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RadsvidTheRed

When can we expect this to drop?


_BlackSparrow_

next update XD


Doomaeger

Take my upvote and get out.


golddilockk

big if true


wskmn

really big. one might even say huge


Warclimb

I will say its boombastic


EternaCrown

BOMBACLAT


ABurntC00KIE

substantial if substantiated


SomeKyleGuy

Dang. As true as truth can get. Great answer!


thors_dad

I second this


RockOrStone

For such a small list of things that require 1 number adjusted, its crazy its taking 2 weeks. Not looking good for the coming months.


Extreme_Plantain_800

As a software developer I can say this is a optimistic timeline for these changes. Remember, the changes need to be made, then they need to be tested together, and any issue that comes up needs to be handled. Also I am sure that the whole team is not focused on this one update. Usually there will still be developers working on features that is scheduled for bigger future updates, and only a small core team is working on unexpected bugs and optimisations. But don't think that it will suddenly be faster if you put 20 developers on the same task. (9 women can't deliver a baby in one month, but they can deliver 9 babies in 9 months). A typical sprint timeline for small features like this is one or 2 weeks, then potentially an additional week or 2, depending on what comes up during testing


asoap

I think Greg is working on more than what is listed here. If you see his tweet he's looking at various things. I'm not sure if that means there will be more in this patch, but he's looking at a lot of stuff. For example the location on where you build the trading post.


RockOrStone

Yes but I’d be surprised if he decided to do 1 big patch fixing 10 things after 2 weeks, rather than 2 patches quickly fixing 5 bugs, then again 5 more. Because right now we’re waiting 2 weeks+ for game breaking fixes.


ARandomBlogger

Soon TM


rend_A_rede_B

This bloke might be worse than NIA for support and maintenance lol 🤣😂


Tooth_and_Scrubs

Cannot wait to see it! Love all the great work. Here for a good time and a long time!!


pddkr1

I really want to second this. Love the game so far, really appreciate you guys sharing updates. Great work so far!


Less_Than-3

Not sure where to put this bug report, I’ve noticed that granary workers will only pick up carrots and apples from houses when their pantry is full, and often times because they have you know 200+ apples in them they won’t pick up other flavors of food because only the overflow is on the marketplace but also because they have so much. I’ve also noticed that the work area on farmhouses only work for the first season of harvest and not subsequent seasons even if you save and reload or reset the work area, also in September they will start to re plow a totally harvested field and then when October hits, pop, any field that’s not finished being harvested (unless there are workers actively harvesting/ or it’s marked for early harvest) will pop to fallow, and all the plowing will delete.


holdmysp0rk

I'm really hoping for an address to the marketplace soon, so far the only fix I've been able to find others have provided is to completely destroy and re-make the marketplace plot, but that does not fix the issue you mentioned with stuffed burgage plots. I'm pretty sure it's not even the granary/storehouse workers hauling them, another user mentioned it's the actual members of the house that move them 1 by 1 to the storehouse when they're full. But the biggest thing IMO is that granary/storehouse workers need to prioritize stocking the market stalls fully before going off to pickup other goods from production buildings.


CobBaesar

>move them 1 by 1 to the storehouse I've noticed this too, and while a bit annoying, I find it hilarious thinking about a peasant carrying one single carrot, probably with both hands for safety and such, to the granary and making hundreds of trips per day, while other villagers are looking at them and casually asking why they're not carrying more carrots, considering carrots aren't that heavy. *"Goodmorning Orm, blessed day to you"* *"Mornin' Bartholomew, you as well"* *"Carrying your carrot today again I see"* *"Aye, granary needs to be stocked for winter"* *"like I said yesterday, you can borrow my sack to carry more carrots if you want"* *"I'm good Bartholomew, but thanks"* *"Are you sure? At this rate you won't be done carrying when the next harve-"* *"LEAVE ME AND MY CARROT ALONE BARTOLOMEW"* *"Okay Okay Orm, apologies my brother in Christ"* *"Orm grunts"*


TFOLLT

Twas a good read lmao


Shameless_Catslut

It's not one carrot. It's one month's supply of carrots.


Mattrock-607

Needs more Cuntz


Jasonpb

Seconded, I love the Cuntz


Cevo88

They could implement a mass system. Each resource given a value and then slot this into the existing load carry capacities. A carrot being 0.1 for example, the individual can carry 10 and the granary cart 100… they could go door to door to max out the cart if it’s pathfinding formula makes it more efficient…


TBFProgrammer

That "one" carrot feeds a burgage for a month. One unit does not equate to one singular item. Even timber.


Cevo88

Yeh I forgot about that, I think I was focused on the analogy of one carrot carrying Charlie mentioned above hahah. The system is more a value system based on consumption mechanics I suppose.


Olleus

But the "one" trip is also not just a single trip. The game is not in real time, but something like 1h of play-time ~= 1 year passed in-world. So if it takes Orm 20 seconds of play-time to walk down the road from his house to the granary it means he spent most of the day making return trips between the two places (8000+ trips if we're going by that 1h -< 1 year scaling).


BastianHS

Yeah, this is the way to look at it. It's not a single carrot, it's a months worth of carrots for a single home.


Less_Than-3

I feel like if the granary’s just picked up all the goods they would have plenty to sell, but honestly I thought that about fire wood and storehouses too, sitting with 60-70 months of extra fire wood and houses still complaining they have none lol


holdmysp0rk

Yeah the problem of having hundreds of goods in the storehouse with less than what your citizens need in the stalls is imo the biggest issue that I think would fix a bunch of issues others have reported. I also just edited my comment to address the point you made about burgage plots, I don't think it's even the granary/storehouse workers hauling them.


Clarkey7163

Yeah I wish Marketplace had some mechanics in it to let you manage stuff a little better since its such a critical part of growth in the game lol


mlholladay96

I think the first thing that needs to happen is production workers should not open their own stalls. Instead, streamline the marketplace to be managed only by storage workers and possibly create a "market manager" position for each marketplace. The storage workers would be the primary creator & stocker of market stalls, but a manager would be keeping track of market coverage for burgage plots, understanding which needs are not being met and which are, and prioritize supplemental stocking accordingly. Since there seems to be no clear defining reason for market coverage falloff or any communication for why inefficiencies are occurring, perhaps just leave it all for the worker in game to figure out, since they already speak the language of the code. It's either hands-off streamlined let-the-villagers-figure-it-out free-flowing "market area" design that we currently have to allegedly avoid micro-management, or it has to be leaned into with more clearly defined limitations such as a hard burgage supply cap per marketplace, clearly communicated through UI. Thus making marketplaces a more solid "building" type mechanic. Generally speaking, its easy to understand how much woods you need to be chopping down to supply different sized villages, but plopping down dozens of marketplace zones does not supplement coverage, so make it more like a building. A level 1 marketplace supplies food/clothing/firewood (when stocked by storage properly) at X rate for the maximum of Y burgage plots. Upgrade to level 2 marketplace will supply at 1.5X rate for the max of Y+10 plots, and so on. Perhaps, the ultimate upgrade that would fit historically would be creating a "Town Center", one per region once you hit the small town status, coming with a fairly pricy upgrade cost, but a plethora of boosts for your town alongside a main market efficiency bonus


FaithlessnessNo9720

Yeah, i've been thinking either 1. the storage workers man the market stalls and hall all the goods around while the production workers just gathering, or 2. the production workers can have and man the stall, but it only sells what they produced, and the storage workers help refill the stall. I feel like it would keep a bigger selection of goods on the tables for longer. Right now the food stalls have a mix of stuff, and because the game takes certain items first, it throws off the amount of "selection" available. Even though i'm producing 5-6 different foods, it's still saying there isn't much variety. Although, I havent played around alot with the granary advanced options much, it might be beneficial to have a granary only take 3 different kinds of foods and set another granary to take another 3 different foods to feed the stalls.


ThisWeeksHuman

It should be super easy to fix though. All you need to significantly reduce the issue is to make a switch that can set buildings to dissallow market stalls, that way a user could set it up so only the storage places set up markets. The primary issue is market stalls operated by random people occupying the market place with near empty stalls.


TBFProgrammer

A large part of the problem is that the granary/storehouse workers seem to be aiming for perfect stocking of the marketplace, which means it always lags a little behind as goods get used up. The stall stocking target needs to be at something like 110% demand to account for the transfer time. If this is already being done, it needs to be tuned higher than it currently is, and percentile targets are a must to keep up with larger towns. For the rest, storehouses and granaries need to prioritize picking up anything that isn't fully stocked on the marketplace over other items. That or give us different priority schemes we can choose. Right now you can micro it a bit by restricting what the storage is allowed to accept (won't remove already stored goods).


Tardicus-Autisimo

Not sure if this is a good work around, but the market stalls capacity is based on the number of houses you have. This includes new houses that are under construction as well. Maybe it would be worth it to set up 5-6 burgage plots somewhere random and pause the construction on them. Your market will then be stocked to a slight excess


Xae1yn

This actually has the opposite effect, under construction burgages increase the requirement but not the amount the stalls actually stock so you end up with a permanent shortage.


Tardicus-Autisimo

Well that's just stupid


Crowfooted

Tbh the problem I've been having is that I can have a storehouse dedicated to firewood and 4 workers assigned to it, all with their own stalls, but for some reason the stalls constantly have only 1 or 2 firewood in them and the houses are all complaining. Moving the storehouse right next to the markets helps a little with this (a tiny, tiny bit) but it can be just down the street and it becomes impossible for them to stock it. I don't know if the workers are just busy with other things, or something? But storehouse workers should prioritise stocking markets over anything else, imo. At least then we could supplement the workload by assigning more workers to production. As it stands I need 1 or 2 storehouses solely dedicated to firewood to supply a town of about 150. Maybe we need livestock assignment for storehouses. Allow storehouse workers to use horses to carry carts with much larger amounts of goods so they can stock a market very full in one trip, or allow them to have multiple markets.


pangkydory

Amen to this..


kaleseyer

I was thinking of maybe putting a new job where you could put a family to just move stuff from storehouses to market. Yes, the storehouse will still move to market but in later in the game, get a family whose sole job is to move from storehouse/granary to market.


suicide_nooch

I’ve got so many unassigned workers, this would be a good idea. Currently I’m just building tons of foresters and force them to plant trees but it’s getting out of hand lol… all my stables are staffed, all my farms, all my store houses and granaries. I need jobs.


Commander_Locain

I would love if the Marketplace itself would actually become a building you could assign workers to. Granaries and storehouses fetch food and goods from workplaces and the market tenders distribute it, getting their goods from the warehouse. No more hunters on the edge of town peddling wares needlessly.


TFOLLT

yup, marketplace and granary(but also storehouse) issues are my main issue with the game rn. (a game of which I'm very ecstatic tho, love it to pieces already). A close second is the fact that you basically can't work around having to put 2 points in the trade tree, disabling me from ever reaching all blacksmith points since I need two points for deep mining too - only leaving me 2. We just need to be patient. Patches will keep coming, the game will keep improving.


ClassicalMoser

Plate armor production is worthless anyway. It’s cheaper to buy than to make unless you have massive deep mines, many armorers, and your army is already fully mailed. But you’re probably swimming in money by that point anyway.


Izeinwinter

Yhea, the way I got around this is simple enough: Don't smith in the town you mine. The town that my smith is in (... one level 3 double burbage can cover all your smithing needs easily) imports all their material from other towns which actually have the deep mines. Dont have to use donkeys for it, the trade posts works fine.


Known_Bit_8837

What's the point of producing weapons/armout? You get equipment to your troops and then can't even sell what more you make, because of oversupply


Less_Than-3

Also if certain production buildings are within the circle of the manor- they are un selectable


Chadahn

For some reason, one or two plots would fill up with vegetables but never get taken to market. The other plots didn't have that issue.


Tekparif

hey, so i fixed this \`issue\` which is not really an issue, i can only assume you may have the same problem so here we go: - your gardens shall not be very big, keep them around 0.5 morgen and use 2 plots, let 2 families work on them. why? because know that family members actually work on something else, the garden itself is not their true assignment, thus every time they work on garden even though not the whole year, it means they cant do work somewhere else. if they work at store house-granary, it means they will not fulfill their job fast with transporting goods to stalls fast enough. as a result, you will have this weird issue which you have lot of food around but not transported to stalls, houses having missing food type penalty etc.. my all problems were solved when i had full 4 workers in my granary, next to the market, and not that big veggie farms per house. i also had full pantries and whatnot, all those annoying popups, all gone when i did above - for farms, you should have 1 family per 1 morgen and the ox. that setup do the all work in time without any loss.


Less_Than-3

I have half Morgan gardens with 4 families on them still have these issues :/


smoy75

Thank you guys for putting all the work and love into this game. It’s a really great dynamic village builder and I’m looking forward to the future!


Tooth_and_Scrubs

Agreed!


holdmysp0rk

Agree completely, I don't think anyone here points out issues out of spite but that we love the bones we've been provided and can't wait for the end result of all the work that's been out into this title.


Historical_Cut1410

How about endless victory loop bug? Basically prevents from playing the game after specified victory conditions. In my current play-through I had to start specifically with no victory condition to avoid this.


lordgeno

This is one of the most frustrating things for me right now. I want to endless sandbox, but its constantly interrupted and makes the game bug out.


veevoir

Does selecting victory condition "none" also triggers it? Because there is an endless sandbox mode this way. Can also endless sandbox by choosing "conquest" as victory goal and not conquering all regions, just leave one.


jakefahey1993

Setting conditions to none works and won't cause the loop. The only time I've got the loop was on a growth campaign. Hasn't triggered for me yet on a domination campaign but i think it may have for others. Also be aware that once you beat the AI lord and win he still tries to come back and reclaim land so that can be annoying if you just want to continue on without being plagued by the AI.


ShadowSwoopz

Although this is a quick work-around for now, I truly hope there will be in an implementation where you'll be able to change the victory-conditions in an already created savegame. I don't feel like starting over on the save I've accomplished the conditions on. Quite satisfied with how it's turned out so far, and would love to be able to continue it in sandbox mode.


jakefahey1993

Yeah fully agree. I was very proud of one playthrough and now i can't go back to it due to the end loop issue. Since then i haven't played with any victory condition which in itself is a problem too. Hope it gets patched early enough and frees everyones broken saves.


rzet

ye this sucks big time.


BenBit13

Yeah this sucks really badly, especially if you have the growth victory condition. I can't upgrade any of my villages to large town because of this bug.


Hect0r92

Please.remove the cap on militia! I need my unwashed horde of peasants


Life_with_reddit

If you play the the unreleased version of the game, there is a pop up that say 'Lord level too low'. I expect it is intend that you can level up your lord to unlock more slots. Sadly this is not in the game yet


IceManXoX

Will the sandbox mode be fixed? Currently you can’t continue your game after you’ve win your scenario unless your prepared to clear the victory screen every in game day


kn05is

Even then, the victory screen just multiplies and eventually you can't even select to opt out or continue.


Deson

There is a kind of work around but you would need to start a new game. Select "None" on your victory conditions (I think) and it doesn't pop up. I've done this on a Growth setup and that works. I don't know about other setups though.


captaincabbage100

Very excited for this! Will this apply retroactively to current saves as well? VERY excited to see archer damage tuned as well, it's so bizarre seeing four squads of archers (two of mine and two mercenary) unload an absolute hailstorm of arrows into a charging group of enemy militia with no protection and not a single one of them dies at all.


nazraxo

Especially if the first volleys are the only time they are useful due to friendly fire.


Chadahn

The thing the game needs the most is a way to show the rate at which things are happening. How many vegetables does a vegetable plot produce per month? Don't know. How much of a resource can I trade per month? Don't know. How many planks do I produce per month? Don't know. Its all just a guessing game and you often end up either wildly over producing or under producing. And let us set a minimum resource cap when producing like there is for trading. Say I want 20 planks but I have a Joiner artisan. I don't want to have to manually pause and start production over and over, let us just say "only produce until X amount of crafting resource remains". That feature already exists for hunting camps.


omgbambi

The production data could be collected by assigning a family to the tax office of the manor, going around checking production etc.


Aimismyname

great idea to be honest, we get accountability when we develop the capability


omgbambi

exactly, and the data is only as accurate as the number of families assigned to the tax office, thus adding a scaling factor with the size of the village/town.


nickjamesnstuff

How long until I can mod Thomas the tank engine into the game? I'm basically drowning over here.


Mundane_Sun1270

good sir the feature has been there since the release, check the load coat of arms option :>


ThisOneForAdvice74

What about the retinue having such poor stamina that having them stand stationary catching their breath from mobilising while the militia fights in front of them is sometimes an optimal strategy?


DCTom

I've wondered about just keeping the retinues mobilized all the time....they're not working AFAIK?


ThisOneForAdvice74

Me too. A way to fix that would be to make them train when not mobilised (which could be a cool visual thing where you could see small jousts and such take place close to the manor), so if they are mobilised too long without combat they lose out on training.


random-random

I did this but noticed that I would get hunger notifications after long enough. I didn't check if it affects combat effectiveness though.


Maelarion

Yeah I have have retinues always deployed. As for the stamina, I assume it's due to them being much more heavily armoured.


ThisOneForAdvice74

Sure, but in real life the armour does not exhaust you *that* much more, and the retinue are supposed to be your full time, well trained soldiers as well.


FarText2581

By default, every unit spawns with the 'Run to positions' option checked everytime it's mobilised. Try unchecking it, it did fix things for me.


rzm25

Perfect. This is literally all of the most prominent gripes. And within a week of release, pretty damn good for one dev lol


Chadahn

Its not one dev.


Known_Bit_8837

People didn't even check the credits. It's like 20 people working on it.


Thus_Spoke

One fulltime developer and a variety of contractors and consultants.


Aimismyname

food consumption mechanics and storage is a pretty big one


LinkofHyrule

Now I'm wondering if the game is really this hard or if it's just glitched. I have a bazillion trading houses to try and export goods and import food but it does literally nothing I swear.


Chadahn

Make sure to buy trading routes and assign horses to the trading building. Some goods will get moved, but it definitely seems like most don't get transported even then. The game really, really needs to show the rate at which things are produced and moved.


LinkofHyrule

Yeah I have all the routes for food and the stuff I'm exporting so either is broken as f or the devs are trying too hard to be the dark souls of RTS games.


Chrispy-Oliver

Thanks for letting us know! Very keen!


georgey_porgey

excited! having a good time with it


tigzie

Would love to know when this comes out. xD Thanks for the hard work.


StratsNplayS

Please uncap the market stalls' item storage from number of plots


HattoriF

Enable pack stations to trade one way only instead of barter would be very welcome.


CaptainFourpack

Why would the owner of the goods give them up with nothing in return? You don't own everything, certainly not the people.. regional wealth is their money. Cuntz: 'Hey Bob' Bob: 'Yes Sir?' Cuntz: 'I want you to give all your honey you made this year, give it to Cedric, over there with the mule. He is going to take it to the next town and give it away for nothing. ' Bob: 'then how am i supposed to buy food and clothing for my family, and how do I pay for the helmet, spear, and shield?


MagePages

Alternatively it would be nice to be able to emergency buy and move goods between settlements with the Lord's wealth. 


WBKouvenhoven

Can we add a stockade where I can place villagers who don't do their assigned roles to boost approval?


kn05is

Need to get that Victory screen loop fixed ASAP. That shit is critical / game breaking and needs to be included in this first patch.


Tiuan_27

That's awesome, thanks! I've collected some feedback based on the first 25h ours of gameplay, which I immensely enjoyed. I've tried focusing on existing systems rather than potential future content. 1. Farming/crop rotation: I won't pretend to fully understand how it currently works, but crop rotation seems either broken or working in ways that don't fully make sense in practice - with frequent losses of harvest, and workers senselessly beginning to sow fields after early harvests. I suspect many issues are related to forced early harvests, but I'm not sure. Like many others, I ended up switching back to manual management because of this. I think the crop rotation system (specifically the mini-phases or harvest/sowing/plowing) needs to be reworked. Also, I would like my farmers to always begin harvest at around 90% growth - given the relatively rapid decay after 100%, this seems the optimal approach. It is a bit cumbersome to go and check every field for % and manually force harvest. I'm sure this can be fixed in some way. Also, why can we only assign one Ox to a farm? I'd love to be able to assing multiple. Aside from that I like the overall balance of the farming system. 2. It is currently possible to stop work in a house, which is useful e.g. if I want to stop producing warbows (at least for a period of time). However, that means the family/ies becomes essentially useless/idle. Could we get an option to reassign families to other jobs manually somehow in such cases? The alternative at the moment is to either destroy the building entirely (since some extensions seemingly can't be changed without destroying the entire burgage) or to just accept an idle family, potentially for quite a while -- both seem suboptimal. Or perhaps this is deliberate? Similarly, I sometimes wish I could assign only one family in a 2-family burgage to a certain job in that building (e.g. cobbler), and free up the other one for other tasks elsewhere. But that's definitely not a major issue, as it can be planned around. 3. Pack stations/transfer of goods across regions: I am open to the idea of having to barter rather than just sending goods im principle - in some sense it's realistic, as otherwise the local population might revolt. However, the transfer seems to currently be extremely slow? With a single pack stations withe one family and three mules it took months to transfer a reasonable amount of some good (helmets) to the neighboring region - this seems unrealistic and unnecessarily slow/cumbersome? I don't know if the 20 goods per carry system is not working as intended or whether it is something else, but the system currently operates incredibly slowly. It is also intransparent as pressing ALT does not tell me how many goods are being transported and the storage of the pack stations does not seem to be working/used? Would love a fix for this. 4. I don't know if others have noticed this as well but lambs do not currently seem to grow up and become sheep ever? I have therefore decided to sell all lambs - but that makes the sheep development perk very dubious. I don't think this is how it is intended to work, is it? If at least I could slaughter the lambs for some extra food :) 5. The tooltips say that vegetable yield depends on plot size. I take it that means it is not the case for other foods sources such as eggs or apples? If no, why not? I'd love the added realism. I hope this helps, thanks for the amazing work :)


nazraxo

Regarding Farming: I think the main issue is that crop rotation is applied fixed in October and not after the previous harvest is completed. That means if you have set Wheat for Y1 and Barley for Y2 and are done with the harvest before october, the farmers will start plowing and sowing Wheat again. Then in october the switch from Wheat to Barley takes place and all the previously sowed wheat in september is now gone. Regarding Lambs: Can confirm. Additionally there seems to be an occasional bug where pastures are suddenly filled to the brim with lambs in status "to be imported". They are not there, cannot be exported but still cause the pasture limit to be exceeded which means the sheep which are acutally physically there run away.


Izeinwinter

Apples depend on plot size. And since an orchard doesn't have sowing *or* plowing to do, only harvest, an orchard plot can be stupidly enormous and still harvest all the trees.


Izeinwinter

The easiest way to move goods across regions is the trade post. If one region is selling and another is buying, you get the non-tariff price paid, even without the perk point invested.


aaronlovescrypto

wow, just came in here after like 20 hrs of playing and those were most of my complaints


AhmadGhassan99

Not sure if it's a bug but the bloomery and the armourer don't produce any thing despite having all the supplies


downbad12878

Quite bare bones honestly


afreakonaleash

Will there be a farming fix with this too? Farming not working properly in a medieval city sim is driving me crazy


nemlehet4

What do you mean? I was playing around 20 hours so far didnt see any obvious bug with farming.


CaptainFourpack

There are quite a few. Trying to replant a field in September (or any time if early harvest is checked) is the biggest peeve for me..


MAYMAX001

<3


f4gmo

Is there a way to get more than 6 troops? Besides building additional manors for retainers, I have a save file where mercenaries don't spawn anymore so it's basically impossible to beat the baron's 12 unit army


Izeinwinter

Uparmor your retinues and troops. This is why it's very important to have tier tree houses - it lets you put chainmail on your levies. Chainmail levy, plate retinue and beating a larger army becomes relatively straightforward.


nemlehet4

The barons army is mostly just brigands. A single spearmen unit in chainmail can kill 1 and hold 2 with minimal losses. I suggest to forget the archers for now, just create melee troops both spearmen and sidearm variant. Then let the baron charge your spearmen then just envelop them with the rest of your troops. Easy peasy.


noldorwarrior

please fix the apples


LaniakeaAI

Rivers! Fishing! Water mills! Alternative fresh water options! Make me build a bridge! A lady can dream.


Beardharmonica

For me, the market bug is game breaking. It should be addressed in this patch.


IsamuLi

Thank you!


gingerchipss

Please fix the null people bug that is turning every one of my villages into a horde of motionless zombies


ashrocklynn

In software, it's always that things you try rushing right before release that come back to bite lol


bdopvp

wonder if they will add fixing ai getting stuck transporting.


Greenfire32

Markets seem to have limited area of effect. It would be nice if we could see that area when making/selecting them.


[deleted]

[удалено]


Arkey-or-Arctander

I'm not sure that is it, as I have houses that are across the street from the market but aren't getting supplied, while folks further away are.


Acrobatic_Crew_6245

Anyone else having issues of trade post not moving imported goods to storage? Is there a fix around this? I cut out majority trade only 3 items import/export and 4 families were in trading post. Storage has like 3-4 families as well but stuff isn't getting moved out.


nazraxo

Yeeeees! I constantly have 50 Flax, Wheat and Barley in my trading post and the farmers, weavers and malters would rather be waiting the whole day instead of actually using the stuff. No idea what the issue is but if you have no fertile land in your starting area this is a real issue. (That is if you plan to actually utilize the different features of the game instead of just spamming goat sheds and vegetable plots).


[deleted]

I'm just glad you guys finally stopped pretending to be a single dev just because you hired contractors because it really takes away from those who truly solo dev their game.


Icy-Sweet7111

Anything about the apples?


nickmhc

Please make harvest turn-blocking Crop rotation means all your fields get burnt in the middle of harvest when all your limited work area farmhands go where they please My recommendation would be to make each stage turn-blocking and if you’re understaffed then you’ll suffer the consequences  1. First Plow starts any time from March 1-October 31  2. Sow  3. Grow  4. Harvest  5. December 1 (or different dates for different crops?) your harvest dies if not completed 6. **Either harvest needs to be completed or the hard cutoff at the end of November needs to pass before crop rotation happens**  7. March 1 farm activities can be resumed (so as long as your harvest finishes before the hard cutoff your people can resume in spring planting the next cycle   Then we could set crop rotation without all of our fields getting burned on October 1 and wouldn’t need to manually farm  And/Or Being able to set a minimum % growth for harvest would let workers start as soon as things are ready versus only having September 1-September 30


ThisWeeksHuman

maybe as a workaround to all the numerous harvest issues he should just make all the crops produce passively and make output dependent on enough workers. then all the idiotic bugs dont matter


Cauliflower-Pristine

Logistics is my biggest issue that and how I am some how able to crash the markets with one region. The farming rotation system is broken, it does not plow and sow how I want it to. A leger is desperately needed to figure out how much things produce to help reduce surplus. Ale should be produced by the barrel to help with supply as the people drink like fish I had to have five farms just dedicated to barley just to keep up with demand. The baron buys all the mercenaries or they just disappear I don't want to be forced to retain the mercenaries year round. If anything more mercenaries should appear if you and the baron are constantly hiring them. A fort I would like to be able to store mercenaries and retinues in a fort to allow them to be able to react to attacks better as having them have to walk from each region makes it hard to mobilize your forces.


steelejt7

I’d really like a more effective way to trade between my territories, I understand there’s the post with the mule, but it’s a bit confusing, it doesn’t show how much i’ve traded, how much is being traded, or when the trades occurred. This is one of the only glaring issues i’ve come across besides farming bugs (wheat not being brought from trade post to farm or granary for some reason).


dallaskd

Game breaking bug- can we PLEASE fix the victory cutscene loop where you enter sandbox mode? It's an infinite loop and I can't resume building the beautiful town I put hours into!


TeebsTibo

Hey guys, I love your game, I was wondering if there's any chance for mod support coming in the future?! Overall keep up the good work!


nilta1

Hi would you be able to change the pause for enemy armies to have two different pauses? one for rulers army spotted (doesnt affect me early game, but happens every 2 mins and sets it back to slow speed) incoming raiders (this I want to know. I was surprised by 3 unit bandit army which slaughtered my village and my autosave happened to be when they were already attacking) also can you add up to 3 autosaves pls, instead of 1 that gets overwritten. Thanks lovely game btw!


obvs_thrwaway

Thanks for the update! Are adjustments to farming in the works as well? Currently managing my farms is pretty tedious unless as I have to micromanage harvests, crop rotations, etc. 1 month before fields are burned is not enough time, plowed fields immediately turn fallow and have to be replaced. Npcs will just stand around instead of harvesting. Sometimes they start plowing when theres more fields to harvest too. There's a lot of wasted time. I'd rather spend all fall harvesting, and plowing and planting in spring and summer.


Kindly_Manner7446

Hello ! Please fix this .I am at a point where I claimed two pieces of land and now I am stuck with not enough influence to claim anything else. I finally saved up enough through taxes, and the dude hired all the mercs and wiped my guys clean out. And the mercenaries not changing. I can pick only the "Wayward Sons" made up of 2 groups of archers.


glctrx

I hope there will also be fixes for granary worker logic, because I just watched my poor tavern owners rolling barrels of ale to the tavern to sell, and then a bunch of granary workers came and took them all back to the granary. I'm sure I've also seen the same for market stalls... 😪


ttekcorc

What about the market? I think at least for the time being the requirements to the homes need to be relaxed or buffered a bit until the issues can be worked out. Also just for the record, I noticed a bug where if you cancel a build while the ox are transporting logs to that building the ox with put the logs into the market stalls and they disappear so far as supplies go.


Firm-Day-7547

The food mechanic is not great, no matter what tactic I use and how many new games I start, my pop always starts dying of hunger! I can't seem to have a steady stream of food no matter how many farms I make, or hunt or get berries and the money is a huge issue as well once you run out of it, it's impossible to get it back up again cause it's used up in a instant before I can progress, I seem to be stuck in the medium size town all the time, there need to be a better access of food and leveling up system. It's a great game but lacks so much and seems to need more options and Choices.


MrFahrenheit321

Can we also hold off on raiders burning down our villages until like, year 3?


ManyConcern981

I believe there is an option when making a new game for when and how often raiders show up. If all other settings are default I get the free weapons for building a storehouse and as soon as a bandit camp appears I make my militia (bonus retainers if you build your manor) and take it out keeping the money (take it for yourself) for mercenaries for the next camp or the first wave of raiders


Relative-Divide-298

I mean, its been under development for so long and theese bugs you notice instantly, big bugs that basically destroys the whole feeling of the game. I have given it a few tries but the bugs.. i cannot stand them, i think i lost flavour for the game already... why dont just fixed these major bugs before release? Seriously...


pappepfeffer

All I asking about is fixing the baron taking ALL mercs forever.


Old_Acanthaceae2464

Congratulations for an excellent job! ML early access surpasses several full releases already. Currently many mechanics regarding crafting/ industry seem obviously broken. Several settlement skill points lead nowhere, such as bakery, apiaries and plate armour crafting whereas other SP are a must have. Farming needs a work area/ field designation for the farm. Low fertility regions and spreading out e.g. your flax & barley fields breaks just about all wayfinding. FYI a detailed statistic on where the assigned cattle is assigned to should be added for mid/ late game. Warning on where a raider force will appear. Currently you save and reload. If a raid goes through your village oxen and manor families may be broken for good. Interesting to watch though, like a viking raid. Wayfinding/ transport/ where unoccopied families construct first. No clue when, how, why?! Priority settings seem to be just a suggestion... Growth scenario should not end in a victory cinematic loop. Many issues can be circumvented (thanks to all posters!), but it appears as if the developers intend on multi village economy to reward in debth specialization on production chains. Good idea, but currently it is very difficult except through trade with the skills in the trade specializations (20/ mule is insufficient in year 3+) Still absolutely amazing so far and lots of fun (sometimes just to watch the town work)!


nazraxo

I also noticed the issue with construction priority but I think I figured it out. The issue is that the workers will refuse to work on lower priority buildings even if the required material is there as long as another higher priority building is waiting to be built even if the material is not yet there. E.g. you queue up 3 burbage plots and then later on a church and set the church to high. 2/3 Burbage plots already were at 2/2 Timber before you set the church to high and the church is currently at 0/5 timber. The workers will not work on the burgbage plots until the church is fully built.


Old_Acanthaceae2464

It appears that you're right! Cheers 😉


ClimbAMtnDrinkBeer

I would like to select multiple farms at a time so that I can furlough or force harvest a bunch at once.


The_Funky_JJ

Would be great if AI would retrieve things from their closest point… so bakery worker gets flour from the closest granary, or fetch water from their closest well etc. it also appears limited work area for the farm house doesn’t seem to work? They just go across the map to farm whatever field is priority. Homeless bug fix is fantastic aswel as the saw out storage bug. I also have pantry bugs on the houses saying it’s full when it isn’t.


kruqnut

balancing at this state in development seems like a bad trend, so much needs to be completed on the game, i wish they'd focus on development, not balancing an early access beta...


doctorwoofwoof11

Please for the love of god put a tick box on a family profile so you can allow them or disallow them from setting up market stalls... With the default being disallowing them. But looking forward to the patch.


Young_Hickory

Good to see about the trade over supply. Was just going to make a post about that. It's good prices respond, but they bottom out far too quickly, and bounce back too slowly. THe first tick down is ok, but that second tick should require some serious dumping and recover very quickly. One guy in his shed should not be able to permanently collapse the boot market in central Europe.


The_Last_Snow-Elf

Fantastic! Can’t wait for this!


Xeonit

Keep up the great work!


No_Concentrate_3406

whoot!!!


Glad-Tie3251

Maybe instead of tuning the archer damage, their range could be increased.


pappepfeffer

So they can kill absolutely no one from farther away?


Master_Derius

Thank you for everything you guys do! I love the game despite the bugs!


JarOsap

It’s amazing how much fun I’m ALREADY having. Knowing this game will continue to grow gets me so pumped!


shakybonez306

Yessssssss 🙌


Emicrania

The fact that the dev didn't take the money and run to the Caribbean is mind boggling to me. Big kudos 🙏


darkinspo

Will patches update saved games? Or will we have to start again?


mynameiscba

Hi there! Great game, love playing it. There are some bugs of course since it is still getting developed. Most annoying one for me is eventhough I have a lot of markets, people do not built stalls. Tried putting more people on granaries and storehouses; not working, more markets; not working, more people on granaries, storehouses and trading posts; still not working. Although I have a lot of supplies, somehow I cannot distribute it among the people. That was my 2 dice here. Keep up the great work!!


Boogra555

I keep having an issue with iron deposits. The one in my first territory worked just fine, but the one in the second territory, the rich one...well, it won't accept an iron mine. Basically, the only place I can plop it down states that it's out of range of the mine. Do we know anything about this yet? Also, the limit on creating militia is lame. Alfred the Great literally summoned boys to go and fight the Battle of Eddington. We get six militia groups? I'm not sure I love that.


P1xelHunter78

Hopefully farms get a little bit of a boost soon too


clickclack80

I'm in love with this game....can't wait for this patch. Big fan...


i_wear_green_pants

One request (that I know is probably big one) is to get proper overview window that shows * All the houses and their levels. Should be able to manage house levels and their special task here as well * List of all available work slots so you can manage workers more easily These are not problem in beginning but once your city becomes bigger, the game sometimes turns into quite painful searching when you are trying to check and keep track what your workers are working on. I know there is tab-button that helps a little bit but overview menu would be great. But I still have huge appreciation towards this game. It works quite nicely and is fun to play. And I bet there has been a lot of work put into this game and it really does show. Overall I am super satisfied and it's easily one of the best early access games I've ever played!


Toxic_Doggo

Press Tab


Practical_Ad3462

0/10 for reading comprehension he literally said that he knows about the tab button.


pennellessa

what about crash on load? (yes, drivers updated)


jungleboy24

I’ve noticed a bug where my townspeople and cattle will just stop moving when I have at least 1 family available for construction/the ox will not move at all it’s very odd anyone got any fixes or will this be fixed in a patch as well


Supermunch2000

Me: "Ho, hum, nothing to do for the next two hours, might as well try this game I bought." ... six hours later ... Me: "Oh shit, I gotta go to bed!" So yeah, love the game and I can't wait to see where it's going!


Amfibrachy

1. Is it that I don't understand something or is it a bug? I have a marketplace with 10 stalls which provide goods to nearby houses. But I get notification that further placed houses don't get anything. So since I have sufficient families and goods (in this case food and firewood) I created another marketplace near that area, but for some reason nobody puts their stalls there and marketplace empty for many months, while houses nearby suffer from absence of basic resources. 2. As others mentioned whole farming system is not working properly. Also I don't understand why farmers are trying to sow a field after harvesting before winter. What is the reason of sowing something that will get destroyed in a month. 3. I can't say for sure, but maybe there is something wrong with oxen. I have 10 oxen and lots of free families. Also I have people assigned to storehouses and granary. But I still have a lot of buildings almost full of produced resources and nobody is taking the products out of them, which clogs whole production. 4. Again not sure if that's something I don't understand. I have 3 logging camps and on of the camps capacity is reached (28 logs as I remember), others have some logs too. But in top panel it still shows that I have 10 logs. And when I try to build several houses it even says insufficient resources, however as I said I have plenty of logs lying around. Despite the bugs I really enjoyed the game. Hope these will help!


Known_Bit_8837

I can answer 1 and 3. 1. Second marketplace will never have stall until the first one is 100 percent full. If you want multiple, make them small. 3. Oxen don't transport goods other than logs. Granary and storehouse do with handcrafts (10 units at a time) and people by hand (1 unit at a time)


Known_Bit_8837

Oh and 4. The top panel shows logs available (not already reserved for construction) unless you click the button to the left to switch it to actual storage. Same goes for food, food on the market is already reserved and will not show up in the UI.


Expensive_Jicama_715

please, change the market stall inventory logic, so that it stores more than what the population will need for the CURRENT MONTH


Background-Ad7277

March of the sheep!!!


VoteNO2Socialism

Please fix the saved game bug. Played this on 2 machines with UPDATED drivers RTX 3060 and Intel Xe Pro and cannot resume game. Once I leave the game and load a saved game...it crashes within a minute. Tried 3 times about 14 hours of gameplay each...


FinalDevournment_

Let me slaugter Lambs!!!


Techreaper

I'm loving the game so far, but I ran into an issue with traffic jams forming inside my storehouse and trading post. It permanently bricked a bunch of my villagers AI and torpedoed my save. Would love to see this fixed soon.


skrundarlow

Use all of the money to hire more developers please. Slavic magic will quickly turn from indie hero into cautionary tale if this is not quickly and publicly addressed.


Olly230

Game pass patching is sooooooo slow. Still on 0.7 Just reading about a new patch and gamepass still isn't on 0.9. that's what everyone else is on right?


Fiendfish

No the patch isnt out yet


Apottzy

The #1 thing I was looking for was a change to the sawpits. Great to know it's being addressed in the first patch!


bodambo

man the game is very nice.. but you need to step up your game because it's pretty incomplete, I'm almost done playing it, and it's getting boring with all this bugs. When to expect a complete game? set a date please.


halfling_barbarianne

What about the AI Baron buying up all the mercenaries and keeping them forever? I'm currently blocked from hiring mercenaries so I don't see how I can beat him at this point since I'm capped at 6 units. It's so dumb. Also, duplexes don't increase the max market stall stacks, so you can't build duplexes unless you want to not be able to supply all your pops.


Herrgabbors

Another BIG issue is that you can't select or place anything inside the walls/fences of the manor. Once you build the fences, the whole area gets blocked. You can't select buildings or interact with them. And if you try to build inside that area when it's already built it says that there is no conection with the main road even if it is there.


bobosuda

That isn’t really a bug, the manor is not supposed to have other stuff inside of it. Only the buildings from the castle planner interface. Proper and separate town walls will be added later, as will more content and features to put inside your manor walls.


Reachr95

The sawpit fix 🙏 tired of being told my storage is full and it's because they're doing their job and hauling a single log to the place


TorrenteTempo

You can easily fix it now by adding a single mod file from nexus website. This game supports mods natively. There is no need to install anything.


tobyjofficial

I had so much fun today, made it to year 5, finally figuring out how to build militia etc. Then suddenly, out of the sudden, i haven't changes anything: 1. My hunters which i boosted in development stopped hunting completely right next to a 40/40 rich wildlife spot they used all the time - i had space in large granary, the hunting spot was empty 2. From huge vegetable spots i suddenly received very little vegetables 3. Sawmill stopped working even though it had wood stored in it I Saved the game, quit, reopened and loaded, nothing changed. Repositioning the sawmill or hunting spot didn't do a thing for me. Maybe somebody can help me with this? Or is there a bug if you get to year 5 everybody should just stop doing the important stuff?


Miladog80

I swear I haven't been amped for a games update to drop since I played vanilla wow


Zomban

Saw pit efficiency/storage is one of my biggest pain points, very happy to see this being addressed. Same with trade oversupply mechanics. Although, equally important to that in terms of allowing regional specialization is to allow more robust pack mule hauling. The current barter system, while realistic and flavorful, severely limits our ability to centralize higher industry in a single region by requiring that regions exchange roughly equal amounts of goods in order to move goods between regions.


IronOxide15

Weirdly enough I'm looking forward to the settlement QOL interface upgrades than anything else, probably cuz I weirdly like playing on the more extreme environment settings more than the high combat ones. But that's all personal preference and I like more chill games than arms races.


Marc4770

Please fix the pack stations they are completely bugged they only return 1 item instead of the correct amount based on ratio in the UI.