Jul 10, 2026
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Major Update #7: Technical overhauls

4/5 Significant

Major technical overhaul introducing a pathfinding system refactor, official gamepad support, and significant balance changes to Ale consumption and Threshing efficiency.

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Key Changes

  • 1Major pathfinding and locomotion refactor to prevent workers and squads from getting stuck
  • 2Full Gamepad support added with a revamped Game Setup screen
  • 3Ale consumption removed for Lv1 Families, easing early-game tavern requirements
  • 4Threshing efficiency increased at Medium priority (uses 25% workforce instead of 50%)
  • 5New 'island' system for pathfinding to handle enclosed Manor Castle zones and rivers
  • 6Raider behavior adjusted with new loot and torching limits before they retreat
  • 7Squad move commands refactored with new default formations for fields and roads
  • 8Significant performance optimizations for harvest calculations and stone wall construction
  • 9Save/Load system now correctly persists unit stances, skills, and retinue equipment
  • 10Villager behavior improved: husbands and sons now assist with fuel and water tasks

All Changes

⚙️Major Technical Overhauls(6)

  • changePathfinding: Major updates to the pathfinding system to reduce time spent waiting for a path.
  • newPathfinding: Added an 'island' system that quickly rejects paths between enclosed zones like Manor Castles or riversides without bridges.
  • changeLocomotion: Refactored character locomotion and collision to use proper substeps, reducing differences between game speeds.
  • changeSquads: Refactored Squad move commands: defaults to wide lines in fields, 3 columns on roads, and scattered formations in building areas.
  • changeSquads: Added the ability to hold the ALT key when giving move commands to keep relative Squad offsets (previous behavior).
  • newUI: Overhauled the Game Setup screen aesthetic and added full Gamepad controls.

⚖️Gameplay & Balance(13)

  • buffAle: Ale is no longer consumed by Lv1 Families.
  • nerfAle: Ale crafting output reduced from 2 to 1.
  • changeFarmhouse: Threshing Priority default is now Low when constructing a Farmhouse.
  • buffThreshing: Threshing Priority at Medium now uses 25% workforce instead of 50%.
  • buffRaiders: Raiders will now leave if 50% of settlement loot is taken or 40% of the settlement is torched.
  • buffWild Animals: Reduced startle distance for Wild Animals; Hunters and Hounds are less likely to startle them.
  • changePasture Space: Changed Pasture Space calculation to be based on area instead of border length.
  • buffBurgage Plot: Families now only become homeless when their home burns down, rather than when it first catches fire.
  • buffVillagers: Unemployed husbands can now help fetch fuel or water.
  • changeVillagers: Employed sons skip fetching fuel/water if there is an available woman in the household.
  • newTasks: Added a queue system for multiple workers trying to access the same task spot (e.g., dropping resources).
  • changeVegetable Garden: Workers harvesting vegetables at home now walk back to their shed to drop off produce.
  • buffDeep Mine: Increased garrisoning speed into the Deep Mine.

🖥️UI & Quality of Life(6)

  • newUI: Ale consumption is now displayed in the Family Consumption UI (People Tab).
  • newUI: Added info about permanently assigned animals to building floaters via the TAB key.
  • changeUI: Popups for 'Hunger' and other alerts are suppressed while holding LMB to avoid interference.
  • changeUI: Updated Trade Category icons to be consistent with the Resource Bar UI.
  • newTutorial: Added a logistics tutorial and shortened early tutorials to reduce information overload.
  • changeUI: Disabled 'always show region border under cursor' to prevent obstructing combat views.

🚀Performance & Optimization(5)

  • changePerformance: Limited max game speed to 8x to maintain simulation precision and performance.
  • fixPerformance: Notably optimized harvest yield calculation performance for maps with large amounts of crops.
  • fixPerformance: Significantly improved performance when constructing Manors with stone walls.
  • fixPerformance: Optimized memory consumption by unloading menu textures during gameplay and reusing tooltip widgets.
  • fixPerformance: Reduced stutter when spawning Building Panels and removed expensive widgets from various UI elements.

🐛Bug Fixes(8)

  • fixPathfinding: Fixed 30+ pathfinding issues including stuck workers, collision with streams, and Manor Castle platform points.
  • fixSave/Load: Resolved issues where unit stances, skills, and retinue equipment were not saved or restored correctly.
  • fixStability: Fixed several crashes related to supply redistribution, building demolition, and the castle planner.
  • fixProduction: Fixed production bugs where unoccupied plots produced eggs and Hunting Camps failed to report full storage.
  • fixLogistics: Corrected logistics errors where workers with handcarts walked slower on roads or ignored trade rules.
  • fixMilitary: Fixed military bugs including raiders looting Timber and AI squads 'dancing' instead of charging.
  • fixVisuals: Addressed numerous visual glitches including levitating characters, incorrect rotations on bridges, and missing snow.
  • fixUI: Fixed UI bugs where fertility percentages didn't update and regional livestock data was calculated incorrectly.

Summary

This major update (v0.8.090) moves the long-awaited technical overhauls from the beta branch to the main game. The core focus is a complete refactor of the pathfinding and locomotion systems to eliminate stuck workers and improve performance. Alongside these technical improvements, the update introduces full gamepad support, a revamped Game Setup screen, and critical balance adjustments to early-game resource management and raider behavior. Hundreds of bug fixes across production, logistics, and military systems have also been implemented to improve overall stability.