The Early Access has now come to an end, to celebrate the new update with the full release, we're offering a 40% discount from today to May 16.
This is another milestone for us, and we hope you are as excited as we are about the new content! Ready your blade for the Civil War!
Special sale—40%
Become the most powerful House in Calderia! Manage your noble family members, develop your fiefdom, and nurture diplomatic relations. Get the game at a discount until May 16.
Player-driven development - Share your feedback!
Your suggestions and ideas are always considered. We have implemented some of them, and your contribution helped us improve the game. Thank you for your words, reviews, and posts, we really appreciate them!
You can read 1.0 update patch note with all the details regarding the Civil War, overall balance, and other changes! https://store.steampowered.com/news/app/1812910/view/4216008828232832153
Curious about what changed during Early Access? You can read our recap here! https://store.steampowered.com/news/app/1812910/view/4173223997939831068
It's been quite a journey so far since the Early Access release last year. We've been developing and crafting the game alongside you, thanks to your feedback. We like to say that a video game is an organic product that evolves not only with the people who make it but also with its community. We are extremely grateful and thrilled by your support and commitment to making the best version of the game.
As the game is releasing in 1.0, comes one of the biggest features: the Civil War. We've been hard at work designing, coding, illustrating, and testing this big chunk that represents the late game. We are preparing a devblog to introduce its content. We want to keep expanding the game and its content with your support.
Now that the game is in 1.0, we are still committed to assessing your constructive comments and incorporating your ideas into future updates. Thank you once again for your support, and your continuous contributions to the development of Great Houses of Calderia.
What changed during Early Access?
The game is now much more dense and challenging with your contribution. In our latest Monthly Development Update, we shared the biggest additions and improvements made during Early Access. We’ve been hard at work to prepare for the 1.0, many features have been refined with your help: more events, Siege mechanic, Military overhaul, Bandits and safety, character skill training, World map and map modes (filters), new winning paths, character appearance customization, AI and UI improvements, overall balance, and more! https://steamcommunity.com/games/1812910/announcements/detail/4173223997939831069
You can read 1.0 update patch note with all the details regarding the Civil War, overall balance, and other changes! https://store.steampowered.com/news/app/1812910/view/4216008828232832153
Throughout Early Access, we shared Monthly Development Updates highlighting the biggest things that changed and what was made thanks to the community:
We are beyond excited to read your comments on these new additions and changes! We got this far thanks to you, let’s keep expanding the world of Calderia together!
- Great Houses of Calderia Team -
Livestream—Celebrating 1.0 launch with the devs!
Rulers,
Kormakrtv and Jussi, the Game Director, at Resistance Games will be live on Steam and Twitch to celebrate the 1.0 release!
Livestream on our Steam page: May 2, at 4 PM GMT+2 on Twitch
Meet us there and ask any of your questions; we'll be pleased to answer them and show you the game!
- Great Houses of Calderia team -
April Development update
Oy rulers,
It’s the final stretch before the 1.0 release! We’re working on all the final tweaks and tests to prepare for the update. Before you can explore the new content, let’s take a look back at some of the biggest changes made during Early Access. We cannot stress enough how impactful your feedback is to us, and we encourage you to keep sharing them to help us improve the game!
Biggest Early Access features
Civil War
This addition coming with the 1.0 update will please the community, as it gives much more purpose and deeper meaning to your decisions, while adding a significant twist to the late game. It starts by slowly building up over the midgame while you and different Houses progressively choose sides. You can decide whether to embrace the old or the modern, as well as the kind of Calderia you desire. This also adds to the game's sense of urgency. Other Houses are also moving forward, so if you want to be among those who shape the future, you must hurry! Try to rise in the ranks so that you may be one of the primary actors in the end-of-war conflict, rather than a pawn in other people's games. During the Civil War, the Emperor would send out large armies to defend his rule over the lands, with the army composed of troops that are entirely unique to the Emperor. This conflict cannot end with a Calderian victory before the Emperor is cast out, and the Calderian side must also win the overall conflict. We have been designing tradition features and perks with your various playstyle preferences in mind, as well as how they will play out during the Civil War.
Traditions & Winning paths
During Early Access, we progressively added over 25 Traditions and two alternative winning paths to complete the game.
The first one, the Scholarly path, is a more peaceful and scheming option using both Schemers and Scholars Traditions. This playstyle is for those who wish to build rather than fight. It is still heavily involved in politics with other Houses, and relies on good diplomatic relations with others to spread your network of schools to their fiefdoms. So it allows you to build something for other fiefdoms, giving them improvements, starting by building your own School of Wisdom for your Fiefdom.
The second, the Isolationist path, relies more on war and seeks independence from the Empire, it combines Warriors and Isolationists Traditions. You abandon the idea of a unified Calderia and will much rather rule a smaller part alone and be left alone. So this winning path is for those who prefer to play more hermit-style gameplay and keep both enemies and friends away.
To make these paths, we designed and implemented a handful of Tradition nodes in the Traditions Tree menu which unlocks various bonuses like: unique delegations and actions, additional points in war or social conflicts, new units or companions, for example.
Character customization
In September, we added this feature for more freedom on your nobles’ creation. You can rename and customize your characters’ appearance with a set of portrait parts (head, hair, clothing, background) when you create your House and at any other moment in the game.
Bandits, safety, & map events
In December, we implemented Bandits and the Safety features. This addition led to the appearance of bandits on the roads of the world map. They appear if your fiefdom’s safety is not high enough. No path is as safe as it used to be for merchants and soldiers. This feature came with a series of brand new and unique events you’ll have to deal with when they appear. With your help, we balanced how bandits attack fiefdoms and the way AI handles them. Bandits used to attack you too often and affected the beginning of your rule by starting their raids quickly after you created your fiefdom. To make sure that you had the time to prepare for them, we made a few changes: fiefdom starting set to 2 (instead of 0), preventing bandits from sieging repeatedly, and adding more outcomes, choices, and dynamic costs to bandits delegations and events.
Siege
The Siege feature, as well as the military unit overhaul, have made war more complex and strategic. We gradually introduced the Siege feature in December. For this mechanic, we added perks to some building upgrades, affecting both siege duration and speed. Attacking the city of a fiefdom at war will start a siege. When besieged, the defender must establish a garrison (without the expense of forming an army, although upkeep is still required). With your help, we introduced the ability to adapt your garrison to match the approaching army. The attacking army begins constructing siege equipment and, when completed, attempts to invade the fiefdom. The siege tower symbol shows the progress of the siege equipment. While under siege, the defending army loses health, and all production and trade resources are temporarily halted. The defense may try to lift the siege at any moment. To improve the clarity and information regarding siege, we worked on the garrison view UI and tooltips. The AI has been tweaked so that it handles sieges much more effectively and is less likely to lack defensive forces. We also created an event for when a siege begins without defense to provide information.
War and military units
February was busy with the rework of the military units thanks to your constructive criticism. We focused on improving the new military unit logic. While the battle system will remain fundamentally unchanged (a mini-game with a board and soldiers to manage), we have worked to make it more exciting and tactical. We chose to make battles and social conflicts (negotiations) completely skippable when we published the game in Early Access in August. If you aren't keen on playing the mini-games, you are free to select your units as well as the objectives and outcomes that are most relevant to you before clicking the "auto-resolve" option. You can read more about the changes we made in this devblog: https://steamcommunity.com/games/1812910/announcements/detail/7356139324008352974
Player-based additions highlight
Difficulty settings, AI & Balancing
Balancing the game proved to be challenging, with the more experienced members of the community finding it too easy in the end game, while newcomers faced the intended level of challenge. So, also with the 1.0 update, to adapt to various skills and experiences, we kept improving AI behavior and will implement three difficulty levels: Apprentice, Bourgeois, and Maester. Apprentice AI operates the same as before, AI manages production and worker efficiency slightly less effectively than you. Bourgeois AI maintains efficiency when moving workers and receives a small production boost. Maester AI, similar to Bourgeois, enjoys a larger production bonus and a head start with the buildings. To compensate, we've made the economy more challenging. We advise less experienced players to start with an easy fiefdom and Apprentice AI. We've reduced production bonuses and adjusted food production to 2.5 per farmer instead of 3. Building upgrades are now considerably cheaper, with costs remaining stable across levels and fewer resource requirements. Traditions have also been made more accessible. Your save files have been invaluable in these adjustments, providing crucial insights. Thank you for your continued support and feedback!
Character skill training
In March, we added one of your suggestions: the ability to train your characters to improve their skills (Diplomacy, Economy, Intrigue, or Military), one level at a time. The duration of the training depends on the skill level, the higher the skill, the longer it will take to improve it. Based on your feedback, we've adjusted the skill Exp. distribution to narrow the gain gap between training and other tasks by respectively reducing training Exp. and boosting Exp. from the other tasks. Skill training is considered a task, this means characters won’t be able to undertake additional ones while training, and it cancels their current assignment. Upon reaching a new skill level, the training automatically ends. To initiate training, navigate to your Fiefdom's Diplomacy menu and select the desired skill category. Additionally, we've introduced a Character skill preview accessible via the Left ALT button in Settings > Input Settings.
UI and map filters (“modes”)
UI has been an important part of the game and feedback. We’ve added many tooltips and icons, improved the tutorial for the 1.0, and the map clarity with filters (modes), while adding clearer army icons to identify allies and enemies better. These modes provide critical knowledge by activating them and clicking on each region, such as the relationships between Heads of House, and we added the ability to view unmarried characters using this map option. It is also possible to examine each House's feudal status (vassals and lieges), resources, spies recruited, ongoing wars (and who is at war with whom), and alliances. We've implemented an active map mode indicator for better clarity and as a reminder. For the “Resource” mode, you can select multiple resources from a window that opens above the map mode toggle.
Optimization & memory leak fixes
We have been testing and improving the optimization of the world map, its textures, and the simultaneous events happening on the map and for all the Houses. Thanks to your reports and save files, we were able to investigate and fix the issues and calculations which led to crashes.
The 1.0 update is just a few days away! We can't wait to hear your feedback on the Civil War, the difficulty settings, and all the features we refined over the course of Early Access. Thank you for being part of the journey and for your help!
- Great Houses of Calderia Team -
Hotfix Patch Note — 0.8.1.1262 (b14095445)
A new hotfix [0.8.1.1262 (b14095445)] is now live with the following changes:
Fixed
Can’t drag icon in Rank Selection
Attacking stationary bandits caused interruptions in other delegations
Replaced development text
After wedding characters are shown as not married
Known Issues
Some siege events may incorrectly refer to ‘bandits’ in their text
Ranged units show ranged animations while in melee
UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.
- Great Houses of Calderia Team -
Full release on May 2!
Oy rulers!
We will soon launch in 1.0 after almost 10 months in Early Access!
On May 2, Great Houses of Calderia will release in 1.0!
Thank you for your support and feedback throughout Early Access. We hope you are as thrilled as we are about the launch date, which is just two weeks away!
As you may have noticed, we released fewer updates for Great Houses of Calderia over the past few months. You now know the reason why, we've been busy working on this new update for the game: the 1.0 release!
Early Access ending soon!
Since February, we've been focused on enhancing the content for the 1.0 update to make sure that the game is ready for its official release.
Everything is being tested, refined, and validated, from new tutorials to balancing and polishing, implementing the last Traditions nodes, improving AI behavior, UI clarity, and pushing stability and optimization fixes.
Throughout the Early Access phase, we added new mechanics and improved the newly implemented and existing features: Siege, Military overhaul, Bandits and safety, added more events, some of which are on the map, character training skills, World map and map modes (filters), new winning paths, character appearance customization, the chronicle, and more adjustments thanks to your comments!
You can read all our previous Monthly Development Updates we have published until now:
Speaking of the full release, the Civil War feature will be available on that date! We're preparing a devblog on this feature to explain how it will work. Calderia will soon be torn and set on fire. We can't wait for you to try out this new feature and be the architect of the fate of Calderia!
Thank you for reading and for your help during Early Access. We are impatient to read your thoughts on the game and its new features!
A new regular update [0.8.1.1255 (b14033481)] is now live with the following changes:
Added
Destiny Event Indicators to Objective View
Show Skills option possibility to toggle on/off from Input Settings
Zoom in/out on Path to Victory screen
Show character special abilities in a conflict card
Missing delegation description texts
New Companion descriptions
System log texts added
AI event choice weight for default values
Tooltip titles for resources from unmanned caravans
Tradition: Seers of Old (related art to be added)
Tradition: Cultist Mathemagic (related art to be added)
Tradition: Pacifist
Tradition: Bow to No One
Tradition: King in the Region
Updated
Chronicle now shows war-related events
Change Position of Time Progress Indicator in Objective View
Traditions in Coat of Arms Tooltip font change
Caravan Tooltip Tweaks
Highlight negative upgrades with red on building upgrades
Objective Panning info and widget tweaks
Feudalism Map Mode shows toggleable arrows between Houses
War Map Mode shows allies and enemies
Alliance partners share visibility
Improved Character list icons: Add a traveling indicator and a centering button
Unit name wrap added in fiefdom upgrade view
More detailed tooltip information for resources
Peace negotiation minimum time limit removed
Persistent tradition information while leaving mouse hover
Mediators delegation UI adjustment
AI pushing workers out of farms if they have huge stocks of food
A Lesson in negotiations-event image swap
Unit information shown as tooltips in conflict
Undermine the Emperor delegation to work properly
Updated descriptions for all delegations
Tradition tweaks and changes to No Friends nor Enemies, name changed from Friends or Foes
AI Upgrade Plan move population action's weight increased. Also made it filter not just profession but also resources according to plan
Steel resource priority multiplier increased from 1 to 1.1
Taxation levels changed so that each level is doubled from the previous. Starts at 2.5% at its lowest.
AI happiness bonus increased from 0.25 to 0.5
AI plan 'Optimise Workers' now lasts for 60 days instead of 50 days
AI’s Assigning Overseer likelihood increased
Unified format for Delegation Buttons
Fixed
Crash in Ranks as a Duke - Crest causes an infinite loop in Ranks as Duke
A few other crash fixes
Demand War Support only when a primary participant in a war
Player shouldn't be able to "jump" to Duke rank without being a Count first
Unnecessary unmarried counter showing on Relation map mode
Hide map mode indicator when other UI is hidden
Event system text does not wrap around certain events
Resource map mode functionality
After Intrigue action Attack Tax Route, the whole world changed their relationship with the player
Family members missing after training skills
Recruit Spy event has a skill tooltip comparison, even when no comparison was done
Catching Idle Spy event texts incorrectly say that it’s an accusable action
Character skill preview UI/UX adjustments
Ducal Gift eventscript error in population move
War support demands should have links to the fiefdoms in question
Feudal relation visual
Crest tooltip fixes
Character info and tooltips show wrong information
Typo in Food Aid delegation event
Army not visible on map
When a Manticore swipe action kills an opponent, it is not removed
All family members changed to single
Unit card blank fix
Tradition required intrigue actions not available fix
Very old Developer Note from Count related objective removed
Changing names at the start of the character customization screen does not update
Peace Negotiation button did not have correct tooltip
Missing stringtables in Character View
No courtship action or unmarried event available
Peace Negotiations have incorrect companion amounts
Decrease Taxes delegation functioning properly
Fiefdom view shows correct text for tax levels
AI no longer can do non-existent action Repay Humiliation
In Building Bonds event player gains money instead of losing
Stablehand event has no AI family member present
AI plan 'Handle Idle Character' no longer sends characters to get stuck. Ranks Selection had 4 fiefdoms
Known Issues
Some siege events may incorrectly refer to ‘bandits’ in their text
Ranged units show ranged animations while in melee
UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.
- Great Houses of Calderia Team -
March Development update
Oy rulers,
This month has been characterized by extensive behind-the-scenes efforts. Primarily, our focus has been on advancing the Civil War feature. We'll expand more on it in this post, and even more so in a dedicated devblog later this month. This feature holds significant importance for the late game.
In addition to the Civil War, we've been considering and implementing features based on your feedback. Furthermore, we've been improving existing features, UI, fixing bugs and issues. Your insights are greatly appreciated, and we encourage you to keep sharing them to help us improve the game! And now, let's move on to exploring the changes that have been made this month!
Design & Balancing
Civil War: As mentioned above, we are still working hard on the Civil War. That late part of the game will be completed and should be fully playable around the end of April. Progress this month includes additional interfaces and screens to depict the rise of this dramatic timeline, in addition to a series of unique events and new battlefields triggered during the civil war up to the end of the game. We are currently implementing, testing, and polishing this feature, so stay tuned!
AI: A lot of work has been done on the AI behavior, especially for early game, where it will be better at setting up and developing its fiefdom. We’ve been focusing on this aspect a lot lately, and we’d love to have your feedback (and save files) on Steam, or Discord to keep on improving AI!
Military overhaul: Early March, we implemented the military overhaul. You can read more about how it changed the way military conflicts work in this devblog.
Delegations: We’ve been fixing a few issues regarding delegation conditions, some were too strict, making them rare. A set of new delegations has been added related to Traditions in the latest update in March. Also, in some cases, the character you decided to court was on a trade delegation, which led to a lot of waiting until the first date happened because of the trade. Since trading is the only continuous delegation in the game, we made it impossible to court someone who's handling a trade to avoid that issue. Regarding trade, an important fix was made thanks to you. Trade delegations are now canceled if one of the Houses does not have enough resources for one trip.
Character training skills: This was a suggestion from you, the community! You can now assign a task to your characters to improve their skills (one level and one type at a time, i.e.: Diplomacy, Economy, Intrigue, and Military). The higher the skill level, the longer it takes to increase it. This training improves the skills at a slightly faster rate than other actions. It is considered a task, and your characters won't be able to do another while they are training. This means that it also cancels your character's current assigned task. Whenever the skill level increases, the task is automatically finished. To do so, head over to your own Fiefdom's Diplomacy menu to start the training in Diplomacy, Intrigue, Military, and Economy. We also added a Character skill preview accessible by pressing the Left ALT button (Settings > Input Settings).
Traditions: A set of new traditions have been implemented:
« Strongest Among Giants » of the Warrior path (which prevents your military units from panicking and improves their survivability)
« Whose Land, Their Rules » of the Isolationist path (which forces passing caravans to give you 5% of their content)
« King of Hearts » of the Peacemaker path (which unlocks 2 unique delegations)
« Always Pay Back Debt » of the Idealist path (which unlocks a unique delegation and gives the ability to make a House be in debt to you).
And with them, more than a dozen new events related to specific Traditions have been added.
Siege: New iterations were led this month on this feature, along with UI improvements. We’ve added a set of new buttons: Assault and Sally Out (in Garrison view, to attack out of a sieged castle). The Siege slowdown changed to wall upgrades from castle upgrades, and its duration text is visible in the Production View.
Visuals & Interface
World map: Map clarity and mode improvements that work as filters, including clearer army icons to identify allies and enemies better. In “Resource” mode, you can now select multiple resources from a window that opens above the map mode toggle.
UI: The windowed interface now has fade in-out effect. Various fixes were made to the interface, from tooltips, to information clarity, missing icons and text wrapping. New notifications and tooltips have been added.
Technical fixes & optimization
Crash: If you experience a crash, please send the crash report via the Unreal Engine Crash Report window, and let us know on Discord or in the Steam forums.
For more information, read the full aggregated patch notes below:
Added
Tradition - Strongest Among Giants
Tradition - Whose Lands His Rules
Tradition - King of Hearts
Tradition - Always Pay Back Debt
AI is now able to check resource status in its plan as a condition for action
10+ new events, mostly relating to Traditions
10 new playgrounds
5 new winning conditions to playgrounds
6 new delegations
UI fade animations
Siege - Assault button
Siege - Sally Out button to Garrison view - can attack out of sieged castle
Clicking on the Resource bar buttons should take you to the corresponding profession
Characters can train skills at home via the Diplomacy menu
Character skill preview by pressing Left ALT button (Settings > Input Settings)
Army movement preview when creating new path
Tax increase via negotiations now have meaningful other things to negotiate
Profession Upgrade Built notification
Updated
Allies no longer automatically accept “Demand War Support”
Tradition view improved readability
Tradition-related Delegation buttons hidden until the tradition is unlocked
AI plan ‘Fix Shrinking Population’ checks in a better way the status of high-end buildings and professions
Tradition Will of the Region has improved texts
AI will sue for peace more eagerly if the war drags on
Conflict resolution Military Unit counter matches new unit types
Trade Caravan list logic
Archer attack FX has fewer arrows
Clarify army icons on map to show allies and enemies better
Tax increase, delegation, & events improved
Allies no longer automatically accept “Demand War Support”
Tradition view improved readability
Tradition-related Delegation buttons hidden until the tradition is unlocked
AI plan ‘Fix Shrinking Population’ checks in a better way the status of high-end buildings and professions
Tradition Will of the Region has improved texts
AI will sue for peace more eagerly if the war drags on
AI Improvements to profession upgrade plans and competing for a rank
Production info button is now visible even if there is no production
Safety Production and Safety Consumption values
Overseer effect “safety” changed to “security”
Clicking the army icon at the bottom opens army movement mode.
Resource map mode update, you can now select multiple resources from a dialogue that opens above the map mode toggle.
Resource and production breakdown tooltips
Army movement UI improvements
Military Unit overhaul—armor, weapons, and different ranges added.
Universal special rule based on “Bonus against” system
Unit descriptions and lore added to the book icon
Rally Troops ability removed from all units, now only available as Nerves of Steel ability for characters with Champion reputation trait
Old Rally Troops Powerful is now named Rally Troops and acts as an area of effect Morale boost, available for Ordo Fortis, Palatines, and Characters with Military 13 or higher
Armigeri unit now unlocks from Smiths Tier IV upgrade: Paddle Wheel Cooling
Swordsmen unit now unlocks from Fortress (Tier III)
Crossbowmen unit now unlocks from the Herdsmen Tier II upgrade: Hunting Grounds
Le Balestre Veloce unit now unlocks from Herdsmen Tier III upgrade: Gyrfalcon Mews
La Balestra Precisa upgrade, renamed Precision Optics Workshop, now unlocks at Citadel Tier and is a Tier IV unit
Ordo Vita upgrade, renamed Temple of Vitality, now unlocks at the Fortress Tier and is a Tier III unit
Ordo Vita can heal in combat
Siege slowdown changed to wall upgrades from castle upgrades
Fixed
AI Bandit and army stuck and AI won’t do anything else
“Who is who” objective not registering
Can marry notification has constantly “Not available” status
Player had “Merge armies” notification even when it’s not possible
Broken roads west of Acissetta
Broken road in Galdas
Some other broken roads
Too many decimals in Safety Production tooltip
Typos in delegation and military actions
Delegations’ requirement of “at war with” did not work
AI plan ‘Fix Shrinking Population’ can no longer get stuck in case Fiefdom doesn’t have workers in Farms
AI plan ‘Improve Rank’ is no longer possible to happen to Dukes, causing them to have only one primary slot to plan. They cannot do Appeal Delegation actions, which were the main action in the plan.
AI now knows how to properly check the required resources to upgrade a building and plan actions accordingly
Family Member Can Marry had a constant “Not Available Status” even when they were available
Resource mapmode tooltip is incorrect
Player can raise armies even when Fiefdom has been conquered
Some Official Visit events requirements were too strict, making them very rare
War score requirements for suing peace are now calculated from all participants instead of just primary participants, fixing the issue where the ally does all the work and war can’t end
Bandit army commander is wounded when army appears
In rare cases, one could send a Courtship delegation to a character who was in Trade delegation
Potential crash fix
Foreign Fiefdom did not show tax increase correctly
Trade fixes
Trade delegation is canceled if there are not enough resources for one trip, previously, only 0 resources were canceled trade
Chronicle now shows correct amount of resources traded
When canceling trade, event now shows correct trade resources
Unable to control multiple armies
Units need to be dragged twice in order to move on the battlefield
Has Courted notification removed
Wrong gender used in an Event
“Without a task” notification showing army commander
Everyone Paid Equally tradition not giving correct happiness value
UI glitch on first step of event tutorial
Military and Social conflict reward text wrap
‘Bandits stop Rank selection delegation’ shows wrong amount of ransom
Roads not correctly setup for militaries
Can’t change war state to another war without closing war state
Stopped by Army event has resource values of 0
Military conflict audio levels
Siege duration text shown in Production View
Known Issues
Some siege events may incorrectly refer to ‘bandits’ in their text
Left ALT skill preview UI flickers
Ranged units show ranged animations while in melee
UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.
As you've seen, we've been keeping ourselves busy, and there's still much work to be done. We can't wait to hear your feedback on the Civil War! Keep watch for more updates on the development of Great Houses of Calderia and upcoming content!
A new regular update [0.8.1.1238 (b13882193)] is now live with the following changes:
Added
Tradition - Strongest Among Giants
Tradition - Whose Lands His Rules
Tradition - King of Hearts
Tradition - Always Pay Back Debt
AI is now able to check resource status in its plan as a condition for action
10+ new events, mostly relating to Traditions
10 new playgrounds
5 new winning conditions to playgrounds
6 new delegations
Updated
Allies no longer automatically accept “Demand War Support”
Tradition view improved readability
Tradition-related Delegation buttons hidden until the tradition is unlocked
AI plan ‘Fix Shrinking Population’ checks in a better way the status of high-end buildings and professions
Tradition Will of the Region has improved texts
AI will sue for peace more eagerly if the war drags on
Fixed
AI Bandit and army stuck and AI won’t do anything else
“Who is who” objective not registering
Can marry notification has constantly “Not available” status
Player had “Merge armies” notification even when it’s not possible
Broken roads west of Acissetta
Broken road in Galdas
Some other broken roads
Too many decimals in Safety Production tooltip
Typos in delegation and military actions
Delegations’ requirement of “at war with” did not work
AI plan ‘Fix Shrinking Population’ can no longer get stuck in case Fiefdom doesn’t have workers in Farms
AI plan ‘Improve Rank’ is no longer possible to happen to Dukes, causing them to have only one primary slot to plan. They cannot do Appeal Delegation actions, which were the main action in the plan.
AI now knows how to properly check the required resources to upgrade a building and plan actions accordingly
Family Member Can Marry had a constant “Not Available Status” even when they were available
Resource mapmode tooltip is incorrect
Player can raise armies even when Fiefdom has been conquered
Some Official Visit events requirements were too strict, making them very rare
War score requirements for suing peace are now calculated from all participants instead of just primary participants, fixing the issue where the ally does all the work and war can’t end
Known Issues
Some siege events may incorrectly refer to ‘bandits’ in their text
Left ALT skill preview UI flickers
Ranged units show ranged animations while in melee
UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.
- Great Houses of Calderia Team -
Minor Update Patch Note — 0.8.1.1230 (b13820764)
A new minor update [0.8.1.1230 (b13820764)] is now live with the following changes:
Added
UI fade animations
Updated
Ai Improvements to profession upgrade plans and competing for a rank
Production info button is now visible even if there is no production
Safety Production and Safety Consumption values
Overseer effect “safety” changed to “security”
Fixed
Bandit army commander is wounded when army appears
In rare cases, one could send a Courtship delegation to a character who was in Trade delegation
Potential crash fix
Known Issues
Some siege events may incorrectly refer to ‘bandits’ in their text
Left ALT skill preview UI flickers
Ranged units show ranged animations while in melee
UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.