fixed

-Ox not having an owning region crashfix

//-------------------------------------------------------------------------------

Version 0.5.11

-Turned off gamepad control override that I used for trailer making (makes the
camera fly away at the start of the sessions if you had your controller plugged in)

-Bugfix: After deleting homes, homeless would not find a new home

-Sheep not giving wool fixed

//-------------------------------------------------------------------------------

Version 0.5.1

-Granary workers stealing wheat fixed


-Requirement counter hidden (it's misleading)

//-------------------------------------------------------------------------------

Version 0.5

Scary last minute changes:

-Demolition algorithm removing pathfinding points and road guiding points altered

-Some town ambiences added

Bugfixes:

-Reichenfurt iron spawning pos adjusted

-Snowy cliffs fix

-Floating tents fix

-Building steepness calculation correction

-Off map tree cluster LODs snow fix

-Dead people wrong animation fix

-Storage workers taking wheat from the farm to the storehouse fixed (requires
confirmation!)

-Storage workers moving deer carcasses from the hunting camp (requires
confirmation!)

Crashfix:

-Workers supplying windmill crash

//-------------------------------------------------------------------------------

Version 0.4.9.4

Minor changes:
-Bailey limit per region set to 1

-Staying in home time reduced

-Livestock merchant radius of waiting for stalling ox increased

-Extra emergency checks for pathfinding

Bugfixes:

-Gatehouse roadpoint fixed

-Hunter logic rework

-Procrastinating pops can be forced to become guides

-Not being able to build extensions for lv2 cottages fixed

//-------------------------------------------------------------------------------

Version 0.4.9.3

Scary last minute major changes:

-Task update timer optimization

-Tradepoint livestock optimization [import can be bugged, to test]

-Landscape rework

Minor changes:

-Control group hotkeys locked for the demo, claiming buttons locked as well

-Manor palace & fences collision added (sleeping chambers are still todo), palace
animated door added

-Deer reproduction rate incrased

-Gatehouse and Manorhourse MUST be snapped to the bailey wall

-Unstock ox button added to the settings (bloody embarrasing)

-Polished construction animation - tax collector, lv 2 cottages

-Camera settings cleaned up a bit

-Very basic polish of baker and brewer (added rolling pin and proper animation
locations)
-Cleaned'royal taxes' tooltip a bit

-Royal tax moved from a tutorial message to a quest (written by SteelGoodwin)

-Added a check for passing merchants selling you stuff not to exceed the target
inventory

-Cloth removed from the lv2 upgrade cost

-Removed the line where stall sellers would leave it to their family members to
haul goods to the stall so they can peddle, peddling action disabled for stalls
with no inventory

-Malthouse collision/pathfinding added

-Dead units should now stay for 30 days, giving time for people to bury them

-Gatehouse is now free to place since it's required for bailey and replaces the
wall piece

-Peasants should drop their carts before going drink at the tavern (might drop
abruptly, for now)

-Toppled Fir model added (didn't have chance to test if all is good)

-Locked all residential conversions for the demo

-Tax collection panel readded, tax collector limited to 1 per region

-Debranching slowed 1.5x again, logging camp max workers lowered to 3

Crashfix:

-Building with no region (tradepoint probably) caught fire because of a thunder


storm

-No more people left - calculating supplies freezing the game

-Playing sound of a non-exising unit

Bugfixes:

-Pathfinding connecting to sourcepoints distance check skipped fixed (caused


stuttering)

-Peasants stuck on tradepoint due to ox not being able to ungarrison fixed


(confirmation requried)

-Handcart market suppliers transporting only 1 item instead of 10 fixed

-Storage capacity not updating when peasants eat from a building fixed

-Sons not showing problem notifications fixed


-Stuck in a death loop fixed (needs confirmation)

-Modules confused by two baileys next to each other fixed

-Dead peasants detaching heads fix

-Major Bailey algorithm fixes

-Connecting gatehouse to the road fixed

-Head popping on death fix attempt

-Approval drop for death fixed

-Body parts popping should be reduced in visit mode

-Trading post inventory not updating when merchants sell items to you fixed

-Region overview trading category labels fixed

-Ox bug: Can't be sure. Added some safeguards to force guides out of their homes
and make them less likely to go home.

//-------------------------------------------------------------------------------

Version 0.4.9.2

Minor changes:

-Blacksmith: added smithing animation, gloves, hammer, iron rod, iron slabs
visualization, anvil sound and sparks flying

-Default zoom speed increased

-Storehouse workers should supply stalls again

-Stall workers no longer stop at 3 items of each item type, they fill the stall to
the max (cycling good types if possible)

-Residential upgrade cost lowered

-Trigger to force workers transport their own workplace's stuff to the


warehouse/granary changed from 75% to 85%

-Homes will now add their stashed supplies to market supplies when calculating
requirements

-Market stall "storage full" won't trigger if it's perfectly at the limit as it
should be

-Fallow fields will rotate on the first day of Spring


-Crop rotation tooltip added

-Optimized shadow sharpening

-New annoying complicated algorithm for supplying stalls calculating needed variety
and best distance

-Trade rules tooltip

-Possibly fixed hit checks not occuring on some speeds during some animations
(confirmation required)

-Market area dirt mask added

-Unified adjusting to landscape collision detection between differently spawned


meshes

-Starting supplies game setting should now work

-Some Tannery polish (animation/hide/particles)

-Yarn is back

-Approval impact of past events reduced from 50% to 25%

-New quest descriptions

-Winter alert sfx toned down

Crashfixes:

-Peasants trying to go home after it's been deleted

-Merchants auto selling silver icon blip missing owner

Bugfixes:

-Fallen tree outline on after toppling fixed

-Market stalls displaying 'road entrance blocked' fixed

-Market stalls not colliding with each other fixed

-Modules not counted as connected with road even though their area is connected
fixed

-Quest title not translating fixed

-Locked the ability to trigger visit mode & see lord's stuff from the development
view (froze the game forever)

-Plots have red outlines during construction at all time now, even when nothing's
wrong - fixed
-Ability to set build priority fixed

-Construction animation cleanup (windmill, weaver, cottage LV1 C, hunter)

-Another wood supplies calculation bugfix...

-Chimney smoke not triggering when consuming food fixed

-Overlays staying when entering development tree fixed

-Approval rate game setting not enabled fixed

-Clicking somewhere during construction (eg selecting a building) would leave the
overlays on - fixed

-Travelling merchants randomly selling livestock fixed

-Peasants can't lead ox cause stuck in buildings another fix (different function)

-Forester infinite animation loop if reassigned to a different job fixed

//-------------------------------------------------------------------------------

Version 0.4.9.1

Minor changes:

-Readded road snap points to supplies so that handcart 'road only' logic is applied

-New algorithm for removing overlapped wall pieces when snapping manor modules

-A preview for what pieces will be replaced

-People will supply from unmanned stalls

-Making sure if there's 1 item to be transported, only 1 person will go for it

-Building placement code rewok to fix all the rotation, snapping bugs & bad
tooltips

-Church bells added, played in the 1st of the month. Can be selectable per church.

-When consuming food, peasants will always eat from their homes first, then from
the food markets, and only then from other sources

-Starvation and freezing re-added (now it's a 50% chance rather than certainty)

-Another task update call when the ox starts moving for the guide to reduce initial
lag

-Weather damage and approval rate game settings are now active

-Residential plots with obstructed entrances are blocked


-Church animated doors added

Crashfix:

-Playing incidental sound for a building not longer valid (eg, got to visit mode,
close buildings stop updating, supplies get destroyed)

-Playing the merchant coin animation crashing

Bugfixes:

-Entering visit mode will set the speed to 1 now

-Handcart dropping rotation fixed

-Settlement level not registering until you upgrade something fixed

-Stuck in reverb when clicking on a peasant another fix

-Erasing roads stutter (and occasional crash) fixed

-Double reservation of construction resources of burgage plots fixed

-Entering visit mode sets speed to 1

-Granary stealing grain from the windmill fixed

-Inventory storage not updating in the building panel fixed

-Manor modules now collide with each other even if snapped

-Random billions of money glitch cause of royal taxes not updating properly fixed

-Foliage cull in map mode fixed

-Women now return carts before going back home

-Tavern worker bugged in a cart loop another fix attempt

-Fog not affecting interior darkness

-Field priority reset after reentering the UI + need to click it twice fixed

-Invisible fire cutter log another fix attempt

-Building height adjustment failing fixed

Cosmetics:

-Dynamic shadow sharpness added and added extra soft shadows to the heads
//-------------------------------------------------------------------------------

Version 0.4.9

Major changes:

-Progression rework:

a) Settlement levels now have specific requirements other than just population

b) Dev points are not granted by residential upgrades anymore, instead by reaching
new settlement levels

-Trade updates:

a)Travelling merchants trade with your trading posts when they pass them. The goods
for sale must be hauled to the warehouse by the workers.

b) By default Trading Post workers move goods to the Trading Post so that they can
be bought by Travellnig Merchants, but you can also set the numer of your own
travelling traders they will work as before, walking to the nearest tradepoint on
the map border

-Approval & requirement rework:

a) Approval memories are stored per region instead of per unit, added every day and
mostly per plot (instead per unit).

b) There is also a threshold so that if food is missing from the market for only a
few days, approval won't fall.

c) If you fill extra requirements you get bonus approval [except tavern, WIP todo]

-Implemented the walkaround mode as a proper part of the UI

a) Walkaround mode moved from settings to the lord's panel

b) Walkaround lord model added and debug features like switching meshes locked

c) Walkaround mode camera controls fixed not to be blocked by the LMB

Minor changes:

-New supply from market function


-Refunds for demolishing extensions are issued [requires testing]

-New quest added before the manor for bringing the town to lv2 [no text yet]

-Resources that are being exported should mark as reserved [requires testing]

-Vegetable yield divided by 3, doubled the growth rate [requires testing]

Bugfixes:

-People wanting to put back invisible carts fixed

-Mining pit slope not working with custom building rotation fixed

-Stall workers stealing each other supplies fixed

-Flour not being collected from the mill fixed

-Warped sound effects of 4x speed stay when clicking a peasant (putting the visual
back in real time but not the sounds)

-Lord's panel clipping when certain amounts are exceeded

-Selling to tradepoints not giving money fixed

Cosmetic:

-Water vein material tweaks + should look the same on all settings

-Handcart culling distance adjusted

-Mining pit blending improved

-Carrying log to be chopped overriden by felling axe fixed

Temp:

-Particle setting hidden

//-------------------------------------------------------------------------------

Version 0.4.8.3

-Added label override: waiting_storageFull

-Terrain shader snow/shrub blend tweak on medium-low settings


-Deer breeding re-enabled but needs to be balanced (help pls)

-Building card for smithy shows tools

-Trading Post tooltip updated

-Added first tooltips for requirement icons (more on the way)

-Upgraded Granary shed removed + construction animation fixed

Bugfixes:

-Warehouse workers collecting food and logs fixed

-EditableName bug fixed

-Peasant problem alert in pop list hover tooltip not showing fixed

-Demolish button not visible fixed

-Homeless workers not fixing full storage of their workplaces even though there is
a storehouse/granary fixed

-When reassigning the ox handler his ox reservation would cancel, however he would
be stuck with guiding ox task and ox would not see him as guide cause he wasn't
reserved. Fixed.

-Approval tooltip typo fixed

-Gathering resources like Berries find closest distance check fixed

-Not getting wealth for selling stuff fixed

-Overpaying for imports by a huge margin fixed

-Tavern workers stuck with handcarts fixed

-No water access tanking approval fixed

-Upgrade button not visible for residential without extensions fixed

Temp:

-Manor quest disabled

//-------------------------------------------------------------------------------

Version 0.4.8.2
Major changes:

-Bailey rework: it is now placed using the road tool for extra flexibility

-Peasants won't start construction on the bailey until the gatehouse is placed, to
prevent them getting stuck inside

-Manor, Tower and Gatehouse now snap to the walls, replace the wall bits that
overlap and connect to the remaining wall

-Note: There's still no Manor collision yet and one of the fences might flip
occasionally. To do.

-Tax collector was disabled for now

Minor changes:

-More restricted ox 'hitchposter' reservation, if he's busy doing home things or


lazy, other people won't rush to replace him

-Tutorial checks optimization

-Tutorial updates

-Taller food stall to prevent clipping

-Added a winter is coming altert sfx and icon

-CLicking demolish with poeple inside will force them to go out first (might need a
couple of clicks then to make it happen)

-Manor/Bailey polish: Construction timber required adjusted & shows in the tooltip

-When changing the unit's name, it updates dynamically even if user doesn't click
enter

-Field and farm resource piles added - should help mob de-clumping too

-Bigger range when placing things down to reduce clumping of mobs

-Grain, flour to other categories in the region panel, tools removed from
commodities since they're 'kinda' used for construction

-Updated shading & texture filtering on the coat of arm creator icons

-Ability to load a custom coat of arms from a file

-Road tool ends on closed loop detection instead of continuing endlessly

-Lord's UI displays your coat of arms

-Locked ability to delete homeless tents & supplies, added a tooltip so that
everyone knows it's a WIP feature
Bugfixes:

-Berry mass respawn fixed

-Ox handlers getting stuck in homes fixed

-Can't delete a house with people in it anymore cause it made them forever stuck

-Zooming in on peasants unpausing the game fixed

-Storehouse workers unable to gather supplies fixed (or gather anything from
buildings unconnected to roads for that matter)

-Assigned/Unassigned family filtering fixed

-Assigned job & task updates every 2 seconds

-Tierced in chevron coat layout fixed

-Invisible ox harness fixed

-Another embarassing pathfinding bug found (bounds not updating after adding new
segments to an existing obstacle)

-Fence obstacle verification stutter bug fixed

-Building tooltip requirements sticking out from the border fixed

Crashfix:

-Lazy action after deleting home crashfix

//-------------------------------------------------------------------------------

Version 0.4.8.1

New bug added :) Oxen has no harness

Major changes:

-Requirements now have 2 types, essential (will cause disapproval if not fulfilled)
and unessential (required for upgrading)

-You can set trading targets within the trader's building panel
Minor changes:

-Reworked coat of arms creator menu

-Added plenty of new symbols

-Hidden debug related settings in the main menu

-When placing the market, it won't collide with existing wells

-Tools moved to 'construction' category, meaning they won't get destroyed by rain

-Hovering over/zooming to a peasant limited by camera height

-Tried another deer startling algorithm, called more often

-Debug boop removes ox reservation + debug shows reservation

-Searching ox guide will prioritize professional ox tenders more

-Polished construction animation: Barn

-Ladies won't mine ore, hammer slag, do smithing leaving that to their husbands

-Peddling action - client detection distance lowered

-People's names are now editable

-Firewood cutter can now assign work area

-CE plenty cheat spawns bread

-Anti mob protection, a maximum number of workers bringing stuff to the


granary/warehouse at the same time capped to 2 times its maximum worker number,
plus if the number of workers on the granary/warehouse plot is equal to its maximum
number of workers, the buildings gets flagged as 'mobbed'

Gameplay:

-Border changes around Reichenfurt

-More tradepoints

-"Extension upgrade available" banner removed to make it more of a choice/sacrifice


than a straight up upgrade

-Peasants will supply their houses from marketplace first and other sources second

-Royal taxes start at 1 settlement level higher

-Only every second rainfall is damaging to the supplies - trying to make the
mechanic less frustrating

-Unlocked sheep farm & pasture

-Sheep pen timber requirement reduced to 1


-Trader and Livestock Trader storage capacity adjusted

-All tradepoints sell all goods

-Price supply factor disabled

Sound:

-New building signatures: Surface mine, Windmill, Church, Bloomery, Malthouse

-Zoom on peasant sfx has now a toned down variation for when the camera is already
low

Bugfixes:

-Speed controls UI not updating when zooming in on the peasant

-Deer lair not marked as red when placing roads

-Plot mode didn't showing deer lairs fixed

-Werd dirt 'lines' fixed

-Peasants getting stuck if their crafting resource somehow gets moved fixed

-Oxen stealing timber from construction sites to storage yards fixed

-Ox guide reservation bugfixes

-Oxen walking without guides fixed

-Surface mine tilt adjustment fixed

-Construction resources not being consumed for veggie garden upgrade fixed

-Approval calculation rounding error fixed

-White wheat in the barn

-Peasants not accounting for other peasants trying to grab the same resource fixed

-Road guide height affected by felled tree collision fixed

-Livestock trade target widget is back

-Setting game speed cancels the follow mode (looked too silly)

-Can't press follow mode is unit is outside the map

-Oxen always come equipped with harness [BUGGED]

-Traders no longer drop their backpacks when picking up stuff

-Fixed issue where sometimes when game speed was changed, the ambience audio
filters wouldn't adjust [WIP]
-Duplicating handcart bug

-Traders unable to sell things fixed

Cosmetics:

-Surface mine wetness/snow fx

-Storage yard log/firewood/hide visualization added

-Hitching post preview mesh added

-Forager gets a door

-Construction animations polish

Experimental:

-Added cloth and leather to be consumed for house upgrades

//-------------------------------------------------------------------------------

Version 0.4.8 (DEMO 1)

Major changes:

-Progression/Game Design rework (experimental)

a) A lot of previously locked buildings are now unlocked from the start (eg. farm,
windmill, weaver, tanner, forester, malthouse)

b) Grain is now non eatable, it requires to be processed into flour and then bread.
Bread added as a starting supply instead of grain.

c) Occasional needs / Commodity Requests REMOVED

d) Per residential level requirements added - they range from water access to food
and clothing and must be fulfilled for upgrade to be available

e) Because silver is now reserved for mid game, iron tools were added as a
requirement for vegetable gardens (and farms, to provide an early game choice),
also the whole iron chain was re-added as a base level feature to make those tools

-Consumption rates rework


a) Goods are consumed either monthly (food, firewood, ale) or yearly (clothing
materials)

b) Everyone has their own "consumption day" to make sure they all don't rush to eat
at the same time

c) Supplies counter reworked to account for that change + should be much more
optimized now

-Loyalty rework

a) Loyalty is split into Approval and Public Order

b) Peasants now have their individual approval memory, diminishing the approval
rate up to a year after something affected it (like hunger)

c) Public order doesn't have effects yet but will cause crime if low in the future
builds

d) A new approval summary showing all the current and past events influencing it

e) Multi stage need system: For example hunger goes from 2 (full) to 1 (hungry) to
0 (starving) and only then death

-Firewood rework:

a) Brushwood is out again. Lol.

b) A new building (Woodcutter Lodge) is added solely responsible for firewood


production.

c) Woodcutter camp changed to Logging Camp and ability to chop firewood was removed
from it to keep the function of two buildings very clear.

-Marketplace rework

a) Instead of placing modules close to each other, you need to plot the area first
and place the modules on top

b) Market area allows you to place stalls within its perimeter

c) Well is now a separate building

d) Market stalls no longer sell goods to travelling merchants, instead they supply
residential houses with goods. There is a food stall, firewood stall and a clothes
stall.

-New bailey system

a) A bailey is a plot type created to design manors (castles)


b) All manor modules must be placed within the bailey area

c) Bailey is automatically surrounded by a wall and requires a gate for entrance

-Rewrote the animation system to run more reliably and more efficiently

-Peasant voice lines added

a) Peasants now will say voice lines when you click on them, relevant to the
current situation more will be implemented gradually]

b) Added speech bubbles to clarify who's speaking and added the reason in
parenthesis (for example: is homeless or recent fire)

Smell layer added [WIP]

a) A new smell overlay

b) Some buildings (tanner, flax pond) cause bad smell, limiting upgrade levels of
nearby residential plots [WIP]

-Missing collision/socket data added: Cottage LV1 (all variations), Forager, Tent,
Church, Farm (core)

Minor changes:

-Homeless camps added next to the starting Hitching Post. They disappear once
homeless got accommodated

-Few so called "Lazy actions" added back, for example peasants might sit around
when there's nothing to do

-Added a second check if a space is obstructed by other peasants when initiating


conversations, to avoid clumping

-Improved field snapping accuracy [not perfect yet]

-Starting supplies are now separate form the Hitching Post. They auto demolish when
exhausted.

-When placing roads, only the closest road snapping point of a building will
highlight

-Some buildings (supplies, tents) have zero road snapping points since they aren't
really needed

-Separated "Storage limit reached" and "Storage exposed" problem types


-Updated seeking idle work algorithm

-Relocated the "enable idle labourers" button to make it more a part of the main
gameplay

-Algorithm tweaks governing where to put the resource when peasant drops it into
the building (av. slots are sorted by distance to avoid teleportation)

-Animated door system & stair system [only some buildings]

-Emergency pathfinding mode activates if someone gets pushed into a terrible corner
and can't get out

-Banner creator treatment fields removed

-Population list polish

-Logbox notifications polish

-Oxen now transport logs into storage yards if needed

-Log notification added when wild animals migrate

-Ater clicking a peasant the camera zooms smoothly

-You can now press to zoom/follow the Oxen

-Zoom speed depending on the framerate fixed

-Double MMB to reset the camera enabled back

-Handcarts are required for barrel transportation (Ale) [to be tested]

-Handcarts spawn only after the construction is finished

-Conversation system revised with separate animations for talking/listening to


reduce copy-cats

-New buildings: Tannery (lv1), Weaver workshop (lv1)

-Some building construction sites have visible log stands that workers process,
some have ladder props too

-Field material rework again/sampler optimization + parallax bump effect re-added


but without glitches this time (thanks to one genius internet feller)

-Story message screen rework with a proper story intro message

-Woodcutters don't guide their own oxen anymore, the ox needs an unassigned worker
or a worker assigned to the hitching post

-Guide reservation system: The ox won't let that guide go until all the work is
done

-Forester no longer plants in the winter

Gameplay:
-Gatherers harvest brushwood from Pollard Trees instead of Woodcutters, however,
Pollard trees are temporarily removed from the game for demo purposes

-Hunting bow range increased (can make hunters more efficient), hunting camp
storage changed to 12 pantry & 4 generic

-Debranching rate doubled

-Humble beginnings quest cottage requirement lowered from 8 to 5 again

-Woad and Yarn resources REMOVED. Linen changed to Cloth and Cloth can be made both
from Wool and from Flax (future: fiber)

-Instead of generating with the region center in mind, water veins generate through
the spawn position to ensure more balanced generation

-"Ale" now belongs to Commodities and is stored in the Pantry

-Ability to relocate *all* forest related buildings added

-Storehouse objective moved to quest nr 1

-"Tools" resource (re)added and it's needed for farms and veggie gardens

-Hitching post can employ 2 workers

Optimization:

-Level of Detail meshes added: Outhouse, Tent, Fireplace, Peasant Cottage Lv1
(variations A, B, C), Woodcutter Lodge, Small Granary

-Landscape material optimization

-Global material unification to reduce proxy LOD draw calls with as smooth
transitions as possible

-Rebaked the fence posts to parallax mapping to save polygons, also reduced
flickering

-Multithreaded loading of spawned new unit meshes

-Skipped landscape stencil depth pass for outlines and replaced it with a fake
transluscent plane

-Greatly optimized the 'is connected to road network' check for former wells (and
current market areas)

-Population list update timers optimization

-Building (inventory) panel optimizations

-New building card images/UI panels added

-Loading times improved

-Dramatically optimized the construction animation setup process


-Tree trunk blending on low material settings crude optimization

-Unit shader update (updating instance transforms) optimization

Sound:

-Ambiences added: Homeless camp, Hunting camp

-Resource fx added: Firewood, log, Small Log, cloth

-Pickup/putdown grunts polished

-Deer skinning sfx readded

-New building signatures: Weaver, Well, Homeless camp, Firewood cutter, Tannery,
Farm, Storehouse

Bugfixes:

-Woodcutters not chopping firewood fixed [not relevant anymore though]

-Goat shed levitating water fixed

-Shadow rendering on the opening "cinematic" shot fixed

-Hunting camp not building fixed

-Archer fire range UI displaying in the center of the map fixed

-Road flickering reduced

-Another idle worker infinite cart equip/unequip fix [TO VERIFY]

-Typing in the player name in the main menu fixed

-Warehouse workers supplying empty stalls with silver fixed

-A safety check added to see if the starting ox spawns properly ALWAYS

-Peasants hijacking the handcart from their workplace to supply their homes fixed

-Oxen not being able to collect logs for more than 1 woodcutter camp fixed

-Being able to employ "ghost" workers in the market fixed

-If someone snatches a resource from someone else, the person with the missing
resource won't perform the grab animation

-People supplying their homes take into account what others are already bringing

-Hunting bow offset polished & hunter animation polish

-Fir trunk blending fixed


-Camera shake setting fixed [TO VERIFY]

-Extra pathfinding verification added if a peasant gets stuck in a newly built


fence

-Building height adjustment overcompensating building bounds fixed

-Population stats will now show burghers (lv2 residents) correctly, even if they're
drafted

-Berry gatherers don't gather if storage limit is reached

-Pathfinding points sometimes not being generated fixed

-Peasants supplying workplaces from their own workplaces weird loop fixed

-Buildings constructing with invisible parts fixed

-Oxen not aligning themselves to log piles properly fixed

-"snap buildings to roads" affecting road pathfinding fixed

-Construction animations sometimes not fully finishing fixed

-Firing all workers erases the 'work area empty' problem banner

-Idle workers not returning to their primiary jobs fixed

-Peasants looking the wrong way when constructing a building fixed

-Idle workers won't cause 'work area empty' problems to arise anymore

Cosmetic:

-Hunting camp: Stored meat and hides are now visible

-Tree details setting added with further LOD fade outs on ultra

-Tent wind is back (Epic material settings)

-Log supplies adjust to slope

-Road forks on building road connection points

-Road streching on fat roads improved

-Building tooltip appearance preview added

-Smooth smoke fadeout

-Hauling cloth resource visualization

-Toppled trees adjust to slope

-Weaving tool (Distaff) and animation added


-Construction animation algorithm rework: Balks are visible on the ground gradually
instead of being dumped all at once

-Field shrubbery spawns more inside not to overlap roads

-Leaves disappear during debranching

Experimental/Temporary/Lookdev:

-Baron scenario temporarily locked

-Wet foliage gets darker

-You can employ a worker in the hitching post (the ox handler)

-Camera height based ground specularity adjustment

-Close up foliage culling disabled

-Fog smoothed out

-Impact effects play on double speed as well

-Removed the emissive material on the arrows to make them blend in more (less
readability tho)

-Region panel layout changes (livestock is a resource)

-Switched to 8bit distance fields (soft shadows) from 16bit to 8bit. Less smooth
transitions but half the memory cost.

-Pollarding removed

-"Lazy" pathfinding obstruction verification system: Instead of calculating it all


instantly, the workload gets spread over many frames for smoother optimization

-Follow mode sets the game speed to 1

-"Can relocate" building card symbol removed (cluttered, shows in the tooltip
already)

-"Snap to neighbours" checkbox removed (didn't work properly with border rounding)

-Binaural fx disabled - was never sure if it even worked correctly so not worth the
extra processing power

-Malthouse changed to brewery to make ale access possible in the demo

-LPV (bounced light) removed, just caused issues. Rip.

//-------------------------------------------------------------------------------
Version 0.4.7.1

Minor changes:

-A double check so that peasants can't die from basic needs if there is
food/firewood present

-Resource rendereing cull distance override when setting work areas

Gameplay:

-Cold rate lowered to 4/day

-Every tradepoint has oxen for import

Crashfixes:

-Disbanding units when hovering them

Bugfixes:

-Plots not rotating properly fixed

-Residential alert icons hovering at wrong height fixed

-Peasants not always regaining warmth in the warm seasons fixed

-Builders who work on one site tend to change their mind and go to another site
fixed [to be verified]

-Extension UI tooltip fixed

-Woodcutters not chopping down trees because there are abandoned logs outside the
work area fixed

-Berry resources going into negative fixed

-Animals being impaled on tradepoints fixed

-Peasants not warming up if cold outside of winter fixed

-Merchant construction asset fixed

-Livestock stuck with the trader after he finishes importing fixed

-Lord/Lady's name character limit added

-Wrong construction meshes used for the Trading Post and Livestock Trader fixed

-Fingernail normal map offset fixed


-LPV setting actually does something now

Cosmetics:

-Crops are invisible during winter no matter if they're technically growing or not

-Traders now have travelling backpacks

-Trading Post dirt layer added

Experimental/Temporary/Lookdev:

-Circular building selection decals removed

-Brought back the ability for traders to import/export again without the cart
update

-Ambient occlusion noise layer + fog tweaks to make rainy weather less flat looking

-Added a noise sampler for unit snow cover in the winters

-Added a dim fake closeup light for cloudy weather to make the shots less flat
looking

//-------------------------------------------------------------------------------

Version 0.4.7 “He who plants a tree, plants a hope.”

Major changes:

-A game setup screen with difficulty settings (more settings will be enabled as we
go)

-Forager is now a Gatherer's Hut and gathers all kind of forest things (for now:
brushwood, berries)

-Woodcutters don't collect brushwood anymore

-Ability to define the work area for the Gatherer Hut, Woodcutters lodge, Hunting
Camp, Granary, Storehouse, Farm (more buildings will be added later as requested)

-Reforestation system:

a) A new "Forester's Hut" building, of which workers plant new trees

b) A new "Forest management" development branch that unlocks the Forester


c) Trees now can adjust their shape dynamically - border trees grow lower branches,
making forest edge more realistic

d) The forest litter generates and erases dynamically when the forest area changes

e) Pollard trees require the Pollarding development branch

-Development tree screen rework:

a) The tree is now larger. You can drag to scroll around it and use mouse wheel to
zoom in and out.

b) Branches are reorganized into 4 core builds, agricultural, woodland, industrial


and mercantile

c) Ability for a branch to be unlocked by more than 1 branch (example: charcoal


making can be unlocked both by woodland management and mining)

PLANNED: Lines connecting the nodes light up when a branch is unlocked

Minor changes:

-A label override system to get more precise task descriptions, eg Oxen will
display if it's waiting for a guide and not stuck

-A new algorithm picking the variation of residential buildings to minimize


repetition

-Peasants will now not travel again home to eat to reduce the commute times

-Road tool won't allow to begin a road if the cursor is blocked anyway

-Added a problem banner where there's no resources left to harvest in the work area

-Storehouse workers use handcarts now for more efficient transportation

-Transport limits logic update, for example if a handcart is set to pickup 10


berries and only 9 are present at arrival, it will pick up the 9 instead of failure

-Well now has a single road snap point to make making roundabouts less tempting

-Settlement level moved to the development view

-Oxen collision radius increased

-Town name limited to 20 characters

-"Work area empty" problem won't show if other workers in the workplace are still
in the process of gathering resources from it

-Further ox behaviour changes

-Bringing resources for construction logic updates for improved efficiency

-Optimization work
-Plot slicing algorithm changes

-Woodwind only version of "Foundations" track removed

-"AI aggressiveness" setting moved from scenario picker to the game setting screen

-PS4 Pad support reimplemented to enable grabbing smooth trailer shots

Gameplay:

-10% more slope tolerance for plots on uneven terrain, but less tolerance for the
Large Granary

-Cold rate increased to 6 per day

-1 felled tree drops only 2 brushwood

-Secondary family members tend to spend more time at home

-Windmills get 250 generic & 250 pantry storage

-Ox farm cost increased to 4 logs

-Tighter market stall bounds

-Construction workforce is limited to: 5 + amount of timber used

-Hunger rate and cold rate increased 3x

-Max logs lying to be collected before chopping down more trees increased x2

-Shrine storage space removed

-Baron extortion rate depends on the AI aggressiveness setting

Crashfixes:

-Deleting a building crashfix

-Disbanding a unit crashfix

-Attacking the oxen crash fixed

Bugfixes:

-Windmill efficiency not being affected by nearby buildings fixed

-Tax collector timber beam glitches fixed

-Peasants massively overeating food fixed

-Peasants should now properly eat food stored in their homes as priority
-Livestock traders stealing oxen from AI fixed

-Ox following a livestock trader getting stuck fixed

-Livestock traders paying the wrong prices fixed

-If money transfer for livestock trade is not successful, the animal won't follow
the buyer

-Livestock traders stealing oxen from each other fixed

-Army waypoints randomly drawing in the background fixed

-Ability to sell Yarn re-added

-When joining a new workplace, the idle timer gets reset, removing unnecessary
extra delays

-People without homes can freeze to death in the winter again

-"Storage full" notification not showing for woodcutter logs fixed

-Ploughing vfx vertical offset correction

-Selling livestock bugfixed (aka infinite money glitch)

-Event prompts shouldn't block the cursor click anymore

-Merchants/Trading posts overbuying commodity requests fixed

-Ox guide entering stealth mode fixed [to be verified]

-Birds getting stuck and not flying fixed

-Ability to spam "Begin game" fixed

-Retreat position not found for bandit units fixed

-Storage not updating after consuming firewood fixed

-Oxen (and other units too as a matter of fact) bringing too many construction
supplies fixed

-Baron not growing population fixed

-Snowy cliffs fixed

-Idle hunters constructing not unequiping their bows fixed

-Multiple oxen clumping over the hitching post fixed

-Controls tooltip not fading out properly fixed

-Woodcutters getting blocked if a tree falls on a house, more algorithm tweaks [to
be verified]

-All road guide points updating without reason on road construction fixed
-Deer lair not updating after being moved by deforestation fixed

-Construction workers blocked by a higher priority building still gathering


resources for construction fixed

-Militia: Ability to set the target squad size fixed

-Archers looking the wrong way when shooting fixed

-Archers not releasing arrows fixed

-Idle timer bugfixes

-Weaver bench animation offset tweaked

-Hunters stuck if reached hunting limit but another herd is present in the region
fixed

-Ability to add too many stalls if clicking quickly enough fixed

Cosmetic:

-New coat of arms symbols: Wheel, Wall, Triple Leg, Sword, 2 Dragons, Crown
(curved), Bear, Griffin head, Hydra, Ox, Troll, Wyvern

-New coat of arms backgrounds: Clover & Angled Wall

-Overlay legend button press sfx added

-Broadleaf winter snowy branch tops (on Epic material quality)

-Large granary polish

-Handcart offset polish

-Snow displacement re-added

-Another dirt noise layer

Experimental/Temporary/Lookdev:

-All rectangular buildings now get rounded borders

-Floating town labels removed

-Even narrower default roads

-Allow idle workers is off by default

-For the convinience of the alpha testing, technologies will show their
implementation status in the tooltip, for example "Fully implemented", "Broken" or
"Not implemented"

-If a peasant has a family, the wives and sons supply the house while the husband
stays at work
-Cinematic mode letterbox hidden

-Realm conquest locked temporarily

-Drawing waypoints for units disabled temporarily

//-------------------------------------------------------------------------------

Version 0.4.6b hotfix

-Commodity supply crashfix

-Livestock panel: Herbs swapped for Oxen (oops)

-Lv2 Cottage Roof clipping correction

-Disabled idle peasants visiting random buildings ("Going somewhere...")

//-------------------------------------------------------------------------------

Version 0.4.6

Major changes:

-Updated NDA

-Regional wealth rework:

a) Wealth propagation hidden/removed

b) Individual house wealth hidden/removed

-Tax updates

a) A new tax collector building

b) Tax collector now is a Manor Module, and taxes are controlled via the Manor once
the module is built

c) Tax collection effectiveness removed, tax collector job removed


d) Separate "Taxes" tab added

-Trade update:

a) Trade Post (former merchant) "auto supply" removed

b) When Free Merchants visit the town, Trading Post employees automatically try to
fulfill commodity requests for the townsfolk

c) Livestock Trading Post - added new UI to set trading targets directly in the
building

d) Trading post requires a "trade wagon" upgrade to do imports and exports


[impossible to get it yet]

e) Changed the auto supply function into a checkbox enabling trading post to
fulfill commodity needs

-Firewood rework

a) New resource: Brushwood

b) Changed the top bar's firewood into a resource collection called "Fuel"

c) Peasants can now warm up with either firewood, brushwood or charcoal

d) Debranching felled trees now creates brushwood

e) Peasants will now collect said brushwood from the forest

f) A "Collect brushwood" checkbox in the woodcutter

g) Added the "Pollard tree" - requires settlement lv 1, when it's grown,


woodcutters can harvest extra firewood from it [WIP: temporarily insta grows]

-Family mechanics update

a) Other family members (ladies, sons) will try to help with whatever the husband
is working on [MIGHT CAUSE NEW BUGS]

b) Sons will now participate in construction

-Logistics update:

a) New ox guide searching algorithm: Peasants shouldn't rush to guiding oxen if


there's a free peasant available nearer

b) Every worker will help transport goods to the Warehouse/Granary if the workspace
storage space is 3/4 full
c) Same with homes and occupants [MAY CAUSE BUGS]

Note: Warehouse workers aren't using handcarts properly yet, nor storing logs -
it's still WIP

Minor changes:

-Road tool update: Trying to match the organic smoothness from earlier builds with
guided precision when avoiding obstacles of the later system

-Added new settings: Light Propagation Volume, Light Shaft, specular mode (to limit
flickering with FXAA)

-"Town square" and "Manor" hubs display name change after module expansion unified

-Per capita tax (currently called "Geld") changed to a "per family" calculation

-Oxen added to the top bar livestock category

-If oxen is walking on its own and the guide is far, the guide can run to catch up
to it. The oxen might stop, too.

-When picking up stuff, the task instantly changes to a drop resource task

-Added a storage category "Hidden" so that water doesn't take storage space [I
think it didn't solve the market storage bug however]

-Building placement won't collide with "soft" resources like Berries or Brushwood,
instead it will delete them (: Note: Needs a red outline.

-Fertility grid now updates slowly in the background, should be far more optimized

-If a unit is inside a house/garrison and the entrance is obstructed, it will try
to push the other person out of the way

Gameplay:

-Vegetable garden yields reduced by 30%

-Made debranching felled trees significantly quicker

-Egg and milk yields halved

-Family members will start moving in even before all homelessness is solved

-Oxen value increased 5x, Firewood/Brushwood value halved [it's rounded, low values
may come out similar after hidden calculations]

-Hunting Camp Pantry space increased to 10

-Average peasant walking speed increased

-Extension and residential upgrade cost increased


Bugfixes:

-Livestock trader building floating rafter fix

-Random slow-mo peasants fixed

-Berries and woad getting dropped all over the place fixed

-Camera & construction elements should not rise over obstacles like felled logs
anymore

-Animal trap yields not recurring fixed

-Travelling merchants not taking the stock when buying goods fixed

-Cane/Hoe/Shovel stances and walks are back

-When field is set to fallow, fertility should now properly regenerate

-Extension yields (eggs, milk) update resource count and visualization

-Fertility overlay not updating properly fixed

-If you expand the retinue, all members should now properly rally

-Extending retinue always spawning a banner carrier fixed

-Invisible banner fix

-Some random units having huge unit "circle" decals fixed

-Archers not facing the enemy when shooting fixed [requires extra testing]

-Auto select trade tab when selecting town square fix [Needs verification, works in
editor but not always in a shipped build]

Crashfixes:

-Crash when calculating the army center fixed

-Various recruitment & battle related crashfixes

Cosmetic:

-Wobbliness on moving objects adjusting to ground height reduced (eg. wobbly oxen,
horse)

-Livestock market - a new dynamic sound cue

-Added some building panel images

-Time control/Season UI got bigger

-A new LV2 house variation


-New tax collector model

-Thicker wheat that fades out further

-Updated st. George's banner design

-Randomized banner wind that is connected to to the global wind (but always has a
minimum value)

Temporary/Experimental:

-F8 added as the alternative ` console key

-Climbing/Downhill and stream slowdown removed temporarily (caused problems)

-Ability to disband units if overpowering the enemy anyway disabled (caused


problems)

-If player coat of arms not found (eg in example battle), it defaults to the st.
George's cross

//-------------------------------------------------------------------------------

Version 0.4.5

Minor changes:

-Timber & 'Town square' tutorials updated

-Town square stalls list: "available" changed to "relevant" and now showing also
your current stalls

-After connecting market stalls to the well it will be displayed as the "town
square" [for now only in the building details panel, not on hover]

-Discarded the placeholder dies irae chant track & the "Gentle Cold" winter track
updated with new live instruments.

-New male choir version of the "Kings & Paupers" track

-You can cursor hover over the animals [not follow yet]

-Animals get names

-Construction Category icons/order tweaked

-Added enhanced 'enable free labourers' tooltip


Crashfixes:

-Fixed a crash when failed to pay mercenaries cause they are probably dead

-Crash when exporting goods fixed

-Random crash on slower CPUs caused because of a bad pointer fixed

Bugfixes:

-Supplies accounting firewood wrong again fixed

-Humble beginnings quest not triggering again fixed

-When selling goods on the markets, the value not multiplying by the number of
goods sold fixed

-Victory screen repeating after pressing continue fixed [To be verified]

-Stall modules not joining up properly fixed

-Modules sometimes connecting up to random buildings fixed

-Objects fading in when changing settings fixed

-Map colors sometimes disappearing fixed

-Fixes to cloth simulation bounds calculation for the banners

-Upgrading Residential not giving Dev points fixed

-Animations glitching when ending fixed

-Floaty hunting camp firewood fixed

-Yet another drifting cart bugfix

-Being able to build roads outside controlled regions fixed

-"Plot too small" won't trigger until you place 3 points

Cosmetic:

-Further shadow bias tweaks & LPV tweaks

-Winter road tool adjustments

Temporary/Experimental/Lookdev:

-Hitching post insta builds (as a workaround to the missing settler wagon)

-Road edges poking through the snow removed


-Reenabled light shafts [??]

//-------------------------------------------------------------------------------

Version 0.4.4

Minor changes:

-Terminology iteration [WIP]: Silver is now either "Wealth" (regional) or


"Treasury" (players)

-Enabled the ability to hire nobles and expand the retinue

-Garrison Tower extension enabled

-Manor displays module range

-If placing a building module while having multiple module cores in the region (eg
2 wells), it will join the first module core IN RANGE it can find

Gameplay:

-Plant growth speed x1.5

-Manor requires settlement lv. 1

Crashfixes:

-Two unit passing each other causing a crash fixed

-Another merchant crashfix when buying goods from the tradepoint

Bugfixes:

-Crafters will check if the goods they're using aren't reserved already (eg logs
for construction)

-Unified the house/extension icons visibility with the field border visibility when
hovering the UI

-Intro quests order fixed (but 2nd quest still bugged)

-Invisible vegetables fixed

-Vegetable never fully growing fixed

-Manors should now show the retinue size and max capacity correctly
-Retinue members have names

-When disbanding a unit, banners get removed properly

-Black boxes sometimes showing in construction phase fixed

-Squad icon jumping on higher game speeds fixed [needs verification]

Cosmetics:

-Ox and residential lv1 UI building panels added

-Lv 1 Manor Palace roof fixed [still needs work] and element ordering improved

//-------------------------------------------------------------------------------

Version 0.4.3

Minor changes:

-Ox collecting logs priority adjusted

-Food spoiling removed

-Further pathfinding tweaks

-Debranched logs waiting for transport adjust to ground slope

-Rebellions don't trigger for Lords with 'villain' trait (for now it means the
Baron)

-Road snapping "pathfinding" precision improved, and it also tends to avoid already
placed roads

-Road dummy collision check added before placing any road point

-AI won't try to fight the bandits if they are pestering other players

-New sound cues for rebellion and high loyalty

-Message requests will temporarily fade out when displaying important event
notifications

-Soldiers ignore ladies for now and not stab them

-Added a "goods looted" prompt

-Militia recruits won't flee from the enemies

-Building tooltip will show 'on fire' if on fire


-Merchants will try to avoid regions that are under attack

-Squad icons & resource icons conform to flattened map in the map view instead of
levitating high up

-Choosing field will auto-select the crop overlay

Gameplay:

-Bilhook attack range increased

Crashfixes:

-Merchant import crash

Bugfixes:

-Population counter shows total population as it was supposed to

-Dead do not count as possible recruits :)

-Utterly broken rebel characters fixed

-Fixed peasants animations breaking if under attack

-Fixed rebels not attacking peasants

-Soldiers getting stuck with peasants fixed

-Peasants transporting something will also try to avoid raiders if they're close

-Raiders won't loot worthless goods... like water from the well or transitionary
crafting resources

-Rebels now have red ("enemy") UI circles

-Field snap links collision check algorithm bugfix

-Erase road vegetation typo fixed

-Raiders losing their weapons when looting fixed

-Fixed peasants stuck in a back and forth loop when running away from falling tree
on time speed 16

-Merchants spawning on streams fixed

-Woodcutters refusing to do any kind of work if too many logs are lying around
waiting to be transported fixed

-Rally points won't catch fire from fire propagation


Cosmetics:

-Church roof/fence shading fix

-Shadow bias adjusted

-Shrub textures adjusted again, to blend more softly in the winters

-Event message style refreshment

-Town labels fade out with distance (dependent on the zoom level)

-Field snow brightness toned down

Temporary/Experimental:

-Animals might try to avoid raiders too

-Peasants drop the inventory they're carrying they're under attack [for now it gets
destroyed]

//-------------------------------------------------------------------------------

Version 0.4.2

Minor changes:

-Reichenfurt guaranteed berry spawn added

-Scenario select button sound cue

Bugfixes:

-Stuck merchants fixed

-Deer circling reduced

-Rotate plot button disappearing fixed

-Banners should now spawn properly

-Fixed the problem banner of 'storage/pantry full' not properly showing after
crafting output exceedes the storage limit

Crashfixes:
-Militia targeting rebels crashfix

//-------------------------------------------------------------------------------

Version 0.4.1

Minor changes:

-Reichenfurt unlocked as spawning location

-The robber baron won't try to expand his town as much

-New [WIP] winter OST track

-Woodcutters won't chop new trees until all the logs are collected

-If AI can't connect road somewhere, it will stop trying after a few attempts

-ESC will now break the intro camera sweep and exit cinematic mode

-Some extra landscaping work

Crashfixes:

-Merchant auto supply crashfix

-Fixed crash when left clicking a tradepoint

Bugfixes:

-Plants not growing and no egg yields fixed (hopefully)

-Fixed some tradepoints not connecting to roads properly

-Some road gaps closed to help the traders correctly navigate

-Additional bugfix to "are buildings connected by roads" check algorithm

-Baron scenario buildings & roads properly remove from the other modes

-When deleting a building, the problems related to it will erase

-Ability to repeat the same paragraph in a letter removed

-"No command over the region" / building dummy getting stuck off map fixed
-Ploughing speed bug fixed

-Market peddler stuck fixed

-Slight randomization for placing goods to a stall to reduce traffic jams

Cosmetic:

-Increased virtual texture overlap on the map edge to prevent weird smugdes

Temporary/Experimental/Look dev:

-Shrub texture adjustements, grass tweaks

-Skylight greyed out

-SSS on trees tweaked

-Light propagation volume reenabled (global illumination)

//-------------------------------------------------------------------------------

Version 0.4

Major changes:

-Scenario selector

a) A "Robber baron" scenario where the there is a powerful hostile lord to defeat.

b) A "Conquest" scenario is the default free for all.

b) A "Road to Prosperity" scenario is a free build mode.

-Landscape redesign [WIP]

a) Significant land sculpture changes

b) Borders follow the natural terrain shape more accurately

c) More realistic forestation levels

d) Texture updates

e) Increased region sizes


f) New cliff system & look

g) Further naming changes

h) Streams added and they significantly slow down troops

i) Advanced region triangulation that allows for more complicated, concave region
borders

-Diplomacy improvements

a) Added blackmail letter paragraphs: Request for Silver and a Threat

b) Requests create quests to track if the player is fulfilling them, forcing the
players to respond

d) If recipient doesn't reply in 30 days, it counts as a negative reply

e) [WIP] Lords can now have traits and these traits can limit or expand diplomacy
options (for now no way to gain traits yet)

f) Lords can offer peace in return for a payment

g) Lords can now offer to pay in a longer time, triggering a timed quest

h) Diplomacy paragraph UI updates (rework of target region/amount/time input)

i) Better Diplomacy screen UI to window size adjustment & overall UI polish

j) Letterwriting will now pause the game

k) Peace treaty can now be properly accepted or denied

j) Breaking peace treaty adds a "Traitor" trait, forbidding further treaties

-Tradepoint rework

a) Tradepoints moved outside the map and can't be conquered anymore

b) They're stacked with various goods ready for import from the beginning of the
session

c) Traders no longer settle down on them

d) Silk and spice shops removed (they were disabled anyway in the recent versions)

e) Tradepoint positions and available goods for import are randomized

f) Livestock markets removed

-Modular buildings system:


a) Town center is now split into individual modules similar to the Manor modules

b) You have to place the extra modules close to the existing module zone

c) Market modules will provide seller slots to the town center, and market stalls
will roll out as you employ workers

-Further pathfinding reworks

a) Increased precision of following the pathfinding points, should solve some


pathfinding issues and help cart drifting

b) Extra collision check to prevent units pushing themselves into walls and getting
stuck there

c) Optimization of pathfinding algorithm to use less memory copying operations

d) Major reworks to how squads calculate paths, including stuterring fixes for very
far queries

-Reworked development tree [WIP]

a) Back to the circle! But this time more orderly and structured

b) Animal trapping branch prototype: Hunters will leave rabbit traps in the forest
and they will occasionally provide extra meat

c) New crop unlocked by the "Cultivation" branch: Rye, which is less resilliant to
Wheat but gives larger yields

d) "Crop rotation" unlocks Barley and Flax

-Extra family members per household (adult sons, 1 per house level).

a) [WIP] Sons help with the job the family was assigned to

b) Sons can be rallied into militia

-Fertility rework

a) Fertilities for crops are spatially randomized at the start of the session

b) A new overlay system plus a fertility overlay

-Recruitment update

a) Militia quality is now tied to residential level

b) New units available to muster: spear militia, archer militia


c) Ability to change the target squad size

d) Reworked the recruitment panel as a main tab

e) "Distribute equipment" mechanic removed (because the armour will be bound with
residential level now)

f) AI can rally and disband the retinue

-Mercenary system update

a) Mercenary companies are back in the game

b) Mercenary monthy payment collection implemented

c) If payment is unsuccessful they retreat and leave the map [WIP]

d) AI can recruit mercenaries again

e) Mercenary company trait implementation [WIP]

Minor changes:

-Peasants now have to fetch water from the well

-Added the ability to import oxen

-Few more buildings now have circular borders

-Granary workers now have a scoring system (inverse distance from the granary
multiplied by number of goods waiting to be moved). This should ensure they will
collect that 99 wheat faster than the 1 berry.

-Added more filters to the population list incl. livestock to find missing oxen

-Plot placement tool will avoid overly sharp angles to prevent some weird ass plots
being placed

-Firewood slider changed into "chop firewood" checkbox in the woodcutter lodge

-New Ox moo's

-Horse neighs re-implemented

-Firewood tutorial popup added

-Hunting slider changed to "+" and "-" buttons with editable text box, and
shift+click 10x multiplier for faster editing of larger numbers

-Building tooltip will say "under construction"

-Locked the ability to disband if the unit is still rallying

-Actually, I locked the ability to select/control a squad at all if it's still


rallying

-Better algorithm for Steepness calculation for plots

-Trade view target inventory + and - buttons implemented

-Thunder sound effect will only play if the rain is intense

-AI expanding residential too quickly corrected

-Quest objective text will now wrap if it exceedes border limit

-Added a "Transitionary" resource category like the deer carcasses being skinned,
and some resources like water are now hidden from the UI unless in debug mode

-The market UI now has a 'available only' filter

-Ability to rename your regions reimplemented

-Different sound cues for quest message and diplomatic message

-Unread messages stacking and displaying unread message count

-House plot fitting algorithm improvements and optimizations

-Show surplus/all stored toggle in the region resource panel

-Residential storages will now be treated as reserved goods

-Mercenary screen pauses the game

-Stocks are shown in the trade panel

-Quest titles and objectives will now look for a translation key

-Game setting to turn on/off AI aggresiveness

-Units will now slow down on extremely sharp downhill slopes instead of speed up

-Battle music now triggers when enemy squads are in the region or a battle
challenge is active, and "town" music triggers when you reach settlement lv 2

-Combat & charge push forces adjusted

-Windmill moved to the "Farming" category

-Added the functionality to preview fertility changes realtime

-Squads will try to reform their line after their enemy tactically retreats or
breaks

-AI will turn off tight formation after the battle is over

-AI can disband units when there's no need for them (crudely)

-Squad ribbons hide in map view mode

-Task update optimizations: No longer always ending the current task after
animation finishes (better optimization but can cause new bugs)
Gameplay/Balance:

-Stone no longer can be damaged by bad weather

-Denser water veins + a vein point in the center of the region that should make the
starting positions more balanced

-Base fertility for every crop is now spatially randomized at the start of every
session

-Food spoiling threshold increased to 100 units (food will only start to spoil
after you have over 100 units stored in a non-granary building). This is different
to it being destroyed by the rain.

-Changed ox priority - prefers taking logs to the woodcutter and then construction
(to prevent a firewood crisis), also flip flops between the two to prevent getting
stuck and not constructing

-It won't account logs into your stocks until they are brought to the woodcutter's
lodge

-Pasture maximum slope increased

-Farm and field don't require a dev branch anymore, instead they require Settlement
Level 2

-Manor requires Settlement Level 2 too

-Fire destruction speed increased 2x

-Churches no longer give loyalty. Instead, people will demand a church to be


present in the region after getting it to the village settlement level

-Soil fertility regenerates for crops other than growed, up to the local limit

Bugfixes:

-Firewood supply meter algorithm fixes

-If a tree falls down on a pathfinding obstacle like a fence, the code will try to
adjust the debranching positions until it can somehow resolve it

-Firewood makers will now count other firewood makers to match the target limit
better

-Road placement pathfinding fixes

-Field edge distortions fixed

-Tiny bit of remaining levitating fixed

-Road curvature adjustment should work again {OR IS IT}

-Construction workers when being assigned to a job refused to stop construction -


fixed

-Deer registering as livestock after breeding fixed

-Floating campfire rocks when constructing fixed

-Building to road snapping bugfixes

-"Snap to roads" checkbox now should work for plot placement

-Rallying flag should be visible again

-After deleting the manor, retinue would become homeless and would never find home
if you rebuild it

-Soldiers will now properly consume food from the nearest friendly region

-After disbanding the squad, selection circles are removed

-Recruitment pace fixed

-Ability to quickly double click "accept" on the messages fixed

-Questlog bugfixes

-Squad pathfinding glitch that appeared on travelling long distances fixed

-"Too steep" tooltip warning added to non-field buildings

-New diplo message prompt is now properly centered [TODO: stick it into a side
thing?]

-Hunters won't skin new animals if storage is full

-Peasants won't try to start conversations with rallied troops, pulling them out of
formations randomly

-Pressing construction/road/setting should properly deselect units now

-Quests to have a certain building now account for its upgrades

-When sending multiple units far away, one would go to (0,0,0) - fixed

-Game should trigger properly if all the peasants are murdered

-When construction is complete, UI should now update properly

-Homeless people can talk to each other again

-Fixed soil fertility lookup not working closer to the map edge

-Peasants ploughing fallow fields fixed

-Rallying militia will now drop their carts before mustering

-Fleeing squads should now properly reform after reaching their retreat point
Cosmetics:

-Empty extension slots - extra paths and texturework

-Grass, foliage & shadow tweaks

-Roof hue variations

-New building models: Merchant

-Horse wagons now follow the horse rotation better on turns

-Construction animation element reordering for majority of the buildings

-Randomized lv 2 Cottage daub tints

-Road width noise added and a road sideline texture layer

-Roads get wider next to residential areas [and markets: todo]

-Woodcutter cabin will be height adjusted to the entrance, allowing it to sink in


more if on slope

-Bald people can now spawn too, rarely

-Extra fx when chopping wood to firewood

-New merchant sound effect

Temporary/Experimental:

-Map view won't trigger when scrolling if the player is placing a


building/road/field or commanding army

-Total population is shown in the region panel

-Screen space shadows disabled. Dynamic contact shadow adjustment should help grass
blending in when zooming

-Building progress icons only show on hover

-Improved unit movement responsiveness

-Vegetation becomes transparent under cusrosr when a squad is hovered

-Tactical retreat forces slow backtracking for ALL the units in the squad so that
it doesn't "stretch" too much

-Field displacement/tesselation

-Procedural shader in the map view showing forests

Not worth mentioning/internal:

-Crop names are now properly translated


-Storage/Pantry limits adjusted

-Fertility will no longer regenerate if field is just deleted instead of set to


fallow

-Young but broad trees are consider old (wasn't clear why noone is cutting them
down)

-AI receiving quests disabled for now

//-------------------------------------------------------------------------------

Version 0.3.1a

Bugfixes:

Trying to hunt down a specific rare crash that happens when placing residential
plots.

//-------------------------------------------------------------------------------

Version 0.3.1

Minor changes:

-Church dirt paths added, graves added back, granary paths added

-AI won't build hunting camps if there are still empty worker slots in any of the
present ones

-"Adjust height sockets" implemented so that buildings like wells adjust height to
a specific point of the mesh(to prevent wells from levitatnig too high)

-When running away, deer will blend the startle vector and the direction to their
home vector in attempt to go back to the lair

-Open trade overview button added to the trade post

-Quest panel fades out when going into the map view

-Added max steepness check for fields/plots + a landscape overlay to preview hill
steepness

-Market category changes

-Granary workers should now also use handcarts to collect all food
-Added "remove worker" tooltip with a key shortcut

Gameplay/Balance:

-Hand ploughing speed doubled

-Initial quest: Lowered required residential to 5

-Added a follow up quest with more residential, storehouse, and granary, and
another follow up quest to build a Manor

-Peasants will stop plowing their home gardens if winter is near anyway

-Big granary worker cap increased to 6

Bugfixes:

-Totally blocked field/pasture placement fixed

-Retinue rallying crash fix

-Placing residential: plots bugfixes and crashfixes

-2 other random crashfixes addressed

-Corrected Ox offset in the Hitching Post to prevent its head clipping

-Oxen getting stuck in collision with peasants while transporting logs to buildings
fixed

-Fixed the job ID description of the Trader (was livestock trader)

-Rain & snow particles hidden in the Map View

-Levitating spade glitches fixed

-Levitating trader bags fixed

-Virtual texture fixes (levitating oxen, fireplaces, flickering roads - please let
me know if it still happens!)

-Inspect retinue screen border gap fixed

-"Old style"/deprecated timber removed from the market. Actually all construction
resources were removed from trade - they will require extra heavy carts.

-Peasant starting conversations with garrisoned peasants fixed

-Item placement that would get peasants stuck sometimes fixed (looking at you,
small granary)

-Hunger breaking peasant AI fixed

-Supply calculation algorithm tweaked


-Tweaked initial offset from road when snapping buildings to roads

-"Pause work" button not working on fields fixed

-Town label not moving to the town center fixed

-Road tool breaking if you place two points on top of each other fixed

-Trade overview bugfixes

-Ox counted twice screwed with the log count in the top panel, fixed

-Market stall settings now won't display until the town center is fully constructed

-Construction progress UI circle fixed

-Fixed a cart pathfinding bug when two road points were placed on top of each other

Cosmetic:

-Field texture tweaks

-Blackness inside buildings more faded

-Road ends are extended a bit to solve gaps between two roads

-Dirt drawing prioritized over road drawing to make markets more separated from
roads + more dirt blending adjustments

-Small granary gets a permanent door, since nobody is entering that ladder now
anyway [to do: the door adjusting to ground properly]

-Rain further opacity decrease

-Veggies will bend under snow coverage

Temporary/Experimental:

-AI temporarily capped to settlement level 1 (needs more work with more mid game
stuff)

-Max number of extension slots generated capped to 1 for now

-Removed all construction costs of the hitching post

-Small Granary gets back its 1 handcart

-Increased contrast, increased winter fog levels

//-------------------------------------------------------------------------------
Version 0.3

Major changes:

-Architectural rework

a) All the building models were remade or are in the process of being remade in
order to be consistent and unified in accurate style of XIV cenutry Southern
Germany

b) Some of the new buildings now have proper collision (more will be added in the
next updates as it has to be handmade)

-A new "New game" screen

a) Ability to choose your name and portrait

b) A new advanced Coat of Arms/Banner creator

-Trade rework

a) Instead of setting up trade routes individually in Trading Posts / Merchants,


there is now a centralized Trade Overview in the map mode

b) No more travelling free livestock merchants, instead there's a random chance


there is a livestock market spawned by one of the Tradepoints where you can import
your livestock from

c) Traders hired in the Livestock Trading Post and Trading Post automatically
import/export goods based on your settings in the trade overview panel

d) Livestock Market removed (it was also an awkward building, sitting in the middle
of the road and not great looking) and Livestock Trader added as a replacement

-General AI rework

a) AI will now construct towns and sell goods, buy upgrades and collect taxes.

b) Though far from perfect, AI is now able to declare war, press and refute claims,
muster the soldiers and go to battle.

c) Calculating possible building placement by the AI is now multithreaded and will


no longer cause stuttering.

-Pathfinding and Obstacle system updates


a) Optimizations for faster path point link generation

b) For optimization, a check was added if somebody strayed from the path -
pathfinding update will be skipped if not.

c) Some cliffs have pathfinding obstacles, but not all (waiting on the environment
fixes).

-Retinue system rework

a) By building the first Manor you get a small (12 person) Retinue unit

b) Reworked "Equip retinue" screen. Less focus on unification of equipment with


customization options - more focus on the individual members.

c) [WIP] Groundworks for future retinue experience system, perks and cosmetics that
come with it

e) [WIP] Being able to expand the retinue both with money, hiring lower nobles, and
ministerialis - hiring from population and using the armoury inventory

d) [WIP] Each individual member can have their armour upgraded

e) Retinue starts garrisoned as civilians and must be rallied to war, similar to


the militia units

-Early garrison system

a) A system for units to enter buildings (there is no garrison command for military
squads yet)

b) When inside, they perform less AI calculations, helping to optimize large


settlements

-Calculating "field snap point connections" now uses multithreading which should
cause less stuttering

-Storage limits and storage visualisation system:

a) More items stored in the building inventories can be viewed in the game world,
and will be grabbed/placed at their respective places

b) Multi stage resource processing visualization system - for example when skinning
deer the skin is now gradually removed and meat is slowly exposed. This system can
be used for more resources in future updates.

c) Each building now has an inventory limit for three types of goods: Large,
generic and food.

d) When the inventory exceedes storage limits it can be destroyed by bad weather.
-Heavy transport system basics:

a) No more starting outpost, instead you start with a Hitching Post

b) Hitching Post Ox handles transport of Timber. In the future it will help bring
threshed grain to the Granary too.

c) Oxen require someone to lead them. Ladies will now sometimes help with this.

-Runtime Virtual Texturing implementation

a) Large resolution dirt masks streamed dynamically to the GPU

b) Disabled the blobby organic paths in favour of more detailed predetermined dirt
paths

c) Sadly because of engine bugs this can sometimes cause flickering and levitating
objects - to be fixed.

-Residential plot rework

a) Vegetable gardens will fill the whole extension area, making wide plots better
for agricultural regions (future: tighter plots will give "district" crafting
bonuses to balance this)

-Woodcutting rework:

a) Woodcutters will debranch a felled tree on site to convert it to a log

b) Logs are brought to storage by oxen

c) Woodcutters will spare young trees

-Sound rework

a) Added 5 layers of ambience sound that rotate around the camera and adapt to the
surroundings

b) Ambience subtly changes every day

c) Sounds will now have added processing when time is sped up (ambience layer has
lowpass, incidental sounds have reverb)

d) A 3 band compressor is sitting on top of the audio mix (to make the loudness
more even)

e) Army movement ambience is now binaurally spatialized

f) A large dose of reworked UI sounds


g) New bow & archer volley sounds

h) New building sound signatures - made of layers that are randomized for less
repetition. Each time you click on a building the sound effect will be a tiny bit
different.

-Combat improvements

a) Troop movement & behaviour AI updates

b) AI takes into account squads blocking the way when positioning

c) Untrained troops don't follow stances, and have less precise formation positions

d) Arrows get stuck in shields

e) Less perfect marching synchronisation for all troops

f) Soldiers will taunt each other at a distance

g) Increased pushing strength to resolve stuck units

h) AI better formation length matching when attacking

i) Slope [climbing] factor will only affect marching and running soldiers

j) Archer damage algorithm tweaks

k) Hit reactions

l) Archer volley timing/responsiveness improved

m) Collision improvements & smoother position swapping

n) More horn & trumpet sounds

o) Friendly fire radius increased to nerf archers

p) Combat AI will now take more aggressive or defensive stance depending on its
objective

-Road placement improvements:

a) A road guides system, that helps create roads near a building

b) Scale curvature function disabled, as they don't really go hand in hand {OR WAS
IT LOL}

-Basic militia rally system is operating again


-Diplomacy improvements:

a) Ability to press, refute and accept territory Claims

b) Reworked the battle challenge system, for battling over territory Claims

Minor changes:

-Peasants will accumulate basic supply reserve in a shed on their home plot
(firewood and food, equal to 2x the current number of occupants)

-Individual AI rework of the construction workers, now splitting jobs between the
animals (oxen) and the people

-You need to get acquainted before any more options open in diplomacy

-Residential field placement will not affect wild animal habitats

-Deforestation can cause Berry resources to vanish

-Deforestation can cause wild animals to relocate

-UI Arcs showing peasants connected to the building only show after entering the
"People" tab

-Ability to zoom in on the citizens and check what they're doing quickly by
pressing left mouse button on them

-Regional foliage system: For optimization all foliage meshes in settled regions
are spatialized per Region

-Names and most Regions changed to be inspired by Southern Germany

-Society roles (Peasant, Wife, Artisan, Retinue) are displayed in the


population/occupation lists

-House occupant list is now scrollable

-A lot of roadbuilding and construction placement code optimization

-Tax UI changes: wonky sliders replaced with "+" and "-"

-Tithe is now working and granting influence

-"Following" task polish

-Map design: Road layout changes. Less roads overall.

-Peasant AI improvements for resource transportation

-Peasants will now 'excuse' other peasants if they're just idle and blocking their
way

-When snapping a building to another building, the game will try to choose the
closest rotation angle to the current dummy rotation, in 90 degree increments

-The "watch out for wood" tutorial will now react to residential plots [needs
testing]

-Birds are now more afraid of military squads

-Residential plots: Improved plot slicing algorithm

-Zooming out doesn't pause the game anymore (again)

-Ability to turn off the resource & deposit icons in the settings

-Memory optimizations: Price and Trading arrays will only be setup for settled
regions

-Construction optimization: Parts of logic moved from blueprints to C++ for faster
element sorting

-Ability to build "empty" residential plots that can't fit a house blocked

Gameplay & Balance:

-Warehouse workers will now collect produce from all buildings (to do: good type
filters)

-Larder removed - Granary stores all Food types

-Carpenter camp removed (considering Saw pit instead)

-Wood and Timber changed into Firewood and Timber. Firewood is for heating, Timber
is for construction, and has to be transported by the storage yard ox. Both are
made by the Woodcutters.

-Firewood production limit added back to the Woodcutters Lodge

-Construction costs adjusted

-Additional extension slot cost removed. Considering higher upgrade cost instead.

-Because of the Firewood resource, in the market view "construction resources"


category was changed to "basic resources" (Nomenculature will be sorted out later).

-Wild animal habitat range doubled

-Starting building has no handcarts - handcart rework coming soon

Bugfixes:

-Follow camera stutter fixed

-Foliage should now properly erase from all the building sites

-"Broken" peasant arcs fixed: The UI arcs won't be drawn if the screen location
can't be properly reprojected

-If the game starts with the muted music and you unmute it, the music now plays
properly
-Hunters sometimes not skinning the deer AI bugfix

-Wrong wild animal amount being displayed fixed

-Units no longer break the finishing move if a cheer is triggered

-Equipping bucket with berries animation glitch fixed

-Hunter AI bugfixes, including overhunting by idle peasants looking for a job

-Deer startling bugfixes

-Fixed: Homes were considered empty and peasants would spawn if the locators were
rallied to militia

Cosmetics:

-New character models: Full clothing, head and hair rework

-Hair randomization system and a new hair shader

-Face models and textures are now interchanged in batches of 4 to create more head
variations proceduralry (eg. 4 models x 4 textures = 16 unique heads)

-No more blinking [since eyes now have separate geometry, it can't be as easily
faked by the pixel shader]

-Separate material for short roads so that the road fades out on both sides
properly

-Clouds will remain semi-transparent when zooming out to block less view on the map
+ general cloud shader tweaks

-Falling leaf particles added when felling a tree (for now Firs as well) + particle
spawn center adjusted, new bark particles

-Trunks now have visible damage deformation when being chopped down, on high and
ultra material settings (only for the main player, for optimization)

-Trees have proper meshes when toppled down (accurate tree stumps are work in
progress)

-Bird wing flapping speed readjusted :)

-Overall animation polish pass (combat & work)

-Nicer overall looking plots with more vegetable types growing in the gardens,
carrots, beets and so on

-New dress rig for females + a wind shader

-Some resources will now fade in when brought to a workbench

-Foundations of buildings will now be constructed first

-Windmill shaft straightened


Experimental/Temporary:

-Granary workers won't use handcarts for now, rework pending

-Loading/Saving disabled, as are more advanced industries, due to architecture


rework.

-Due to the plot rework, for now you can only build one extension per plot.

-When deleting roads, highlight is invisible (rework required)

-Tier 3 residential upgrades disabled temporarily

-Food won't spoil if storing less than 20 units (to give the player a chance to
construct a Granary)

-Optimization: AI constructed buildings don't show the construction animation

-Rendering/Postprocessing optimizations (disabeld volumetrics, bloom, light shaft


occlusion, some parallax fx, grass cascades, cheaper wind shader etc)

-Most quests disabled except the starting one

-Peasants walk over fallen trees instead of clipping

-Construction animations don't update when the player camera is far, for
optimization

-Snow tesselation disabled (sadly didn't work with virtual texturing)

-Due to the number of individual variations, buildings are no longer instanced on


the GPU

-Regional wealth moved to the left side of the region panel, cause it acts a bit
differently than "normal" resources

//-------------------------------------------------------------------------------

Version 0.2.3

Major changes:

-A Save Game system

-Yet another wealth distribution algorithm


[Note! Some stuff doesn't save yet: Event log, tutorials, policies, artisan signs,
old framing of upgraded buildings, quests and messages, iron/clay deposits, organic
paths, particular variation of a building, some fences, taxes. This will be
expanded with the future updates]

Minor changes:

-Silver stocked in the market that could not propagate, will try to repropagate on
the next transaction

-Auto idle job optimizations + less frequent updates

-Area placing improvements

-Crossing area borders when placing is forbidden

-Default Road curvature set to minimum, for more controllable roads

-In game menu appears when pressing ESC, with options to save, load, quit etc

-Current game version is displayed on the screen in the main menu/paused menu &
saved slots

-Slightly improved height adjustment for townbuildings

-When building tab is opened and food is consumed, a popup text will be displayed
(to provide more feedback to why the food is disappearing)

-"Allow idle laborers" hidden for the Merchant (to avoid idle peasants wandering
off region)

Balance/Gameplay:

-Narrower housing plots

-Maximum building slope decreased

-Townhouse upgrade cost increase 2x

-Rebellion changes back Loyalty to -50

-For now, the Masonry unlock is hidden/not required

Bugfixes:

-Crashfixes: changing/removing extensions & conversions

-Woodcutters will now properly check if a tree is reserved by another woodcutter

-Main Menu Settings fit again into 1080p resolutions

-Fixed: Extension available banner appearing, when extension can't be built yet
because of the low housing level
-Peasants could have possibly be still assigned to a building after it's deleted

-Chicken clumping fix

-Fixed: Deleted chicken coups and vegetable gardens remain after you destroyed the
house

-Fixed building icons left after switching construction from residential to a


normal building

-Demolishing an artisan building will demote artisans back to peasants

-Homeless algorithm fixes

Cosmetics:

-Tree wind detail experiments, again

-Architectural style unification: Peasant cottage lv. 1 [work in progress]

-Smooth wheat fadeout

//-------------------------------------------------------------------------------

Version 0.2.2b/c/d

Bug reproduction requests:

-Converting a large town house to a cobbler doesn't remove the vegetable farm

-Resources disappear after demolioshing a building

Minor changes:

-[0.2.2d] Free merchants count increased by 5

-Peasants won't eat from the Market Square unless they have no choice

-When changing the road mode, "alt key pressed" is switched to false, in case
lifting alt doesn't register

-Extension cost + cottage cost shows summed up in the tooltip

-NDA confirmation will save

-Building roads outside of the controlled regions is blocked, unless in debug mode

-Region bounds cache added for optimization


-Road dummy will change to red when hovering over buildings, and the road hasn't
been started yet

-After demolishing, resources are temporarily stored in another building. To avoid


haxxing, market squares are avoided if possible.

-Merchants buy only goods actively sold on the market square, instead of the whole
storage as before

Bugfixes:

-Crashfix attempt - changing extensions couldn't remove vegetable instances [second


attempt: 0.2.2c]

-Crashfix attempt - occasional crash when constructing new


buildings/fields/upgrading [second attempt: 0.2.2c]

-Fixed: I can convert a large town house into a specialized production building
without any room for it

-Stone church adds Loyalty now (2x more than the wooden church)

-Berry gatherers equip buckets properly

-Fixed: the road cursor will rarely disappear when moving around the map

-Fixed: Building very short roads didn't register the road connection sometimes

-[0.2.2d] Road cursor won't collide with the plaza type buildings

Cosmetics:

-Wooden boards & shingles texture resolution increased

-Small makeover off the main menu

Temporary/Experimental:

-[0.2.2d] The UI instead of building/upgrading immediately after pressing the


button, now leaves a request to do it asap in the main game thread

-Hidden the color coding settings

-Removed the shadow cascade setting

//-------------------------------------------------------------------------------

Version 0.2.2a
Minor changes:

-Recalculating road/field snap points algorithm optimizations

-Peddlers won't wave their hands if noone is around

-Items added to sell: Ale and Bread

-Optimizations to "check if is on road" algorithm & "check if is within building


borders" algorithm

-Road connection point icons now adjust their height to the terrain

-If no residential building is found, silver will accumulate in the


market/livestock market [for now]

Bugfixes:

-Attempt at fixing the instance reorder table crash [needs testing]

-Road connection not registering when the roadpoint is on the very end of the road,
fixed

-Removing road will now verify road connections of buildings that were close to
this road

-Fixed: Extension available banner was showing, even though the second extension
was still locked by the cottage level

-Attempt at fixing the lag after pressing the 'upgrade' button [needs testing]

-Crashfix: Deleting house with chicken coops

-Deleting a house with an extension should now remove the extension properly

-Deleting a house will kill the chickens/goats from extensions [for now]

-Livestock/ownership selling bugfixes

//-------------------------------------------------------------------------------

Version 0.2.2

Major changes:

-Idle auto employ system


a) Farm Auto employment removed

b) All peasants will temporarily join other jobs if they're idle

c) There is an idle meter that counts if a peasant is idle for a couple of cycles,
so that he doesn't abandon his "normal" job too hastily

d) An 'allow idle labourers' toggle is added, to block unassigned peasants from


joining specific jobs

-Livestock system improvements

a) New unit/resource type: lambs

b) Lambs don't produce anything, but they are cheaper, and grow up in a year to
become sheep

c) Sheep pens now count as winter shelter for 20 animals [there is no lack of
shelter penalty yet implemented]

-Improved memory management

a) Particular building/unit assets only load when someone actually builds/recruits

b) Loading construction blueprints happens on a separate thread to reduce stalls

-Death management basics

a) The Church now has a cemetery attached that has grave slots

b) Unassigned peasants will now transport corpses to the churchyard to dispose of


them

c) Peasants walking closely will pray when they see the corpse

d) Unattended corpses lower the Loyalty

Minor changes:

-Farmers will now transport everything from the Fields to the Farmhouses (incl.
Flax and Barley, so it doesn't rot)

-When a Merchant imports a good from the Tradepoint, the family that requested the
good will have a priority for paying for it. [Before the houses that got built
first always took the toll.]

-When a good/silver is consumed, buildings list is now 'scrambled' to provide more


randomness [same reason as above, first buildings built were the first to get hit
by the costs]

-Sheep breeding rework ("pregnancy" stat independant of sheep farms)

-New, more consistent propagate wealth algorithm

-Wealth propagation popups now don't overlap

-Granary workers will supply the Windmill

-New Farm workers distribution algorithm - will try to distribute workers evenly
among prioritized fields

-Builders will now start the construction process, even if some resources are still
being transported

-Construction workers will wait until all higher priority buildings are constructed
before moving to the lower priority ones

-Region bar UI changes (separate unassigned/assigned/pop/housing)

-Buildings that touch borders count as 'connected by road'

-Herbalist Branch allows extracting Herbs from Berry Deposits

-Livestock Market UI improvements

-Sheep AI improvements

-Farmer AI improvements

-Deer no longer are attracted to fields... and corpses.

-Farm UI for setting Threshing priority (how many peasants should stay and Thresh
grain even if there is ploughing to do)

-Items added for sell: Malt, Beer, Linen Clothes

-Upgrading buildings doesn't recalculate roadpoints & area triangulation (for


optimization)

-Path point owners are stored: makes sure that deleting a road will still keep a
path point, if it's also connected to a building

-Livestock import cost will sum to predicted expenses

-Music system will now play a "death" track when a region has starvation/freezing
peasants

-Regional unit cache, should make the game way more optimized, but can potentially
cause new bugs

-When farmers have two fields of the same priority, but one is fully ploughed, they
will sow it first before going to the next one

-Area placing/snapping improvements [still needs love though]

-House and Extension icons are explained in the Controls Tooltip when placing
residential
-"Spoiling food" banner should now flicker way less

-Free merchants won't travel to town squares unconnected to the trade network by a
road

-A warning will show if a Market Square is not properly connected to the trade
network

-Shadowcasting disabled in the map view mode for a small performance increase

-Field status cache to optimize farmer calculations [possible new bugs, yay]

-Smoothed out chickens & crows walking on snow surfaces

-Construction animation optimizations

-Async hierarchical instance tree update pooling (means just a bit more
optimization when spawning new meshes)

-Time control sound effect now plays only when using the keyboard shortcuts

-Optimization: Cabbage doesn't calculate yields & fertility (as you cannot rotate
the garden crop type, fertility mechanic doesn't make sense here)

-Optimization: Thunder timer is now paused when there is no thunderstorm

-Optimization: Malthouse smoke particles don't spawn if camera is far

-Optimization: Chimney smoke has a limited draw distance

Balance & gameplay:

-2x faster Threshing speed

-Market Stall max inventory increased to 10

-Day length increased from 20 seconds to 40 seconds

-Vegetable growth rate sped up 1.5x

-Manual ploughing speed doubled

-Crop yields are smaller

-Peasants stop being cold if it isn't winter anymore

-If peasants can't register as cold or hungry, because they're too busy, their
needs should not increase any further, preventing random deaths "on the job"

-"Forest management" Branch added to boost berry yields, and balance berries better
with animals as a starting resource

-Forestry branch name changed to Woodcutting for better separation of the two

-Pasture space meters fixed


-Raiders/Rebels will no longer attack animals

-Farming and sheep farming are now locked by the development branches (cultivation
& herding)

-Chicken coop cost lowered, egg yield boosted to 50%/day

-Winters and snowing is now more consistent every year, since temperature
calculations were too obscure before (stuff like when the ploughing can start & end
needed more defined dates)

-Thunderstorms can no longer hit the starting camp

-Thunderstorm fires chance lowered (because the rain now lasts longer) & there's a
thunder-free guaranteed time of 300 days

-Even rarer Commodity Requests

-Upgrading to a Peasant House now costs less (4 silver)

-One more Granary handcart

-Windmill worker count increased to 3, so that they can transport the Grain faster

Bugfixes:

-Livestock buying/selling fixed

-Sheep herder AI fixed, butchers AI fixed

-Sheep farms sometimes counting as a House fixed

-Pastures: road paths generated when connected to a plaza fixed

-Peasants stuck forever as cold fixed

-Pastures: tiny rectangle spawning in the middle fixed

-Fixed:When having multiple granaries with goods inside, workers move food between
granaries

-Cinematic letterbox UI scale fix

-Fixed:Merchant routes are reset after a road is deleted

-Fixed:Buildings no longer register under cursor hit detection after being deleted

-Fixed: Deleting roads and buildings sometimes messed up the pathfinding point id's

-Fixed: Pinned inventory tabs dont stay in the right position when bar pressed

-Removing stalls bugs fixed

-Fixed: Adding worker as tax collector doesn't decrease unassigned family counter

-Timber is now correctly being used for the cottage upgrading


-Inventory livestock counter fix

-Fixed prices of some goods not being calculated

-Livestock market causing "no workers employed" banner to appear fixed

-Extension construction freezing PC should be fixed, but has to be tested more

-Misaligned cart wheels fixed

-Merchants working the Stalls should no longer show up as 'waiting'

-Corpses should disappear after 30 days

-Clutter now spawns properly on empty extensions

-Fixed: Cottage upgrade building offset for cottages with gardens

-Q/E no longer adds/removes workers if the building is paused

-Fixed: leftham/dwellmend names are forced to lowercase in top bar, while other
names work fine

-Fixed: hovering the problem banner highlights the enemy peasants too

-Fixed: Duplicated Herbs in the Market panel

-Fixed: Field snapping points not connecting properly

-Fixed: Manor scaffolding not spawning

-Crash when upgrading to a Townbuilding fixed

-Peasants won't farm vegetables/plough gardens in the winter

Cosmetics:

-Erosion normal map applied to the fields (will appear less flat)

-Added back stripes to building bound decals, so players don't confuse area of the
town square with area of influence

-Sheep adjusted proportions, shaders & animations

-Increased SSAO distance

-Volumetric fog increased ambient light scattering

-Cliff rework [wip]

-A new map cliff shader + new forest map shader

Experimental/temporary:

-Cloud tweaks
-Square market squares, with an option to cycle between the shapes by holding ctrl
+ mousewheel

-Problem banners disabled: no workers employed, nothing to do (since peasants now


have more autonomy)

-In game NDA agreement, [should save, but doesn't yet I think]

Tried & Scrapped

-Pressing the building card will cycle between circular and square market shapes
[was confusing sometimes, may need a reimplementation later]

//-------------------------------------------------------------------------------

Version 0.2.1 hotfix

-Cold peasants won't die if too busy to go and warm up (doing long tasks)

-Quests failing automatically after a year fixed

-Turning the army mode will force the camera zoom closer, when turning the map view
off

-Pressing banner turns off follow mode

-Pastures connected to roads no longer create dirt paths

-Confusing empty royal taxes tooltip removed :)

-Cart pathfinding now uses all connected roadpoints (previously just used a single
one)

-Missing windmill efficiency icon added

-Pathfinding tweaks (traders won't get stuck on path points that are too close to
each other)

-Road Cursor black shadow removed

-Crash fix (UE4CC-Windows-D5C3CE7A499957242A5411B34C1377FF_0000)

-Town square colliding with resources - wrong radius fixed

-Dead peasants no longer procrastinate... :)

-Commodity requests are rarer


//-------------------------------------------------------------------------------

Version 0.2 changes:

DISCLAIMER!

A lot of the systems were reworked in this build, some are partially disabled.

Some naming may be confusing as the transformation is not 100% complete, for
example nomenculature of Peasant/Worker/Family or settlement levels.

Due to the amount of changes, this build has not been battle tested - it has a
million bugs to be fixed, however let's focus instead on "is it a good direction",
before I spend a ton of time to polish the hell out of it. If we decide to remove a
feature cause it's not fun, the bugs will remove themselves, right?

Major changes:

-Regions increased twice in size, but there is less regions on the map. Region
borders are still rough & can show wrong colors.

-Housing Plot System

a) No more placing individual cottages, housing area is placed like fields now, and
the area is divided into housing plots

b) Extension system: Slots are now spawned in the cottage backyards. They can be
upgraded if the household accumulates enough silver. Extensions gives passive
resource yields.

-Pacing changes for a clearer gameplay stage separation, and a slower beginning

a) New resource: Berries, and less starting supplies. More starting resource
randomization for increased variety.

b) Herbalist has now become the Gatherer - Gatherers will collect Berries & Woad
from the Berry Deposit

-Water veins system:

a) Wells now have to be built on water veins.

b) Water veins are procedural, and randomized every start.

c) Well range is now unlimited (supplies water for the whole region)
d) Soil salination system removed

-Field placing system complete rework

a) It now uses pathfinding to calculate suggested snapping field path

b) Snap point cache holds all the snapping points, combining building borders,
field borders and road borders together for an improved snappy field behaviour

-Basic homelessness system (WIP).

a) The peasants living in the outpost now start as homeless and need cottages.

b) If you build a cottage, and have homeless peasants, they will move into it
first.

c) Homelessness diminishes Loyalty

-Tradeables are now split into Materials and Commodities

-Occasional needs renamed to Commodity Requests

-Tool resupply mechanic removed.

-Food now has to be stored in a larder (meat) or a granary (other foods), otherwise
it will spoil.

-Outpost changed to a construction camp

-Increased overall constructions costs to promote efficient road usage

-Handcart System:

a) Construction camp, granary, larder and warehouse all utilize handcarts

b) Handcarts increase carrying capacity from 1 to 10, making transportation of


goods much faster

c) Handcarts can only travel between buildings that are properly connected with
roads

-Complete farming rework:

a) No more Ox Farms. Instead a new Farm building employs peasants who work all the
Fields in the region.

b) The order of labour is governed by the Field Priority.


c) A new combined "Crop" resource category in the Region Panel with Wheat, Barley
and Flax.

d) The Wheat Crop Type now produces Wheat instead of Grain. It has to be processed
into Grain by threshing in the Farm.

e) A new Granary building. Since Barns no longer auto store Grain, Grain now has to
be moved into the Granary for storage, or else it will have a chance to rot.

f) Each individual plant has a 'yield' value. If you leave the crop through the
winter - the yield will keep growing, as the plant absorbs the nutrients and water
from the snow.

g) Yields are further impacted by Soil Fertility and Development Branches.

h) Crop harvest always starts on the first of September, unless 'Force early
harvest' is ticked. In case of forced harvests the minimum Crop growth is 20%.

i) Oxen removed for now - they will be reintroduced in a later update, as a Farm
Upgrade. Hand ploughing animations/tools added.

j) Fields now show Harvest prediction after they're sown. The predicted harvests
can also be viewed in the "Crops" category in the Region Panel.

k) Adjusted crop yield numbers so that it takes less time to transport, and
threshing procudes 10 grain out of 1 wheat (balance may need to be tweaked).

-Complete Progression System rework:

a) No more Development Tree - it's replaced by a Development Screen that is more


structured. Most of the techs are removed, more will be added as I polish the
system.

b) Removed the Prosperity meters (XP), now you just get Development Points for
every upgrade - up to debate.

c) Upgrade cost increases with every unlocked upgrade.

d) Development Branches are now come in Tiers.

e) Settlement levels are unlocked by having enough population. Higher tier


residential is locked until you reach a certain settlement level - in order to
prevent weird cities that have only a couple of houses, but are all max level.

-The artisan system basics

a) You can convert top tier residential into artisan shops (for now Bakery, Tailor,
Cobbler)

b) Artisans are forever removed from the workforce and can't be reassigned!

-Market rework
a) No more individual Market Stalls. Goods are now sold on the Town Square.

b) One Worker works one Stall and sells one type of good

c) Warehouses can be used to supply Stalls faster

-Wealth Propagation System / Residential Upgrade rework

a) When Travelling Merchants buy Goods, the Wealth propagates outwards to the
nearest Residential Buildings

b) The silver for house upgrades must be stored in a particular building. This
ensures that the town center is more developed than the outskirts.

-Notification & Problem system rework

a) Most problems will be displayed on small banners under the Region Panel

b) Event Notifications are permanently visible in the Event Log under the Region
Panel

c) Event log collapses dynamically unless hovered

d) Problem icons are displayed over units/buildings when hovered, to help easy
identification

e) Problem banners can be clicked and cycled through

-DLSS Implementation with settings

-Field area tirangulation for proper collision of concave shapes + triangulation


cache for optimization

-Camera code total rewrite

-Fire system

a) When building is on fire, peasants will run to the well, grab buckets and try to
put it out

b) Fire can spread to nearby buildings

c) Weather affects fire propagation rate

d) Thunderstorms can start fires. Rarely.

Minor changes:
-Basic Event message queue system to avoid overlapping event messages

-Building Window ("inventory") main tabs rework - now highlight when selected, hide
if there are no multiple tab options.

-Key binding system & interface (WIP)

-Graphics settings rework (more settings & more standarization)

-A lot of materials now have several shader versions for different quality settings

-Landscape material close/far split for optimization

-Road Tool rework - it is now more accurate to what actually gets built, and more
optimized

-Tooltips stay visible when hovering over "confirm construction" and "rotate plot"
buttons

-Some mechanics now have video tutorials

-Peace rises loyalty

-Free merchants will travel directly to your town centers, if Market Attractiveness
is high enough

-"Build confirm" button now gets scaled when you zoom

-Different cull distances for equipment & clutter for improved optimization

-Added LOD for basic peasant clothing for better optimization

-Added the Walkaround/Third Person modde (experimental phase featuring the michelin
man)

-The ability to relocate camps without cost (no animation yet)

-Peasants/Artisans now work on repairing and upgrading their own homes, even if
employed

-Loyalty toolitp lists current loyalty factors

-Peasants stop coming to the region at all once loyalty drops below 0

-Peasants run away in case of an enemy attack

-Significant UI optimizations

-UI scale setting

-Some resources (Berries) are seasonal - they will vanish in the winter, and grow
back in the spring

-Buildings now have construction priority number instead of a priority toggle

-Further texture streaming pool adjustmenets

-Opening development tree and opening the map pauses the game
-Resource categories now display short tooltip about what the resources are for

-Sleep and Pause Construction have been merged into one Disable Building button

-By popular demand dirt paths will be now also naturally created wherever peasants
step

-Tree stumps are left after felling a tree

-Mills don't cost parts, parts resources got removed. A lot of buildings are
temporarily removed.

-Procedural Fence optimization and randomization

-Resources immediately update when the game launches (no more lag)

-Dynamic Music System updates. It will now forcefully fade out the music if it's
not fitting to the season/situation.

-"Dark" music tracks will trigger if: Supplies are below 5, Loyalty is below 0, and
during the winter

-Tree Impostors optimization for lower material quality modes

-Separated the Development Screen button in the Region Panel since noone could find
it

-Food consumption/production rebalance

-Starting positions aren't connected to the road anymore, in order to give more
freedom

-Resource icons will now display the amount of resources left in a deposit
dynamically - for example the amount of berries left

-Camera control smoothness correction on low fps

-Peasants don't wash clothes outside in the winters

-All building ranges are gone - they harvest 'per region' now.

-More building audio signatures

-Problem Icons display only when you hover the Problem Banner

-Free merchant route attractiveness calculation optimization

-Camera Angle zoom adaptive tilt tweaks

-Road tool changes: All buildings collide with roads. Camps have 4 procedural
entrances, areas have procedural snapping points.

-Winter starts more consistently and earlier

-The player can build Town Squares in the middle of the road

-Field tooltip displays average field size


-Will display a warning if the player is rushing too large fields too quickly

-Town labels cannot be hovered & won't stop zooming in/out

Other Building/Industry changes:

-Windmills now have an Efficiency meter.

-Efficiency depends on the total height of surrounding buildings & trees.

-Windmills require just one worker to operate

-The shaft will turn proportionally to the Efficiency

Bugfixes:

-Snapping the camera to a location (eg by going to the town center) height "bump"
fixed

-Pressing "Town Center" turns off Follow Mode

-Quest fail properly, with an event message

-Demolishing removes upgrade construction blueprints

-Animal animation sets fixed

-Fixed the bug where units would think they're running if you change the game speed
(distance/time wasn't matching game speed accurately)

-Fixed the floating point error bug where units would totally glitch out when
aproaching the edges of the map

-Pathfinding fix (added algorithm to avoid backtracking)

-Mesh flicker removed when a new unit of the same type spawns

-Apply and save settings would sometimes cause an infinite loop/freeze - fixed

-Quick cottage switches to proper construction category now

-Peasants will no longer take jobs from outside the region

-Cinematic mode hides Region Borders and the Map Edge

-Fixed inconsistent crop growth rate (was dependant on the game speed)

-Pressing 'Road mode' in 'Construction mode' will properly hide the bounds decal
and construction preview mesh

-Pressing 'Road mode' in Map Mode fixed

-Further field flickering improvements

-Fixed wrong spawning positions of random resources


-Fixed horse carts stopping when turning right

-Resources update instantly after building demolishion

-People with handcarts and Free Merchants should avoid cross country much more

-Harvesting did not deplete Resource fixed

-Birds couldn't takeoff on 3x speed fixed

-Road Mode closes unpinned Inventory Tabs

-Voice Audio Slider now works for "get to work!" commands

-Turning Road Mode/Construction when Field Mode was on left the field border guides
visible - fixed

-Fixed major bug where Carpenters would not work if Logs were left unfinished in
the wrong order

-Upgrade names will now be translated to other languages (if translation key is
found)

-Upgrade animation process now properly displays wooden balks

-Fixed the peasant animation glitches at the very beginning of the game

-Thunderstorms now occur properly

-Tooltip offset when mouse button pressed fixed

-Placing fields outside of controlled regions forbidden

-Storage logic optimizations (update less frequently, should cause less hitching)

-& more!

Cosmetics:

-When snapping a road to a building, a dirt path is created between the building
and the road

-Snowy thatch - fixed tangents / nicer 'bumpy' texture

-Peasants now have point of interests they look at

-When turning, the head rotates first, then torso and finally legs

-Peasants slow down when doing sharp turns

-Map edge fadeout added, and map lighting changed

-Region hover sound fx in map view

-Female models rework.. Although another rework is coming.


-Body proportion adjustments

-Added Snow/Mud footstep sounds

-Animation adjustments and new peasant walk cycles

-More cottage variations

-Tweaked volumetric cloud speed and cloud shadows speed

-Added Tree tint variation dependant on the season

-Zoomed out landscape shader tweaks to fix tiling issues

-Shrub mesh fade distance tweaks

-Smoke pillars from fireplaces are higher

-Cloud direction and tree wind direction unified

-Flag & Tent shader improvements

-Water freezes in the tubs

-Dynamic Exposure correction readjusted when Raining/Snowing

-New Bakery building

-Rain streaks visible on some rooftops

-Overlay and Border readability improvements

-Cottages will produce smoke vfx when burning Wood & eating

-Winter dead branch masks for oak trees

-Lighting and ambient occlusion improvements

-New grass texture + Texture scaling fixes

-Local tree size adjustements aiming for more realism

-Wooden balk LOD improvements

Experimental/Temporary:

-New temp choir music tracks added (maybe they'll stay?)

-Larger season icon

-Erosion normal map on the landscape

-Horse coat colour variation temporarily disabled

-Grass casts shadows + longer grass draw distance

-Depth of Field effect (not working with DLSS)


-Partially changing terminology from "peasants" to "families" (in the future, for
assigning whole families to jobs)

-"Minimalistic" music tracks are replaced by "Cinematic"

-Cantagias song temporarily disabled

-Branches fade when obscuring the camera view close up

-Kings Favour granting temporarily disabled

-Landscape grass normal map added

-Parallel garbage collection is now enabled: Memory cleans on a worker thread,


should cause less hitches

-Hunger rework: Peasants now have to travel home to eat. If they are busy with a
task, they will not show up as hungry untill they finish

-Speed 16x is now simulated less frequent on the CPU (less precision, more fps) +
additional 16x game speed optimizations

-Decreased collision radiuses for Peasants to cause less collisions

-Added specular sheen for broadleaf trees, added SSS to fir trees

-Disabled most of the Director (Quests) temporarily

-"Hides" changed to "Pelts"

-Resource pickup/putdown sounds temporarily disabled

-Brought back additional grass wind detail in the shader

-Parallax mapping on roads & dirt

-Disabled UDP transport (not necessary, but maybe ate some fps)

-Parallax mapping on plowed fields

-Road Point Decal graphics simplified

-Dynamic FOV (increases slightly when zoomed in for better visibility in tight
alleys)

-Volumetric Fog

-Real time skylight recapture disabled - using a static environment map instead to
reduce blue tint in the shadows

Tried, but scrapped in the end:

-Road is highlighted when field point is properly snapped to it (wasn't pretty)

-When in Road Mode, doubleclick commits the road (sometimes produced unexpected
results)
-The "minimalist" music tracks will trigger based on the population of the region
in which player is at the moment (second thoughts on the minimalist tracks and
their feel)

-Sharp corners close to 90 degrees are automatically converted into field points
(sometimes produced unexpected results)

-Added Erosion Decals (replaced by a global normal)

-A "Marketplace" building that is designated by area similarly to Fields (might


come back as an open market later).

-Added motion blur on timelapse [blurry peasants were cool, but blurry camera very
bad]

-Hunger and cold mechanic rework. Instead of waiting until hunger drops to 0,
peasants just eat 1 food every day. Same with wood - if it's winter they use 1 wood
every day. This makes it easier to calculate how much food and wood do you need.
[Failed because a 30 people town needed 10k food every year - even if grain would
have price of 1 silver, it would mean possibly player could earn 10k silver per
year or more with a tiny village]

-Local fogs system (looked weird for fog to happen only in one region but might
work on it more later on)

-When placing a well on road, the road adapts and widens to encompass it. [Problem:
What if you have built something around it before? & Pathfinding/snapping cache
points did not match with road spline meshes, resulting in general jankiness]

-The buildings upgrade automatically when they reach a new threshold of Wealth, and
each new level gives one new Development Point to spend [it's better to form a
connection between player action and city improvement by the presence of a button?]

-Different town square shapes (square,egg,rectangle). The circle was the least
weird to place cottages around, and the most organic looking, but I might try it
again later.

-Buildings that don't collide with Roads have different Bound Decals (no stripes) -
turned out unnecessary

-Barn bulding and a separate Thresher job

-Road continuation system (after placing a road, and then starting another road
from its end, it will join them together for better snapping) (not necessary with
the new area system)

//-------------------------------------------------------------------------------

Version 0.1.5a changes:


Minor changes:

-Fixed streaming poolsize error on GPUs with less than 8gb of memory

-Bugfix: Rare giant triangle rendering errors

-Rendering fixes for units (HISM tree update is now done sync instead of async when
spawning/despawning)

-Bugfix: Deleting roads would delete dirt mask of other roads

-Removed road embed effect

-Bugfix: More levitating field shrubbery

-Bugfix: Erase field would block crop growth

//-------------------------------------------------------------------------------

Version 0.1.5 changes:

Major changes:

-Road placement system improvements & road connection points rework

-Camps don't collide with roads anymore

-Buildings now have a dynamic mask to reduce road/building texture overlap

-Building snapping to roads now adjusts offset dynamically

-Road remove feature

Minor changes:

-Camera no longer zooms if using "adjust curvature" or the scrollboxes in the UI

-Peasant speed is now slightly randomized for a more organic feel

-TAA flicker of stationary units fixed

-Fog is now hidden in the Map View

-Mining category

//-------------------------------------------------------------------------------
Version 0.1.4d changes:

Minor changes:

-Esc key implementation

-Tutorial tips now pause the game

-Field border shrubbery should no longer be levitating

-Further fixing of glitching units

Cosmetics:

-Map view exposure is now independant to global exposure

-Snowy and rainy weather is more foggy

//-------------------------------------------------------------------------------

Version 0.1.4c changes:

-Occasional unit glitches fixed

-Adjustments to reduce field flickering

-Windowed setting button bugfix

-Deer push stance feedback crash (lol)

//-------------------------------------------------------------------------------

Version 0.1.4b changes:

-Firewood replaced back with raw wood as the winter fuel (but used up ONLY in the
winter)

-Loyalty rebalancing

-Occasional needs take much longer to appear


-Next/previous category arrows removed (some testers mistook arrows for categories)

-Increased food supplies from the outpost for a more balanced start

-Rain duration, frequency and loudness adjustment

-Some tutorials and descriptions changed. Temporary opening quest now has a
population objective instead of hunting camp objective - this should allow to go
straight to sheep, farming or trade if one prefers

-Tooltips and inventory tabs are now drawn on new separate UI layers to prevent
overlap

-SSGI settings bugfix

-Debugging symbols included for proper crashlog readability

-Fir impostors have trunk color masks

-No wooden tools needed for the windmill

-Supply meter now divides days into years if they are over 365, and turns red if
supplies drop under 30 as a warning

-Added fresnel cull to tree branches for less "flat" look upclose

//-------------------------------------------------------------------------------

Version 0.1.4 changes:

Major changes:

-New firewood resource connected to the Woodcutter Camp with a limit slider

-Pathfinding updates

-Zooming out will now trigger the map mode smoothly

-All trees now use octahedral impostors: increased memory usage but no more "flat"
trees when viewed from height

-Buildings in the construction tab now have resource icons to help distinguish them
more easily (some icons are still missing/uncolored/work in progress)

-Road building is now attached to the bottom UI panel

-Peasants no longer use raw wood for cooking meals and can't get sick of consuming
uncooked food

-New system of calculating supplies - takes winters into account for firewood
consumption more accurately
-New options to turn off building snapping

Minor changes:

-Reworked tree shaders - more optimized and more consistent shading to the
impostors

-Tree motion vectors fixed resulting in less blur from TAA

-Tuned bird landing and take-off angles

-Fixed bug: Map mode would not switch after pressing the 'V' key

-Tweaked lighting and ambient occlusion

-Camera shadow adjustment now uses ground clearance for tiny performance
improvement

-Fields ale now displayed on the map as stripes

-Herb stalls will can now appear at the trade points

-Temporarily locked AI rebellions

-Control tooltips are now not-hit-testable, preventing them from obscuring cursor
hit detection

-Crashfix: Hunger loyalty change of homeless people

-Changed default shortkeys: T is Town Centers, H is Quick Cottage, R is Road Mode

-Mouse and building collisionry

-Introduced temporary work positions for unfinished buildings like Slaughterhouses

-Tweaked icon visibility depending on camera angles

-Slaughterhouse bugfixing

-Slaughterhouse and Hunting camp rebalance

-Tutorial disable option in the settings

-Music system will now play "minimal" tracks only at the very beginning of the game

-Industries are now separated in the UI

-Pressing M to turn off the map view remembers your previous zoom level

-Mesh flickering/glitching when units are spawning and destroying reduced

-New 'texture downscaling' setting replaces 'texture quality' for now

//-------------------------------------------------------------------------------
Version 0.1.3 changes:

Major changes:

-Extended zoom feature

Minor changes:

-Changed Vegetation LOD distances, AO distance and fadeout, cascade distance and
fadeout fraction, increased distance field shadows

-Added far cloud shadow layer and volumetric cloud fadeout when zooming out

-Road meshes fade out more smoothly

-Holding Shift imcreases camera speed

-Extended far away landscape with another low-res landscape mesh

-Double click now always zooms in and moves the camera to the mouse location

-Camera rotation is now more limited to accomodate the extended zoom & tree
billboards

-Player can no longer select enemy buildings unless in debug mode

-Region borders get much thinner and more transparent when zoomed in

-Town labels now have tiny banners showing ownership

-Resource icons are now drawn further

-Texture size optimizations

-Decreased volume of "out of food" alert and tweaked other alert loudness (WIP)

-Bugfix: Only one Outpost per region lock now works

-Bugfix: Building an outpost will now consume treasury

-Lord panel moved from top bottom to the top right

-Borders and coat of arms colors should be consistent and more saturated

-MMB doubleclick camera reset temporarily disabled

-Development tree view - new 'close' button

-Male peasants have names

-Added back pit offset for peasants


-Bugfix: Opening diplomacy disables construction mode

-Bugfix: Hunters won't go for deer outside of the workplace's region

-New wind ambience for zoomed out camera

-Zoomed out camera ride smoothout

-Boosted windmill efficiency (more worker slots, 4 flour from 1 grain instead of
previous 2 out of one)

-Rebellions now transfer region ownership to the closest other lord

-If the last region rebels it should trigger game over

-Herbalist bounds extended (temporary fix)

-Decreased snowflake opacity

-Hunger and cold impacts loyalty more

-Unified cloud shadows & cloud direction

//-------------------------------------------------------------------------------

Version 0.1.2 changes:

Major changes:

-Greatly improved memory management (fixed "Out of video memory" crash)

Minor changes:

-Main menu texture optimization

-Cursors are now hardware (more responsive regardless of the framerate)

-Temporarily locked some closed-alpha features like Retinue Quarters and


Mercenaries until they are complete

-Returned some obscure Engine settings to default in attempt to fix the memory
problem, including disabling Virtual Textures (should make no difference)

-Switched snow tesselation to non 'crack-free' for testing purposes

-Fixed main menu autofocus

-Fixed the low-fps camera freakout


bug

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