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Steam News27 April 20262mo ago

Patch Notes

# Session Patch Notes ## Bug Fixes ### Resource panel screen-shake - The world view no longer jitters when knowledge (or any resource) crosses 1,000.

Full notes

Full From Embers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions4 changes0 removals
  • UI and audio
  • Events
  • Balance
  • Gameplay
fixed### Resource panel screen-shake - The world view no longer jitters when knowledge (or any resource) crosses 1,000. - Cause: amount label widened/narrowed each frame as text format changed (e.g. `999.5` → `1000` → `1,000`), pushing the panel wider and shrinking the centered world view. - Fix: amount label now occupies a fixed 160px right-aligned slot with text clipping. `format_number` also rounds near-integers up front, so values like 999.96 don't render as `1000` (no comma) one frame and `1,000` (with comma) the next.
added### Population events firing when housing is full - "Wandering stranger" and similar offer events no longer appear when the player can't accept new villagers. - Cause: event filter accepted any event where *any* choice was viable, but decline-fallback choices (empty effects) were always trivially viable, so offer events always fired and the player was forced to manually decline every one. - Fix: filter now ignores empty-effects choices when deciding eligibility — population offers stay out of the rotation until the player has shelter.
added### Game-speed scaling inconsistency - 2x and 3x speed now scale resource gathering, combat, and creature behavior to match the simulation clock. - Cause: the central tick loop scaled by `game_speed`, but villagers, creatures, hunter combat cooldowns, arrows, fog reveals, and ambient wildlife all ran on raw real-time delta. At 3x, days raced ahead while income, attacks, and creature pursuit lagged at 1x. - Fix: villager `_process`, grid_entity `_process`, and the gameplay-tick block in settlement_view now scale delta by `GameManager.game_speed`. UI input (arrow-key panning) stays on raw delta. - Also fixes a pre-existing inconsistency where overflow workers (beyond the visual cap) produced at game_speed while visual workers produced at real-time. - Auto-playthrough's `VILLAGER_SPEED_MULT` reduced from 32.0 → 2.3 to compensate for the new native scaling.
changed## Balance Changes
added### Empire age now earns its name - Population requirement: 100 → **150** - Building requirements: 10 → **20** levels (added blacksmith:3 and iron_mine:2; bumped existing requirements) - Tech count: unchanged at 4 (all kingdom-era techs already required)
changed### Building progression more linear 13 buildings now require earlier-era buildings to be established before they unlock: - **Settlement**: lumber mill needs woodcutter's posts, quarry needs stone pits, market needs a granary, library needs a market, graveyard needs shelter, infirmary needs a library - **Kingdom**: iron mine needs quarries, blacksmith needs an iron mine, castle needs walls + a blacksmith, academy needs libraries, guard tower needs walls - **Empire**: fortress needs a castle, noble manor needs a treasury, monument needs an academy
- Auto-playthrough's `VILLAGER_SPEED_MULT`32.02.3- Auto-playthrough's `VILLAGER_SPEED_MULT` decreased, nerf

# Session Patch Notes

## Bug Fixes

### Resource panel screen-shake - The world view no longer jitters when knowledge (or any resource) crosses 1,000. - Cause: amount label widened/narrowed each frame as text format changed (e.g. `999.5` → `1000` → `1,000`), pushing the panel wider and shrinking the centered world view. - Fix: amount label now occupies a fixed 160px right-aligned slot with text clipping. `format_number` also rounds near-integers up front, so values like 999.96 don't render as `1000` (no comma) one frame and `1,000` (with comma) the next.

### Population events firing when housing is full - "Wandering stranger" and similar offer events no longer appear when the player can't accept new villagers. - Cause: event filter accepted any event where *any* choice was viable, but decline-fallback choices (empty effects) were always trivially viable, so offer events always fired and the player was forced to manually decline every one. - Fix: filter now ignores empty-effects choices when deciding eligibility — population offers stay out of the rotation until the player has shelter.

### Game-speed scaling inconsistency - 2x and 3x speed now scale resource gathering, combat, and creature behavior to match the simulation clock. - Cause: the central tick loop scaled by `game_speed`, but villagers, creatures, hunter combat cooldowns, arrows, fog reveals, and ambient wildlife all ran on raw real-time delta. At 3x, days raced ahead while income, attacks, and creature pursuit lagged at 1x. - Fix: villager `_process`, grid_entity `_process`, and the gameplay-tick block in settlement_view now scale delta by `GameManager.game_speed`. UI input (arrow-key panning) stays on raw delta. - Also fixes a pre-existing inconsistency where overflow workers (beyond the visual cap) produced at game_speed while visual workers produced at real-time. - Auto-playthrough's `VILLAGER_SPEED_MULT` reduced from 32.0 → 2.3 to compensate for the new native scaling.

## Balance Changes

### Empire age now earns its name - Population requirement: 100 → **150** - Building requirements: 10 → **20** levels (added blacksmith:3 and iron_mine:2; bumped existing requirements) - Tech count: unchanged at 4 (all kingdom-era techs already required)

### Building progression more linear 13 buildings now require earlier-era buildings to be established before they unlock: - **Settlement**: lumber mill needs woodcutter's posts, quarry needs stone pits, market needs a granary, library needs a market, graveyard needs shelter, infirmary needs a library - **Kingdom**: iron mine needs quarries, blacksmith needs an iron mine, castle needs walls + a blacksmith, academy needs libraries, guard tower needs walls - **Empire**: fortress needs a castle, noble manor needs a treasury, monument needs an academy

Forces a more grounded mid-to-late game progression instead of beelining to specific buildings via tech gates.

## UX Improvements

### Activity log severity filter - New "Show all / Important only" toggle in the log panel header. - Default: show all (existing behavior preserved). - Toggling to "Important only" filters out routine messages (day rollovers, weather, individual births, normal hunts, etc.) and shows only: - Era advancement, building constructed/upgraded, new building/tech available, research completed, event resolutions, civic bonuses - Deaths, family mourning, eulogies, chief succession, leadership crises, trait inheritance, skill mastery (Expert/Master) - Combat: monster attacks, eclipses, mega weather, slain creatures, villagers killed - Crises: famine, starvation, settlers consumed travel provisions, storage capped warnings, graveyard full/nearly full - Settlement: new titles earned, festivals, first traveler-culture-gate warning, first monster-wave warning - Resource discoveries (gold, knowledge, culture)

Source

Steam News / 27 April 2026

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