Good day Lords & Ladies!
We hope that everyone has been enjoying the new user interface (UI) which, as mentioned previously, was only the 1st phase of a continuing UI/UX development.
Today we have released patch 1.7.11 which brings some further quality of life (QoL) features to the recent 1.7 UI/UX update, as well as some overall user experience (UX) and accessibility improvements.
The patch will also squash a few medieval bugs as well as address some crash fixes, as we continue to improve on the already stable 1.7 update.
Here are a few highlights of what you will find in today’s patch…
New counters
The recent new UI introduced clickable counters that would help track issues such as missing resources or workers.
Two new counters have now been added that will let you know, at-a-glance, how many buildings are under construction as well as a counter for paint zones issues. Clicking these counters will cycle through said buildings locations for easy tracking.
Manual input: trade quantities
Based on community feedback we know many of you will be happy to see this next feature added.
The trading resource quantities can now be edited manually via numerical text entry, directly into the resource table. The buttons are still there of course and don’t forget you can click and hold the buttons to increase or decrease the quantities in larger steps.
Tree and grass sway
Another great example of community feedback comes with this next change. Tree and grass sway animations have been normalized to run at x1 speed no matter the speed setting above pause. This should help those that suffer from motion/simulation sickness and even those that don’t.
For more severe cases we have also added the option to turn off the environmental animations entirely.
Main Menu improvements
When starting a new game, the map selector now shows a short description of the map, as well as a handy thumbnail image of the map itself. Modders are also able to add thumbnails and descriptions with their own maps, though current ones will need to be updated.
Layouts for both the loading menu and save menu have been improved, making it easier to find the save you wish to play. It’s now much easier to see information pertaining to a save file, whilst easily sorting the list via various sort options. Additionally, it is now possible to filter out autosaves and remove them from the viewable list.
And more…
Distance to workplace information returns with this patch. More specifically when assigning villagers to a workplace using the dropdown, you will now see the distance that workplace is from the villager’s home or village center if homeless. We all love an efficient village!
We are aware of some issues relating to zooming, specifically around elevated terrain, so we have made some improvements to the way that zooming is handled. More work will be done on the camera in future updates but this should help to improve the control over high terrain areas.
Text contrast and shadows have been enhanced throughout the game, which brings a cleaner look but more importantly, increased readability for everyone. Further improvements are also planned as we continue to refine the new UI.
There are many more tweaks in the 1.7.11 patch, as well as a bunch of medieval bugs vanquished and a number of crashes addressed.
As always, we would like to say a big thank you for your continued support and invaluable feedback.
Changelog
- add: Textfield functionality to resource trade quantity in the Book
- add: Counter – missing paint zone
- add: Counter – ongoing construction
- add: Collapsible monument parts groups when editing (reintroduced)
- add: Distance to workplace when assigning worker via dropdown
- add: Full tooltips – estate unlockables
- add: Military mission, panel sorting
- add: New map selector integration (first iteration)
- add: Map selector placeholder modded map description
- add: Map selector placeholder modded map screenshot
- add: Option to hide autosaves in load menu
- add: Option to turn off tree and grass sway to prevent motion sickness
- add: Stockpile tooltip in resource window
- add: Toggleable FPS visibility in the General options
- add: New golden buttons implementation
- update: Improved text contrast and shadows
- update: Tweak estate headers (Labor/Kingdom)
- update: Multiple layout, labels and icon tweaks
- update: Information Module notifications – visibility improved
- update: Clear building search box when switching categories
- update: Help menu – Streamline text wording
- update: Improve load game layout and sorting
- update: Improve promotion sorting order
- update: Improve save game layout and sorting
- update: Improve the workplace list sorting
- update: Improve zooming on elevated terrain
- update: Lock environmental animations at speed x1
- update: Locked buildings provide info relative to their unlocking conditions
- update: Tweak delivery quest steps
- update: New event illustrations
- update: Adjust dropdown and combobox positioning
- update: Action Menu – UX/UI iteration
- update: Port the tombstone window to the new UI style
- update: Visitors follow interaction via quest module changed to locate
- update: Tweaked training dummies description
- update: Localizations
- fix: Outside Territory notification when moving a tavern with a bridge
- fix: Automated fountain musical parts should display a function
- fix: Bailiff – The tooltip to locate the mineral’s location is empty
- fix: Missing resource counter is counting each building parts as individual structures
- fix: Building status not always representative of current status
- fix: Crane storage not showing resources
- fix: Double “achievements disabled” notif when loading a game
- fix: Estate conditions should never be red when the value is sufficient
- fix: Forester status should be “No tree type selected” when no tree type is selected
- fix: Immigration blocked notification missing
- fix: Livestock spawning location not working
- fix: Possible to have ‘stuck’ message that gives no information in logs
- fix: Missing success probability when a military mission continues
- fix: Reloading a save with an ongoing military mission can have various issues
- fix: Hot reload destroying the minerals depots that have a structure
- fix: Rounding issues for values throughout the game
- fix: Scroll bar reset position when closing / reopening
- fix: Stuck soldiers can remain stuck forever
- fix: Reduce military mission rewards
- fix: Days left of active military quests remain at 0 after the initial 20 days
- fix: Cost to unlock the tavern wall
- fix: Switch the default forester tree state to true
- fix: Various UI presentation fixes and tweaks
- fix: Villager status when soldier job is removed
- fix: Soldiers can be selected whilst invisible at quest location
- fix: Wrong granary description (stores “granary-type” food)
- fix: First buildings unlocked were not showing as quest reward
- fix: Resources list is misalignment
- fix: Ressource tab cannot be closed using the Esc key under certain circumstances
- fix: Automated fountain musical parts should display a function
- fix: Estates value text colors incorrectly changed
- fix: Load game mod list exceeded defined space for warning window
- fix: Infinite quests displaying days left in their tooltip
- fix: Esc button should close system menu
- fix: Esc key should cancel building placing and system menu sub window
- fix: Villager Stuck Notification Log when destination object does not exists anymore
- fix: Possible to promote villagers without having gold
- fix: Environment map lighting
- fix: History tab for saves 1.7.10 and before, now list all completed missions from day1
- fix: Transporters bypassing stockpile
- fix: Military panel visuals when a quest expires
- fix: Missing building description tooltips for multiple monuments
- fix: Building completed notification loses building name on reload
- fix: Applied dynamic reserved width to military lists
- fix: Crash caused by mod game rule
- fix: Crash on very early building part destruction
- fix: Crash when a building part is deleted with active inventory
- fix: Crash when accepting a military mission
- fix: Crash when attempting to deposit resources in a non-existing crane deposit
- fix: Crash when load selected and savegame list is empty
- fix: Crash when performing force finish on parts of the bridge
Modding
- add: Ability to customize core prefabs
- add: Modded maps preview customization
- add: Expose additional classes and core content
- update: Mod logging improvements
- update: Modding documentation fixes and improvements
- fix: Existing savegame mod reordering fixes
- fix: Mod custom behavior tree node fails
- fix: Other modding-adjacent bug fixes
- fix: Crash on modded bridge building part removal
- fix: Crash when building monument mod with tree building part
- fix: Crash caused by mod game rule
Modding wiki
Modding documentation and changes can be found over on the modding wiki.
– The Polymorph Games Team