Dear Pioneers,
We are excited to announce the release of our next major content update: Shared Co-op is now available! Get ready to play Pioneers of Pagonia together with your friends! The last weeks working on this feature have been a lot of fun. If you are looking for groups to play together do not hesitate to join our Discord channel and connect with other players.
Catch a first glance at gameplay by watching this short clip of our devs playing a Co-op-Session. Even game devs are not safe from hungry werewolves. :D
[previewyoutube=WaFVhMibozc;full][/previewyoutube]
What’s new?
- Shared Co-op: Up to four Players!
- Three Ways to team up!
- Multiplayer Saves
- New Interface Features
- Improved Audio Mixing
- Several Fixes
Find the full list of changes in the patch notes below.
Patch Notes 0.5.0
New Feature: Co-op Mode
Shared Co-op is our first multiplayer mode. It means that up to four players can play one faction together without limitations. Any team member may place buildings, paths, send commands or change settings at any time for that one faction.
To team up, there are 3 ways:
- You can join a Steam friend currently playing Pioneers of Pagonia anytime, if that player has set their game to “open for friends” and not to “private”.
- While you are running a game, you can also invite Steam friends to join your game via the Steam friend invite overlay.
- You can also copy a game ID of your current match and share it with other people to allow them to join. This is helpful if you want someone to join who is not on your Steam friend-list or if you want to make sure that only specific players who received the code can enter. To that end, players who have your current game ID can join even if your game is set to “private”, so no random friends can join in who just happen to see you play in Steam.
Multiplayer saves:
- Any player participating can save multiplayer games, any player participating can continue the saved games. Other players can join until the player limit, currently 4 players, is reached. While the player who sets up the map is defined as the host, anyone else can take over that role in a restart when loading a save game. They can also continue alone later if they want to, so savegames can be used both for single player and shared co-op gameplay.
Interface features:
- You can see a list of all participating players and their connection quality.
- Each player receives an individual player color, which is used to differentiate the players in the user interface. The color is visible on the player's name list for easy recognition.
- You can see where other players currently plan to place a building with an outline of their player color.
- You can see the camera position of other team members on the overview map in their player color.
- You and your team members can “ping” locations in the world (even multiple ones at a time) to mark points of interest, and those are both shown on the overview map and the world view in the respective player color.
- If one or more players select a building, this is also visualized in the game world view with an outline border of their player color.
Playing together:
- The host can pause the game by entering the game menu (ESC key)
- The host can change the game speed
- If commands of team members conflict, they get automatically resolved. E.g. if one interaction turns another one invalid, e.g. because there is no longer enough room for a building, the first command stays valid.
- The UI feedback (e.g. you see if another player currently selects a building, probably to change settings) helps to avoid simultaneous actions unless intended. But parallel actions are still allowed whenever possible, e.g. multiple players can adjust settings, in the same building simultaneously.
Improvements
- Audio mixing
- Better logging for specific classes of errors
- Improved diagnostics for some crash types
Fixes
- Fixed: When cycling through buildings with the TAB key, it no longer jumps to invalid positions
- Fixed: Sometimes an error message was shown that a guildhall was missing even if there was one
- Fixed: Some buildings were showing smoke during construction preview
- Fixed: The enable guidance checkbox in the start new game flow was sometimes missing
- Fixed: Fixed issues where POIs could not be reached with roads
- Fixed: Fixed several crashes during map generation
- Fixed: Fixed several minor issues to improve map generation
- Fixed: Tavern tables no longer count as building for the Build Buildings objective
- Fixed: Builders and diggers will now finish their current work step when the building is paused during construction before leaving the building
- Fixed: Upon changing the language not all texts were updated to the new language until the game was restarted
- Fixed: Changed display of meal quality statistics to better reflect actual data
- Fixed: Boars' selection window now explains that they scare civilians
- Fixed: Non-fighting units do no longer display their combat strength