1.4.1 Hotfix #1
DLC1 “Meadowsong”
Bugfixes
- Fixed people eating at sickbay visually overlapping with idle people
Core Game
Bugfixes
- Fixed crash when joining a mod map in multiplayer when client didn't have the mod installed (now shows error dialog instead of crashing)
- Fixed a crash in the loading screen cause by delayed mod loading
- Fixed crash when game window is resized while initial loading
- Fixed rare crash due to a race condition in rendering code
- Fixed a rare crash in narration dialog
- Fixed a rare multiplayer desync when constructing a mine
1.4.0 – Quality of Life and Pagonia Editor Update
DLC1 “Meadowsong”
Improvements
- Withered Hideouts now display a status effect when an active heal effect is present
- Added a tooltip to the Pathfinder’s in-world marker flag for cleansing withered area that explains that Cleansing Potions are needed
- Fixed wrong notification when withered units infect player units
Bugfixes
- Fixed Cat Tree and Dog House stock commodities change places when disabling the delivery of certain meat/fish types
- Fixed withered area in some cases not spreading correctly
- Fixed accelerated deposit growth ability sometimes leaving fields in wrong watered state
- Removed terrain decal that was popping up in the starting area beach after having mined all stone deposits
Core Game
Improvements
- When reviewing already seen dialogs the highlighting of words is now more readable
- Removed text highlighting for building names in the options menu building key binding selection
- Pathfinder’s Hut interface was improved:
- The control button for the currently active work order is now highlighted (remove dense thorns, etc.)
- Added checkboxes to disable delivery of commodities needed for the removal work orders
- When a removal work order is active the commodities will always be delivered
- Improved the tooltips of the control buttons to include which commodity is needed for the corresponding obstacle removal
- Slightly improved performance of withered areas
- Improved copy farm field settings, especially for big deposits
Mod Changes
- Active mods are now shown in the escape menu current map info UI
- Active mods are remembered when starting a map / saving
- These mods have to be active to load the save again, otherwise loading won't be possible
- However new mods can be added and used in existing save games
- UI will show which mods are missing for loading a save game
- When joining a friend's multiplayer session you will now get a warning pop-up if any mods the host is using for this session have to be subscribed or enabled on your side
- Only mods that are also in use by the host will be loaded when playing multiplayer
- Mod DLC dependencies are shown in mod browser, collection and UGC map selection
- When selecting a user generated map, it cannot be started when required DLCs are missing
- Mods with DLC dependencies that you do not own will not be loaded
- However you can still subscribe and enable them in case you want to play multiplayer with a friend who owns the DLC and wants to play with this mod
- Mods can now contain localization in one language, e.g. adding a new building with a custom name is now possible
- Achievements can no longer be earned or progressed on modded maps or mods containing data base changes.
- Whenever you start or load a map without the ability to earn achievements, you will be informed with a confirmation dialogue
- Mod browser
- Improved visuals for page buttons
- Added 'type' filter category
Bugfixes
- Fixed Quarriers who are hungry and therefore can’t mine boulders, but are still able to collect small rocks were not counted as hungry in the UI
- Fixed rare and unfortunate map generation mishaps
- Fixed 'specialized in everything' achievement
- Fixed some crashes with invalid modded game data
Pagonia Editor
- Map data model changes
- POIs and NPC bases are now combined into buildings
- Factions, objectives and trades are now stored in a way that allows editing them without having to merge the map through all checkpoints
- Improved user experience for creating new map packages
- Package properties for localization and game database can now be edited
- Performance improvements
- Map specific game database changes
- Best used for scenarios, custom objectives and story telling
- Globally active game database changes
- Adjust balancing of the game, e.g. population growth, production ratios, combat units, raids, plant growth speed and much much more
- Mod the game for all game modes (modifications are no longer limited to the packages map)
- Create, replace, unload or enhance: units, buildings, recipes, jobs, commodities, objectives, POIs, dialogs and more by using proxies
- Consistency checks now run always before play testing a map in the game
- Select images and other assets from core game when editing a mod
- For example, use the existing speaker images
- Basic Infos: https://pioneersofpagonia.wiki.gg/wiki/Map_database_modding_\(Hosted_game_database\)
1.3.3 – Hotfix #3
DLC1 “Meadowsong”
Bugfixes
- Raids of wolves and rats summoned by witches starting from the same base simultaneously caused one of them to be skipped, instead they will now happen one after another.
- Fixed a rare desync in multiplayer caused by withered area spread
- Fixed a bug that newborns rarely were born in a building that became a sick bay recently, causing all sick people to leave again
Core Game “Free Beer” Update
Bugfixes
- Fixed enemy raids not starting correctly on older community maps and on some campaign maps
- Fixed rare crash in construction menu
- Construction menu is now closed when a unit is selected (which should fix map highlights)
- Fixed rare crash when browsing community maps/packages
- Highlights could be broken if a selected unit dies
1.3.2 – Hotfix #2
DLC1 “Meadowsong”
Bugfixes
- Fixed issue after loading Meadowsong campaign map save same
- Fixed some languages missing in the last line of the intro and extro video subtitles
- Fixed Fruit Farm refusing to work in some cases
- Fixed withered units using wrong notifications when scaring civilians
- Fixed Cat Trees and Dog Houses not appearing on mini map
- Fixed already built Cat Trees and Dog Houses were not highlighted when hovering a building in the construction menu and during building placement mode
- Fixed DLC buildings displayed in the key binding menu despite not owning the DLC
- Fixed DLC achievements not counting up
- Fixed Cornucopia ability “Warded domain” causing black squares during combat
- Fixed tooltip for “best for crop type” showing not yet unlocked crops
Core Game “Free Beer” Update
Improvements
- If you are hovering a building in the construction menu or if you are in building placement mode, other building of the same type and their ranges are highlighted in the world view and map view. Now we did some improvements and corrections to this feature:
- The color of the highlight is now different for easier identification
- The delay of the highlights has been removed
- Now all building types show their range both in the world view and map view
- Territory buildings no longer show their patrol point in this mode
- Associated buildings (e.g. Market Stalls) are no longer highlighted with their central building (e.g. Market Fountain)
Bugfixes
- Fixed loading of mod maps when the package name is not written entirely in lower case
- Fixed some rare crashes in UI
- Fix in multiplayer desync reporting
1.3.1 – Hotfix #1
DLC1 “Meadowsong”
Gameplay
- Incoming or nearby Witches will no longer count as a unit located at a Withered Hideout and therefore no longer prevent Withered Hideouts from being destroyed after all Witherwolves are defeated.
Balancing
- In custom maps, the initial amount of ||withered areas|| is now balanced depending on landing party and map size.
Bugfixes
- Fixed broken saves that were created when saving after restarting DLC 1 campaign map from the game over screen
- Fixed rare crash with new "Call of Revelation" ability of Cornucopia when underground deposits are mostly depleted
- Fixed Chicken sometimes stuck after a Witherwolf raid near the farm
- Fixed Meadowsong’s intro & extro video subtitle were being translated to English instead of the chosen fallback language in case of the main language not being supported
- Fixed some level art props being stuck on Meadowsong’s roads
- Fixed Witches' visibility effect placement
- Corrected Witches' death visualization
- Fixed tail animation for charging Witherrrats
- Fixed missing hat for ghost version of Witch Agira
Known Issues
When placing a gathering building the corresponding deposit highlights are sometimes missing
Core Game “Free Beer” Update
Improvements
- Improved error reporting dialog
Bugfixes
- Fixed building demolish confirmation popup staying open when entering a cinematic cut scene
- Automatic training requests in the Village Hall or Guild House now also show the state "can't train because Carrier amount too low"
- Campaign map 4: Fixed some Bandits dying instead of plundering the storage.
- Fixed a crash when a Tavern Cook is trying to fetch the last ingredient for his meal
- Fixed dropdowns in the “Custom Game” > “Customize” setup where “Custom” was shown but instead all selectable settings were selected
- Fixed headers in campaign selection flow layout being too high in some languages
- Fixed error reporting for multiplayer desyncs
- Fixed that building ranges of existing buildings of the same type were not displayed during placement but only while hovering the building in the construction menu
- Fixed mini map dots not displayed for buildings of the same type during placement and while hovering in the construction men
1.3.0 “Free Beer” Update and DLC “Meadowsong”
Highlights
- The Brewery is now available for everyone!
- The food system got a major update, food diversity is now rewarded
- Generated maps got many changes and new options
- Our first DLC “Meadowsong” is now available, simultaneously released with the “Free Beer” update
Meadowsong
The first DLC for Pioneers of Pagonia is available as of today, May 27, 2026!
It expands the game world with numerous new buildings, animals, goods, and production chains, as well as a new challenge “the Withering” spreading across the islands.
Key Features:
- New buildings and production chains, including fruit cultivation, animal husbandry, beverage production, and the wonders of the mysterious Cornucopia
- A total of six new building types, ten new goods, five new plants, and four new animal species
- The new scenario island "Meadowsong" expands the exciting story of Pagonia and introduces a new challenge: "The Withering"
- Thwart the plans and prevent the rituals of the powerful "Witches' Coven"—each witch possesses a unique ability
- The new challenge "The Withering" and the "Witches' Coven" can also be played on procedurally generated maps
1.3.0 “Free Beer” Update
Gameplay
- The Forager can gather Elderberries now, which can be found on generated maps from now on
- New building: The Brewery
- Uses Wheat, Water and Wood to brew Beer
- Can also produce Elderberry Juice
- New Market Stall type: Beverages
- Offers Elderberry Juice and Beer
Generated Maps
Note that some of the features listed here require you to choose “Customize” to access them when setting up the custom game
- The obstacles “Landslide” and “Thorny forest” now also appear on generated maps
- To remove obstacles, Pathfinders are now also available on generated maps
- Pathfinders now explore a very small area after removing an obstacle to ensure that they can access the next obstacle
- The werewolf boss “Mashka” is the first boss which can now also get activated on any generated map
- Randomness of enemy types
- Until now, all activated enemy types were placed roughly in equal strength, reflecting an “even distribution”. This option can now be changed to “Some randomness” (new default) and “Strong randomness”
- With increased randomness, some of your selected enemy types may occur very often and others rarely or not at all.
- This also enhances exploration, as it comes as a surprise which enemies and in what numbers you encounter them.
- Note that disabled enemy types will not be placed, you can still exclude specific ones. Of course randomness does not have any effect if you only choose one enemy type.
- Note that enabling a specific boss will always place the associated enemy type too since their bases are required for the boss to function
- If you want a more relaxing experience, you can completely disable enemies raiding your settlement
- The map generation quality got improvements in several areas: Enhanced obstacle and hurdle generation for more natural layouts, refined placement rules for plants, treasures, artifacts, and objective POIs and improved lake and terrain blocking.
Generated Maps Experimental Settings
We added two experimental settings for generated maps. To access them, you have to “enable experimental settings” in the options, section gameplay. Note that these settings are not officially supported and the experience may depend on your system specifications.
- You can increase the population limit from 3.000 to 5.000, 7.000 or 10.000 Pagonians.
- The original map sizes are named “Standard”, “Increased” and “Large” now, and with experimental settings you can access both smaller maps (“Very small” and “Small”) and larger maps (“very large” and “largest”)
Food Variety System
The new food variety system rewards the player for offering a broad variety of meal ingredients to the Pagonians. Whenever a Cook or Carrier prepares a meal, they try to use ingredients which were not used in the previous meals, increasing the variety bonus of the meal. This will happen automatically if multiple different ingredients are available.
The detailed rules are:
- The initial variety bonus for a meal is 1 (no variety)
- Example: If you constantly feed your people with Pumpkins only, there is no variety bonus
- For each ingredient fetched by the Cook, which uses a different ingredient than the previous meal cooked in the same building, the variety bonus is increased by one
- Example: If a Carrier living in a Hut is constantly able to cook meals using the side dishes Corn and Pumpkins taking turns, the variety bonus will be increased by +1, doubling the comfort value of each meal.
- The variety bonus will further increase if multiple previous meals used different ingredients.
- Example: If a Cook is able to use the main dishes Deer meat, Trout and Rabbit meat taking turns, the variety bonus increases by +2 since the last 2 used ingredients are always different.
- The variety bonus will add up for each meal component
- Example: If a Cook is able to use three different main dish ingredients and three different side dish ingredients, the variety bonus will increase by +2 for main dish and +2 for side dish, summing up to +4 (to a total multiplier of 5).
- The total meal score can exceed 100 points if you have all ingredients for comfort meals or nutritious meals available.
- The new system also avoids that only highest scoring meal ingredients are used while others pile up unused, but instead all ingredients will be used somewhat equally and still result in higher meal scores.
The food requirements have been rebalanced to reflect the higher values of the meal scores.
- The amount of Comfort Meal score required to get a newborn has been increased accordingly. While the initial values are not much different (only a limited food variety is available), much higher scores are needed later (as many ingredients become available). Overall you can grow your population faster than before if you offer various ingredients, but if you offer only one or two types of ingredients, it will be slower.
- The amount of Nutritious Meal score required for mining has been increased accordingly. Surface mining now requires a nutrition score of 2 while sub-surface mining costs 5 per tour.
- Cottages and Huts now also show a meal history for home cooking in their interface.
- All residential buildings got their tooltips about newborns improved.
Food overviews
- New marketplace food overview
- If you select a Market Fountain, you will get an overview of all meal ingredients available at nearby Market Stalls.
- New global food overview
- The “Population” overview has been extended to “Population & Food Overview”, a new tab with the Food Overview has been added.
- It shows a similar food overview as the market fountain, but it sums up all your market place areas.
- There is a new option to define whether your Carriers prioritize eating or priority transports, which may help in resolving Carrier shortage (default is equal priority)
- There is a new option to disable home cooking for Huts or both Cottages and Huts. This can be useful in the late game if you want to ensure that only Cooks in the Tavern use the ingredients to produce meals with higher scores.
- We added a commodity group for “processed ingredients” and redistributed some food and plant related commodities between natural products / animal meal ingredients / plant meal ingredients / processed ingredients.
Gameplay Improvements
- All boss enemy units are now immune to the Warlock scare ability
- Outdoor piles under prolonged threat by enemies will be removed from the economy
- Therefore currently unreachable commodities are no longer considered “available”
- This ensures that production process for those commodities will start if the target production value is not reached
- If the threat is gone, those outdoor piles will be added to the economy again
- The Light Spire and Monument of Wisdom got their ranges in which abilities can be used increased significantly
- Minimum carrier amount which is protected has been increased from 10% to 20%
- Allow Light Spire explore ability in partly explored areas
- Pathfinders work area radius increased from 50 to 80 meters
Controls
- If the camera jumped to a new different location during a dialogue, you can now use the BACKSPACE key to jump back to your original location
Other
- Added an option to increase or reduce the amount of music played by changing the duration of the breaks between music pieces.
- Credits are now split into base game and “Meadowsong” credits and selection is done via a dialog in the main menu
- Added a news section which may be used for special events.
UI Improvements
- Commodity tooltips in the building selection interface and many other interfaces now show how many units of the commodity you have globally in your economy, e.g. “Softwood Trunk (130 owned)”
- The cycle option in the context menu below top bar commodity tooltips now shows how many buildings there are to cycle, e.g. “cycle source buildings (8)”
- Objectives UI has new context actions, displayed at mouseover with a tooltip too:
- Clicking the left mouse button on an objective to build a specific building type will switch directly to the construction mode of this building
- Clicking the left mouse button on a trade objective will now cycle through available Trading Posts or switch to the construction mode of Trading Posts if none exist.
- Monument of Wisdom & Light Spire
- Special ability buttons are now positioned in the controls
- Special ability buttons now show a small mana bar
- Added more explanatory tooltips to the Pathfinder's Hut
- Information regarding yields on farm fields have different colors now for better readability
- Warnings for carrier shortages now include a hint that units can be demoted back to carriers
- The save and load game window now shows the map type: Campaign Map, Modded Map, Generated Map or Developer Scenario Map
Improvements
- Added Elderberries & Brewery to campaign
- Tweaked textures and sizes of wild flax deposits to improve readability
- Better performance especially during far zoom-outs due to optimized mesh LOD calculations
Bugfixes
- Campaign map 3: Fixed wrong speaker of a dialog line
- Huts and Cottages set to priority were not receiving wood for cooking if economy buildings (e.g. Workshop) also had priority enabled and wood lacking. Now the priority setting impact for huts and cottages is similar to other buildings and wood will also not get redirected elsewhere
- as long as priority is enabled
- Fixed "No Wood for cooking..." building state sometimes not updated correctly
- Fixed bandits stuck in the loop of scaring player’s units when interrupted while stealing
- Fixed some neutral village trades/gifts not executed correctly when receiving food goods
- Fixed not being able to disable mod/map packages. Fixed duplicate buttons sometimes displayed in map package browser
- Fixed that clicking the “Builders Edition button” was linked to the wallpapers DLC
- Fixed that clicking some entries in the top bar initiated unwanted camera jumps or entering building construction mode
- Fix rare crash when trying to cancel a building construction via hotkey
- Fixed a rare crash in campaign map 7 when discovering a point of interest
- Reduced shadow flickering at certain camera positions
- Fixed issue with amount control pop-ups (e.g. to increase number on a production recipe) staying open when scrolling down in the construction menu, leaving them floating somewhere.
Pagonia Editor Changes
- Improved stability when opening, closing, and editing maps
- Fixed rendering issues for faction buildings and POIs
- Maps can now include DLC dependencies and pass required data correctly when launched
1.2.2 – Hotfix #2
Bugfixes (all platforms)
- Fixed mod.io in-game login issues
1.2.1 – Hotfix #1
Bugfixes (All Platforms)
- Added missing translations for some features (for example in the Population Overview)
- Fixed join via friends list button text sometimes extending out of button
- Fixed a crash during game saving that could happen for wrongly configured user made maps
- Fixed editor sometimes showing black screen initially until the light pre-set is changed
- Fixed some issues with the editor when changing between tabs
- Fixed recruitment tooltip mistakenly shown also for non-player units
- Fixed playtime explanatory tooltip not showing
Bugfixes (GOG only)
- Fixed “merge with 3 villages” achievement
- Fixed in-game link to the A Touch of Spring cosmetics pack DLC
- Fixed Builder's Edition not showing as owned
- Fixed own avatar picture sometimes not correctly shown in multiplayer
- Fixed issues when leaving a multiplayer session and trying to re-join it later
- Fixed cross-play multiplayer sessions not working when host uses another platform while client uses GOG