In this update4
Full notes
Full City Tales - Medieval Era update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Performance
- Compatibility
City Tales - Medieval Era changes
Hear ye, hear ye, King, Queens and Monarchs!
Today, we are releasing our Advisor update and
Why Advisor, you might ask? Because he has a very important message for you!
City Tales: Medieval Era will release out of Early Access on January 29th 2026.
We also have a new demo!
You will be able to play your save once you buy the main game.
But for now, let's take a peek at the brand new 0.4 update!
Bridges are finally coming to your city. They will be drawn automatically, no more citizens walking underwater and nearly drowning!
Companions and buildings last levels will be unlocked. Companions will now gain Prestige that will be used in late-game content.
A brand new narration and quest panel has been added so you can track your quest and read dialogs again, in case you missed anything!
Starting from Tier 4, houses plot will have a chance to merge together, and create a smaller district.
Also: Dogs 🐕!
Highlights
Adds prestige system and unlocks companion and building last levels
Adds bridges
Adds three new music tracks
UI - Improves profession identification (colors, flags and icons)
UI - New dedicated quest & narration panels in the commune house
Add auto merges plots of houses
Other
Pauses circular progress bar vfx when game is paused
Adds SFX and camera shake at invalid construction attempts
Improves zoning performances
Updates trade port fences to be fancier
Updates zoning and parcel placement visual effects
Renames Hyppocras
Updates missing clay/sand fertility message wording
Adds keybind (Shift by default) to hide construction panels that might get in the way
UI - Always show building construction stacks (civil, farming)
UI - display quest in the HUD in a specific arrangement (progression first, then sotry, then companions)
Adds unique voices for all companions for assignation and unassignation SFX
Keep zoning cancel confirmation interactable if zoning is invalid
Allow wider farming district
Balanced all sounds in game
Add parcel count indicator in habitation panel
Represent merged parcel inside district panel
General Perf optimization for very late game
Art
New visual for clay pits, sand pits, stone and iron carries
Removes underwater fences
Stone and paved road are wider in city centers
Polish Inns to accentuate differences between them (Inn, Lodge, Hostel)
Polish Tier 4, 5 & 6 habitations
Polish civil buildings especially at highest tiers
More visibile population from far
Add some new 3D mills
Add dogs walk among villagers
Balancing:
Tanner does not use tools
Lord Inn consumes deer meat instead of wine
House tier 5&6 merge percentage balancing
Fixes:
Fixes experience progress bars
Fixes rare occurrence of infinite tree fall
Adds save tooltip on load screen
Fixes Select Building Type Objective was not working when selecting Town Hall
Source
Changelog.gg summarizes and formats this update. How we read updates.
