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Patch notes· 31 changes

The Hall's square, and buildings that rise on their own

Ashford at 4× speed: a grown Warehouse, the Village Hall and the Market Place, with the Hall's square lots east of the Hall waiting for their buildings.
The Chronicle unrolled over the map, listing the realm's events newest first: a Travelling Merchant that ended as a blessing and Wolves at the Edge that passed by.

Events reworked

A hardship strikes building by building, and a realm ready for all of it gets the good side instead. The Chronicle reads as a scroll, and saving is Save and Load.

A Farm's page with its Crop picker: Wheat sown, Barley and Flax to choose from, and a note that other seeds grow wild.

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 Hall's square beside the Village Hall: empty fenced lots, one for the Steward's House that opens with Stewardship and one kept free for a later building.

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.

Every change

  • Events reworked: a hardship strikes building by building, and a realm ready for all of it gets the good side instead. The Chronicle reads as a scroll, and saving is Save and Load.
  • The Farm's crops share one pile on the build bar, and a crop found only in the wild stays hidden until you find it.
  • From the Town, a Surveyors' Lodge lays the later road works; the Hall keeps the early ones.
  • 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.