1. Update v1.2.0:
  2. Cosmetics Pack: A Touch of Spring
  3. This release enables the cosmetics pack “A Touch of Spring” which can be bought as DLC.
  4.  
  5. Gameplay
  6. Saved games with DLC decorations can be loaded by anyone even without owning the DLC
  7. Rebalance ancestral defender amount from 25 to 30 and their combat power from 8 to 12
  8.  
  9. User Interface
  10. Improvements for placing decorations
  11. Randomizing the variation is now optional and can be disabled in the preview interface on the right (default is on)
  12. If the randomize setting is enabled it will now only choose a random variation once when selecting the decoration and again after placing a decoration
  13.  
  14. Construction menu building tooltip improvements
  15. Recruitment buildings now show which units they can recruit and what weapons are needed
  16. Market Fountain now shows that it produces Drinking Water
  17. Tavern now shows that it uses Wood + Drinking Water + different meal ingredients and cooks Nutritious and Comfort Meals out of it
  18. All buildings that are unlocked either by purchasing a DLC or through other sources (e.g. campaign finish) now show their source
  19. Decorations no longer show the “Workers” and “Costs” sections
  20.  
  21. All additional content (including the Builder's Edition) is now displayed in the main menu and clicking the individual items will lead you directly to the store page
  22. Forester no longer shows if trees or Wood are in range during building construction
  23. The number in the building menu showing how many buildings of this type you currently have now has more space before it breaks into a new line (e.g. 13/42)
  24.  
  25. Bugfixes
  26. Fixed edge case with Stone Boulders having 1 extra Stone when only gathering Stone Boulders
  27. Fixed join co-op window was super wide after changing from 150% to 100% UI scale
  28. Fixed demote window was not showing Grove Enchantress unit even if you have any
  29.  
  30. Update v1.1.0:
  31. Highlights
  32. Unit Overview and demoting units: Transform any unit type back to standard Carrier
  33.  
  34. Copy building settings: copy settings to one or all buildings of the same type
  35.  
  36. A lot of balancing adjustments for trade and gift offers, building placement and units
  37.  
  38.  
  39.  
  40. Gameplay
  41. Unit Overview and demoting units
  42.  
  43. A new interface shows you all unit types you currently have
  44.  
  45. You can demote any kind of unit back to a standard Carrier
  46.  
  47. Units have to be in your territory to be demoted
  48.  
  49. Equipment will be dropped where they stand and can be re-used
  50.  
  51. The interface can also be used to find specific unit types and cycle through their workplaces
  52.  
  53. Scav Bulwarks are now destroyed if all units in its vicinity are killed, even if some assigned units are still alive but far away
  54.  
  55. Thieves and Bandits will cancel looting attempts and return home when scared off by Warlocks
  56.  
  57. Warning flag colors for some states of residential buildings have been corrected
  58.  
  59. The Mint now starts without production orders, all recipes are set to “amount 0” by default
  60.  
  61. This ensures that the Mint does not accidently consume important copper, silver or gold ingots. The Mint will only produce after the player ordered it to do so.
  62.  
  63. A notification will be sent to the player as soon as the Mint is ready for work for the first time, if it still has no orders at this point in time
  64.  
  65.  
  66.  
  67. User Interface
  68. New functionality: Copy building settings
  69.  
  70. You can copy settings of the current building to all other buildings of this type
  71.  
  72. You can also copy settings of the current building and paste the settings to specific building of this type. Additional highlights and tooltips assist you while doing so.
  73.  
  74. You can cycle through buildings of the same type while in copy mode (by TAB key or clicking the new arrow buttons in the building selection menu)
  75.  
  76. All work orders including their settings, the main priority setting and enabled state will be copied
  77.  
  78. This can be used for gathering buildings, production buildings, training buildings and territory buildings
  79.  
  80. All options have hotkeys associated, defaults are:
  81.  
  82. Copy: CTRL+C
  83.  
  84. Paste: CTRL+V
  85.  
  86. Paste to all: CTRL+SHIFT+V
  87.  
  88. Additional highlights and tooltips guide you through the process
  89.  
  90. The locations of any campaign, objective and arcane artifact are now represented by an icon in the mini-map if it is lying on the ground in an explored area. The icon can be clicked to focus on the artifact location
  91.  
  92. Improved production/recruitment interface: Switching the mode to “target amount”/”minimum stock” now uses the current existing amount as the default value. Switching the mode back to “amount” always uses “0” as default value
  93.  
  94. Woodcutter: Changed the work mode buttons of the woodcutter to three separate buttons of which one is always active (preserve forest, cut all trees, remove forest). Before, the three modes were reflected by 2 buttons only, which caused some confusion
  95.  
  96. The objective UI now has more contextual jump-to actions when clicking the objective
  97.  
  98. Stone and Copper Chunks now also have markers on the mini-map
  99.  
  100. In-game pause menu now shows more info about the current map you are playing
  101.  
  102. Added “Difficulty” information, if available
  103.  
  104. Added “Map Size” and “Actual playtime” (if time speedup was used)
  105.  
  106. Added “Map Goal” and “Landing party” for generated maps
  107.  
  108. Added “Author” information and buttons for “feedback”, “like” and “report” for mod maps
  109.  
  110. Improvements for demolishing buildings
  111.  
  112. Added a hotkey to demolish a building or cancel it’s construction (default key “-”)
  113.  
  114. The confirmation dialog can be confirmed by pressing the hotkey again, ESC cancels it
  115.  
  116. The confirmation dialog is skipped for newly placed construction sites which did not start yet
  117.  
  118. The confirmation dialog can now be disabled in the gameplay options
  119.  
  120. Improvements for placing decorations
  121.  
  122. The decorations category now has a search bar
  123.  
  124. While placing decorations you can now cycle the available variants via CTRL + Mouse Wheel or by clicking the arrow buttons in the preview interface on the right
  125.  
  126. Randomizing the variation is now optional and can be disabled in the preview interface on the right (default is on)
  127.  
  128. If the randomize setting is enabled it will now only choose a random variation once when selecting the decoration and again after placing a decoration
  129.  
  130. The Info box showing which resources are in range while placing buildings has been improved
  131.  
  132. Resources in range are now displayed directly at the mouse pointer for better visibility
  133.  
  134. All resources are additionally still displayed at the bottom right with an improved visualization
  135.  
  136. All resources now display icons for better readability
  137.  
  138. Improved meal history readability, the latest entries are now on the left and finished ones are greyed out
  139.  
  140. After selecting the Treasure Hunter in the construction menu, treasure areas are highlighted
  141.  
  142. Baneroots now display their summoning progress in the tooltip
  143.  
  144. Amber Baneroots now state that they are immune to any attacks
  145.  
  146. Underground mines meal tooltip now mentions that softwood beams are required for the ore production process
  147.  
  148. Unit tooltips now show if the unit type does not require a tool and training building
  149.  
  150. Units that are not scared by Spectres now indicate this in their traits list
  151.  
  152. Key bindings bound to mouse now display the actual mouse icon instead of text
  153.  
  154. Tooltips of some control buttons of selected buildings have been improved (Territory buildings, Monument of Wisdom, Light Spire, Woodcutter’s Hut)
  155.  
  156. If you start a new game, the interface will remember the previous selections
  157.  
  158. Added missing highlight for selected game mode in the start new game section
  159.  
  160. Map information layout in the “escape menu” has been improved
  161.  
  162. On campaign map 7, a location highlight for an important objective was added
  163.  
  164. Improved farm field UI
  165.  
  166. You can see where each crop grows best in the tooltip while placing a farm field
  167.  
  168. New color-coding depending on how well a plant will grow on a given sediment type
  169.  
  170. While hovering over a sediment type you immediately get information how well the selected crop grows, shown directly next to the cursor
  171.  
  172. Improved mouse picking for farm fields
  173.  
  174.  
  175.  
  176. Campaign
  177. Third campaign map now hides Wheat recipe in farm field selection
  178.  
  179. Improved visibility of treasure spots of the fourth campaign map to ensure that players can find the important artifacts
  180.  
  181. Added new dialogue to explain remote delivery with Trading post on fourth campaign map
  182.  
  183. Added description for objectives to build and recruit Trade Post and Trade Carrier on fourth campaign map
  184.  
  185. Fifth campaign map now kills all minions when their boss is defeated
  186.  
  187. Sixth campaign map now allows Steel and Diamond Staff production from the beginning
  188.  
  189. Warlocks cannot scare the Malthorn Boss anymore
  190.  
  191.  
  192.  
  193. Balancing
  194. Some additional building types can now be placed on rocky areas (stone plateau, scree and flat cliff areas) beside quarries and mines: Geologist’s Hut, Smelting Works, Furnace, Storage, Warehouse, Construction Camp, Military Camp and Traders’ Camp.
  195.  
  196. The trade and gift offers of Pagonian villages on generated maps have been rebalanced
  197.  
  198. The internal trade balancing values, which define the ratio at which the Pagonian villages offer goods and gifts, have been rebalanced to better reflect the rarity and production effort of the commodities
  199.  
  200. The probabilities of trade and gift offers for different commodities have been rebalanced to create a better variety of offers
  201.  
  202. The probabilities of objectives to deliver specific commodities have been rebalanced to create a better variety of requests on generated maps
  203.  
  204. Relics can now be offered in trade and gift offers by Pagonian villages in on generated maps
  205.  
  206. A few commodities which were added with the “Major economy update” (Stone Picks, Stones, Fishing Rods) can now appear in trade offers, gift offers and objectives on generated maps too.
  207.  
  208. Guard unit type’s combat values have been rebalanced
  209.  
  210. Veteran Guards get their combat power increased from 12 to 20
  211.  
  212. Elite Guards get their combat power increased from 30 to 40
  213.  
  214. This ensures that guards are the significantly more cost-effective than soldiers to defend your village, to compensate for their inability to go on the offensive.
  215.  
  216. All Blade Dancer unit types attack bonuses against Scavs are now 100%
  217.  
  218. Standard Blade Dancers get their attack bonus against Scavs increased from 50% to 100%
  219.  
  220. This ensures that their effectiveness against Scavs is significantly better than “Advanced Soldiers” in comparison
  221.  
  222. Elite Blade Dancers get their attack bonus against Scavs reduced from 150% to 100%
  223.  
  224. This ensures they are not too overpowered against Scavs and their power increase compared to the Swift Blade Dancers is more reasonable
  225.  
  226. We rebalanced objective types on generated maps
  227.  
  228. Supply POI objectives are 30% more likely than before, in order to reflect the availability of the new delivery process by trade carriers and the additional commodity types which have been added since Early Access start
  229.  
  230. On the other hand the objectives to impress with global values (e.g. total land explored or total wealth) are now 30% less likely than before, since they showed up too often
  231.  
  232. Reduced the amount required by objectives for some commodity and unit types in medium and higher difficulty levels
  233.  
  234. The difficulty to obtain a hidden achievement about logistics has been reduced
  235.  
  236.  
  237.  
  238. Other Improvements
  239. Autosaves now can not be overridden when doing a manual save
  240.  
  241. Added an option to skip the intro video
  242.  
  243. “Scavenger” achievement now requires only 95% of all deposits being mined instead of 100%
  244.  
  245. Added death animation variations for all humanoid units
  246.  
  247.  
  248.  
  249. Bugfixes
  250. Fixed that crafted jewelry did not boost combat power of Sorceresses and Warlocks
  251.  
  252. Pathfinder will no longer ignore focus point changes
  253.  
  254. Show prompt for multiplayer invites instead of ignoring them while in-game
  255.  
  256. Fixed blocked areas around mining resources in generated and campaign maps
  257.  
  258. Fixed invalid keyboard shortcut behaviors in the Pagonia Editor
  259.  
  260. Fixed edge case when pausing Pathfinder that could lead to unremovable obstacles
  261.  
  262. Fixed Layout of mod.io connection button
  263.  
  264. Fixed notification filter; it now uses non accelerated game time
  265.  
  266. Fixed supply trades not counting as finished when completed with normal Carriers
  267.  
  268. Fixed some points of interest being able to be demolished on campaign map 6
  269.  
  270. Fixed mini-map showing sometimes building warnings when there are none
  271.  
  272. Fixed flickering point lights on Scavenger Bases on very specific zoom levels
  273.  
  274. Fixed “Claim All Territory Achievement” not always working
  275.  
  276. Fixed performance issues with own idle units being outside own territory in an isolated area
  277.  
  278. Fixed missing plural forms of some artifact names
  279.  
  280. Fixed wrong exploration of NPC village on second campaign map
  281.  
  282. Fixed an issue that the interface of a selected unit was no longer showing the other units employed in the same territory building
  283.  
  284. Fixed some guidance videos showing numbers in the video
  285.  
  286. Fixed an issue where the guidance video about “Supplying Important Locations” in the fourth campaign map would not be shown properly
  287.  
  288. Fixed VFX of the end boss of campaign map 7 looping after he is killed
  289.  
  290. Fixed road preview sometimes not corresponding to finally built road
  291.  
  292. Fixed tooltips of resources/units in the overview HUD sometimes showing invalid context actions
  293.  
  294. Very few text lines were missing, e.g. in some territory buildings tooltips, which have been added
  295.  
  296. Fixed player units rarely being stuck in a certain area when being constantly scared by enemies
  297.  
  298. Fixed overview HUD dropdown may be displayed below building menu
  299.  
  300. Fixed HUD being shown below active dialog cutscene after entering and exiting pause menu once
  301.  
  302. Fixed game timer text sometimes having a line break before the last digit
  303.  
  304. Fixed “All accessible territory in range claimed” sometimes showing up wrongly in the territory claiming buildings
  305.  
  306. Fixed a rare crash that could happen on campaign map 5 if an enemy camp was destroyed before a certain step in the story was reached
  307.  
  308. Update v1.0.3:
  309. Bugfixes
  310.  
  311. Added more telemetry and error logging when granting an achievement failed
  312. Fixed rare crash in UI when showing unit information
  313. Fixed units sometimes not returning to own territory when finished with their job
  314. Fixed rare crash during unit recruitment
  315. Fixed rare crash during terrain sediment update
  316. Fixed rare desync when updating POI health
  317. Fixed an edge case when demolishing a building could lead to resource loss
  318. Fixed residents sometimes not assigned to Tavern tables
  319. Fixed text layout in some rare edge cases
  320. Scavs are now correctly engaging in combat when encountered during obstacle removal
  321. Fixed some typos