Dear Pioneers,
We are beyond excited to announce the release of our first major Economy Update. The Fishing Hut was by far the most requested building after we launched into Early Access last year in December and we are so happy to finally share it with you! Do you prefer to go fishing at sunny beaches or calm lakes in Pagonia? We definitely enjoy both!
What's new?
- Fisher and Fishing Hut
- New Commodities: Trout and Herring
- Warehouse Storage Building with 8 Piles
- Production and Unit Statistics
- Increased Camera Zoom
- Improved Shadow Quality
- And many more improvements!
Find the full list of changes in the patch notes below.
Developer Notes
It's time to pick up the tools, Pioneers! Or should we say, the fishing rods? Because from now on, not only does it feel like you are watching a fish tank, but you can actually watch schools of fish swimming in the ocean and lakes of Pagonia! Let us tell you everything you need to know:
The Fishing Hut
The Fishing Hut is a gathering building (like the Hunter’s Lodge) with three workers who work independently from each other. Fishers are recruited at the Guild Hall and need a fishing rod as their tool, which is made at the Wood Workshop. The Fishing Hut can be placed anywhere and has a maximum range and a focus point like other gathering buildings in the game.
How does Fishing work?
Fish can spawn in any body of water in Pagonia. There are two types of fish:
- Ocean Fish (Herring) with a nutritious meal value of 6
- Lake Fish (Trout) with a comfort meal value of 6
Unlike to other wild animals in Pagonia, you do not see the actual number of fish in the game world, but you will need to look for schools of fish in the water, which are an indicator of fish occurrence. You will be able to adjust the number of fish in the ocean and in lakes in the map generation settings.
Pagonian fishers are quite skilled in their profession and will prefer fishing spots with more fish in range. However, they do not catch a fish with every try. If they fail to catch a fish after three tries in a row, they will return to their hut empty handed. Hope for better luck next time!
Fish serves as an additional source of food that is quite easy to obtain. Like other food commodities, fish will be prepared for comfort and nutritious meals at the Tavern. However, fish can also be used for rations prepared at the Provisioner.
Warehouse Storage Building
It's bigger, it's better, it is the big Warehouse building! Now you can store up to 8 different commodities and up to 64 units per piles in total. If you like to keep your resources in order, you can choose and set the contents of each pile manually or use a template for quick setups. Each pile can be manually set to priority.
Production and Unit Statistics
We also decided to add statistics to provide over-time feedback on request for many different economy values. You can access the small graphs with a quick mouse-over while playing. They always reflect the last hour to grant context and include information on commodities that were traded or lost.
You will also have a much better overview of your population growth. With the new unit statistics tooltips you can observe the development of total values like balance of homes, total amount of units (combat, construction, carrier etc.) and many more!
Camera Zoom
This was also highly requested by the community. It is now possible to zoom out the camera further to get a better overview of your beautiful Pagonian villages. Enjoy the "Wuselfaktor" from above! :)
We hope you get some early summer vibes while going fishing at the beach or at dreamy lakes. We definitely cannot wait to read what you think! Please share your feedback with us in Discord or in the Steam forum.
Happy fishing everyone!
Your Envision Entertainment Team
Patch Notes 0.4.0
New Features
Fisher
- Herrings have been added to the ocean and Trout swim in the lakes
- Your fishers head out to promising shores in range and try to catch them
- Note that save games from the versions before 0.4.0 do not contain fish deposits, therefore the fisher has nothing to find
- Fish can be used to create rations or supply market stalls
- Herrings are used in nutrition meals, Trout in comfort meals
- The comfort meal score needed to gain population beyond 750 Pagonians has been increased to reflect availability of fish
- The amount of nutrition necessary for mining is unchanged for now as subsurface mining will impact this with a later game update
Warehouse Storage Building with 8 Piles
- Offers space for up to 8 different commodities, and up to 64 units of each one
- The contents of each pile can be chosen and set manually:
- Any specific commodity (e.g. silver blade)
- Any commodity of a group (e.g. any weapon, will be occupied as soon as production piles of any weapon type fill up)
- Any commodity (will be occupied as soon as any production piles fill up)
- Nothing (pile will be emptied / stay empty until changed)
- Some templates offer quick setups, e.g. “construction depot” for all 8 commodities used for construction
- Each pile can be manually set to priority. This means the Warehouse is supplied with priority for that commodity and will only redirect and offer these priority commodities to other buildings which are set to priority.
- The functionality of the standard storage building has been adjusted to the same behavior.
Production Statistics
- Production and consumption statistics added to the tooltip of each commodity
- Reflect the production and consumption history of the last hour of each commodity
- Includes information for commodities traded or lost (e.g. stolen)
Unit Statistics
- Various statistics have been added to the tooltips of the unit interface
- Reflect the changes during the last hour, delivering valuable information, e.g.
- Amount of specific unit types like carriers, diggers or builders and how many of them are idle
- Development of total values like Balance of homes, total amount of combat units, wealth and many more
Improvements
Gameplay
- Reworked “Start new game” flow to better distinguish between guidance maps, preselected maps, generated maps and playing with / without enemies.
- Removed the original guidance map without NPC villages
- Added two new maps to the predefined maps section
- New storage building behavior
- Configure piles individually or choose from several storage presets (e.g. mining resources, construction material, …) for all piles at once.
- Priority storing and delivery can be set per pile.
- Reworked distribution of surplus commodities to storages and warehouses: The supply will now depend on fill state much more than on distance
- This ensures that multiple distant locations get supplied simultaneously instead of the more distant ones only getting supplied after closer ones are full.
- It is useful to distribute commodities in advance and shorten delivery distance e.g. for border stones, construction materials, and more.
- Manual production orders and building priority setting is removed from NPC Village buildings when merging with player
- The camera can now be zoomed out further
- Reduced amount of builders for the well from 2 to 1
Map Generation
- Improved visual quality of shores and water areas
- Improved road layout of NPC villages
Misc
- Shadow quality has been improved
- Rendering performance improvements in situations with a lot of piles on the screen
- Added more LOD levels to a lot of assets to improve performance
- Reduced VRAM usage
- Disabled generated maps on specific old graphic drivers which are known to be unable to support procedural map generation. To unlock map generation an updated driver is required, otherwise those systems can only play the preselected maps and save games created on another system.
- Improved audio mixing
- Added bonus track “Off To New Shores“ to the soundtrack
- Improved various icons
Fixes
- Fixed: The workflow animations at the wood workshops had bugs
- Fixed: Workflow animations at the mint
- Fixed: Idle builders were blocking carriers bringing commodities
- Fixed: NPC camps were sometimes not destroyed after loosing all units
- Fixed: Addresses some issues during road placement