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Here you can find out about Patches, Hotfix's, and updates to the Game version.
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pen311: Here you can find out about Patches, Hotfix's, and updates to the Game version.
So.. this is live on GOG too.. ?

https://store.steampowered.com/news/app/1538570/view/2986435517730469519
https://www.gog.com/game/patron
8/11/2021

Patch updates to version 1.001.0

Hello,

Today is a perfect day for Day 1 patch! In less then 24 hours since release, we've received a ton of your responses, ideas and reports. All of them are appreciated, and it helped us make a list of priorities.

Every post of yours is being read, and work on improvements already started last night. And to avoid making you all wait too long, we'll start making updates immediately. Some features that require a bit more time will arrive in subsequent updates, but we'll start today, and have a series of patches in coming days. After that we'll move forward to bigger improvements for game and release them as they are finished.

IMPORTANT NOTE: A couple of the improvements that were announced in the news earlier today (AI tweaks and additional notifications) didn't make it for this patch. All of them are already "on the table", but not all tests are completed yet, so we'll continue right away and have it ready for next patch overnight or tomorrow. We sincerely apologize for that, but game is now live and we want to be careful and test and re-test everything before letting it loose.

Long story short, here are the contents of update No.1:

CHANGES
Additions
Option to copy/paste city name from a simple Notepad, now works for non-latin writing too

Fixes
Food shortage will no longer result in the instant death of everyone. It's going to take longer giving you more time to respond.
Trading fee is now displayed correctly when affected by additional modifiers
Several graphics options are now displayed correctly

Tweaks
If food or firewood is critical, these resources become priority for transport
Annual panel refresh enhanced, no more missing lines in panel
Hardware mouse is now set as default setting
Social issues tweaked and re-balanced to have less drastic effect. Reduced the drop rate
Optimization - Dynamic array reach improved, several redundant checks removed
Annual list now contains properly localized names in various languages


As noted in the earlier news, the AI changes and the notification boosts are next on the agenda to finish up testing and get those things out in the open.

Thank you for patience and support!
Expect the next update very soon!

Overseer Games
Post release Update 2 (Fr., 13. August 2021 - 00:06 CEST)
Version 1.00?.?

Evening everyone or morning or good day, depending on where you are at the moment

Another long night and day is behind us, but we're ready to share the post-release Update 2
. The general rule was the same as with the previous patch : improving gameplay by tweaking existing things and adding useful details that were requested by the players.

We've also fixed a number of reported glitches and finished several things that were announced for yesterday's patch, but testing took longer than anticipated.

The list of changes is below, but in short, you should have an easier time managing things in the game, have more feedback from the game and have more resilient people that won't die as soon as their bellies aren't stuffed.

Now it's full steam ahead towards Update 3! But first a bit of info...

How do the resource locks work?
When you lock
a resource, it is no longer allowed for citizens to take this resource from the stock to consume it BUT(!) there are exceptions:
- if there is no unlocked
alternative, they will take what they can, even if locked
- if there is only ONE food allowed, they will grab at least one other, even if locked, because if they don't you'll have a lot of health bars dropping (not enough food diversity leads to sickness). the unlocked food will still be the majority of their food intake
- if all the luxuries are locked, they'll get in there and grab something

To lock a resource, find it in the Stock panel, and toggle the lock button, right next to the cap limiter.

Additions
- Immigration now brings people from all social classes, not just peasants
- When people get married, if they are not of the same social class, the spouse of the lower social class will move up in class
- You can now lock
a resource in the stockpile panel to prevent it from being used by the citizens for consumption. This effectively means the resource can only be used in production.
- Added a couple of new notifications regarding deaths and emigration

Fixes
- Limiting the maximum amount of a resource in the stockpile now works as intended.
- Done a number of fixes and changes to make sure Achievements are fired off correctly
- Fixed a glitch related to the refresh of the max cap input on the Stockpile panel

Tweaks
- Carriers and workers will now haul enough upkeep resources to fulfill the demand for longer. This optimizes times usage and reduces the chance for problems in production.
- Changed how fire behaves in terms of duration.
- School ambient SFX changed to a one less irritating
- On the Normal
- start preset, disasters are now set to normal
- as intended, not low

https://store.steampowered.com/news/app/1538570/view/5175185597179839337
Post edited August 13, 2021 by Ulf2016
high rated
Dear everyone!
Since we missed update 2 yesterday on GOG, today GOG version received both yesterday's and today's.
Both Steam and GOG versions are now again in total sync!

CHANGES:
UPDATE 2:
ADDED: Immigration now brings people from all social classes, not just peasants
ADDED: When people get married, they will share social class of a spouse that originally was of higher class
ADDED: New notifications regarding deaths and emigration
ADDED: AI will transport resources for 2 weeks to optimize time usage and production
ADDED: Maximum CAP for goods
UPDATED: Edit box refresh in stock panel
UPDATED: Duration of fire event modified
UPDATED: School ambient SFX changed with less irritating one
FIXED: Achievements for number of citizens
FIXED: On normal difficulty preset, disasters are now normal as intended, not low

UPDATE 3:
ADDED: Resource stock smart caps (quite a bit was changed, re-done or added since Update 2, so I'll count it as addition
ADDED: And something specific for Forester's hut: if lumber is capped in the stock, and the limit reached, the forester will automatically switch to just planting (in the background. he will resume his work when supply drops below limit)
ADDED: Added a couple of checks and safeties to make sure the Gatherer's shelter doesn't suddenly stop producing (this and/or similar was reported)
FIXED: Fixed a potential crash that could happen when lifting fullscreen in non-native screen resolution
FIXED: Fixed a potential crash that could happen while interacting with the ranch and adding new animals
FIXED: Fixed a number of issues related to Steam achievements that would cause them to display unused stat counters
FIXED: Added a number of additional checks for some achievements to make sure they fire off
TWEAKED: Gatherer's shelter production got a boost
TWEAKED: Fisherman's hut production got a boost (both production lines)
TWEAKED: Fisherman's hut (fish production) no longer requires lumber
TWEAKED: Fisherman's hut (crab production) no longer requires iron
TWEAKED: Forester's hut production got a boost

Have fun!
Overseer Games
Update 3 (Galaxy) = Version 1.002.5 (Fr., 13. August 2021 - 23:21 CEST)

https://steamcommunity.com/games/1538570/announcements/detail/5175185597184273853

Offline-Installer = No.
high rated
A patchy intervention - Patron Update 4
A late night patch delivery

Evening everyone!
It's time for the 4th update, the first one we didn't plan in the slightest :).
The original plan was to have Update 4 on Monday, but the issue with ranches not producing what they're supposed to (khm... like food), we decided we can't postpone it.
So, it's not a large update, but we hope it will help.
Let us know if you run into any additional problems. I believe you already know how and where to contact us ;).

• While placing houses and road signs, you can now cycle through the available models using the shortcut (Default: B). Since this update wasn't planned for today, the shortcut is not yet listed on the cursor tooltip. The shortcut is remappable.

• Ranches now produce meat as intended (when fully adult animals are culled!). Keep in mind that the displayed production values take into account only fully adult animals on the ranch at this time. Even when you purchase an adult animal via the ranch info panel, it takes a bit of time for the new animal to be taken into account. Fully adult animals are culled when the ranch is over 50% full and culling will not go below 50%.

• Carpenter now has a visible radius, so it's easier to see the trigger radius of the No Waste Approach global bonus

• Removed the impact of soil fertility on ranch efficiency. Oats as upkeep still has an effect. If the upkeep is not present, ranch animals grow slower.
• Increased the radius of the No Waste Approach global bonus. Adjacent in this instance won't literally meant one right next to the other.

Best,
Overseer Games
high rated
Greetings everyone!

As the title says, it's update time!

We'll go over the highlights first, and as always, you can find the changelog below.

Family dynamics change
This is just the first step in a bigger overhaul aimed at preventing the population snowball that a lot of you experienced.
Citizens leave their parental home later, though there are additional modifier that change this.
Implemented a progressive chance reduction for couples to get more children, if they already have children.

Relevant info feed during events
One of the things gravely missing when an event happens is a way to see the current status of important resources and social issues. This is no more. Hover the mouse over an event answer, and you'll get a nice, filtered recap of the relevant stats.

Quality of life upgrades
Several tidbits that were requested on the forum and on discord like some added info on tooltips or additional important indicators.

Additions
Added event hints to provide more info on the current status of important resources and social issues.
Added some data on the School info panel
More info is now displayed on the Annual panel.
Added colorization to the Annual panel entries to make the very important entries stand out.
Building size (grid-wise) is now displayed on the building info card.
When Health drops too low, an indicator is now shown hovering above the citizen.

Fixes
Fixed a faulty display of some data on the School info panel
Fixed a couple of glitches on the Annual panel
Fixed an situation in which the game would basically block on the Game over panel
Fixed some typos and general text errors.

Tweaks
In general families will now have less children. Added a progressive chance reduction if the family already has children.
In general adults will move out of their parental home later in their lives and there are several additional tweaks in place specifically aimed at preventing late game population snowballing out of control.
The duration of education directly impacts how fast a citizen advances in class. This is changed from the earlier implemented direct class increase to provide a permanent bonus.
[*]Added the relevant shortcut to change building model when placing some buildings.

And now that's taken care of, let's look at the horizon for a moment. We're still regularly taking in all the suggestions and comments written on all our channels, sort and filter to see what we can do about it (and when). Here's a snippet of what we're working on:

Buildings panel - A "list" of all the buildings you have in your town, along with a quick overview of their upgrade status, a quick way to select them and move the camera to them.
Camera tilting - Not much more that can be said about this.
Gradually implementing modding support - This will definitely all be done at once. We've got the Steam backend to setup, prepare the Mod manager, do some tool cleanup, write a whole lot of documentation and at least some examples. Hence, this will go in several steps.
Automatic trade on docks/harbor - As requested. Also, not much to add to this.
Performance optimization - It's time to tackle this as well

Naturally there will be more done, fixed and implemented, but this is just a taste of things to come.
avatar
MarioNemec: Greetings everyone!

As the title says, it's update time!

We'll go over the highlights first, and as always, you can find the changelog below.

Family dynamics change
This is just the first step in a bigger overhaul aimed at preventing the population snowball that a lot of you experienced.
Citizens leave their parental home later, though there are additional modifier that change this.
Implemented a progressive chance reduction for couples to get more children, if they already have children.

Relevant info feed during events
One of the things gravely missing when an event happens is a way to see the current status of important resources and social issues. This is no more. Hover the mouse over an event answer, and you'll get a nice, filtered recap of the relevant stats.

Quality of life upgrades
Several tidbits that were requested on the forum and on discord like some added info on tooltips or additional important indicators.

Additions
Added event hints to provide more info on the current status of important resources and social issues.
Added some data on the School info panel
More info is now displayed on the Annual panel.
Added colorization to the Annual panel entries to make the very important entries stand out.
Building size (grid-wise) is now displayed on the building info card.
When Health drops too low, an indicator is now shown hovering above the citizen.

Fixes
Fixed a faulty display of some data on the School info panel
Fixed a couple of glitches on the Annual panel
Fixed an situation in which the game would basically block on the Game over panel
Fixed some typos and general text errors.

Tweaks
In general families will now have less children. Added a progressive chance reduction if the family already has children.
In general adults will move out of their parental home later in their lives and there are several additional tweaks in place specifically aimed at preventing late game population snowballing out of control.
The duration of education directly impacts how fast a citizen advances in class. This is changed from the earlier implemented direct class increase to provide a permanent bonus.
[*]Added the relevant shortcut to change building model when placing some buildings.

And now that's taken care of, let's look at the horizon for a moment. We're still regularly taking in all the suggestions and comments written on all our channels, sort and filter to see what we can do about it (and when). Here's a snippet of what we're working on:

Buildings panel - A "list" of all the buildings you have in your town, along with a quick overview of their upgrade status, a quick way to select them and move the camera to them.
Camera tilting - Not much more that can be said about this.
Gradually implementing modding support - This will definitely all be done at once. We've got the Steam backend to setup, prepare the Mod manager, do some tool cleanup, write a whole lot of documentation and at least some examples. Hence, this will go in several steps.
Automatic trade on docks/harbor - As requested. Also, not much to add to this.
Performance optimization - It's time to tackle this as well

Naturally there will be more done, fixed and implemented, but this is just a taste of things to come.
how about biger warehouses may be made of stone i had more then one game collapse
becouse the warehouses fill up WAY!!!!!!! TO QUICK!!!!..... or fix the maximum limit that warehouses can hold
i set the limit in the box to 999999 did not help at all they still filled up quicker then i could bild them!.
high rated
avatar
MarioNemec: Greetings everyone!

As the title says, it's update time!

We'll go over the highlights first, and as always, you can find the changelog below.

Family dynamics change
This is just the first step in a bigger overhaul aimed at preventing the population snowball that a lot of you experienced.
Citizens leave their parental home later, though there are additional modifier that change this.
Implemented a progressive chance reduction for couples to get more children, if they already have children.

Relevant info feed during events
One of the things gravely missing when an event happens is a way to see the current status of important resources and social issues. This is no more. Hover the mouse over an event answer, and you'll get a nice, filtered recap of the relevant stats.

Quality of life upgrades
Several tidbits that were requested on the forum and on discord like some added info on tooltips or additional important indicators.

Additions
Added event hints to provide more info on the current status of important resources and social issues.
Added some data on the School info panel
More info is now displayed on the Annual panel.
Added colorization to the Annual panel entries to make the very important entries stand out.
Building size (grid-wise) is now displayed on the building info card.
When Health drops too low, an indicator is now shown hovering above the citizen.

Fixes
Fixed a faulty display of some data on the School info panel
Fixed a couple of glitches on the Annual panel
Fixed an situation in which the game would basically block on the Game over panel
Fixed some typos and general text errors.

Tweaks
In general families will now have less children. Added a progressive chance reduction if the family already has children.
In general adults will move out of their parental home later in their lives and there are several additional tweaks in place specifically aimed at preventing late game population snowballing out of control.
The duration of education directly impacts how fast a citizen advances in class. This is changed from the earlier implemented direct class increase to provide a permanent bonus.
[*]Added the relevant shortcut to change building model when placing some buildings.

And now that's taken care of, let's look at the horizon for a moment. We're still regularly taking in all the suggestions and comments written on all our channels, sort and filter to see what we can do about it (and when). Here's a snippet of what we're working on:

Buildings panel - A "list" of all the buildings you have in your town, along with a quick overview of their upgrade status, a quick way to select them and move the camera to them.
Camera tilting - Not much more that can be said about this.
Gradually implementing modding support - This will definitely all be done at once. We've got the Steam backend to setup, prepare the Mod manager, do some tool cleanup, write a whole lot of documentation and at least some examples. Hence, this will go in several steps.
Automatic trade on docks/harbor - As requested. Also, not much to add to this.
Performance optimization - It's time to tackle this as well

Naturally there will be more done, fixed and implemented, but this is just a taste of things to come.
avatar
regidor_dragon: how about biger warehouses may be made of stone i had more then one game collapse
becouse the warehouses fill up WAY!!!!!!! TO QUICK!!!!..... or fix the maximum limit that warehouses can hold
i set the limit in the box to 999999 did not help at all they still filled up quicker then i could bild them!.
Resource cap has been added in recent update, and as for warehouses - that is also coming. There will be more upgrdes for stockpile, and an entire new warehouse type building intended for mega storage
Patron was just updated to Version 1.004.2

No Update info yet.
thank you you have fixed the warehouses snowballing out of control and the population as well.
Post edited August 19, 2021 by regidor_dragon
high rated
avatar
regidor_dragon: thank you you have fixed the warehouses snowballing out of control and the population as well.
We tried to improve this as much as possible. But, there are more changes coming to this as well, but further changes will be a little bit deeper (and better), so testing will take a little bit longer. In short - we are working on buildings overview panel right now, then we'll be working on auto trade system, then revamp of warehouses and addition of another storage type building (for late game) etc...
8/19/2021 Update to v1.005.0 released.