Lords of Solgrund cover
Lords of Solgrund screenshot
Genre: Simulator, Strategy, Indie

Lords of Solgrund

Patch 0.02

General Changes



  • WASD camera movement is now disabled while typing in chat
  • Game speed options changed to 0.5 / 1 / 2 / 3
  • Added hotkeys to change game speed (comma/dot)
  • Host is able to change game speed in Multiplayer games

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AI Improvements



  • AI players will now attempt to take back control of towers they've lost throughout the game
  • Normal&Hard AI will demolish buildings it has captured with a tower capture
  • Improved AI's defense grouping behavior


Gameplay Changes



  • Serfs now choose marketplace shopping tiles more evenly spread out, leading to less clogging and traffic
  • Serfs building a structure now don't all go to the same tile, leading to faster building times and less clogging
  • Feathers as a resource removed
  • Library and Fletcher no longer require feathers
  • Reduced the grain requirements for chickens from 5 to 4
  • AI players no longer start with a scout
  • Easy/Normal/Hard AI now start with: 1x Axeman + 1x Bowman/2x Axeman + 2x Bowman/2x Swordsman + 2x Crossbowman respectively
  • Buildings captured are now set on fire and disabled automatically
  • Watch Tower/Guard Tower/Capitol's territory radius increased to 17/20/22 from 15/18/21
  • Increased Performer's Camp entertainment value to 200 from 180
  • Increased Gallow's entertainment value to 200 from 160
  • Increased the bonus of empty housing to new civilians by ~40%
  • Changed hotkey of Stop to 'T'

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Bug Fixes



  • Added the jester unit's translation
  • Fixed display of Performer's Camp
  • 'Players start as neutral' button is properly not interactable for other players than the host
  • Units spawned through triggers will properly register and start attacking their enemies
  • Fixed enemy player not attacking the player in mission 2 and 3 of the tutorial
  • Fixed an issue where sometimes units would try to walk into their enemy instead of attacking them
  • Fixed an issue where units would get stuck at the marketplace (moonwalking on the spot)

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--- Graphics Changes ---

  • Added carry animations for paper
  • Added several more missing carry animations for the female serfs

Patch 0.01 EA

General Changes



  • NEW MAP; the Wilderness (5 players, not balanced ːsteammockingː)
  • Added a text field to change the name of a hosted lobby
  • Added an explanation of entertainment buildings to the third tutorial mission
  • Added an explanation of territory control & towers to the third tutorial mission
  • Version numbering reset to start from 0 and "EA" tag added

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Tower & territory control rework



  • Buildings and roads cannot be built, repaired, doused or work outside of territory
  • Territory is physically visible by lil wooden poles stuck in the ground
  • Tile ownership is now spread only through fortifications like towers, keep and the castle
  • Bowmen and Crossbowmen now have no minimum range, and have an alternate melee attack when in melee

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Gameplay Changes



  • Unwalkable corners are now walkable, meaning streets between buildings are not as crowded anymore
  • Fisherman now works outside (next to water), and no longer needs to be placed adjacent to water
  • Farmer crop planting and harvesting speed increased by 68%, which means they can manage larger fields
  • Reduced the radius of crop & vegetable farms from 8 to 7
  • Brewer orchard and vineyard harvesting speed increased roughly by 40%, which means they can manage larger yards
  • Increased rations delivery speed modifiers from -10/0/10/20 % to -15/0/15/30 %
  • Pitch Cache trap removed ːsteamsadː
  • Spike Pits now also cause enemies to cower in fear when stepping on them, much like when morale is low
  • All 4 house tiers are now 2x3 in size
  • The final house tier is no longer buildable but instead acts as a final upgrade to all houses.
  • Lowered stone cost of housing from 3 to 2
  • Housing moved to 'basic structures' from 'needs' (always visible)
  • Changed housing capacity from 7/10/13/18 to 9/12/14/15
  • Performer's Camp collision size reduced to 4x5 from 4x6
  • The Gallows collision size reduced to 4x4 from 4x6
  • Entertainment buildings now grant larger bonuses, but require actual units to work inside
  • Instead of a flat bonus of entertainment (150/100 for Performer's Camp/The Gallows), each gives en. per worker (180/160 for Performer's Camp/The Gallows)
  • Timber/Stone cost of 'Performer's Camp' and 'The Gallows' reduced to 5/4 from 8/5
  • Bonus satisfaction ːsteamhappyː from entertainment now has a limit of +10
  • Placing roads and fields now places a path or a rectangle (respectively) if holding mouse (holding shift causes road path to be zigzaggy)
  • Reduced cost of militia to 90 from 100
  • Reduced cost of scout to 100 from 200 and their attack damage from 30 to 10
  • Disabling a building now also releases the workers inside
  • Civilian arrival speed increases the more empty space there is in the town (with diminishing returns)
  • Towers, stonecutter's hut, woodcutter's hut, crop farms and fishing lodges cannot catch on fire from events anymore
  • Bandits now, instead of stealing resources from the main castle, attack and attempt to capture your nearest tower
  • Amount of bandits spawned reduced from 6-12 to 5-8
  • Ruffian added to the bandit spawn pool
  • WASD can used aswell as arrow keys to move camera
  • Stop hotkey changed to H

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Bug Fixes



  • Unit descriptions are properly shown when hovering over their respective train buttons
  • Fixed has joined message not showing for clients whenever another player joins a lobby
  • Soldiers now properly take residence within barracks or the academy
  • Fixed civilians attacking thieves ːsteamfacepalmː
  • Fixed thief not returning resources back when killed
  • Fixed pinging in multiplayer
  • Fixed hotkey for diplomacy
  • AI is now properly proactive, making troops faster and attacking enemy players when it feels like
  • Improved AI spacing out their production chains to avoid clogging the streets
  • Toggling all wares on/off now properly updates the UI

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Graphics Changes



  • T2 housing name changed from 'Cottage' to 'House'
  • T3 housing name changed from 'Residence' to 'Luxurious House'
  • All house tiers have a backyard for the 2 back tiles
  • Villa building redrawn

Patch 1.085

--- Gameplay Changes ---
-Removed herbs (a vestigial resource)
-Reduced the size of signpost unbuildable area from 6 to 4
-Doubled the amount of default starting food stock
-Selecting farms, woodcutters and stonecutters shows radius of the worker
-Tar pits/Spike pits now require 50 coins instead of 1 charcoal/timber (respectively) to be constructed
-When ordering a unit to attack a target, it will count as attack move
-Increased the appeal debuff of farms to 4 from 3
-Carriers prioritize deliveries more based on distance
-The main storage in the capitol now has the same priority has other storehouses
-Barracks now take alcohol aswell as food
-Lowered the amount of grain and water each cow takes to fully grow up to 8 from 9
-Lowered the amount of eggs obtained from chickens from 3 to 2
-Lowered the amount of milk obtained from cows from 5 to 4
-Switching slots in the lobby no longer swaps
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--- Bug Fixes ---
-Added missing descriptions for several buildings
-Fixed AI prematurely destroying its stonecutter huts
-Fixed the barrack's rotated sprite
-High level spells correctly display their requirement
-'Storage space' now properly displays
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--- Graphics Changes ---
-Added a construction stage graphic to ore mine
-Added missing letters to header font: ż, ę, ą

Patch v1.083

--- Gameplay Changes ---
-Increased maximum hunger (~3%) and food filling value of cabbages, chestnuts and fish
-Reduced the amount of milk each cow gives from 7 to 5
-1 unit of milk now produces 2 units of cheese
-Reduced the amount of eggs chickens give from 4 to 2
-1 unit of eggs now produces 2 units of omelettes
-Added an additional job to cidery that turns 2 apples into 2 ciders
-Added an additional job to winery that turns 2 grapes into 2 wines
-Civilian luxury requirement text removed (an uneccesary text box)
-Siege workshop and siege engines temporarily removed from the game (will be added back later)
-Guardhouse removed (militia & scout moved to barracks)
-Lowered the timber cost of barracks from 8 to 6
-Lowered the cost of Library from 7/6 to 6/5 (timber/stones)
-Lowered the stone cost of smeltery from 6 to 5
-Increased the duration of refugee bonus from 15 to 45 seconds
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--- Bug Fixes ---
-Fixed an issue where click outside the boundaries of map while demolishing buildings disabled all interactions
-Fixed the 'Accept' option in the refugees event
-Fixed treasure loot getting back to a capitol/storehouse - now properly dumps all resources and is removed
-Chickens now properly lay eggs instead of milk

Patch v1.082

--- Gameplay Changes ---
-Tailory production increased roughly by 10%
-Each soldier costs 1 weapon instead of 2, and 1 wooden weapon now costs 2 timber instead of 1
-Reduced the time woodcutters take to chop logs into timber
-Reduced the time woodcutters take to plant trees
-Reduced the time stonecuttters take to cut rocks
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--- Bug Fixes ---
-Lobby messages are no longer deleted when the contents reach 10 messages
-Treasury no longer sometimes displays coins of other players
-Fixed units behaving chaotically when ordered before the last order was finished
-Fixed AI destroying its mines when they are out of ores
-Trees are properly cleared when building orchards
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--- Graphics Changes ---
-Added several missing animations to female serfs

Patch 1.077

--- Gameplay Changes ---
-AI now builds wider roads in some areas
-Modified AI's behavior so that buildings are placed in the vicinity of the buildings of same type
-AI will ocasionally attack the player once they have a large enough force
-AI now builds shorter roads around crop fields
-Optimized AI house building patterns
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--- Bug Fixes ---
-Fixed female serfs being tiny when carrying water
-AI correctly establishes defensive positions
-Fixed soldiers without home not moving into a newly built barracks
-Fixed bowmen and crossbowmen being invisible when standing idle

Patch v1.072

--- Gameplay Changes ---
-New map added 'Snowpeak Mountains' (6)
-New map added 'The Divide' (2)
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FORMATIONS REWORK:
-Formations are no longer permanent or tied to a single unit class
-Units assume formations automatically when the player orders multiple units to move
-All melee units have an aggro radius of 5 tiles, where they will chase the enemy
-'Create Formation', 'Dissolve Formation', 'Add/Remove Column', 'Join Formation' and 'Split Formation' commands replaced with formation shapes the units will form when ordered to move
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SOLDIER SUPPLY LINES REWORK:
-Mules are no longer trainable
-Soldiers are now at home in the barracks they were trained in, where they get their food and ammo from.
-Button to find hungry soldiers replaced by a button to toggle displaying notifications, as it is no longer necessary.
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-Lowered the amount of enemies in the second lesson of the tutorial
-Neutral enemies act more aggressively
-Added two smaller lakes to red and blue spots in Knoj River
-Buildings are no longer restricted to be placed next to water or mountains
-Game no longer asks player if they really want to leave lobby
-Turkish localization added (translated by Wawewow)
-Iron is produced in 1x units instead of 2x and its production time reduced (roughly by 30%)
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--- Bug Fixes ---
-Fixed disabled buildings being able to be built after saving and reloading a game
-Fixed an issue where woodcutters could be stuck trying to plant a tree on construction ground
-Fixed the rebels in the first and third lesson starving to death if the player takes too long
-Thieves/Bandits no longer crash the game on loading a saved game
-A player's coin amount correctly updates if they've gotten their capitol from another player (changed owners)
-Chat window properly dissappears when the player leaves lobby
-Invite friends and ready buttons no longer show in singleplayer lobby
-Maps with only 1 player no longer included in the multiplayer map pool
-Fixed double clicking units to select all of the same type on the screen
-Fixed trading prices going into negative numbers if too many items were bought/sold
-Ordering units through the minimap in Multiplayer fixed
-Fixed soldiers sometimes stuck in barracks and stay hidden forever
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--- Graphics Changes ---
-Added several missing animations to female serfs
-Sped up text narration speed from 17 chars/sec to 25 chars/sec
-Reversed the order saved games display in (most recent at the top)

Patch 1.069

Gameplay Changes:


-Tutorial mini-campaign added
-Recreated the "River of Gold" map
-Wares can now be disabled in the marketplace
-Reduced taxes of houses from 8/21/48/70 to 6/18/40/67
-Reduced base price of medicine from 50 to 40
-Added ping function to the minimap
-Several messages now have pings associated with them (such as 'town is on fire' event)
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Bug Fixes:


-Fixed an issue where a carrier dousing fires in a workplace that requires water could permanently block its supply of water
-Toggle all wares now properly refreshes the UI
-Houses properly take into account appeal when evolving and devolving
-Fixed fishing lodge and mine not being able to be built in certain areas
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Graphics Changes:


-Lobby chat is now a seperate draggable window from the lobby
-Added missing ware carrying animations to serfs
-'Toggle all wares' button now updates the UI properly

Patch 1.065

Gameplay Changes:


-Double tapping active control groups moves the camera over to their location
-Increased stables' size from 4x3 to 4x4
-Removed herb garden (Apothecary is now 4x3 with the garden graphically attached to the building)
-When the player has only 5 or less carriers, they will stop taking jobs at workplaces
-Added "Toggle all wares" button to storehouses and the capitol

-Removed the ability to upgrade houses
-Houses will now level up on their own, based on whether the civilians have access to the requirements
-Higher tier houses no longer have default negative appeal

-Soldiers share 1/2 of the average satisfaction bonus as their own
-Increased backstab bonus (highest from 3x to 4x)
-Moved caravan training to barracks and guardhouse from the capitol and storehouses
-Increased scout's vision from 8 to 10
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Bug Fixes:


-Added missing description for: Omelette Maker
-Fixed towers crashing the game when loaded while they have a target in reach
-Towers now properly save their ammo amount
-Fixed units killed by the hungry ogre being sent to the edge of the map as walking corpses
-Diplomacy relations are no longer reset when loading a saved game
-Fixed massive lag when AI searches for spots for fishing huts and mines
-Herb Garden removed (it is now attached to the Apothecary)
-Fixed some chickens and cows rendering behind the farm
-Removed woodcutter "fell trees only" mode
-Added missing death animation to the Mage
-Mountains without ores cannot be selected anymore (nor do they block selection drag)

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Graphics Changes:


-Added new markers for parts of buildings that are walkable
-Added stable's horse and breeder animations
-Added stables' ware graphics
-Added Sophie's portrait artwork
-Added papermill's tanner animations
-Added papermill's ware graphics
-Reworked how wares display in storehouses

Minor patch (v1.058)

GAMEPLAY CHANGES:
-The physician now only brews medicine, and medicine is stored in the marketplace
-Civilians now pick up medicine when they need from the marketplace
-Medicine gives civilians a temporary immunity against disease (in addition to curing it)
-Medicine can be bought and stored in storehouses/capital
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BUG FIXES:

-Building disable button updates properly on the UI
-Processing buildings function properly