A new regular update [0.8.1.1188 (b13462767)] is now live with the following changes:
Added
Active map mode indicator
Updated
Rivers and lake textures
Fiefdom mouseover visual effects
Relation Map mode now shows unmarried court members
Production breakdown tooltips
World map optimizations
Fixed
Incorrect confirmation texts
Garrisons can’t be closed after conquest
Known Issues
Default UI scale is at 70%, adjust this from Video Settings.
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 -
Hotfix Patch Note — 0.8.1.1185 (b13442510)
A new hotfix [0.8.1.1185 (b13442510)] is now live with the following changes:
Added
Low and Medium graphic settings for water
Fixed
Game crash when loading a save
Known Issues
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 -
Week sale—20% off!
Oy Rulers!
Great Houses of Calderia is at a 20% discountfrom today to February 19.
20% Discount
This crown is yours to take! Settle your House, start your rule over Caldria, and become the most powerful noble family! Grow your fiefdom, trade, nurture diplomatic relations, and strategically shape the future of this bountiful land. Enjoy a special 20% discount on Great Houses of Calderia from today to February 19. Get your copy today to discover the most recent changes and features!
Player-driven development - Share your feedback!
Your feedback is precious to us. Some of your suggestions already made it to the game, and we'd love to keep improving the game with your ideas and insights! Share your feedback and suggestions in the Steam discussions, we review all of them! Thank you for your commitment, we really appreciate your words.
A new minor update [0.8.1.1181 (b13397464)] is now live with the following changes:
Added
Siege info tooltips
Garrison view close button
Fixed
Resource breakdown can show too many war reparations gains
Sue for Peace not triggered in some scenarios by AI
Known Issues
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 -
January Development update
Oy rulers,
The beginning of the year was marked by many rounds of polishing and balancing, especially with some tweaks to the Bandits features, but let’s not forget about the addition of the Siege mechanics! We’ll dig deeper into this new content later in this Development Update. Thank you for your detailed feedback about the Bandits. With the information you shared, we have been able to make some adjustments to it. A lot of constructive input and e are also reviewing and discussing suggestions that you shared in the Steam discussions and reviews. As always, we deeply appreciate your involvement, and this is what fuels our creativity and minds to make the game even better, thanks to you!
Design & Balancing
Bandits and safety: As mentioned above, thanks to your input, we have been able to balance the bandits' attacks on the map, especially in the early phase of your fiefdom. This led to tweaks in many areas of this feature: bandits delegations now have more dynamic costs, more choices to make, and more varying outcomes, bandits can no longer siege players repeatedly, and the fiefdom starting safety is set to 2 instead of reverting to 0. In terms of UI, we have improved the safety tooltip and how it shows the thresholds for the next level, as well as the safety icon, which now shows its progression. Lastly, the AI bandit movement has been upgraded.
Siege: The Siege feature is progressively implemented. This month, the feature is now playable with the elements we added: timers, information on the map, health loss for defenders over time, siege and garrison UI and UX. Buildings can impact siege duration and speed. How does it work? A Siege starts when an army attacks an enemy city. When sieged, the defender must raise a garrison. This is without the cost of raising an army for some of the units (although upkeep still must be paid). The attacking army starts building siege equipment, and when ready, it can attempt to assault the fiefdom. The progress of the siege equipment is shown on the siege tower icon. The defending army loses health while under siege, and all resources from production locations and trade stop for the time being. The defender may try to lift the siege at any time. We've also updated how the armies work. When the army is raised, it does not automatically leave the city but is instead stationed in a garrison within the city.
AI: Following the balance of the Bandits feature, the AI now manages its safety production better to be less likely to be attacked and overwhelmed by bandits. It also fights bandits back to protect its land. The way AI handles its production and storage has been improved as well.
War and alliances: Regarding allies, we have applied a few changes. It is now not possible to declare war against an ally. On the other hand, you will break an alliance by refusing to assist an ally at war if they ask for your support. In terms of UI, War and Alliance states are shown on the family crest. As for the war, army movement has improved. You have reported that army resources were not returned when an army was disbanded. It is now effective, and disbanding an army partially returns the resources spent to raise it.
Visuals & Interface
User Interface scaling: We are still experimenting with wide-screen resolutions. UI scaling is still a long, ongoing process, and we welcome feedback to help us optimize it during the whole Early Access phase. We have added a master control to change all scalability settings at once in the Settings menu.
Visuals alignment: We continued working on the text, button, and icon alignments to improve and harmonize the overall UI and interface menus.
Visual FX and clarity: We have been working on adding a fair share of audiovisual feedback lately, like sound effects when declaring a war (on top of the change applied to the crest during a war), visual effects after a battle on the map, a bird particle system, showing ranks timeline progress, and growth indicator colors depending on the overall happiness level. You can change the visual effects quality in the Settings.
Technical fixes & optimization
Optimization: We have been focusing on optimizing the game in general, but only particularly on the world map, as it is the main screen. The overall performance of the game has improved thanks to your input. We also focused on particle, day-cycle, and scalability settings optimization. This is still an ongoing process to improve the game on all kinds of setups and monitors. Please let us know if you encounter issues regarding the User Interface, the stability of the game, or other similar issues.
For more information, read the full aggregated patch notes below:
Added
Audiovisual effects when declaring a war
After battle map FX
New bird particle system
Visual effects quality selection in the Settings Menu
Master control to change all scalability settings at once in Settings
World map optimization
Performance tweaks
River location event
Alliance ends if you do not come to ally’s help when asked
Alliance end texts shown at relevant events
New achievement: win a game
Buildings can impact siege duration/speed impacts
Show ranks timeline progress
Raise army resources are partially returned when the army is disbanded
AI behavior can also follow pure storage amounts
Siege
Timers
Information on the map
Health loss for defenders over time
Siege and Garrison UI and UX
Updated
Units don’t get a health boost when wiping out enemies in conflicts
Bandit stopping delegations now have more dynamic costs, more choices to make, and more varying outcomes
AI manages safety production better
AI handling bandits
Safety tooltip improved and now shows thresholds for the next level
War and Alliance state towards player shown on family crest
Chronicle text indentation
Currently selected tradition now shows also color in tradition button
Safety icon shows progression
Army movement UX improvements
Fixed
Fiefdom starting Safety Level reverts to 0
A few events that were supposed to have the choice of saying "OK" were saying something else
General Spy Investigation now provides penalties properly
Bandits sieging player
Can declare war against an ally
Commander leaves caravan when arriving home
Stuck in the Comital Ranks of Calderia
Bide your time skill in social conflict takes too long to happen
Own a family member as a court member at home
Trait tooltips missing duration time unit
Visual bug where archers appeared to be strong against almost every unit in the game
When pressing Esc during AI rank selection, it caused a bug where the UI would zoom out endlessly
You can move on the map in character state, edit character state, and skip tutorial state
Tradition screen zoom is not functioning correctly
Army movement not showing path when targeting cities
Travel icon style changes when a courtship is rejected
Broken roads
Clothing randomisation incompatible with overweight bodies
Point Of Interest FX is not working when viewed up close
Pressing ESC in Ranks of Calderia Result doesn’t remove background
Problems with delegations AI
Known Issues
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.
This new year starts on the right track, and we intend to keep at it! Stay tuned for more news on the game's development and content!
- Great Houses of Calderia Team -
Minor Update Patch Note — 0.8.1.1177 (b13340607)
A new minor update [0.8.1.1177 (b13340607)] is now live with the following changes: Fixed
Remove unnecessary notification text on Trade and Raise Army views
Known Issues
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.
A new regular update [0.8.1.1158 (13145369)] is now live with the following changes:
Added
After battle map FX
New bird particle system
Updated
Particle optimization
Day-cycle optimization
Scalability settings optimization
Bandit movement AI improvement
Growth indicator colors change depending on happiness
Inviting guests to a wedding with 2 weddings at the same time
Fixed
Bandits sieging player
Can declare war against an ally
Trait tooltips missing duration time unit
Visual bug where archers appeared to be strong against almost every unit in the game
When pressing Esc during AI rank selection, it caused a bug where the UI would zoom out endlessly
You can move on the map in character state, edit character state, and skip tutorial state
Tradition screen zoom is not functioning correctly
Bide your time skill in social conflict takes too long to happen
Known Issues
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 -
December Development update
Oy rulers,
Happy New Year, and we hope you had a fantastic holiday! We’re back at the office, and it’s time to do a recap of what we did in December!
As you may have noticed, we are still reworking the UI and AI on top of the additional features coming progressively. Bandits are now here to disrupt your fiefdom and your rule! You can also win the game by choosing a more diplomatic path, thanks to the Scholars and Schemers traditions.
Your contribution and extensive comments after the addition of the Bandits feature in December are greatly appreciated! This is exactly why we chose Early Access—to be able to experiment and improve the game features with your help! As always, thank you for your support and your commitment, this is invaluable and crucial to the game process.
Design & Balancing
Bandits: A major update has been made to the world map with the appearance of bandits on the roads. No path is as safe as it used to be for merchants and soldiers. This feature comes with a series of brand new and unique events you’ll have to deal with when they appear. While the feature is new to the game, several iterations are required in the coming months to balance it properly, especially at the beginning of a new game. Thanks to all of you who have already spotted some issues with it and have suggested a few ideas to improve it.
Traditions: New traditions have been implemented and tested, including the « Dozen Peers » of the Idealist path (which unlocks the Noble Advisor companions and units) and the « Holy Knowledge » of the Scholar path (which increases Scholar professions happiness from wages by +1 but doubles wage consumption).
AI: With the new Bandits feature, the AI is now considering these attacks and unexpected Bandits events in its plan. Its overall plans have been tweaked and improved as well.
New winning condition: A more diplomatic way of winning the game has been added thanks to the addition of the Scholars and Schemers tradition perks.
Resources, costs, and buildings: Production consumption has been globally revisited. The Cooperage building now has its own category in the Fiefdom building menu, and bonus & penalty words for the refinement costs are now visible.
Safety production: In connection with the Bandits feature, the safety of fiefdom production is now more important than ever.
Visuals & Interface
User Interface scaling: We are still experimenting with wide-screen resolutions. UI scaling is still a long, ongoing process and we welcome feedback to help us optimize it during the whole Early Access phase.
Visuals alignment: Text, button and icon alignments have been reworked in some of the interface menus as well as in the event description to look better.
Technical fixes & optimization
Crash fixes: Loading a save file from an older version doesn’t cause the game to crash anymore. We also fixed a crash linked to a new tradition perk: « Holy Knowledge » when dragging workers into the scholar professions.
For more information, read the full aggregated patch notes below:
Added
Right mouse button to close the Ranks of Calderia screen
Tradition - Dozen Peers
Tradition - Holy Knowledge
Tradition tree connection to Light Mathemagic and Law Unites Us All
Spy investigation events now have costs associated with them
Safety increase winning effects in Conflicts
Bandit spawn UI
Bandit appearance speeds
Bandit ‘army’ consistencies
7 Bandits-related events
Bandits movement AI
Bandits conflict resolutions
Scholar Winning Condition Path
Scholar Winning Conditions steps
Scholar Winning Conditions events
Conquered and Truce icons on the world map: Fiefdom Banners
Diplomatic delegation cooldown counter
Highlight the character icon when hovering over notifications
Caravan capacity and trip counter visualizer for Trade View
Three new courtship events
Updated
Siege Defender gets more and better units from garrison
Tweaks to AI plans
AI won’t cause social conflict in Lesson in Negotiations event
New Event illustrations
Conflict planning layout
Improved Tutorial window positioning with UI scaling
Tradition view
Safety Level shown also for the player’s fiefdom in World Map
New graphics for the Winning Condition view
World map border and road changes
Character customization reverting selects original objects
Show negative Safety production correctly in Fiefdom upgrade info
Safety production changes: Bourg 2->4, Fort, Fortress and Citadel bring ->1, Stone Walls 0->1
All military units are cheaper to recruit and upkeep
All starting Safety Levels in Fiefdoms 0 -> 2
Increased the probability of weather effects
Changed Cooperage building to be left most building in its own category
Changed production consumption to refinement cost
Added Bonus and Penalty words to Refinement Cost in Building View
Winning Progression steps VIa and VIb combined into one
Improve drag and drop in delegation
Fixed
Game crash when dragging workers into scholar professions with Holy Knowledge tradition
Game crash when loading a save from the previous version
Recruit spies cannot be done when relations are bad
Impossible to pillage buildings with an army
Units do back-and-forth movement instead of capturing a spot in conflict resolution
Rank delegation stuck on own fiefdom
Relation to count objective not counted after becoming the count
Participants stuck in rank selection state indefinitely
Courtship delegation for house members of the same rank indicates a superior rank
Fortress notification in Chronicle
Stuck in a military conflict with no board
Events that provide a low amount of tradition points now provide a low amount
Intrigue tutorial closes the menu
Problem with trade duration if player places too many resources in the balance
Traits are not counted towards character skill value checks in events
Voice of Calderia not counted in Winning Conditions
Trade gold amount overlaps caravan information with four or more resources
Conflict end screen text overflows victory screen
Marriage notification view issues
Fundamentals of Feudalism event wording
Poleaxer military unit noted as tier 3 in Military Conflict
Counselor has the wrong icon in Social Conflict
Courted character message never disappears if a courted person dies
Scholar Winning condition texts back
Courted character message never disappears after a courted person is dead
You can move on the map with the war window open
You can move on the map with an event open
Tradition progress bar shows correct progression when finished
No house member on the screen to send peace delegation
New Tradition button texts not inside buttons
Variable name in brackets instead of House name in Spy Accusation Event
‘Appeal to mutual benefit’ text on Army has arrived event
In Trade View, the resource valuation information shown in different places doesn't match
Event outcome text padding
Misaligned male head icon in customization view
Diplomacy Window transparency issue with opposing Family Character
Once again, happy New Year to everyone and thank you for all of your suggestions and feedback. Stay tuned for more news on the game's development and content!