News Liste Pioneers of Pagonia

Patch 1.1.0 – New Quality of Life Improvements
Pioneers of Pagonia
Heute 13:38 Community Announcements

Dear Pioneers,

[p]it's time for a new Quality-of-Life-Update! We're excited to release some highly requested improvements today! [/p][p] [/p]

Unit Overview and Demoting Units

[p]You asked for it, we delivered: It's now possible to transform any unit type back to a Carrier. Just remember that the units need to be in your territory. All dropped equipment can be picked up and used again. The new Unit Overview comes in really handy. You'll find it on the right hand side of the construction menu. Not only does it look good, you can also use it to find specific unit types and cycle through their workspaces by clicking on the magnifier icon. Neat! [/p][p][/p][carousel][img src="https://clan.akamai.steamstatic.com/images/43619279/8d1c63e00f25a8ee2ec7797dc6ac372e82d9ae81.png"][/img][img src="https://clan.akamai.steamstatic.com/images/43619279/3b344051034aad601b2893e651db8ac164608c8c.png"][/img][/carousel]

Copy Building Settings

[p]You planned out the perfect production settings meticulously and don't want to do it all over again? Well, now it's possible to simply copy settings to on or all buildings of the same type! 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). All work orders including their settings, the main priority setting and enabled state will be copied.[/p][p] [/p][carousel][img src="https://clan.akamai.steamstatic.com/images/43619279/9b9c39a902c05984fc32e490f8a75cf5f30a1ae2.png"][/img][img src="https://clan.akamai.steamstatic.com/images/43619279/f6b3b78ccba938bec392d7dd807e9c2f911e1c91.png"][/img][/carousel]

Balancing Adjustments

[p]Next up are a lot of balancing adjustments for trade and gift offers, building placement and units. We rebalanced the trade offers of Pagonian villages on generated maps. Also, we've worked on a lot of combat balancing! Look into the detailed patch notes down below for more information. [/p][p][/p]

Other Improvements

[p]Misplaced a building or just changed your mind? It's never been easier to demolish a building. With a brand-new hotkey you can demolish a building or cancel it's construction in no time![/p][p]The next one is for everyone who loves to decorate their villages: The decorations category now has a search bar! Also while placing decorations you can now cycle the available variants via CTRL + Mouse Wheel or by clicking the arrow buttons in the new preview interface on the right. [/p][p][img src="https://clan.akamai.steamstatic.com/images/43619279/8d448e9e87eadbf9cc945d5f93d45ed604c6b90d.png"][/img][/p][p]As always, we hope you enjoy all the new improvements in Pagonia. Let us know about your feedback on Steam and Discord!

Take up your tools, Pioneers!
Your Envision Entertainment Team

[/p]

1.1.0 – Quality of Life

[p]
[/p]

Highlights

  • [p]Unit Overview and demoting units: Transform any unit type back to standard Carrier [/p][/*]
  • [p]Copy building settings: copy settings to one or all buildings of the same type [/p][/*]
  • [p]A lot of balancing adjustments for trade and gift offers, building placement and units[/p][/*]
[p]
[/p]

Gameplay

  • [p]Unit Overview and demoting units[/p][/*]
  • [p]A new interface shows you all unit types you currently have [/p][/*]
  • [p]You can demote any kind of unit back to a standard Carrier [/p][/*]
  • [p]Units have to be in your territory to be demoted [/p][/*]
  • [p]Equipment will be dropped where they stand and can be re-used [/p][/*]
  • [p]The interface can also be used to find specific unit types and cycle through their workplaces[/p][/*]
[olist][*][p]Scav Bulwarks are now destroyed if all units in its vicinity are killed, even if some assigned units are still alive but far away
[/p][/*][*][p]Thieves and Bandits will cancel looting attempts and return home when scared off by Warlocks
[/p][/*][*][p]Warning flag colors for some states of residential buildings have been corrected
[/p][/*][*][p]The Mint now starts without production orders, all recipes are set to “amount 0” by default[/p][/*][/olist]
  • [p]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. [/p][/*]
  • [p]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[/p][/*]
[p]
[/p]

User Interface

  • [p]New functionality: Copy building settings[/p][/*]
  • [p]You can copy settings of the current building to all other buildings of this type [/p][/*]
  • [p]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. [/p][/*]
  • [p]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) [/p][/*]
  • [p]All work orders including their settings, the main priority setting and enabled state will be copied [/p][/*]
  • [p]This can be used for gathering buildings, production buildings, training buildings and territory buildings [/p][/*]
  • [p]All options have hotkeys associated, defaults are:[/p][/*]
  • [p]Copy: CTRL+C [/p][/*]
  • [p]Paste: CTRL+V [/p][/*]
  • [p]Paste to all: CTRL+SHIFT+V[/p][/*]
[olist][*][p]Additional highlights and tooltips guide you through the process[/p][/*][*][p]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
[/p][/*][*][p]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
[/p][/*][*][p]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
[/p][/*][*][p]The objective UI now has more contextual jump-to actions when clicking the objective
[/p][/*][*][p]Stone and Copper Chunks now also have markers on the mini-map
[/p][/*][*][p]In-game pause menu now shows more info about the current map you are playing[/p][/*][/olist]
  • [p]Added “Difficulty” information, if available [/p][/*]
  • [p]Added “Map Size” and “Actual playtime” (if time speedup was used) [/p][/*]
  • [p]Added “Map Goal” and “Landing party” for generated maps [/p][/*]
  • [p]Added “Author” information and buttons for “feedback”, “like” and “report” for mod maps[/p][/*]
[olist][*][p]Improvements for demolishing buildings[/p][/*][/olist]
  • [p]Added a hotkey to demolish a building or cancel it’s construction (default key “-”) [/p][/*]
  • [p]The confirmation dialog can be confirmed by pressing the hotkey again, ESC cancels it [/p][/*]
  • [p]The confirmation dialog is skipped for newly placed construction sites which did not start yet [/p][/*]
  • [p]The confirmation dialog can now be disabled in the gameplay options[/p][/*]
[olist][*][p]Improvements for placing decorations[/p][/*][/olist]
  • [p]The decorations category now has a search bar [/p][/*]
  • [p]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 [/p][/*]
  • [p]Randomizing the variation is now optional and can be disabled in the preview interface on the right (default is on) [/p][/*]
  • [p]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[/p][/*]
[olist][*][p]The Info box showing which resources are in range while placing buildings has been improved[/p][/*][/olist]
  • [p]Resources in range are now displayed directly at the mouse pointer for better visibility [/p][/*]
  • [p]All resources are additionally still displayed at the bottom right with an improved visualization [/p][/*]
  • [p]All resources now display icons for better readability[/p][/*]
[olist][*][p]Improved meal history readability, the latest entries are now on the left and finished ones are greyed out
[/p][/*][*][p]After selecting the Treasure Hunter in the construction menu, treasure areas are highlighted
[/p][/*][*][p]Baneroots now display their summoning progress in the tooltip
[/p][/*][*][p]Amber Baneroots now state that they are immune to any attacks
[/p][/*][*][p]Underground mines meal tooltip now mentions that softwood beams are required for the ore production process
[/p][/*][*][p]Unit tooltips now show if the unit type does not require a tool and training building
[/p][/*][*][p]Units that are not scared by Spectres now indicate this in their traits list
[/p][/*][*][p]Key bindings bound to mouse now display the actual mouse icon instead of text
[/p][/*][*][p]Tooltips of some control buttons of selected buildings have been improved (Territory buildings, Monument of Wisdom, Light Spire, Woodcutter’s Hut)
[/p][/*][*][p]If you start a new game, the interface will remember the previous selections
[/p][/*][*][p]Added missing highlight for selected game mode in the start new game section
[/p][/*][*][p]Map information layout in the “escape menu” has been improved
[/p][/*][*][p]On campaign map 7, a location highlight for an important objective was added
[/p][/*][*][p]Improved farm field UI[/p][/*][/olist]
  • [p]You can see where each crop grows best in the tooltip while placing a farm field [/p][/*]
  • [p]New color-coding depending on how well a plant will grow on a given sediment type [/p][/*]
  • [p]While hovering over a sediment type you immediately get information how well the selected crop grows, shown directly next to the cursor [/p][/*]
  • [p]Improved mouse picking for farm fields[/p][/*]
[p]
[/p]

Campaign

  • [p]Third campaign map now hides Wheat recipe in farm field selection [/p][/*]
  • [p]Improved visibility of treasure spots of the fourth campaign map to ensure that players can find the important artifacts [/p][/*]
  • [p]Added new dialogue to explain remote delivery with Trading post on fourth campaign map [/p][/*]
  • [p]Added description for objectives to build and recruit Trade Post and Trade Carrier on fourth campaign map [/p][/*]
  • [p]Fifth campaign map now kills all minions when their boss is defeated [/p][/*]
  • [p]Sixth campaign map now allows Steel and Diamond Staff production from the beginning [/p][/*]
  • [p]Warlocks cannot scare the Malthorn Boss anymore[/p][/*]
[p]
[/p]

Balancing

  • [p]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. [/p][/*]
  • [p]The trade and gift offers of Pagonian villages on generated maps have been rebalanced[/p][/*]
  • [p]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 [/p][/*]
  • [p]The probabilities of trade and gift offers for different commodities have been rebalanced to create a better variety of offers[/p][/*]
[olist][*][p]The probabilities of objectives to deliver specific commodities have been rebalanced to create a better variety of requests on generated maps
[/p][/*][*][p]Relics can now be offered in trade and gift offers by Pagonian villages in on generated maps
[/p][/*][*][p]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.
[/p][/*][*][p]Guard unit type’s combat values have been rebalanced[/p][/*][/olist]
  • [p]Veteran Guards get their combat power increased from 12 to 20 [/p][/*]
  • [p]Elite Guards get their combat power increased from 30 to 40 [/p][/*]
  • [p]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.[/p][/*]
[olist][*][p]All Blade Dancer unit types attack bonuses against Scavs are now 100%[/p][/*][/olist]
  • [p]Standard Blade Dancers get their attack bonus against Scavs increased from 50% to 100%[/p][/*]
  • [p]This ensures that their effectiveness against Scavs is significantly better than “Advanced Soldiers” in comparison[/p][/*]
[olist][*][p]Elite Blade Dancers get their attack bonus against Scavs reduced from 150% to 100%[/p][/*][/olist]
  • [p]This ensures they are not too overpowered against Scavs and their power increase compared to the Swift Blade Dancers is more reasonable[/p][/*]
[olist][*][p]We rebalanced objective types on generated maps[/p][/*][/olist]
  • [p]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 [/p][/*]
  • [p]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[/p][/*]
[olist][*][p]Reduced the amount required by objectives for some commodity and unit types in medium and higher difficulty levels
[/p][/*][*][p]The difficulty to obtain a hidden achievement about logistics has been reduced[/p][/*][/olist][p]
[/p]

Other Improvements

  • [p]Autosaves now can not be overridden when doing a manual save [/p][/*]
  • [p]Added an option to skip the intro video [/p][/*]
  • [p]“Scavenger” achievement now requires only 95% of all deposits being mined instead of 100% [/p][/*]
  • [p]Added death animation variations for all humanoid units[/p][/*]
[p]
[/p]

Bugfixes

  • [p]Fixed that crafted jewelry did not boost combat power of Sorceresses and Warlocks [/p][/*]
  • [p]Pathfinder will no longer ignore focus point changes [/p][/*]
  • [p]Show prompt for multiplayer invites instead of ignoring them while in-game [/p][/*]
  • [p]Fixed blocked areas around mining resources in generated and campaign maps [/p][/*]
  • [p]Fixed invalid keyboard shortcut behaviors in the Pagonia Editor [/p][/*]
  • [p]Fixed edge case when pausing Pathfinder that could lead to unremovable obstacles [/p][/*]
  • [p]Fixed Layout of mod.io connection button [/p][/*]
  • [p]Fixed notification filter; it now uses non accelerated game time [/p][/*]
  • [p]Fixed supply trades not counting as finished when completed with normal Carriers [/p][/*]
  • [p]Fixed some points of interest being able to be demolished on campaign map 6 [/p][/*]
  • [p]Fixed mini-map showing sometimes building warnings when there are none [/p][/*]
  • [p]Fixed flickering point lights on Scavenger Bases on very specific zoom levels [/p][/*]
  • [p]Fixed “Claim All Territory Achievement” not always working [/p][/*]
  • [p]Fixed performance issues with own idle units being outside own territory in an isolated area [/p][/*]
  • [p]Fixed missing plural forms of some artifact names [/p][/*]
  • [p]Fixed wrong exploration of NPC village on second campaign map [/p][/*]
  • [p]Fixed an issue that the interface of a selected unit was no longer showing the other units employed in the same territory building [/p][/*]
  • [p]Fixed some guidance videos showing numbers in the video [/p][/*]
  • [p]Fixed an issue where the guidance video about “Supplying Important Locations” in the fourth campaign map would not be shown properly [/p][/*]
  • [p]Fixed VFX of the end boss of campaign map 7 looping after he is killed [/p][/*]
  • [p]Fixed road preview sometimes not corresponding to finally built road [/p][/*]
  • [p]Fixed tooltips of resources/units in the overview HUD sometimes showing invalid context actions [/p][/*]
  • [p]Very few text lines were missing, e.g. in some territory buildings tooltips, which have been added [/p][/*]
  • [p]Fixed player units rarely being stuck in a certain area when being constantly scared by enemies [/p][/*]
  • [p]Fixed overview HUD dropdown may be displayed below building menu [/p][/*]
  • [p]Fixed HUD being shown below active dialog cutscene after entering and exiting pause menu once [/p][/*]
  • [p]Fixed game timer text sometimes having a line break before the last digit [/p][/*]
  • [p]Fixed “All accessible territory in range claimed” sometimes showing up wrongly in the territory claiming buildings [/p][/*]
  • [p]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[/p][/*]
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Release:13.12.2023 Genre: Simulation Entwickler: Envision Entertainment Vertrieb: Envision Entertainment Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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27.03.24 07:55 Community Announcements
PAX Sale. Get 15% off Pioneers of Pagonia!
Pioneers of Pagonia
21.03.24 14:46 Community Announcements
Beta Test for Co-op Update 0.5.0 starts now!
Pioneers of Pagonia
21.03.24 14:01 Community Announcements
Steam Spring Sale. Get 15% off Pioneers of Pagonia!
Pioneers of Pagonia
14.03.24 16:24 Community Announcements
0.4.1 - Hotfix
Pioneers of Pagonia
14.03.24 13:28 Community Announcements
Economy Update 0.4.0
Pioneers of Pagonia
12.03.24 10:51 Community Announcements
Join our Dev Live Stream for the upcoming Economy Update!
Pioneers of Pagonia
07.03.24 13:27 Community Announcements
Open Beta Patch Notes 0.4.0
Pioneers of Pagonia
04.03.24 17:13 Community Announcements
Patch 0.3.0
Pioneers of Pagonia
13.02.24 15:14 Community Announcements
Get 15 % Off! Sale for Pioneers of Pagonia
Pioneers of Pagonia
08.02.24 17:01 Community Announcements
Open Beta Announcement
Pioneers of Pagonia
31.01.24 16:13 Community Announcements
1.0.10 - Update 4
Pioneers of Pagonia
15.01.24 14:00 Community Announcements
Dev Blog #7: Early Access Launch and Happy Holidays!
Pioneers of Pagonia
21.12.23 14:23 Community Announcements
1.0.9 - Update 3
Pioneers of Pagonia
19.12.23 12:43 Community Announcements
1.0.8 - Update 2
Pioneers of Pagonia
15.12.23 14:23 Community Announcements
1.0.7 - Update 1
Pioneers of Pagonia
14.12.23 15:01 Community Announcements
Pioneers of Pagonia is now available for Early Access!
Pioneers of Pagonia
13.12.23 10:40 Community Announcements
Dev Live-Stream: Pioneers of Pagonia Play Session
Pioneers of Pagonia
08.12.23 16:28 Community Announcements
Early Access Trailer & Dev Live Stream Announcement
Pioneers of Pagonia
08.12.23 15:21 Community Announcements
Dev Blog #6: Feature Update – Combat, Military & Enemy Types
Pioneers of Pagonia
01.12.23 15:00 Community Announcements
Closed Beta Announcement!
Pioneers of Pagonia
06.11.23 16:08 Community Announcements
Dev Blog #005: Steam Next Fest Recap, Public Demo and Loca Update
Pioneers of Pagonia
20.10.23 14:41 Community Announcements
Demo Play Session of our Wholesome City Builder
Pioneers of Pagonia
10.10.23 18:01 Community Announcements
Demo Play Session of our Wholesome City Builder – Dev Live Stream and Q&A #2
Pioneers of Pagonia
06.10.23 08:20 Community Announcements
Demo Play Session of our Wholesome City Builder – Dev Live Stream and Q&A #1
Pioneers of Pagonia
05.10.23 15:26 Community Announcements
Announcement: Public Demo of Pioneers of Pagonia
Pioneers of Pagonia
28.09.23 15:26 Community Announcements
Localization Announcement
Pioneers of Pagonia
21.09.23 14:10 Community Announcements
Dev Blog #004: Gamescom Recap, Closed Alpha and more!
Pioneers of Pagonia
18.09.23 19:03 Community Announcements
Closed Alpha Start Date 14th of September!
Pioneers of Pagonia
07.09.23 16:54 Community Announcements