New Home: Medieval Village cover
New Home: Medieval Village screenshot
Genre: Simulator, Strategy

New Home: Medieval Village

EA v0.43.2 update notes

The EA v0.43.2 update is a minor update that brings a few fixes before the EA v0.44 update, which will arrive in a few days.


  • Adjusted the calculation of villagers' security stats. Now, instead of the average of fire and police coverage, the higher impact of these two coverages is taken into account.

  • The font error in the name assigned to the workplaces in Turkish has been fixed.

EA v0.43.1 Hotfix notes

This small update aims to reduce the effect of taxes on village happiness in the game. With the next updates, taxes will affect the attraction of the village more.


  • Unhappiness due to high taxes has been reduced from 28 units to 12 for easy mode, 16 for normal mode, and 20 for hard mode.

EA v0.43 update notes

The EA v0.43 update is an update focused on the education system in the game. With this update, contents regarding the resource consumption of educational buildings and the production of consumed resources came.

New contents



  • New resource category: Books
  • New resources: Cotton, grapes, wine, paper, novels, holy books, study books.
  • Paper maker: Produces paper from flax and cotton.
  • Scriptorium: Produces holy books, novels or study books out of paper.
  • Building marking system: A system that marks the building types you have chosen on the map so that you can easily locate the production buildings when your village gets crowded.
  • Resource category filtering: Due to the increase in the number of resources in the resource management menu, a system of filtering the resource types you are looking for by categories has been added. You can see the production sites, daily production and consumption calculations and the amount in stock that belong to the filtered category.


Changes



  • Schools and libraries now require at least one of the three types of books to function. Book variety provides bonus range and effect.
  • Churches and mosques now need holy books to function.
  • Clicking on buildings in range control mode is enabled.
  • The range of water wells is now displayed when you press and hold the ALT key while zoning houses and commercials.
  • The amount of resources carried by incoming ships has been greatly reduced.


Fixed bugs



  • The errors in the expenses list in the Economy menu have been fixed.
  • Fixed incorrect calculation of daily profit balance amount in building construction menu.
  • The font error in the farm profile in Russian language has been fixed.

Hotfix notes EA v0.42.1

EA v0.42.1 is a minor update that fixes the bugs that appeared with the last update. List of fixed bugs:


  • Fixed a translation error in the workplace UIs.
  • Fixed the bug of not being able to fire workers from commercial workplaces after loading the save game.
  • Fixed ships getting stuck while turning.
  • The detail bug that appears empty in the spend/income records in the Economy UI has been fixed.
  • Fixed the bug where the credits received in December were not closed.
  • Fixed a bug where the ship was not deleted when you demolished the dock.

Update notes EA v0.42

With the EA v0.42 update coming Saturday (26.02.2022), 10 new resources, 3 new agricultural crops, 3 new buildings, production chains, balancing on difficulty settings, and range adjustment for utility buildings have been introduced into the game. Also added resource consumption system in health system and tavern building.

New buildings



  • Weaver: A production building where yarn can be produced from flax, bandages or fabrics from yarn.
  • Herbalist: A production building that can produce herbal medicines from herbs or ointments from aloe vera and herbs.
  • Town Hall: A building that can be built at level 5 and increases the village's attraction.


New resources and production chains



  • Flax (Agricultural crop)
  • Herbs (Agricultural crop)
  • Aloe vera (Agricultural crop)
  • Herbal medicines (produced from herbs)
  • Ointment (produced from herbs and aloe vera)
  • Yarn (Produced from flax)
  • Bandage (Produced from yarn or fabric)
  • Fabric (Produced from yarn)
  • Beer (made from grain)
  • Milk (Livestock product)


New resources toolbar



The resources toolbar at the top of the screen has changed. Now resources are divided into certain categories and the toolbar shows the sum of these categories. When you hover over it, the resources are displayed and an indicator icon has been added to show that the resource has increased or decreased recently.

The new used rescouce categories are:



  • Foods
  • Fuels
  • Medicines
  • Clothes
  • Crops



Setting range for utility buildings



Service buildings' range can now be adjusted. The upkeep cost varies according to the range. In this way, the range can be reduced in order to reduce upkeep costs in the early stage, and maximum efficiency can be obtained by increasing range at the later level. Ranges can be changed between 60% and 125% of the default value.

New healthcare system



Health buildings are now consuming health-related resources. They gain bonus range and influence based on the variety of resources they have. If there are no health-related resources, they cannot function. They are currently consuming herbal medicines, ointments and bandages resources. The daily consumption amount is determined by the number of villagers within its range, and you can see this consumption from the utility menu by clicking on the health building. The maximum bonus range is 15% and the bonus effect is 15.

Changes on villager happiness



  • New calculation method: The calculation of villagers' happiness changed. Now, the happiness of the villagers is calculated according to their health, safety, resource variety, resource availability, average quality of consumed resources and external factors affecting happiness. The higher the villager's status, the more unhappiness from the lack of certain resources. In addition, bonuses are added or subtracted in these calculations according to the difficulty level of the game.


  • New indicators of happiness: Every calculation that affects the villager's happiness is now displayed in his profile.


Balancing



  • Taxes: Taxes increased by 10% in easy game mode and reduced by 10% in hard game mode.
  • Villagers leaving the village: The amount of happiness required for villagers to want to leave the village has been adjusted to 20 in easy game mode, 25 in normal mode, and 30 in hard mode. Also, to give the player some time at the beginning of the game, the villagers will not leave the village until village reaches 70 population in easy game mode, 50 population in normal game mode and 30 population in hard game mode.
  • Resource prices: Resource unit prices have been multiplied by 2 to generate more revenue from selling excess resources. In addition, the price multiplier when selling resources was changed from 63% to 85% in easy game mode, 70% in normal game mode, and 50% in hard game mode.
  • Happiness effect from a family member leaving a village increased from -50 to -25.
  • Updated to have some resources on incoming ships instead of having all of them. Also, final products such as medicines and clothing can no longer be purchased from villager ships.


Fixed bugs



  • Fixed a visual bug where the fire station effect was constantly displayed as 100% in the hostel building.
  • Fixed a bug where the ship would get stuck while leaving the dock.


Other additions



  • Chinese language update.
  • Added attraction buildings menus. You can now see efficiency details by clicking on buildings that generate attraction.
  • Added mouse cursor auto-darkening so you can see the mouse easier when it snows.
  • Now taverns consume beer to function.
  • In order to use the building editor more easily, double-sided materials were used.
  • Production and consumption amounts in the resource management menu have been updated to show the total production and consumption amounts of the previous day instead of instant production and consumption amounts.
  • Increased the chance of villagers going shopping instead of going to work from 30% to 50%.
  • Added new objective for the health system and production chain to the tutorial mode. Also, other missions have been reworked to better suit the new balances.

EA 0.41.1 Hotfix notes

EA 0.41.1 update fixes the farm profile not being completed bug in the tutorial games.

Update notes EA v0.41

The EA v0.41 update is an update that does not interfere with the gameplay of the game, adds indicators that will provide more ease of gameplay and prepares the infrastructure for the next updates.

Bug fixes:



  • Fixed the village stats menu not disappearing when you switch to photo mode with the "H" key.
  • Fixed orchards and livestocks not appearing in the income list.
  • The floor detecting system of houses and commercials has been improved. It's rarer now for the backs of buildings to look like they're floating in the air.
  • Improved the deleting of building part instances. Even though the occasional event of not deleting some parts of the house is now rarer, a few pieces can still remain. This issue goes away when the game is saved and loaded again.


Minor additions:



  • Brightness setting: You can increase the brightness of the game by 50% from the settings.
  • Adjust the number of employees: You can now set the number of people to work in the fields and production buildings.
  • Firing an employee from work: You can now fire workers who you see as low in education and make room for a new employee. Firing workers gives them the effect of unhappiness for a while.
  • Production efficiency indicators: You can now see the seasonal, educational and employee productivity in the building profile.
  • Newly arrived villagers and the unemployed will look for production buildings first when looking for a job. All classes, except wealthy villagers, can now work in non-agricultural production buildings. Only poor villagers can work in agricultural fields.
  • Daily profits indicator: In the top menu, an indicator has been added next to the amount of cash that shows you whether you are in daily profit or loss.
  • Resource unit price: You can now see the unit prices of resources in the resource buying and selling menu.
  • Agricultural zones were separated from the poor commercial category. Agricultural zones are placed last in the demands menu. Since agricultural zones are also seen as poor workplaces, the amount of poor commercial and agricultural demands will always appear the same. The zoning of one of these two will also meet the demand of the other.
  • The objective "Build any utility building" in the tutorial has been changed to "Build a hospital".


If there are no bugs that need to be fixed urgently with this update, the next update (0.42) may come in 2-4 weeks as it will bring new content and mechanics.

Good game to you all!

Update notes EA v0.40

Fixed bugs:




  • Fixed the bug where corner points of agriculture lands could be built into water.
  • Fixed the bug where lumberjack was displayed as a tailor in the economy menu.
  • Fixed the bug showing the agriculture production history in the building profile menu.
  • Fixed collisions of very short (2m) roads.


Minor additions:




  • The tutorial game can now be saved.
  • Saved games can now be deleted.
  • The construction of buildings on very high places is prevented.
  • The construction of agricultural land on high slopes is prevented.
  • The day and night cycle can be turned off and on in the settings menu.(Villagers' work-rest cycle didn't change)
  • The saturation of the game can be adjusted in the settings menu.
  • When the FPS drops below 30, the chimney smokes automatically turn itself off.
  • SSGI(Screen Space Global Illumination) can be turned off and on in the settings menu.(Turning it off brightens shadows and improves performance a little.)
  • Added screen resolution settings.
  • The minimum distance required by roads for connection has been increased from 2.5 meters to 4.5 meters.


Added main mechanics:




  • Village stats: Added a menu at the top left of the screen that displays the number of unhappy villagers, the number of unhealthy villagers, the number of last crimes committed, the number of last deaths, and the number of villagers who left last. You can see the lists by clicking the icons in this menu.

  • Unhappy villagers leaving the village: Villagers whose unhappiness is below a certain value according to the difficulty level of the game plan to leave the village with the next ship. In the village information menu, you can access the list of unhappy villagers and enter their profile to see what makes them unhappy. Villagers are most unhappy with high taxes, poor health, and recent crimes and events.

  • The death of unhealthy villagers: While the health of the villagers who are no longer covered by health services decreases, if this value reaches a certain value according to the difficulty level of the game, the risk of death of the villager arises. Older villagers have a higher risk of death. When a villager dies, his/her family becomes unhappy, and unhappiness may push them to leave the village.

  • Death by Murder: Now when a murder is committed in a building, a villager in that building dies. Unhappiness occurs in that building and the surrounding area due to the murder, and the family of the died villager is unhappy with the loss of a family member. This increases the risk of leaving the village of the family.


Future plans:



After this update, quick updates may come to fix the balancing and bugs that may occur.

Apart from these updates, we are starting to focus on production chains that will now add depth to the game. Along with the production chains, the survival elements in the game will increase even more.

As a few examples of production chains, a few scenarios could be:


  • Healthcare buildings will need herbal medicine to function. A building can be built that produces these herbal medicines. This building will need herbs to produce herbal medicine. These herbs can be grown on farmland or obtained by foraging. The production quality and quantity of these products may depend on the season, peasant training and number of employees.

  • Coal and metal raw materials can be obtained from coal, gold and iron mines. For example, charcoal can also be produced in a building where wood is processed. Various products can be produced with coal and metals, and these products are consumed by the villagers. According to the variety and quality of the products produced, the ratio of the villager classes coming to the village can be determined. For example, the higher villager class may demand harder-to-obtain products and higher quality products.

  • Bread, pastry and similar end products can be produced from raw materials such as grain, flour and salt. The variety and quality of food in the village may affect the villager class again.


Scenarios like these are the updates we're currently considering. We are considering bringing them in pieces rather than bringing them all at once.

Hopefully the game will get better with time. If you have ideas, you can let us know. Good game to everyone!

Update notes v0.39


  • Fixed the bug where you can buy more than carrying resources in resource purchase menu.
  • Improved edge scrolling for windowed and full-screen windowed modes.
  • The building construction menu has been temporarily expanded for easier access to the wanted building. It will be divided into categories in the next updates.
  • The Chinese language font has been replaced with a more readable font.
  • The English woodcutter word has been changed to lumberjack.
  • The problem that came with the V0.38 update, the maximum experience points in old records not updating has been fixed.


Planned for upcoming updates:

  • Saving and loading the Tutorial game
  • Establishment of new resources and production chain infrastructure
  • A warehouse building for limited storage of resources.