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Changelog

Every change since the first build, newest first.

  1. 28 changes
    • Fields and seeds: a meadow holds one Farm with a tile for each crop. Wheat and barley from the start, flax and woad found or learned, and a field can be resown or left fallow.
    • The Workshop shows its steps as chains, with a page for what's working, what's queued and what each step needs, and a search.
    • The build bar holds one pile per job, your favourite on top and the other versions on hover; a bigger store can be placed at once for what its climb costs.
    • Auto-upgrade needs a standing Steward's House as well as the Works Ledger.
    • The Hall's square: six lots east of the Hall for the one-of-a-kind buildings, locked until you open them, and the Hall stays put.
    • The coin exchange has two modes, Change once or Keep changing, on a finer ladder.
    • Buildings can rise on their own: the Works Ledger switches auto-upgrade on for the whole realm, a category or one kind, and it keeps a reserve in the purse, even while you're away.
    • The Steward's House sets how your makers choose what to make: Balanced, Most profit, Use up stock or Spare the scarce, for the whole realm or one kind.
    • Every world now holds every kind of land beyond its first ten rings, so no map runs out of vineyard slopes, dunes or a metal vein late in the game.
    • The Hall opens as your realm's hub, with tabs for the realm, its buildings and its rules, and Upgrade all for one kind of building.
    • A Workshop step that saves workers now always saves at least one person.
    • Less clay in every world, and the dots on the land picture get a key.
    • The coin exchange is a plain counter: type what you give or what you get, use the slider or Max, and see the fee in one line.
    • A purse that runs short breaks a coin from the purse above, for free: 90 bronze from 1 silver leaves you 10.
    • The Apiary forages by reach: it stands near thickets and meadows, and its bees make nearby Gatherer's Huts pick faster.
    • Makers with more than one recipe let you pick it on their panel, or leave it on Auto.
    • The Hamlet lasts longer and learns one thing at a time, and the University and the Workshop stand in the Hall's yard.
    • Claiming land goes faster with more crews: each tier brings its own, and the Hall hires two more.
    • One store that grows: the Storehouse becomes the Warehouse at level 4. Recipes take a little longer, and you can set a limit per good so makers rest when there's enough.
    • Press U to light every building that can rise, and Upgrade all raises each one a level, cheapest first.
    • A Brewery fed only grain no longer asks for a Malthouse.
    • Your founders sleep in the open until the first Huts stand, and the tutorial teaches the Market Place first.
    • Workers are whole people, never 1.4 of them, and a road's carts take none of your workers.
    • Rock salt in the hills, worlds with less scattered land, and a Resources setting (Sparse, Normal, Rich) when you found a realm.
    • A building's panel shows its whole cycle: what goes in, how far along it is, what comes out, and what's holding it up.
    • Threats that hurt a realm left alone are on hold for now.
    • The chain lesson waits until you can build the next link, and Show me always points at something, with a gentler pulse.
    • The price of the next plot of land no longer drops when your hamlet becomes a village.
    • Behind the scenes: the documents now record every topic and why it was built.
  2. 1 change
    • Ox Carts need hides, and a Storehouse opens four road dots a side, so the middle of the game runs smoother.
    • Behind the scenes: the bots that play to the crown for our balance tests got better, and the guided-play test checks more.
  3. 22 changes
    • A market place's stalls take their goods in turn, so a Kingdom keeps growing past 2,600 people.
    • Carts carry slots of goods, each slot one good, and the far end decides what it needs first.
    • Deeds, Renown and the Legacy: 49 deeds with small rewards, picture lessons, and a hand-down from the City that buys lasting boons for your next realm.
    • The late game: events that weigh on your goods, staged great works, a crown to win and an epilogue.
    • 108 new painted Workshop steps, and paintings for the great works and the late events.
    • Each late event has its own sound.
    • The river's high water runs over the bridges on the map.
    • Opt-in play data: the game asks once, shows exactly what it would send, and sends nothing without a yes.
    • The ascension card shows what you gain in pictures, and warns you if people would leave.
    • The first tiers hold: ascending strands nothing, the tutorial teaches the Storehouse, and settlers wait for food.
    • Research can run side by side once the University allows it.
    • The top bar keeps pause, the speeds, the date and the menu on screen at every width.
    • A road shows the flow of each good it carries, per minute.
    • Every tech needs a University first.
    • One oak top bar holds your realm, people, coins and stock; research and the Workshop move to the build bar.
    • A building's road dots follow how many goods it moves, and the Village Hall becomes the realm's seat.
    • Roads run one way with no traffic jams; the good the far end runs out of soonest goes first.
    • Painted glyphs and problem pictures replace the last line icons.
    • Trouble shows as pictures: a pin over the card, and badges at the screen's edge for what's out of view.
    • While placing, every building shows the room it keeps around it.
    • A road plugs into exactly the two dots you drag it between.
    • The book of knowledge opens faster, and the map runs smoother while it's open.
    • Behind the scenes: every word in the game moved into one catalogue, the tests got sharper, and the bots learned the late game.
  4. 13 changes
    • An early-access build that runs in the browser, with its version, a feedback link, and a request that the browser keeps your saves.
    • The first two hours, rebalanced: a Dirt Path runs two porters, and the tutorial's realm grows instead of stalling.
    • Level-up buttons wait until coin, goods, research and people are all there, and show a picture checklist of what's missing.
    • Show me opens the book of knowledge on the goal's tech.
    • Build cards show every cost: the coin and every good. Shift keeps placing.
    • Music plays from the title screen through the loading curtain.
    • Settings keep one size and scroll inside.
    • The next goal's homes go where a market place can feed them.
    • Fixed: queued research no longer starves makers fed from your stores, and a home's tax depends on its own needs.
    • A home's "short of" pill names the need its people lack most, and holds still.
    • Goods levels are paused while they wait for a design.
    • Sounds for gathering, boats, cutting roads, demolishing and events, and Ctrl+S says "Saved".
    • The map pans and zooms faster in big realms: carts and chevrons on the GPU, cards that open once the camera rests.
    • Behind the scenes: the documents checked against the game, line by line.
  5. 10 changes
    • Readable everywhere: an interface size setting, larger minimum text, stronger contrast, and keys that work on focused buttons.
    • A refund lands whole: half a gold comes back as 50 silver.
    • Coins always show whole: under one coin a minute, the rate reads per hour.
    • Every refusal says why, in the game's words, and the Workshop is in the menu and the keys.
    • No silent failures: a hidden tab catches up when you return, and an error stops the realm with a page that says what happened.
    • The first hour no longer stalls: the next goal puts food first and names what a research is waiting for.
    • The Workshop: improvements in three steps for ten kinds of building, worked out beside research.
    • Every price, purse and amount of coin is whole.
    • Homes rise past level 4 only once their people stay content for a while.
    • Smoother big realms: the fog, land signs, coin pops and working animations cost less.
    • Behind the scenes: an audit of the whole game before early access.
  6. 6 changes
    • The world generator: rivers that join, lakes that drain on, great rivers for ships, and land shaped by its terrain. You choose your land's size, sea, mountains, lakes and rivers.
    • River ports: Quays on fixed landings by the water, and a fishing fleet you build or buy.
    • Production chains: nothing costs coin only, roads are free, you can gather by hand, and 15 new goods with 14 new buildings.
    • Realms saved before the production chains open again.
    • Build where you click, a next goal to follow, quieter coins, and events that wait for the tutorial.
    • Big saves open in about half the time, and the map pans faster.
    • Behind the scenes: performance notes and a steadier test clock.
  7. 8 changes
    • Every building can grow to twelve road dots a side, and a grown card gets a banner, pennants, then gold.
    • Deep tooltips: nested and lockable, about 70 ideas explained, every number broken down. Every part of a card has one.
    • Buildings show their state in pictures: plates by shape, working motion, and dots that point at the trouble.
    • The coin exchange opens from your coins.
    • A soft fog rolls back as you claim land, lakes shimmer, and claim signs are painted.
    • A card detail setting, a compact card in between, and carts on the zoomed-out map.
    • Roads run at right angles from dot to dot, around buildings, laid in painted pieces.
    • Painted art for All buildings, Claim land, the stock crate, a Hall for each tier and the research marks.
    • Behind the scenes: notes handed from one thread to the next.
  8. 8 changes
    • Rivers and lakes become land on the map, painted, with bridges.
    • The Hearth works as a small market for the homes around it.
    • Standing orders change your coins up at the fee and keep a reserve, even while you're away.
    • The economy, tuned: your founders stay, merchants buy what the realm can spare, and goods need deeper inputs.
    • Research pays in goods and waits for its buildings, with art for the whole tree.
    • Raw materials come from sites on the land, which grow back.
    • Clearer advice, an honest report of what happened while you were away, and Show me lands on a free spot in view.
    • The tutorial's woodcutter chapter ends with its road to the Hearth, and build menus mark sites with no free land.
    • Behind the scenes: a tuning panel for testing the economy and the sounds.
  9. 12 changes
    • The painted look and the music: a title backdrop, the great works, category icons, recorded and composed sound with seamless loops.
    • A front door: the title screen, a loading curtain, a pause menu and settings.
    • A research tree from the Old Stone Age to the Late Middle Ages, and the University.
    • Taxes come from fed homes, market places serve the homes in reach, and the realm shares one stock.
    • Buildings have classes and need a level of the Hall to rise.
    • A build bar by category, with build cards.
    • The land is seamless, with no lines between plots.
    • Land resets for each tier, and great works for the late game.
    • Two-way roads, the Hall's road works, and roads that route around buildings.
    • Problems you can read, road tips, sound and effects; WASD pans and Q/E zoom.
    • Raids and the Barracks wait for later.
    • Zooming in and out is smoother.
    • Behind the scenes: the documents follow the work.
  10. 1 change
    • The first build on one map: buildings linked by roads, real carts carrying every load, a steadier picture.
    • Behind the scenes: balance tools and the plan for the arc from hamlet to empire.