Full notes
Full Pioneers of Pagonia update
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What changed
- Store
- Gameplay
- Maps
- Events
- Balance
- UI and audio
Dear Pioneers,
Our first Expansion DLC »Meadowsong« is now available!
A Fight among Brewer Families, a Mysterious »Withering« and Powerful Witches!
Experience the story of the island »Meadowsong«. Once known for their thriving agriculture, the harvest of Meadowsong is haunted by a mysterious Withering destroying everything. Build new production chains with fruits, wine and livestock and help to solve the mystery of the witches' coven!
Highlights:
Six new building types
A new scenario map
Animal husbandry with pigs and chicken
Vineyards and fruit farm
The “Withering”, a new challenge for your Pagonians
Mysterious witches, each with different abilities
What can you expect in this DLC?
Pagonia’s fields are infested by the mysterious »Withering«! Fertile grounds become useless, plants are dying, Rats and Wolves raid fields and villages, and your infected people are too weak to work. Find a remedy to cure infected animals and Pagonians, keep the Withering at bay and carefully plan your strategy to defeat the witches. Discover unknown plants and boost your resistance with new buildings that expand your food production chains. Your loyal pets will guard fields, and a new monumental building called »Cornucopia« will provide useful abilities in exchange for sacrificial offerings. The island's inhabitants will support you with their knowledge and goods.
https://store.steampowered.com/app/4518280/Pioneers_of_Pagonia__Meadowsong/
Key Features:
New buildings and production chains including fruit cultivation, animal husbandry, beverage production and the wonders of the mysterious Cornucopia
The new scenario island »Meadowsong« expands the exciting story of Pagonia and introduces a new challenge: "The Withering"
Thwart the plans and prevent the rituals of the powerful Witches' Coven – each witch possesses a unique ability
The new challenge »The Withering« and the »Witches' Coven« can also be played on procedurally generated maps
Free Beer Update
Simultaneously we release the »Free Beer Update«, for everyone who owns the base game.
On top of the Brewery, there are several exciting changes that will reward food variety in Pagonia as well as new options for generated maps!
Read all information about the free beer update in our latest dev blog.
What’s next?
Check out our brand-new roadmap with all the details about our future plans!
Quality of Life Update 8
In this Quality of Life update, you’ll be able to create your own scenario maps using the Pagonia Editor! For all the tech enthusiasts out there, we’re introducing additional options for designing objectives, as well as the ability to tell your own stories in Pagonia!
In addition, we will continue mod support, this time with balancing data and localization. This allows for deep modifications to the game and enables you to create new language packs and modify existing texts.
DLC 2 – The next Expansion
As you might have guessed, we’re already working on our second major expansion for Pioneers of Pagonia. Today, we’re thrilled to officially announce the title:
Pioneers of Pagonia – Echoes of Aldramar
Experience the story of the legendary island »Aldramar«!
New campaign with 4 story maps
Reconstruct ancient colossal buildings and discover their secrets
Overcome ancient stone warriors
Turn desert into fertile land
Learn to handle marble and new artifacts
The second major expansion DLC, “Echoes of Aldramar,” is coming in Q3 2026. We can't reveal more at this time, stay tuned for future updates!
Thank you
A huge thank you goes to our many beta testers who tested all new features of our »Free Beer« update and of this DLC. Thanks for your helpful feedback! ❤️
Have fun with all the new changes in the base game as well as with the new Expansion DLC »Meadowsong«!
Take up the tools, Pioneers Your Envision Entertainment Team
Detailed Patch Notes
1.3.0 “Free Beer” Update and DLC “Meadowsong”
Highlights
The Brewery is now available for everyone!
The food system got a major update, food diversity is now rewarded
Generated maps got many changes and new options
Our first DLC “Meadowsong” is now available, simultaneously released with the “Free Beer” update
Meadowsong
The first DLC for Pioneers of Pagonia is available as of today, May 27, 2026!
It expands the game world with numerous new buildings, animals, goods, and production chains, as well as a new challenge: “The Withering” spreading across the islands.
1.3.0 “Free Beer” Update
Gameplay
The Forager can gather Elderberries now, which can be found on generated maps from now on
New building: The Brewery
Uses Wheat, Water and Wood to brew Beer
Can also produce Elderberry Juice.
New market stall type: Beverages
Offers Elderberry Juice and Beer
Generated Maps
Note that some of the features listed here require you to choose “Customize” to access them when setting up the custom game
The obstacles “Landslide” and “Thorny Forest” now also appear on generated maps
To remove obstacles, Pathfinders are now also available on generated maps
Pathfinders now explore a very small area after removing an obstacle to ensure that they can access the next obstacle
The werewolf boss “Mashka” is the first boss which can now also get activated on any generated map
Randomness of enemy types
Until now, all activated enemy types were placed roughly in equal strength, reflecting an “even distribution”. This option can now be changed to “Some randomness” (new default) and “Strong randomness”
With increased randomness, some of your selected enemy types may occur very often and others rarely or not at all.
This also enhances exploration, as it comes as a surprise which enemies exist and in what numbers you encounter them.
Note that disabled enemy types will not be placed, you can still exclude specific ones. Of course, randomness does not have any effect if you only choose one enemy type.
Note that enabling a specific boss will always place the associated enemy type too since their bases are required for the boss to function
If you want a more relaxing experience, you can completely disable enemies raiding your settlement
- The map generation quality got improvements in several areasEnhanced obstacle and hurdle generation for more natural layouts, refined placement rules for plants, treasures, artifacts, and objective POIs and improved lake and terrain blocking.
Generated Maps Experimental Settings
We added two experimental settings for generated maps. To access them, you have to “enable experimental settings” in the options, section gameplay. Note that these settings are not officially supported and the experience may depend on your system specifications.
You can increase the population limit from 3.000 to 5.000, 7.000 or 10.000 Pagonians.
The original map sizes are named “Standard”, “Increased” and “Large” now, and with experimental settings you can access both smaller maps (“Very small” and “Small”) and larger maps (“very large” and “largest”)
Food Variety System
The new food variety system rewards the player for offering a broad variety of meal ingredients to the Pagonians. Whenever a Cook or Carrier prepares a meal, they try to use ingredients which were not used in the previous meals, increasing the variety bonus of the meal. This will happen automatically if multiple different ingredients are available. The detailed rules are:
The initial variety bonus for a meal is 1 (no variety)
Example: If you constantly feed your people with Pumpkins only, there is no variety bonus
For each ingredient fetched by the Cook, which uses a different ingredient than the previous meal cooked in the same building, the variety bonus is increased by one
- ExampleIf a Carrier living in a Hut is constantly able to cook meals using the side dishes Corn and Pumpkins taking turns, the variety bonus will be increased by +1, doubling the comfort value of each meal.
The variety bonus will further increase if multiple previous meals used different ingredients.
Example: If a Cook is able to use the main dishes Deer meat, Trout and Rabbit meat taking turns, the variety bonus increases by +2 since the last 2 used ingredients are always different.
The variety bonus will add up for each meal component
Example: If a Cook is able to use three different main dish ingredients and three different side dish ingredients, the variety bonus will increase by +2 for main dish and +2 for side dish, summing up to +4 (to a total multiplier of 5).
The total meal score can exceed 100 points if you have all ingredients for comfort meals or nutritious meals available.
The new system also avoids that only highest scoring meal ingredients are used while others pile up unused, but instead all ingredients will be used somewhat equally and still result in higher meal scores. The food requirements have been rebalanced to reflect the higher values of the meal scores.
The amount of Comfort Meal score required to get a newborn has been increased accordingly. While the initial values are not very different (only a limited food variety is available), much higher scores are needed later (as many ingredients become available). Overall, you can grow your population faster than before if you offer various ingredients, but if you offer only one or two types of ingredients, it will be slower.
The amount of Nutritious Meal score required for mining has been increased accordingly. Surface mining now requires a nutrition score of 2 while sub-surface mining costs 5 per tour.
Cottages and Huts now also show a meal history for home cooking in their interface.
All residential buildings got their tooltips about newborns improved.
Food Overviews
New marketplace food overview
If you select a Market Fountain, you will get an overview of all meal ingredients available at nearby Market Stalls.
New global food overview
The “Population” overview has been extended to “Population & Food Overview”, a new tab with the Food Overview has been added.
It shows a similar food overview as the market fountain, but it sums up all your market place areas.
There is a new option to define whether your Carriers prioritize eating or priority transports, which may help in resolving Carrier shortage (default is equal priority)
There is a new option to disable home cooking for Huts or both Cottages and Huts. This can be useful in the late game if you want to ensure that only Cooks in the Tavern use the ingredients to produce meals with higher scores.
We added a commodity group for “processed ingredients” and redistributed some food and plant related commodities between natural products / animal meal ingredients / plant meal ingredients / processed ingredients.
Gameplay improvements
All boss enemy units are now immune to the Warlock scare ability
Outdoor piles under prolonged threat by enemies will be removed from the economy
Therefore, currently unreachable commodities are no longer considered “available”
This ensures that production process for those commodities will start if the target production value is not reached
If the threat is gone, those outdoor piles will be added to the economy again
The Light Spire and Monument of Wisdom got their ranges in which abilities can be used increased significantly
Minimum carrier amount which is protected has been increased from 10% to 20%
Allow Light Spire explore ability in partly explored areas
Pathfinders work area radius increased from 50 to 80 meters
Controls
If the camera jumped to a new different location during a dialogue, you can now use the BACKSPACE key to jump back to your original location
Other
Added an option to increase or reduce the amount of music played by changing the duration of the breaks between music pieces.
Credits are now split into base game and “Meadowsong” credits and selection is done via a dialog in the main menu
Added a news section which may be used for special events.
UI Improvements
Commodity tooltips in the building selection interface and many other interfaces now show how many units of the commodity you have globally in your economy, e.g. “Softwood Trunk (130 owned)”
The cycle option in the context menu below top bar commodity tooltips now shows how many buildings there are to cycle, e.g. “cycle source buildings (8)”
Objectives UI has new context actions, displayed at mouseover with a tooltip too:
Clicking the left mouse button on an objective to build a specific building type will switch directly to the construction mode of this building
Clicking the left mouse button on a trade objective will now cycle through available Trading Posts or switch to the construction mode of Trading Posts if none exist.
Monument of Wisdom & Light Spire
Special ability buttons are now positioned in the controls
Special ability buttons now show a small mana bar
Added more explanatory tooltips to the Pathfinder's Hut
Information regarding yields on farm fields have different colors now for better readability
Warnings for carrier shortages now include a hint that units can be demoted back to carriers
The save and load game window now shows the map type: Campaign Map, Modded Map, Generated Map or Developer Scenario Map
Improvements
Added Elderberries & Brewery to campaign
Tweaked textures and sizes of wild flax deposits to improve readability
Better performance especially during far zoom-outs due to optimized mesh LOD calculations
Bugfixes
- Campaign map 3Fixed wrong speaker of a dialog line
Huts and Cottages set to priority were not receiving wood for cooking if economy buildings (e.g. Workshop) also had priority enabled and wood lacking. Now the priority setting impact for huts and cottages is similar to other buildings and wood will also not get redirected elsewhere as long as priority is enabled
Fixed "No Wood for cooking..." building state sometimes not updated correctly
Fixed bandits stuck in the loop of scaring player’s units when interrupted while stealing
Fixed some neutral village trades/gifts not executed correctly when receiving food goods
Fixed not being able to disable mod/map packages. Fixed duplicate buttons sometimes displayed in map package browser
Fixed that clicking the “Builders Edition button” was linked to the wallpapers DLC
Fixed that clicking some entries in the top bar initiated unwanted camera jumps or entering building construction mode
Fixed rare crash when trying to cancel a building construction via hotkey
Fixed a rare crash in campaign map 7 when discovering a point of interest Reduced shadow flickering at certain camera positions
Fixed issue with amount control pop-ups (e.g. to increase number on a production recipe) staying open when scrolling down in the construction menu, leaving them floating somewhere.
Pagonia Editor Changes
Improved stability when opening, closing, and editing maps
Fixed rendering issues for faction buildings and POIs
Maps can now include DLC dependencies and pass required data correctly when launched
Source
Changelog.gg summarizes and formats this update. How we read updates.
