1.5.4 Hotfix #4
1.5.4 Update Notes “Echoes of Aldramar” & QoL 9 Release Hotfix #4
QoL 9
Gameplay Improvements
- Halloween Map: added achievement for the "Skull Island" map
Visuals, UI and Audio Fixes
- Added Halloween themed props to some buildings
Bugfixes
- Fixed some missing Halloween decorations
- Fixed video memory error message showing MB amount but displaying “GB” in video settings screen
1.5.3 Hotfix #3
1.5.3 Update Notes “Echoes of Aldramar” & QoL 9 Release Hotfix #3
QoL 9
Bugfixes
- Fixed “Meal of the day” achievement (cook meal with variety bonus) could not unlock for players not owning the “Meadowsong” DLC
- Fixed rare crash when unsubscribing a mod
- Fixed broken rendering of mining buildings on older graphics cards
DLC “Echoes of Aldramar”
Map Generation
- Marble deposits are no longer placed behind areas which are inaccessible due to quicksand
1.5.2 Hotfix #2
1.5.2 Update Notes “Echoes of Aldramar” & QoL 9 Release Hotfix #2
QoL 9 – Base Game
Bugfixes
- Unsubscribing a mod on mod.io now properly removes the mod from the local mod list as well
- Fixed every map was shown as liked in the in-game pause menu as soon as you liked one mod for PoP
- The achievement to finish all trades is now checked once after loading in case you didn't get the achievement but completed all trades with one faction
- Fixed pause in multiplayer not showing for clients
- Fixed rare GPU crashes in terrain and point light rendering
Pagonia Editor Changes
- Fixed several first-time map generation issues
- Better error handling when loading broken packages
- Ensure creation of a loca file on older packages when creating a new map
Map Generation
- Added fallbacks for fish placement when balancing player start area
DLC “Echoes of Aldramar”
Bugfixes
- Fixed the description of a Treasure Raider camp on map 3
Map Generation
- Restored build area generation on non-DLC2 maps
- On conquer maps, that enable only Stone Warriors and monument randomization, a monument is enforced
1.5.1 Hotfix #1
Core Game
Gameplay Improvements
- Game speed ‘slow motion’ (x0.25) is now also available in multiplayer
Interface Improvements and Updates:
- When bosses' health/attack power values are modified by difficulty settings, the difference is no longer shown as +X in their interface, but the default value is adjusted. This way it can be differentiated from boosts that happen during gameplay (e.g. for the new “Echoes of Aldramar” Stone Guardians or the boss Mashka in the original campaign).
Bugfixes
- Fixed a rare multiplayer desync that could happen joining game while summoned witches are spawned (DLC 1 “Meadowsong”)
- Fixed an issue on map 3 “Lost and Forsaken“ where a choke point was too narrow to build a road through it to reach a point of interest (abandoned mine) which is critical for the main objectives.
- Fixed missing update of a trade center that could lead to a trade not being started in time and as a consequence to a possible desync in multiplayer
- Fixed a regression that broke randomness of units spawned for raids in some campaign maps
- Fixed an edge case where units would not die when carrying commodities
- Fixed crashes in some rare cases of scene rendering
- Some VRAM usage optimizations that could potentially improve performance
Pagonia Editor Changes
- Deposits can no longer receive a height offset
- Small improvements on map parameter names
Known issues
- Creating a new map in the Pagonia Editor keeps checkpoints outdated, hindering further checkpoint generation. Saving the map first, closing and then reopening it mitigates the issue.
- Some maps with sand and quicksand won’t have flat build areas.
DLC “Echoes of Aldramar”
Gameplay Improvements
- Players cannot construct buildings directly next to an Obelisk anymore, as this could lead to the Obelisk’s entrance being blocked so that no Keystone could be delivered. Now buildings can only be placed with a minimum safe distance from Obelisks.
- Points of interest that need to be constructed on custom maps can now also be constructed out-of-territory by the Expedition Camp.
Bugfixes
- Bandits and thieves will correctly drop carried goods in Aldramar territory if attacked there.
- Fixed Ukraine subtitles from DLC “Meadowsong” being shown in the “Echoes of Aldramar” intro and extro videos
- Fixed an issue where a tree was spawned inside of a cliff on map 4 “The Eye of Eternity”
Balancing
- Map 3 “Lost and Forsaken“: Adjusted strength of enemy camp custom raids: There should be less Elite Bandits coming from the frequent custom raids now.
Map Generation
- Monument construction objectives are now all assigned by the same NPC faction
- Visual dry variants of trees are no longer placed on non-dry sediments
- Fixed rare case where the sediment swap effect left residual sand
- Fixed a crash during sediment swap when there was no valid sediment to swap to
1.5.0 Quality of Life Update & DLC "Echoes of Aldramar"
Our second Expansion DLC “Echoes of Aldramar” is now available!
Ancient Pagonian history, four new story maps and monumental structures!
Dive into uncharted land and discover new desert landscapes, gigantic ancient ruins and new construction mechanics that take your builders beyond the borders of your territory. But beware of the dangers that lurk in the fog!
Highlights:
- New story campaign with four maps
- New desert landscapes with new gameplay challenges
- Monumental structures that require extraordinary construction effort
- A new enemy type with unique abilities and traits
- New ancient boss that requires all your strength!
What’s new in “Echoes of Aldramar”?
- A new story campaign spanning four maps, in which the Venturer’s Crew explores the islands of Aldramar, ancient lands of Pagonian lore.
- New desert landscapes featuring monumental structures that can be restored multiple construction stages. Working on these immense projects influences the enemies and turns desert into fertile land.
- New sediment types Desert Sand and Quicksand offer new gameplay challenges.
- New boss-like enemies: Ancient **Stone Warriors** with unique behavior are patrolling between Obelisks, which can be met with different strategies: Avoid, divert by activating Obelisks, or confront them directly in combat.
- New building Expedition Camp and new unit Expedition Builder which enable the restoration of the huge monuments outside your territory.
- New construction resource Marble which can be prospected with the Advanced Quarry and is used for the reconstruction of the monuments.
- All new gameplay features are also playable on custom maps!
1.5.0 Quality of Life 9 – Base Game Update
New: Guidance Video Compendium
- The Guidance Videos Compendium enables you to rewatch instructional videos anytime
Gameplay Improvements
- Trade Carriers will no longer start on their route while the target building is under threat.
- Pathfinder’s Hut tool requests can now be disabled unless they are required for an active command.
Interface Improvements and Updates:
- Custom game setup UI: Improved integration of the new **Echoes of Aldramar** settings
- Pathfinder’s Hut:
- Improved UI to better highlight an active command
- Improved tooltips of command focus point buttons
- Trading Post:
- Supply trades are now split into different sections based on type.
- New Game speed setting added: Slow motion (x0.25). Only available in solo play for now, will be added to multiplayer games at a later point.
- When placing a construction site, the preview at the mouse will now show the required dig actions for flattening the terrain, with a color indicator showing how high the digging effort will be when placing the building at the target location
- Improved camera jumps and cuts visualization
- The difficulty drop-down when starting a new campaign map now has tooltips to explain the different difficulty levels in more detail
- Updated campaign menu images
- Improved some objective titles
Bugfixes
- Fixed underwater light reflections not being displayed
- Fixed a desync error in multiplayer that occurred when a player joined a game while a dialog was playing
- Fixed a rare crash that could occur when closing the mod window
- Fixed the mod DLC filters dropdown not updating correctly
- Fixed a bug where not all active mods were loaded before a map was started
- Fixes for the construction menu and mini-map display:
- When hovering a building, already existing buildings of that type are now correctly and instantly highlighted on the mini-map.
- The highlight of the existing buildings was changed to orange color on the mini-map to make them easier to distinguish from other building highlights.
- Fixed feeding stations not being visible on the mini-map
- Fixed the hitbox of objectives: Their size was increased so they match the actual objective size.
- Fixed a rare crash in the start menu.
- Fixed an issue with the building menu and unit menu remaining opened during cutscene dialogs
- Fixed an issue with ranges and focus points still being visible during cutscene dialogs
- Fixed an issue overlapping text boxes in the game end dialog
- Fixed building descriptions in the building menu were obstructed by the priority button in some cases
- Main campaign: Fixed an issue on campaign map 7 “The Final Fray“ of the main campaign: Attacks from Amber Baneroots now correctly trigger a notification.
Balancing
- DLC 1 “Meadowsong”: Changed construction cost of Animal Farm from 8 Softwood Boards to 6 and 2 Stone Blocks
Pagonia Editor Changes
- Fixed a bug where GDB list inheritance and replace inheritance didn't update correctly in open documents
- Community maps now use localizable titles and descriptions.
- Localization can be edited in the Pagonia Editor
- Strings from your own mod can be localized
- Missing languages can be added to existing packages
- Existing translations can be changed
- Moddability: Gathering workers now can perform both fishing and gathering tasks simultaneously
- Localization UX improvements
- Custom maps can now reference to entities in non-map GDB files in the same package
- Introduced a Help -> Request Support feature with package upload support
- Improved stability with unexpected values when modding and improved error reporting
- GDB: Replace proxy entities can no longer target abstract entities
Known issues
- On generated maps the objective to construct the monument switches between factions after completing a stage
- On generated maps the Expedition Camps cannot construct regular construction sites that are out of territory (e.g. statue)
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