Patron Patron Demo Updated to 1.002.5 (Galaxy [Patron & Patron Demo] & Offline Installer [Patron Demo]) Latest changelogs from Steam: First post-release update now live! Hello,
Today is a perfect day for Day 1 patch! In less then 24 hours since release, we've received a ton of your responses, ideas and reports. All of them are appreciated, and it helped us make a list of priorities.
Every post of yours is being read, and work on improvements already started last night. And to avoid making you all wait too long, we'll start making updates immediately. Some features that require a bit more time will arrive in subsequent updates, but we'll start today, and have a series of patches in coming days. After that we'll move forward to bigger improvements for game and release them as they are finished.
IMPORTANT NOTE: A couple of the improvements that were announced in the news earlier today (AI tweaks and additional notifications) didn't make it for this patch. All of them are already "on the table", but not all tests are completed yet, so we'll continue right away and have it ready for next patch overnight or tomorrow. We sincerely apologize for that, but game is now live and we want to be careful and test and re-test everything before
letting it loose.
Long story short, here are the contents of update No.1:
CHANGES Additions - Option to copy/paste city name from a simple Notepad, now works for non-latin writing too
Fixes - Food shortage will no longer result in the instant death of
everyone. It's going to take longer giving you more time to respond.
- Trading fee is now displayed correctly when affected by additional modifiers
- Several graphics options are now displayed correctly
Tweaks - If food or firewood is critical, these resources become priority for transport
- Annual panel refresh enhanced, no more missing lines in panel
- Hardware mouse is now set as default setting
- Social issues tweaked and re-balanced to have less drastic effect. Reduced the drop rate
- Optimization - Dynamic array reach improved, several redundant checks removed
- Annual list now contains properly localized names in various languages
As noted in the earlier news, the AI changes and the notification boosts are next on the agenda to finish up testing and get those things out in the open.
Thank you for patience and support!
Expect the next update very soon!
Overseer Games
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Post release Update 2 Evening everyone or morning or good day, depending on where you are at the moment Another long night and day is behind us, but we're ready to share the
post-release Update 2. The general rule was the same as with the previous patch : improving gameplay by tweaking existing things and adding useful details that were requested by the players.
We've also fixed a number of reported glitches and finished several things that were announced for yesterday's patch, but testing took longer than anticipated.
The list of changes is below, but in short, you should have an easier time managing things in the game, have more feedback from the game and have more resilient people that won't die as soon as their bellies aren't stuffed
Now it's full steam ahead towards Update 3! But first a bit of info...
How do the resource locks work? When you
lock a resource, it is no longer allowed for citizens to take this resource from the stock to consume it BUT(!) there are exceptions:
- if there is no
unlocked alternative, they will take what they can, even if locked
- if there is only ONE food allowed, they will grab at least one other, even if locked, because if they don't you'll have a lot of health bars dropping (not enough food diversity leads to sickness). the unlocked food will still be the majority of their food intake
- if all the luxuries are locked, they'll get in there and grab something
To lock a resource, find it in the Stock panel, and toggle the lock button, right next to the cap limiter.
Additions - Immigration now brings people from all social classes, not just peasants
- When people get married, if they are not of the same social class, the spouse of the lower social class will move up in class
- You can now
lock a resource in the stockpile panel to prevent it from being used by the citizens for consumption. This effectively means the resource can only be used in production.
- Added a couple of new notifications regarding deaths and emigration
Fixes - Limiting the maximum amount of a resource in the stockpile now works as intended.
- Done a number of fixes and changes to make sure Achievements are fired off correctly
- Fixed a glitch related to the refresh of the max cap input on the Stockpile panel
Tweaks - Carriers and workers will now haul enough upkeep resources to fulfill the demand for longer. This optimizes times usage and reduces the chance for problems in production.
- Changed how fire behaves in terms of duration.
- School ambient SFX changed to a one less irritating
- On the
Normal start preset, disasters are now set to
normal as intended, not low
Enjoy and have fun!
Overseer Games
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Patron Update 3 Evening (if it's evening to you fine players),
Day 3, update 3. We're going through the reported issues as fast as we can, but we're also doing our best to test everything out as best as we can.
Yesterday's update introduced the resource locks and got a big chunk of the resource stock caps in place, but as you probably know, not everything was working as intended. We spent most of today looking in that direction, though a few other things were done as well.
Let's talk about resource caps a bit more If you take a look at the image above, we're calling it smart caps. In essence, we're trying to make these caps do some automatization. If for example you limit a resource on 500, the building producing that resource eyeballs the limit and if the limit is close by, pulls the brakes, but not entirely if there is still room in the stock before the limit is hit. If the building throttles down by 75%, the upkeep is also reduced. Nothing groundbreaking, but it should assist nicely.
Are there any exceptions to the caps? Yes, and you'll likely notice them. Namely resources that come into the stock in large quantities in a short period of time. That goes mostly for fields, orchards etc. The limit is
there, but if a large number of your workers/carriers already grab field produce to get to the stock, before the limit is triggered, they will get the resource into the stock. We were debating whether to enforce a hard limit, but that would mean you could lose quite a bit of resources and that didn't seem right. But hey, do let us know what you think :).
On a side-note, we've buffed the Gatherer's shelter and Fisherman's hut. Nothing major, but to help out a bit. Check the changelog for details.
Oh, and another side-note regarding the later-stage
snowballing of villagers. That is being addressed, but it impacts a number of different game systems, so we're being extra careful with it.
That covers the most important bit. Change-log time.
Additions - Resource stock smart caps (quite a bit was changed, re-done or added since Update 2, so I'll count it as
addition - And something specific for Forester's hut: if lumber is capped in the stock, and the limit reached, the forester will automatically switch to just planting (in the background. he will resume his work when supply drops below limit)
- Added a couple of checks and safeties to make sure the Gatherer's shelter doesn't suddenly stop producing (this and/or similar was reported)
Fixes - Fixed a potential crash that could happen when lifting fullscreen in non-native screen resolution
- Fixed a potential crash that could happen while interacting with the ranch and adding new animals
- Fixed a number of issues related to Steam achievements that would cause them to display unused stat counters
- Added a number of additional checks for some achievements to make sure they fire off
Tweaks - Gatherer's shelter production got a boost
- Fisherman's hut production got a boost (both production lines)
- Fisherman's hut (fish production) no longer requires lumber
- Fisherman's hut (crab production) no longer requires iron
- Forester's hut production got a boost
That's it for Update 3. We'll see you again soon!
Overseer