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Elik_Kione: I have an old version V1.330.5 How do I get this latest update via GOG/GOG Galaxy?

Thanks.
Your version is the latest available on GOG, the ones after are Steam updates. Anyway the new latest update should arrive soon on GOG (asked in game Discord server).


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pen311: 6/13/2023

Update 1.400.0
[...]
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pen311: 6/28/2023

Huge optimization update, part one - v1.500.0
[...]
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pen311: 6/29/2023

Extensive optimization package, part two - v1.501.0
[...]
Please @pen311 don't keep posting Steam updates cause it creates confusion. GOG updates should be posted when effectively they are here...
Post edited June 29, 2023 by Skess01
Patron v1.501.0 now available
GOG Galaxy and Offline Installer
Post edited June 30, 2023 by Skess01
Big thanks @ pen311 for posting the change logs here!
Bigger thanks @pen311 if you'll post changelogs here when really available on GOG :)
2023-07-30

Update to 1.700.0

Changelogs from SteamDB (with slight adaptation):

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Fixes before the big update

Hello Patrons

Last fixes before the big update:

CHANGELOG
• Continue button fix
• Only one notification fix
• Model Optimizations – more improvements

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Celebrating two year release anniversary with awesome update and hefty discount!

Hi honorable Patrons!

In a few days we'll celebrate the two year anniversary of Patron release. A lot has been changed, expanded and improved during this time and we're happy majority of players appreciate this continuous effort to make the experience ever more enjoyable. Heck, a lot of ideas came directly from you so big thanks for supplying us with such a nice amount of inspiration!

So, for the occassion, we've naturally prepared some nice surprises:

Central element of today's update is the addition of „Creative“ game mode. This has been requested numerous times by so many of you, so it's here now. When you start the New game you'll be prompted to choose between two game modes – Sandbox and Creative. First is basically the original game mode that existed from before: All game rules apply, players faces challenges with securing resources, balancing societal issues, tackling problems and disasters, forces the way ahead through resources and everything else connected to selected game difficulty.

Creative mode is a special game mode that OPENS EVERYTHING to players. Entire research tree is available from the start, ALL RESOURCES ARE INFINITE, Citizens will always spaws in sufficient numbers, access to all buildings is open and so on… you get the picture. This mode is for anyone wishing to simply spend some time playing the role of ultimate medieval urbanist. If you were a mayor of a medieval city, with limitless resources and logistics – what kind of marvelous city would you create? Only sky is the limit…

We hope you'll enjoy this new dimension of Patron, and that you'll go wild building impressive urban fantasies. We'll be happy to take a look at what you come up with. Feel free to share it on our Discord.

Another important thing in this update is the introduction of „automatic jobs board“. This means you can now check this option on ingame jobs board and all jobs will be automatically populated depending on available citizen numbers, stage of building upgrades and current city requirements.

More detailed list of v1.610.0 content:
CHANGES

• ADDED: Second game mode: Creative mode with unlimited resources and people, as well as all researches and buildings unlocked
• ADDED: Jobs board now has „automatic“ option
• ADDED: Several new flags for players to choose from
• UPDATED: Another batch of 3D models optimized for faster performance
• UPDATED: Trees in orchards now use different drawing system aimed at increased game performance
• UPDATED: Visual improvements on water wells
• FIXED: Hitting ESC button in main menu doesn't initiate save loading anymore
• FIXED: Error disabling more then one on screen notification is removed. All notifications are now clearly visible
• FIXED: Numerous corrections to text in several languages

Hope you'll like the contents of this update! Thank you for following us in this two year journey, and see you on next update!

Enjoy and have fun!
Overseer Games

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Pressing on - update 1.700.0

Hello Patrons!

In recent days following our extensive update and significant increase in active player numbers, we've also received a number of suggestions and possible bug reports. Today's update responds to these requests, at least to ones we've already confirmed and can react to quickly. Thanks to everyone communicating with us on forums and sending us valuable data for pinpointing the areas of improvements!

These are the elements for today's update, and we're throwing ourselves at work for the next one:
CHANGES

• FIXED: All chopped and prepared wood will now be properly picked up and taken to warehouses in a timely manner
• UPDATED: When upgrading a trading dock, autotrade list will be properly refreshed
• FIXED: Harbour trade list glitch where manual value input is being duplicated to scrolled resources is now removed
• FIXED: Distillery production building now updates correct upkeep resources when switching production output
• FIXED: Few ingame panels that were previously displayed visually incorrectly
• FIXED: Several text typos in new game starting panels
• OPTIMIZED: Another batch of foliage models heavily optimized for faster rendering

Hope it makes your playtime even more enjoyable!
Until next update,
Overseer Games

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Post edited August 03, 2023 by Skess01
2023-11-02

Update to 1.900.0

Changelogs from SteamDB:

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Story questline addition + another targeted optimization pack

Hello Patrons!

Fall is fast approaching, and to alleviate the boredom of long rainy days, we've been preparing to add another update to Patron. This time it's mainly focused on new content elements.

Let's get straight into the details of it: First of all, biggest addition in this update is opening up a long questline that will start relatively early in the game and ask players to fulfill tasks asked by the King. Basically, the mainland Kingdom gets involved in a costly and long war alongside its borders. To successfully turn the tide of the conflict, they will need all the help they can get, and your thriving colony will get a chance to step up and offer assistance, in terms of steady stream of supplies or trained troops.

Everything you've been building in your colony in the new land will now get a chance to become an important asset in helping your mainland bretheren fending off the hostile invasion. If your city/colony is strong enough to offer that assistance, you'll prove once and for all that you were the right choice to lead the settlement and King's faith in you was justified all along.

In economical terms, all you'll be required to keep sending assistance when asked for is to secure sufficient production and ensure specific surpluses for resources your mainland is missing at a specific points of the conflict. On the other side, if you're asked for fresh troops directly, you'll have to build a barracks and train required amount of troops.

Besides story questline, another element of this update is another batch of optimizations, this time affecting your citizens, how their simulations are calculated and presented. In our internal tests new system yielded some noticeable gains in performance, depending on specific hardware and overall citizen numbers in your city.

Lastly, today's update brings several bugfixes that correct some annoying bugs our players have been reporting in recent weeks.

CHANGES

• ADDED: Campaign questline and linked worldmap
• ADDED: New available building - Barracks
• OPTIMIZATION: reworked system governing citizen background simulations
• FIXED: Possible CTD during reloading on specific maps eliminated
• FIXED: Trade panel won't suddenly open and close when you click on Dock icon (if Dock icon is below Cancel icon on panel)
• FIXED: Numerous corrections to texts in different languages

Hope you'll enjoy the new content! Until the next update, you're welcome to leave your comments, reactions, any feedback or suggestions - on either Steam forums or our Discord channel. We're there regulary and ready to help out!

Keep governing!

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Post edited November 03, 2023 by Skess01
2024-03-07

Update to 1.902.0

Changelogs from SteamDB:

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Getting both the lack and excess of population under control - Update 1.902.0

Greetings Patrons!

According to numerous reactions from many of you, and what troubles can arise in longer gameplay sessions, we’ve decided to pack together numerous modifications to game features impacting two of the most prominent problems some players are encountering - the lack or slow growth of the population, or the opposite situation with these numbers snowballing after a while.

General idea was to boost the possible population growth in earlier stages of the game, and slow it down after certain number of ingame years. At the same time, tweaks have been also made to system managing the speed with which resources are distributed around your city.

Changing any of these numbers in a full game featuring so many interlinked numbers and calculations was rather tricky, but from all the testing we've done, it should work properly and as intended. If you notice any weird consequences, please do let us know so we can adjust it more if needed.

Let’s go over the list of changes for this update:

CHANGELOG

• MODIFIED: Movement speed of dedicated carriers (in jobs board) is increased by 10%
• MODIFIED: After 20 and 40 ingame years, carrier speed is increased by further 4%
• MODIFIED: When production building requires a critical resource, carrier will go pick it up even if drop off distance is further away
• MODIFIED: If some resource is very abundant in warehouse, carriers will pick up larger quantity for delivery then usual
• MODIFIED: Road signs increase road travel speed by additional 2% after 20 ingame years
• MODIFIED: After 20 ingame years, and once city gets much bigger, number of required dedicated carriers is slightly increased
• MODIFIED: in first several years of your colony, 2-4 additional colonists will arrive to your city per year
• MODIFIED: if your colony exceeds 1000 citizens, natural birthrate will slow down after ingame year 40, then 60, then 80 again, further reducing snowball effect

With all these changes, it should be easier to start your colony and manage its growth in first critical years. After that, once you get to later stages of the game, sudden overpopulation and strain on already established production chains should be easier to control.

Hope it will further improve your experience and help you build sustaining and long lasting medieval colony!

Govern on!

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