News Liste Pioneers of Pagonia

Beta Test for Quality of Life Update 0.8.0 starts now!
Pioneers of Pagonia
03.09.24 14:06 Community Announcements

Dear Pioneers,



the latest Beta test of our upcoming quality-of-life-update 0.8.0 is out now!

Please tell us what you think on https://discord.gg/X9ChDjXEkr" target="_blank">Discord or in our Open Beta discussion forum on Steam.

Thank you for your support and have fun testing our new features!




Highlights



Interface:
  • Major notification system improvements including a history
  • Persistent top bar configuration
  • Quick access to road construction mode

Gameplay:
  • Threatened state to protect civilians
  • Combat luck balancing

Onboarding:
  • The first beginner guidance videos have been added
  • Many UI enhancements for beginners


Improvements



UI


Top Bar
  • Three different default top bar setups to toggle between
  • Top bar setups and changes are now persistent between game sessions
  • Each top bar setup can be reset back to default
  • The full commodity tooltip including history will now already appear when hovering over a commodity in the top bar drop-down interface. This allows to check all information without the need to enable the commodity for the top bar display.
  • The numbers in all the drop-down interfaces are now updated while the drop-down is open.
  • All items of a category can be enabled or disabled with a single click.
  • The top bar layout is only updated once after the configuration changes of a category are finished to avoid misplaced clicks while configuring the top bar.
  • Improved the way the top bar distributes the columns between the categories.
  • The overall amount of hungry miners is now shown in the top bar.
  • The icons for idle units are now changed to clearly relate them to the unit type they belong to.


Notifications
  • A notification history is now available by a toggle button. Any notification since game start is still accessible on request later
  • New notifications get a brief visual highlight to get more attention
  • The readability of notification icons and text has been improved by an additional outline
  • The mouse-over feedback of notifications has been enhanced [list]
  • The current notification itself is clearly highlighted
  • If there is a location related to the notification, it is highlighted in the minimap
  • If there is a related object in the game world, it is highlighted in world view
  • Notifications reflect their lifetime with a small progress bar until they fade out and move to the history.
  • An additional context tooltip explains the functionality of the mouse buttons clicks on notifications
[*]When the list of notifications changes because a new notification appears or fades, all clicks on notifications are ignored for a very brief amount of time to avoid that the wrong notification is selected or dismissed
[/list]

Quick access to road construction mode
  • Buildings without a road connection now show an alert flag at their connection point
  • Clicking on the connection point instantly switches to road construction mode with the building entrance already defined as the first waypoint.


Building construction mode feedback
  • If a building cannot be placed at the current position, the reason(s) are displayed directly at the mouse pointer
  • For farm fields, the terrain type and the plants which grow best on it are displayed directly at the mouse pointer


Other UI topics:
  • Target locations can now be set on the minimap as well as in the game world. This is valid for Focus, Attack, Claim and Patrol points.
  • The nutrition and comfort values of individual meal ingredients are now shown in the meal tooltips of taverns, residences and mines.
  • All valid ingredients for nutrition and comfort meals are now shown in the meal type tooltips of the tavern.
  • When toggling between light settings with Ctrl+L, the name of the setting is now shown for a brief time on screen.
  • The construction menu now shows the name of the category currently chosen.
  • Hints are shown during the loading screen.
  • When an enemy camp is selected all units belonging to it are highlighted.
  • When placing a market stall or tavern table, related buildings are highlighted.
  • The game language can be changed directly in the pre-game menu via the small globe in the lower right corner.
  • The icons of building categories and the icons of some buildings in the construction menu have been improved.
  • When hovering over an objective related to a building type, the corresponding build menu category and building type are highlighted in the construction menu to ensure it is easy to find


Gameplay



Threatened state
  • All buildings and landscape piles will now switch to a “threatened” state while hostile enemies are nearby [list]
  • A building under “threat” will display that state in the world and in the selection

[*] While under threat, those buildings and piles will not request carriers to travel to them to deliver or pick up commodities and cancel those already on their way.
  • This will also help to avoid civilians sacrificing themselves to werewolves
[/list]

Combat luck balancing
  • The chances of winning or losing a combat fight have been adjusted [list]
  • Whenever a combat unit of a player won or lost a fight, the chance of winning or losing the next fight for that player is adjusted accordingly to neutralize luck or bad luck within the span of several consecutive encounters.
  • This also means that reloading a game state to run a combat sequence multiple times will not lead to remarkably different results any longer.

[*] There will be more combat system changes coming with the Magic Update, stay tuned
[/list]

Other gameplay topics:
  • Improved movement of units outside the road network to reduce blocking issues in some busy situations
  • Optimized road layout around obstacles


Other topics


  • Procedural map generation improvements: [list]
  • Lakes are much better integrated into the landscape
  • More natural shapes of coastlines and cliffs
  • More naturally shaped transition zones between terrain types

[*] New shadow renderer
  • Softer shadows and no more flickering

[*] Adjusted the brightness of the coal signs placed by the Geologist.
[*] When the game is started on SteamDeck, the default video settings optimized for this platform are selected.
[*] Improved textures of stone deposits
[*] Improved look of grassland vegetation
[*] Audio mixing improvements
[/list]

Fixes


  • Fixed: Sometimes the Explorer would not take the last Ration after the Explorer building was disabled and re-enabled again.
  • Fixed: The market stall road connection had a minor visual glitch.
  • Fixed: Several very rare crashes were fixed.
  • Fixed: Dead Scavs were vanishing immediately when their base got destroyed. That is no longer the case.
  • Fixed: Under some very rare circumstances builders were not finishing a construction job.
  • Fixed: Underground and surface deposits will no longer spawn under water.
  • Fixed: When a deposit is claimed into the player’s territory while a gathering building was paused, the new deposit would not be harvested sometimes after re-enabling the gatherer. This is fixed now.
  • Fixed: The construction support grid cells are no longer shown on the territory of other factions.
  • Fixed: When buildings of a merged faction got demolished, sometimes white spots of unexplored territory remained. This is no longer the case.
  • Fixed: Very rarely the game got stuck in multiplayer ping mode.
  • Fixed: Once all 9 nutritious meals were prepared in the tavern, the list of products disappeared.
  • Fixed: Rarely a Scav claimer got stuck in an endless loop.
  • Fixed: Some buildings such as the Construction Camp had a comfort meal history shown even though their inhabitants do not consume meals.
  • Fixed: Improved line break behavior in objective list for objectives with large numbers
  • Fixed: “Recruit X unit” objectives now only count recruited units.


Known Issues


  • Cliff texture sometimes has bad transition with regular stone ground texture.
  • Flags that mark buildings as "threatened" are not waving.
  • Commodities lying on the ground do not show the "threatened" state.
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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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