Thanks for your patience, the Industry & Infrastructure Update is out now on the main branch! Our last major update (War & Diplomacy) was focused on combat and interaction with the AI. For this update we've focused back on the city building and economy! It's got a bunch of new stuff folks have been requesting. Let's get right to the notes!
Large Treasure Room
This is a 2x1 structure (shown on the right) that houses a bit more gold than two small treasure rooms. You can place them adjacent to small treasure rooms to make some creative building shapes (shown on the left).
Large Produce Storage
This is another 2x1 structure, which can store more fruit than two small produce storages. This brings fruit storage closer to parity with the grain storage buildings.
Large Iron Mine
This is a 3x3 structure that sits completely on top of an iron deposit. It produces more iron than 3 small iron mines but requires more space and more workers. It's ideal for later in the game when you've got more of a worker surplus.
Large Quarry
This is also a 3x3 structure you place on top of (rather than adjacent to) a stone deposit. It also produces more stone than 3 small quarries. While it produces more stone, the tradeoff is that is requires tools to operate. You'll want to make sure you have a blacksmith and tool production chain established before building this one.
Large Charcoal Maker
This 2x2 building produces more charcoal than 4 small charcoal makers but requires more workers. Great for later in the game when you need to be more space efficient but have plenty of people.
Large Reservoir
This is a 2x2 reservoir with a much larger radius of effect as compared to the small reservoir. While more expensive than the small reservoir, it's handy for serving lots of fountains around your city center at once or by irrigating a large swath of land for your farms.
Large Tavern
This is a 2x2 tavern. Great for dense cities to make your city center more lively and adds another way to meet your peasants' need for good drink!
Chapel
And to break of the trend of larger versions of everything, we've got a small church - the chapel! It's a 1x2 building you can fit into the smaller spaces the normal 2x3 church is too big for.
Improvements & Fixes
Increased some text sizes on the Steam Deck.
Increased damage of Greek Fire Tower
Fixed rare issue where viking ships could get stuck on custom maps with a particular layout
Fixed issue where AI could use suboptimal job priorities
Fixed issue where large quarry/iron mine could be placed over trees
Fixed issue with hazard pay when conquering an AI island
Until next time, -Pete, Michael, & Sam
Infrastructure & Industry Update - Beta Now Available!
Hi Everyone,
Hope everyone is having a happy holiday so far. We've got the beta available for the next update - Industry & Infrastructure! We've got a sticky thread in the forums where there's a more detailed list of all the new changes that are ready for testing, but here's a little preview of just a few of the things you can look forward to:
Large Iron Mine
Large Treasure Room
And more!
Of course, we'll do our usual big update post when the Infrastructure & Industry Update is ready for final release.
If you'd like, you can try it out now by switching to the beta branch (keep in mind there will be bugs and things to fix). Here's how:
Right click on the game in the steam library
Click properties, then choose betas
Choose the next-version-preview branch
No code is necessary, your game should automatically update once you switch. Everyone who has been playing on the alpha branch will be kept up to date as well.
Please send your feedback and bug reports to contact@lionshieldstudios.com, chat with us directly in our discord, or post here in the forums!
Until next time, -Pete, Michael, & Sam
Hotpatch - version 120r4
Tweak dragon difficulty
Improve doctor healing algorithm to work better on large cities
Fixed case where ship could get an invalid building destination
Added wage information to building info highlight in the build menus
Improved text readability on Steam Deck
Fixed building info highlight going off screen on Steam Deck
Hotpatch - Version 120r3:
Better messaging when manors are out of charcoal and very unhappy
Siege dragons don't clump up so much
Restored spawning of the small dragons
Fixed issue where vikings could steal gold after being killed
Fixed weird behavior with the 'random' check mark for spawning AIs in map select
Fixed visual issue where fishmongers showed in some cases they were search for wheat, even though they actually weren't
Development Update
Hi Everyone,
We've got another update on the way! Based on your feedback and ideas, it will feature some much requested new buildings. Here's a preview of two of them:
Large Quarry
A 3x3 building that sits on top of a stone deposit. Produces more stone than two quarries, but requires more workers and needs tools to function. Good for boosting mid to late game stone production.
Large Charcoal Maker
A 2x2 building that produces more charcoal than 4 small charcoal makers, but requires more workers and has a higher up front construction cost.
We'll have more to preview soon!
Until next time, - Pete, Michael & Sam
Hotpatch - Version 120r2
Changed cart and transport ship behavior to not drop resources on the ground if the drop off storage is full. Instead the goods will stay on the ship or cart.
Changed oculus controllers select action to use "A" button instead of trigger
Improved VR pivot pointer visuals when very close to the ground
Fixed issue where you couldn't put troops on ships in VR (changed VR unit selection to select action and movement to be cancel action - on Vive this means separate triggers)
Removed VR controller vibration during movement tutorial
Updated VR pivot mode to be easier to keep active while gripping
VR Support - Now Available
VR Support is now available!
If you want to play in VR mode, just plug in your headset and start up SteamVR and the game will automatically launch into VR mode. SteamVR must be running first for the game to detect you want to start in VR. You can start a new game or play an existing one. Note that performance in VR can be an issue depending on the city size and your computer's specs.
It's a pretty neat feeling to watch dragons fly by or stand in your city in VR. You can zoom out and build your city from above, or shrink down and view things from the perspective of a villager.
Thanks to everyone who tested VR support!
If you don't have a VR headset or you don't want to play in VR, don't worry! This is a completely optional way to play.
Why VR?
VR Support was promised as a stretch goal during our original crowd-funding campaign for the game. It is important to us to follow through and this marks the fulfillment of all our crowd-funding stretch goals. Thank you so much for coming with us on this journey!
What's next?
We've got another gameplay related update in the works. More news on that soon!
Until next time, -Pete, Michael, and Sam
Development Update - VR Beta Available
Hi Everyone,
The VR mode beta is now available on the next-version-preview branch for testing! Here's how to try it out:
Right click on the game in the steam library
Click properties, then choose betas
Choose the next-version-preview branch
Then fire up your VR headset, turn on SteamVR, then launch the game and it will automatically enter VR mode. You can start a new game, or load and play any city in VR! Although note that performance can be an issue in larger cities and is dependent on your computer's specs.
We've got support for the Valve Index, HTC Vive, and Meta Quest. Generally just about any VR headset that is compatible with Steam VR should work.
If you don't have a VR headset or you don't want to play in VR, don't worry! This update won't impact you - it's a completely way to play.
Why VR? - VR Support was promised as a stretch goal during our original crowd-funding campaign for the game. We want to follow through and make good on that promise.
Let us know if you find any bugs and any other feedback here in the forums, on discord, or at contact@lionshieldstudios.com!
-Pete, Michael, & Sam
Hotpatch - Version 119r4
Fixed issue where catapults wouldn't auto target gates
Fixed issue where catapults in water couldn't be damaged by melee units
Fixed issue where catapults could persist from an old save into a new world
Fixed drag selecting picking up enemy/neutral units as well
Fixed rare issue where AI could block their river with a bridge
Fixed issue where AI wouldn't build piers very often
Hotpatch - version 119r3
Fixed case where gate would disappear if a dragon destroyed an archer tower on top of it.
Fixed rare case where a transport cart error (possibly caused by mods) would cause a map to not load