Opened C5 to testers through normal campaign progression after C4. Take over Ezau's jungle haven, prepare its defenses, and face Hard-mode combat.
C5 is still unfinished. This release opens the current mission for testing; its later progression and balance are still being developed.
Moved the first defense battle directly after stationing the three archers. Expansion work follows the defeat of the raid.
The opening wave now contains six Goblin Clubmen and two Goblin Rogues. Corrected scripted raid composition so ordinary elite enemies can appear more than once.
Preserved completed quest work when loading saves affected by the reordered objectives.
Underground creature populations now scale with map area, available depth, difficulty, and usable cave space when generating a new world.
Scholars and Specialist Duties
Added Scholars as a new civilian profession, with male and female appearances, portraits, walking and study animations.
Promote a civilian using a Scholar Tunic, Scholar Cap, Scholar Robe, and Book. The new clothing is crafted at the Tailor's Workbench using Cloth and Blue Dye.
Scholars study recipe books at bookcases and can lead one Oratorium session each day. Other civilians can attend.
Scholars operate the Essence Smithy and Trophy Table. Expeditioners can operate the Trophy Table alongside their existing research and medical duties.
Added Reading, Oratory, and Imbuing priorities for Scholars.
Scholars and Expeditioners remain part of the Citizens roster and can join control groups. Their specialist duties do not make them combat units.
Renamed the craftable Field Guide item to Book, keeping existing items and saves intact.
Imbuing and Equipment Workshops
Reworked imbuing around the workstation panels, with separate selections for equipped gear and stored equipment.
Added clearer Before and After effect previews, equipment comparisons, and essence tooltips.
Specialists collect the materials and work at their own standing tile. For equipped gear, the wearer comes to a separate tile beside the table and keeps the item equipped.
Added Remove Imbuement at the appropriate workstation. Equipment is retained, with a chance to recover the trophy or essence.
Added equipment dismantling at the Anvil, with previews for recoverable recipe materials and possible Essence Shards. Shards currently have no crafting use or trade value.
Owned equipment appears in the imbuing selection without requiring a separate discovery flag. Eligible loose equipment and materials can also be collected for the job.
Improved interrupted-job and save/load handling for reservations, materials, specialist appointments, and recovered items.
Imbued equipment now keeps its recognizable base icon with matching magical effects in inventory and equipment panels.
Markers, Particles, and Portraits
Quest targets now use clearer downward arrows, including across larger marked areas. Broad quest regions can use an outline without filling every tile.
Placement targets change from orange to green when their construction order is accepted, then disappear when the object is finished.
Holding a placeable now shows the reserved standing tiles of nearby built placeables, making blocked placement easier to understand.
Fixed the uneven south/east edges of quest-area outlines. The same treatment for other zone and ground-marker lines is on the TODO list.
Added glowing market orbs that match the gravel color, and healing effects on units actively receiving Expeditioner treatment.
Added essence-colored effects during active imbuing, small effects for essence items, and weapon/shield glow with movement trails on supported character animations.
Eirwen's bow and Voll's lance now have Ice and Fire imbuements respectively. Existing player-applied imbuements are preserved.
Added the new Vyrmhal and Warder busts, alongside the portrait additions made during this update.
Improved how tall placeables, markers, particles, and combat feedback are hidden by foreground scenery. Removed the background boxes from ordinary combat text and status feedback.
Pathfinding, Needs, and Construction
Improved route selection to reduce long detours caused by choosing fewer region crossings instead of a shorter journey.
Idle units can step aside for workers, and blocked workers recover more reliably from crowded approaches.
Fixed automatic corpse looting repeatedly interrupting meals and rest, including soldiers starving despite available food.
Units remember failed routes to unreachable loot instead of repeatedly abandoning other activities to try it again.
Diggers and miners can move on to nearby reachable work after a failed approach, while retaining the materials they are carrying.
Beds, hospital beds, and barber chairs allow traversal across their footprint, preventing furniture from trapping units in tight rooms.
One-block palisades and fences prevent climbing by both friendly units and enemies. Gate openings remain passable.
Furnace refueling now collects a batch based on remaining fuel space and carrying capacity: an empty furnace can receive ten logs in one delivery instead of ten separate trips.
Workstation construction preparation requirements now come from JSON, alongside their material and discovery rules. Changing a required bench takes effect after restarting the game.
Corrected construction-material reservation counting and connected market-floor recognition, including when claiming or restoring existing areas.
Tutorial, Interface, and Loading
Improved menu-exit handling and moved initial actor-image preparation into the loading process to reduce an unresponsive pause during world entry.
Gave tutorial text more space with a smaller tracker and a corner watermark, and improved dialogue wrapping for long translations and unspaced languages.
Completed objectives now use green text and a checkmark in quest panels and the Field Guide.
Protected the tutorial's limited torch placements, improved wall-mounted torch selection, and added recovery guidance for misplaced torches.
Fixed sign interaction while a build cursor is active and clarified C1's housing and Cartography requirements.
Filled localization gaps across all 13 supported languages, including roster labels, hints, terrain names, merchant quantities, statistics, and quest feedback.
Improved cursor picking and visible-area rendering work, with more consistent foreground occlusion and fewer unnecessary terrain updates.