🎁 Added
  • Weather. The whole world lives under one sky at a time, but the land decides how it falls.
  • Rain over open ground, snow over permafrost and drought over sand and savanna, all in the same month.
  • Snow. Any weather that reaches cold land falls as snow: it drifts down slowly and the wind carries it much further than rain.
  • Seasons. Temperature swings from deep winter to high summer, so the poles freeze while the equator never does.
  • Wind. One direction for the whole world, turning every 2 to 4 years, and precipitation slants with it.
  • Storms, with rare lightning.
  • Deadwood. Trees killed by drought stay standing, dry and grey.
  • Three weather brushes: rain, heat and frost.
  • A weather brush also shifts the climate of the region, so enough of it turns forest into savanna over decades, or walks the land back down to permafrost.
  • A new world law, Weather, that switches the whole system off.
  • Weather is kept in the save and continues where you left it.
🧼 Improved
  • Rain puts out fires. Until now nothing in the game could stop one except time.
  • Rain adds 30% to a village harvest.
  • Drought halts all plant growth, dries up shallow water and cuts harvest by 40%.
  • Drought doubles how fast an existing fire spreads, but never starts one itself.
  • Frost cuts a village harvest by 60%, and can kill it outright instead, with a coin flip each month.
  • Ground colder than the freezing point yields nothing at all, so the far north starves through winter and lives through summer.
  • Deadwood catches fire more easily than living trees, and woodcutters will take it for firewood.
  • The temperature layer, generated with every world and never read by anything, now drives the whole system.
🎁 Added
  • The prison is a building now. Stone walls, a barred window across the whole front and an ironbound door, and it goes up the moment there is somebody to lock up: no village keeps an empty jail waiting, and none builds a second one. Before this the cells were an idea with nothing behind them, and a captive simply stood on the grass by the hall
  • A man serving his term is inside, not on display. He is gone from the map for as long as the sentence lasts, and the building speaks for him: the walls say where he is, the mark says how long he has left
  • Click the prison and it tells you who is in there and what for: every name, every crime and the months left on each
  • A prisoner is marked on the map the way a capital is. A barred sign with his name and his remaining months hangs over the village and stays the same size however far you pull back, so a man in the cells can be found from the far view instead of hunted for village by village
  • Up close he is unmistakable: irons on his head in a colour no banner uses, and grey sacking instead of his king's colours. He wears no crown, no banner and no blade, and among a crowd of coloured shirts that reads at a glance
  • Execution is a procession, not a number hitting zero. When the months run out the man is brought out of the cells, two of the village walk him across to the block by the hall, and he is put to death there in the open. The body lies on the square for a while afterwards, so the player can walk over and see what happened rather than read about it later
🧼 Improved
  • Starting a new world without restarting the game no longer breaks the plotting. A king's schemes, his man on the road and everything built on them kept pointing at the world before, so in every world after the first one of a sitting they quietly did nothing at all: the plot ran, the chronicle reported it, and not one thing happened on the map you were looking at
🎁 Added
  • The cells. A man sent to do a king's dirty work no longer simply dies when he fails. If a guard is standing there he is taken alive, and from that moment he is a person on the map with a name, a crime and a date: he stands by the hall of the village he came to rob, in grey rags instead of his king's colours, with a steel mark over his head
  • Getting caught now has four different endings instead of one. The dice decide whether the deed was done, the guard decides whether he walks away. No guard and a clean strike, and he is gone before anyone learns who sent him. No guard and a botched one, and the crowd cuts him down in the street. A guard and a botched strike, and he is taken before he can act. A guard and a clean strike, and the king is dead and his killer is in irons all the same
  • A plot that leaked is a plot that is expected. If word got out, the town is waiting for him whether or not a single soldier happens to be standing in the square
  • The sentence fits the crime. Three months for the blood of a king or for powder, six for arson or plague, a full year for a hand in the treasury. His card says who holds him, what he was taken for and how many months he has left, and his health says the rest
  • Public execution. When the months run out he is put to death in front of the hall. The village that holds him enjoys the spectacle, his own village hears of it and does not, and the two crowns hate each other twenty points more than they did. More than once that is the last push into open war
  • The answer comes at once. The crown that caught him does not spend a year making up its mind: a weaker victim sends a killer of its own, a stronger one declares war, and one in between sends fire
  • Three ways to walk out alive, and not one of them can be bought. A god's touch snaps the irons and the man goes home. The village holding him falls to another crown. The village holding him dies. In the last two he leaves with nothing and nobody, which is exactly how men end up in the woods with a knife
🧼 Improved
  • A world down to a single crown is no longer a world without schemes. Once the last rival was swallowed, kings stopped plotting entirely: five kinds of plot out of ten quietly switched off, and the late game went silent for centuries at a time. Now the crown looks inward and moves against the governor of its least loyal village, with the same waiting, the same man on the road and the same cells at the end of it
  • A man in irons is no longer counted as a spear. The village he came from stops listing him among its defenders and stops marching him out to wars he cannot reach
🪛 Fixed
  • Loading a save no longer renames the whole world. Every name was worked out from where the person happened to sit in memory, and saving shuffles that, so each load handed fresh names to every living soul, kings included. The chronicle went on talking about people who no longer answered to those names. A name now belongs to the person and survives the save
🎁 Added
  • Bandits. Famine, a crushed revolt and years without a home put men on the road. A thief goes on living in his own village, wears its colours and looks like any neighbour, and quietly lightens its store and the crown's purse month after month. The village grows poorer with no war and no siege, and the player sees the number long before he sees the cause
  • Once enough of them gather in one place they stop hiding and leave together to raise a camp: tents around a fire, deep in the woods and well away from any yard. The land around it goes black on the map and carries the band's name behind a bone mask, so a gang reads at a glance and never looks like one more kingdom
  • A band lives on what it takes from people. It robs the villages around it, holds the road and shakes down travellers, and kills the ones who refuse to pay. With nothing left to take nearby it ranges further, and when robbery is not enough it buys food with stolen gold from the very villages it robbed
  • Stolen gold buys steel. A band nobody beats off climbs five tiers of weapons, and the village that let it live has armed the men who will sack it
  • Raids. A band picks a small village within reach and marches on it. The village can call a bigger one for help, and whether help comes is a real roll: distance, kinship, whether the defender is at war and how often this village has begged before. A refusal goes into the chronicle too, so the player can see that nobody is coming
  • Once in its life, and only if the village is left with nobody to defend it, a band can settle into it for good. That land stays black even after the last villager dies: taken is taken
  • The crown answers blood, not theft. From the tenth killing the dice are rolled every month, and each further body makes the roll heavier. When it comes up, a village musters its warriors and they walk there: a real march that can arrive too late, and a real fight the crown can lose
  • A band card opens on the camp or on its name: how many they are, how much they have taken in a lifetime, what lies in the camp right now, what they carry, who they are marching on and who is hunting them
  • A dark mage. One in the whole world, and only where a scholar of a library that knows alchemy is driven by madness or a curse in a kingdom that has spilled enough blood. He turns his back on people and raises a black tower far from any village
  • From the tower he raises the dead as outlaws of his own, sends plague and lays curses, and every one of his victims is counted. When the count grows past ten the kingdoms stop counting their own quarrels and come for him together
🎁 Added
  • Firearms. A culture that has walked the whole way through metallurgy, steel and gunpowder can finally learn firearms, raise a powder mill and put musketeers into the line. The musket outranges the bow, takes half a man's health in a single shot and almost never misses, but it reloads for seven seconds, and in those seconds the musketeer is helpless unless the swordsmen cover him
  • The road to the first shot is long on purpose: six discoveries one after another, two buildings and a store of powder that has to be made before anything can be fired. A measured world reached its first musket in the year 896
  • Powder is spent, not owned. Every shot takes one charge out of the village store, a powder mill makes eight a month out of stone and wood, and a village whose store runs dry disbands its musketeers and hands them swords again
  • A powder mill that catches fire does not burn, it goes up. The whole store detonates at once, the mill is left in ruins, the quarter around it is set alight and a crater stays in the ground. Burn one down and the kingdom is left without firearms for years
  • The first shot ever heard in the world is written into the chronicle once, as the turning point it is
  • Fields have ranks now. A worked strip can be raised into a holding and then into a grange, and every step means more furrows, more of the square under crop and about twice the harvest
🧼 Improved
  • The plain field is drawn as a field: seven furrows filling almost the whole square, instead of five with a wide empty border around them. That border was land the village owned and did not sow
  • A hungry village now puts its wood into the field it already has instead of only marking out new ones. A new field needs free land, and land runs out sooner than mouths do, so a village could sit at its cap of fields and starve inside full borders
  • Raising a field asks nothing of the town hall, because the ones that starve are the hamlets that have no town hall: three yards, one strip and nine mouths
🎁 Added
  • Rulers look the part. A king wears a golden circlet and a robe down to the ground instead of the common shirt and legs, a village head wears a hat and a cloak. Before, power was a single dot above the head that nobody could read, and every ruler looked exactly like the crowd around him
  • Villages want a crown of their own. Roughly once every three decades a village weighs up its own banner, and one in four of those times it raises it: new name, new colour on the map, its own capital, its own king and a war with the kingdom it left. Before this, a kingdom only ever broke apart from disaster, so a peaceful one could stand as one piece for centuries
  • The village panel now says who rules there: the kingdom, which village is its capital, the name of the king and the name of the village head
  • A crown marks the capital right on its label on the map, so the main village of a kingdom can be found at a glance
  • Forests are planted, not respawned. A felled tree no longer pops back on the very same square: the woodcutter carries off saplings and puts two of them down nearby, never right against another trunk, and each one takes about a year to grow. The map stops being a wall-to-wall green carpet and turns into groves with young growth between them
  • History now reports famine. Starving was the most common way to die in the world and the only cause the chronicle stayed silent about: people died in their thousands, villages tore into each other, and the player saw the consequences with no idea what for
🧼 Improved
  • Big worlds run far faster: a world of twelve thousand people used to crawl at four frames per second and now runs at sixty seven
  • The reason was a crush, not the numbers. Villagers piled into one spot until thousands of them stood inside each other, and every single one kept checking hundreds of neighbours around him, every tick, forever
  • Now a packed tile simply turns people away, a crush scatters everyone instead of only the idle, and villagers wander across the whole land their village owns
  • A crowded village finally lets settlers go, even while the kingdom still has small villages elsewhere
  • The capital can rise up too: a kingdom that had swallowed the world was a single loyal capital where nobody could ever revolt, so the late game had no unrest at all
  • Rebels wear their own colour now: a rioter drops the banner of the crown he rose against and turns red, head to toe, so an uprising can be read off the map at a glance instead of looking like an ordinary crowd
  • An uprising is a real one: a riot used to raise fifteen people no matter the size of the city, which in a town of fifteen hundred souls meant one percent rising up, invisible. Now it is a fifth of the town, up to three hundred
  • A village left with no ruler at all now elects one of its own after a year or two. Before, a leader was only handed out along with the crafts and only to someone with no work yet, so a large village never got one: everybody there already had a job. The biggest village of a measured world, ten thousand souls, had no ruler and therefore could never riot, because there was nobody to riot against
  • A city that has just been through a riot stays quiet for the next twenty years, so an uprising reads as an event instead of background noise
  • Hunger for homes is felt properly: a village where most people sleep outside is now truly angry, where before it shrugged the same way whether one man or a thousand had no roof
  • Repair crews also level stray rock and odd patches of bare ground left by old blasts
🪛 Fixed
  • A grazing animal used to swallow a full-grown oak in one bite. Herds stripped whatever stood on the tile under them, trees included, and that was the biggest eater of forest in the world
  • The chronicle no longer lists every book ever written, nor every shed that fell apart, so wars, famines, plagues and uprisings are not buried under them. Measured before the fix: twelve of the last fourteen entries were a building falling into ruin
  • The world panel is now called History
🧼 Improved
  • Repair crews now also level stray rock left by old explosions, so land that was walled off by stone opens up again
🪛 Fixed
  • Saving no longer overwrites a different world: every world keeps its own save file from the moment it is created, and the game refuses to write into a file that holds another world
  • Worlds that the old bug had overwritten come back on their own: opening the world list restores them from the backup the game keeps for every save
  • An explosion next to a mountain no longer raises a ring of rock around the crater, which used to seal people in with no way out
  • Chronicle lines about a dead king and his heir showed raw text keys instead of words
  • Removed a developer note that was showing up in the load screen
  • Loading a save now actually opens it: the game used to build a fresh empty world on entering the scene and ignored the save you had picked
🎁 Added
  • Villages heal their own land: craters from meteors, blasts and terror are filled in and the burnt ground grows back
  • The village sends two of its people with shovels, they walk to the scar on foot, work there and go back to their lives when it is done
  • A crew finishes what it started: the whole scar is repaired within a year or two, however big it is, and the workers move along it as they go
  • A big village keeps several crews at once, one for every forty people, up to three
  • Ground under and behind houses is repaired too, so no black patches are left stuck against the walls
  • Repairing takes hands: a village with nobody to spare keeps its scars until it gets back on its feet
🪛 Fixed
  • Fixed a stuck input gate: after entering a creature and leaving it again the world stopped taking clicks at all, and switching powers back and forth was the only way out
  • The creature card now closes when you take over the creature instead of staying open over the world
  • A building of a kind this build no longer knows is now cleared by the yearly repair instead of sitting on the map forever
🎁 Added
  • Kings now make plans: war, peace, alliances, broken alliances, assassinations, arson, theft, plague, terror and rebellion
  • A plan ripens month by month on gold, skill, hunger and wounds, so a hungry village schemes slowly and a rich one strikes fast
  • A plotting king wears a crown above his head, coloured by what he is planning and brighter the closer it is
  • The crown blinks until you look at it, so a new plot never slips past you
  • The Plans window lists every scheme in the world: who is behind it, who it is aimed at, what will happen when it ripens and how long is left
  • Plans leak: an unhappy village talks, the target learns everything and relations collapse
  • A plot that needs a man sends one, and he walks there on foot, so you can watch him go and you can stop him
  • An agent can fail on arrival, and a caught agent turns a quiet plot into an open war
  • Dynamite: a charge sits for three seconds, then tears a crater in the ground, levels the buildings around it and leaves fire behind
  • Charges set off other charges nearby
  • Guards drop everything and run to smother a burning charge, and three seconds is just enough time to make it
  • The creature card is a window of its own: a portrait, a title, what the man has lived through, bars for health, food and mood, and his traits
  • Plans are written into the save and survive loading
🧼 Improved
  • A dead king is replaced the same instant: the throne goes by blood first, then by clan, then by standing
  • The heir carries on what his father began at half the progress instead of losing it
  • A kingdom now has exactly one king, where moving a capital used to leave the old one crowned for good
  • An empty throne is filled as soon as the capital has a hall
  • Time left on a plan is written in words rather than numbers: less than a year, about a year, several years
  • Escape closes whatever is open before it reaches the pause menu
  • Follow and Control close the creature card, because both are about watching the world rather than reading about it
  • Every window closes with a red cross of its own
  • Clicking a plan flies the camera to the plotter and leaves the window open
🪛 Fixed
  • Clicks on menus no longer pass through into the world, so a button press can no longer drop a meteor or pick whoever stood behind it
  • The pause menu no longer opens on top of a window that is already open
  • Two line entries in the chronicle and in the event feed no longer spill past their plate or lose their tail
  • The dot of an entry now sits in the middle of its plate whether the entry is one line or two
  • Text in the Plans window no longer runs together, and long names no longer push the date off the edge
  • The crown no longer shrinks to a dot when you zoom in
  • A plan no longer lost its owner right after a save was loaded
  • Plans no longer went missing when a save packed its people
🎁 Added
  • Building tiers: five for the house, three for the town hall, two for the mill and the docks. A bigger house holds more people, and you can see the difference from any zoom
  • The ladder is interlocked: houses grow from the town hall, and the town hall grows from the houses, a mine and barracks. No village can run ahead on one branch
  • A full town hall raises the number of houses a village may keep, on top of what its land allows
  • The top of the ladder costs gold, so a manor and a great hall are out of reach for a village that never built a market
  • Loot from the dead: a sword or armour falls where a man dies, and whoever walks past may pick it up. The trade does not matter, the item does. A farmer who finds a blade fights like the man he took it from
  • Lightning: call down a bolt anywhere, and fire catches across the ground it hits
  • Every building has its own silhouette at last. Smithy, temple, library, market, docks, mill, barracks, mine, stockpile and town hall used to share two pictures between them and differed only in colour
🧼 Improved
  • The first mine is a timber shaft: it costs wood alone and can be sunk anywhere, so a village on bare plains is no longer locked out of stone forever
  • Villages look for ore across their whole territory instead of a ten tile box around the bonfire. Whole kingdoms used to stand for centuries with no mine and no stone
  • A village may keep up to three mines, and picks a spot next to a vein before settling for open ground
  • The crowding limit applies to houses alone. A village packed with homes could not build anything else at all, however much timber it had
  • Markets keep a larger reserve, so a village can save up for its most expensive building instead of selling the stone out from under it
  • Ruins are cleared by walking the land rather than poking at random tiles, and up to three are pulled down a month. Burnt ground used to stand for centuries
  • Ruins are redrawn as broken walls and rubble
🪛 Fixed
  • Buildings were left half demolished when a district was sacked: a house on the edge of a district lost part of itself and kept drawing the rest
  • Existing worlds repair themselves. Broken buildings are swept up when a world loads and once a year after that, whatever left them behind
  • A village counted houses that no longer stood anywhere on the map, which froze its building ladder for good
  • A village with tens of thousands of logs would build nothing at all, because the rule that keeps workshops near people had quietly caught cottages as well
  • A village of two people marked out dozens of plots it could never finish, spending everything it had on ground nobody would dig
  • Weapon tier did not affect damage, so a sword was only a picture
  • Meteors passed through ships without touching them
  • A ship could be left standing on dry land forever when the water under it moved
🎁 Added
  • Take over any creature: click it and press F, or use the CONTROL button on its card. WASD walks, SHIFT runs, the mouse strikes wherever you aim, ESC or F lets go
  • The body you take stays mortal: it can be killed, it starves, it grows old, and when it dies you are simply back in the sky
  • Strike a bush or a tree while in a body and you gather it for the village
  • Archers: every fifth soldier takes a bow, and only once the village can field six
  • Swordsmen take the front rows of the marching square and archers fall in behind, so the line holds while the arrows fly over it
  • An arrow lands where it was aimed, so a man who keeps moving can walk out from under a volley, and a mountain in the way stops the shot
  • Spent arrows stick in the ground for a few seconds: after a volley the field looks like a battlefield
  • Riots: unhappy villagers take up arms against their own ruler and the garrison defends him. Win and power changes hands, and rarely the village leaves the kingdom altogether
  • They hit back now: strike anyone and they remember you personally, whether or not your kingdoms are at war, and their neighbours rise with them
  • Kill three and everyone nearby comes for you, and they keep chasing rather than forgetting
  • Trades show in the hands: a sword for warriors and rulers, a staff for priests and scholars
  • Weapons swing: three frames to a strike, bare fists included, and the hand moves even when you hit nothing
  • Damage depends on trade: a farmer with a hoe no longer hits like a man-at-arms
  • Divine gifts are visible at last: a halo in the colour of the gift, a flash on everyone the touch reaches, and a line in the live feed telling you how many it took
  • Walking on water actually works: the blessed cross the sea at full stride instead of swimming
  • Deserters: anyone who spends three years off his kingdom's land loses it and becomes his own man
  • Manhunt: an army whose enemy has scattered goes looking for the survivors instead of standing on an empty square
  • SPACE freezes time and gives back the exact speed you had before
  • The favourite star is drawn on the map at any zoom: bigger when you pull back, smaller up close
  • Saved worlds list how many creatures were alive
  • Wiki: a new Divine gifts section, plus articles on taking a body, on archers and on retaliation
🧼 Improved
  • Riots are tuned to be events, not weather: one uprising in the world at a time, a tenth of a chance a year for an unhappy village, and mostly a change of power inside rather than a new kingdom
  • Divine brushes start wider: the smallest one covered barely a tile and could miss the very person you clicked on
  • Arrow damage raised: what matters is damage over time, and a bow reloads three times slower than a sword swings
  • Healing burns out the plague before it tops up health, so a plagued villager comes out of it whole
  • Archers keep out of the water: a bowstring is no use there, and a shooter caught mid-crossing used to stand still for as long as an enemy was in sight
🪛 Fixed
  • Arrows dealt no damage at all, to anyone, player or otherwise
  • Creatures could not climb out of the water even with the shore one step away
  • Wounded soldiers in water were never pulled ashore and starved there
  • Villagers ignored being shot: an arrow hit was anonymous, so nobody knew who to answer
  • Capture marks stayed on land that had been yours for years
  • A won war could hang forever because the last enemy villager had run to the edge of the map
  • Blessings of water walking did nothing whatsoever
  • Healing left plagued villagers short of full health
  • Deaths by fire, meteor and blast were not counted in the yearly toll and left no body behind
  • A dead sheep left the black shape of a man where it fell
  • The character you control shivered, stepped unevenly and moved worse diagonally than straight
  • W and S were swapped while controlling a character
  • The camera juddered while following anyone
  • The selection ring was lopsided and the halo sat crooked
  • Some interface labels showed raw keys instead of text
🚯 Removed
  • Space is no longer a second attack key while you control a body: it stops time instead
🎁 Added
  • Land is claimed on foot: a village sends a party of five settlers, and the zone becomes its own only when they are standing in it
  • Seekers set out once every two years to look for new land, so borders no longer spread on their own
  • Water is claimed by ships: build docks, build a fleet, and the sea along your coast becomes yours
  • Territorial waters are drawn as full zone squares, so the border runs across the surf instead of ending at the beach
  • Building is real work: the village marks out a plot, a builder walks over with a spade and digs, and only then does the house go up
  • Settling parties: an empty zone is no longer dropped in silence, up to ten civilians move in and start building there
  • Troop ships carry a company: eight tiles long, two masts, gun decks, up to forty warriors landed on an enemy shore
  • Warships patrol home waters in wartime and hunt enemy sail, so a troop ship can be intercepted at sea
  • Naval combat: ships of warring kingdoms fight on contact and sink
  • Ships plan a route around the landmass instead of nosing into every cape
  • Armies march by flow field: one shared path for the whole force, around lakes and ridges, with water as the last resort
  • A third of the army stays home as a garrison instead of leaving the village bare
  • Armies rout as a body once a village loses more than 70% of the force it sent out, then walk home, heal for a year and muster again
  • Wounds heal: a fed man who is not fighting recovers in two months
  • Alliances mean something: attack an ally and you are at war with the defender
  • Sign and break alliances yourself from the VILLAGES bar
  • Allied kingdoms trade every month, surplus moves to whoever is short and gold moves back
  • A rebellion starts a war on the spot, with the old kingdom attacking
  • Wiki panel in place of the old INSPECT button: 26 articles in 7 sections on how the world actually works
  • Lone people forage, so a pair placed on an empty world can feed itself instead of starving out
  • Living children limit per species, five for humans, so an island no longer ends up with ten thousand people
  • Old age is a curve instead of a cliff: deaths spread over ages 60 to 72 rather than a whole generation dying in one year
  • The spawn brush alternates sex, and the first six of a species are placed as grown adults
  • Felled trees grow back on their own spot after 18 months, and berry bushes with them
  • Swimming sprite: head and shoulders above water, one arm stroking, foam around, no legs
  • Villages spread houses and farms across their whole land instead of packing into one corner
  • Plague deaths now count in the yearly death total
🧼 Improved
  • Frame time with 3300 creatures on screen: 55 ms down to 5 ms
  • Full tile detail on every map size, so people, plants and houses on Huge look exactly as they do on Small
  • Texture uploads merged into runs: 279 graphics calls per frame down to 81
  • Capture takes twice as long, and civilians now count as defenders, three of them per soldier
  • Founding land grant cut from 3x3 zones to 2x2, land beyond that has to be earned by population
  • Land is given up only after four years of failed settlement, so a loss always has a visible cause on the map
  • The pause menu hides while a side panel is open instead of lying on top of it
🪛 Fixed
  • Zones no longer vanish for no reason: ownership now runs through a single door with a monthly reconcile, and worlds already damaged by this repair themselves
  • Land of a fallen village no longer turns into a permanent hole in the map
  • A village that lost all of its land can take its home zone back
  • A village at war no longer gives up the land it is fighting for
  • Villages no longer give up land silently while the border law is switched off
  • Kingdom borders no longer creep over mountains and snow caps
  • Huge maps drew every creature at half detail, so people fell apart into loose blocks up close
  • The border square is painted over water as well, instead of being cut along the surf
  • Armies march on enemy land, not only on enemy villages
  • Small villages send their garrison to war
  • A marching army is no longer dragged home by the peacetime leash
  • Armies no longer freeze at the shoreline
  • After taking a zone the army moves on at once instead of camping for a month
  • Populated land no longer falls to a single passing raider
  • Swimmers are no longer dragged back to shore, and no longer starve at sea
  • Crowds spill along the shore instead of walking into the water and drowning in circles
  • Nobody sets out for a destination behind water they cannot swim
  • Everyday walks treat anything wider than a three tile ford as a wall
  • A crowd that is walking but not moving now separates instead of stacking into one column
  • Farms get built again, so a growing village stops starving with empty fields all around it
  • Seaside villages actually get docks
  • A kingdom with no villages left is no longer counted as at war
  • Ships are anchored by the hull, so they are no longer drawn standing on the beach
  • Creatures spawned inside a village's land join it instead of wandering off as loners
  • The top bar no longer breaks while the wiki panel is open
🚯 Removed
  • Automatic coastal claiming: the sea is taken by ships now
  • Automatic filling of gaps between owned zones: it handed out mountains and cliffs nobody could ever reach
  • The INSPECT button, replaced by the wiki
  • The chronicle in the pause menu, it is a card in the VILLAGES bar
🎁 Added
  • Ships: a village with docks launches an expedition ship that explores the sea and lands settlers on unclaimed shores
  • Villages tab: a dossier of any village, orders to set two kingdoms at war or make them sign peace, plus laws, chronicle and settings in one strip
  • Land is captured over time: warriors have to hold the ground while crosses spread across the zone, and defenders can push them back
  • Conquered land gets settled: the winner sends people and guards to live there right away
  • Raiding: an enemy army burns the buildings it walks past and carries the loot home
  • Renaming: click a village name and give it your own, it sticks until the village dies
  • Picking a village from the list flies the camera to it
  • The kingdom your order will hit is outlined in blinking red
  • Creatures swim, straits and open water are no longer walls
  • A village that cannot populate its land gives it up, and neighbours take it over
  • A dying village leaves ruins behind, and the winner of the war inherits all of its land
🧼 Improved
  • All 42 powers are available from the start, achievement points are a score and not a currency
  • Villagers use the whole territory of their kingdom instead of a circle around the bonfire
  • Every worker claims his own tile, so a village spreads over the land instead of piling onto one tree
  • Workers change trade when their land has no work left for it, and job quotas shrink with the land
  • A village stops growing past its housing and only takes newcomers when there is room
  • Villages raise several buildings a month and settle the land they captured
  • Any profession can be conscripted, recruiting is faster, armies march at half strength
  • Formation width scales with the size of the army instead of a fixed four
  • A war ordered by the player raises armies at once instead of next month
  • With no enemy villages left, armies march on the enemy land that remains
  • Everyone nearby joins a fight instead of watching a duel
  • Creatures walk around obstacles instead of turning back
  • Capture progress waits a year for the army to return instead of resetting the moment it leaves
  • Ships are drawn twice as large
  • Panels open in the middle of the screen, with bigger text and their own scrolling with arrows
  • Fewer tiles are repainted each frame and creatures off screen are skipped
🪛 Fixed
  • Creatures stacked on top of each other
  • Creatures stalled at the shoreline, in corners and on small islands
  • Entering water teleported the creature straight back onto land
  • A zone being captured could vanish because its owner gave it up the same month
  • Capture crosses hung on the map forever over a siege nobody was holding
  • A crowd of civilians could hold a zone against an army, now only warriors decide who holds land
  • The world started paused
  • Entering a world opened a random panel instead of the creature brush
  • The save button stayed on "Saved" forever, it now shows the year of the save
  • Panels could be dragged around by their content, rows were squeezed and their text spilled out
  • Arrows of wars that ended long ago stayed on the map
  • A power stayed in hand while a menu was open, so clicking to close it changed the world
  • Brush size jumped to a bigger one when switching powers
  • A village left without land crashed the world tick, and so did founding one at the edge of the map
🚯 Removed
  • Powers locked behind achievements