In this update15
Full notes
Full Rise of the Settlement update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Fixes
- Server
Rise of the Settlement changes
Greetings settlers, 🏛️
The time has come for another important milestone in the growth of our settlement. This update took a tremendous effort behind the scenes and touches many core systems — UI, resources, trade, production, and now… your livestock.
Version 0.0.6 brings the first implementation of the Animal Husbandry system, along with new buildings, new resources, new mechanics, and a long list of improvements and fixes. Just like previous updates, this one lays foundational systems that will continue to grow.
Let’s dive in!
🐑 New Feature – Animal Husbandry System
Your settlement can now raise and manage animals in a fully simulated way.
The system includes:
🧬 Supported Animals
Chickens
Rabbits
Goats
Sheep
Pigs
Cows
Horses
🏚️ New Animal Buildings
Chicken Coop
Rabbit Hutch
Goat Pen
Sheep Fold
Pigsty
Cattle Barn
Stable
📚 Unlocking Livestock Through Research
To better structure progression, animals are split into tiers:
Backyard Livestock – unlocks small animals
Field Livestock – unlocks medium animals
Grand Herding – unlocks large animals
🧵 New Resources to Support the System
These are now fully integrated into production, trade, quests, and UI:
Angora Wool
Bristle
Dung
Egg
Feathers
Horsehair
Milk
Wool
📊 Animals Have Their Own Tracking Bar
Animals now appear separately from regular resources, displayed on their own bar at the top of the screen. This gives a clearer overview of your herds without mixing them into resource stockpiles.
🏘️ Free Animals vs. Assigned Animals
This is a key new mechanic:
Animals not assigned to a building
Count as “free” animals
Can be traded
Do not produce goods
Do not consume food
Do not age or die
Animals inside a building
Produce goods (milk, eggs, wool, etc.)
Consume food and generate dung daily
Cannot be traded or moved until you manually remove them
This creates meaningful choices between trading, breeding, and production. Animals that are not assigned to a building are treated as regular settlement resources — they can be traded, stored, or kept as part of your village’s wealth.
📈 Production Scaling
Animal products are multiplied based on:
The number of adult animals assigned
The type of product the species yields
Young and old animals do not contribute.
👥 Worker Capacity
Each worker increases the maximum number of animals the building can support. The more workers assigned, the larger the herd the building can manage. The number of additional animals depends on the species: each worker can manage fewer large animals than small ones.
🍽️ Daily Feed & Dung
Daily consumption and dung production depend on:
Age category (young / adult / old)
Species needs
🔪 Slaughtering
Animals can be slaughtered manually:
Old animals yield double products
Young animals yield half products
Only certain animals can be slaughtered for meat and byproducts.
🐣 Breeding
At the beginning of every month, eligible adult animals may produce offspring.
Breeding is influenced by:
Species fertility
Species natality rate (chance of producing offspring per pair)
Number of adult breeding pairs (Young and old animals do not contribute to breeding.)
📆 Animal Aging
Animals age in “animal years”, which translate to several regular months. Different species live, mature, and become old at different rates.
🌲 Wild Taming & Trade
Animals can enter your settlement in two ways:
Through seasonal expedition quests that let you tame animals from the wild
Through trading, once you have access to certain species
This makes livestock part of your strategic progression.
🍯 New Buildings
🐝 Apiary
Produces:
Honeycomb
Honey
🌾 Hay Barn
Produces:
Hay, used as food for specific animals
🛠️ Bug Fixes
Fixed an issue where production progress appeared multiple times on building cards
Fixed a visual bug causing quest timers to display on two lines
Active recipe selection now properly updates header text and icon
Boost icon is now correctly displayed on building cards
Production card now properly shows when production is enabled
Fixed quest progression exceeding the required item count for production quests
Fixed an issue where building enhancements were not applied correctly
Worker count now updates properly after building upgrades
Removed the animation when adding tracked resources (and fixed scaling issues)
📈 Improvements
All buildings now have enhancement boosts (some were missing previously)
Added a new Firewood Production Quest
Improved UI column ratios for food/goods production vs consumption
Increased production & calorie value of cabbage and potato
Reduced corn grain yield
Increased dried fish and meat production
Rebalanced all Feast Quests
Icreased how many person each quest will bring if succesfull
Each quest has individualized food ratios
Updated several building upgrades:
Homestead Garden grants +1 worker at max level
Smokehouse grants +1 worker at max level
Improved seasonal needs:
Drink Need:
June: +15%
July & August: +30%
Rest of the year: normal
Fuel Need:
Dec & Jan: 100%
Nov & Feb: 50%
Mar & Oct: 25%
Other months: very low (few branches per person)
Updated Forager Hut cost (replaced branches with wood) to prevent early-game deadlocks
🪶 Final Notes
This release brings me a lot of joy, as I finally managed to put everything together to introduce animals to the settlement. Together with the previous 0.0.5 release, it was quite stressful and intense work, but it’s now complete, and I am very pleased with the result.
I hope you all feel as excited and hyped as I did during the long testing sessions, where I genuinely felt the joy of exploring what to do next and optimizing production to meet population needs and sustain further growth.
As we approach the end of the year, the remaining December updates — as well as the first release in January — will focus mostly on bug fixes, improvements, and addressing existing feedback, even some of those changes are quite substantial.
🎮 Join our community: 👉 Discord Server
Let’s continue this journey together!
— Luki
Source
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