2026-06-23 18:17 UTC · Community Announcements · David
Dropping a small minor patch that optimize and rewrites Combat Characters perception around them. This has quite a impact on performance in large battles. At the same time Perception was split so Skirmishes and Dungeons can properly use more advanced tracing without impacting Battles.Arrows had several fixes that could make the collision be placed wrong making it visually hit but didn't colide. And some optimization around how they hit.
2026-06-16 21:10 UTC · Community Announcements · David
This patch is game breaking and needs a New Game.Rebalancing Early GameTime for another patch while waiting for the Major patch that is cooking. This time early game has been rebalanced and a good amount of bug fixes have been done and should make things much smoother early on.The game has always been on the harder side but especially Early Game could become brutally hard due to Trading being the most, or only, viable way of starting out, Early combat were always a money sink due to little reward and hefty costs.The balancing between doing missions (skirmishes), battles and dungeons early game
2026-05-03 17:11 UTC · Community Announcements · David
This is another small patch with several bug fixes and balancing. While progress on the next major patch is going well we are welcoming 5 new members to the team this month that we are excited to have. More on this later when they have settled in. But they will work on several different cool stuff :)Some important bugs & fixes this patch:Movement Animations added sync markers to tune foot placement (spillover from the new combat revamp in next major patch)Some 1 hand weapons had wrong socket for collision generation making them shorter than intendedSome Armor pieces had bad custom physics asse
2025-12-21 10:41 UTC · Community Announcements · David
This small patch brings over the Animation optimizations for large scaling from the ongoing work of revamping combat to use Mass Entity system (next Major update). This gives a good reduction of CPU load. Logs, Timber and Planks have been rebalanced. This means Tropical and North regions are now the Logs producing powerhouses as they were meant to be.Also Timber and Planks will be more evenly produced. Some consuming items for further production have switched to make Timber not only needed for production of Extensions, but now also for producing Splints that is an important part of healing arm
2025-12-06 10:00 UTC · Community Announcements · David
While the next big Major patch is cooking this patch fixes many bugs and optimization, polishing the core gameplay.And also adds 50k more translations of dialogues. But localization is still a Beta feature and more UI fixes will follow coming patches to accomodate Russian and Simplified Chinese texts.Important NotesMain Menu now shows latest Character and FamilySeveral rebalancing of what production each Region can haveCombat Animations now use LOD and CPU budget, depending on hardware range, to scale animation much better in Battles and SiegesFixed a bug where Player could loose inventory (Bi
2025-08-06 20:51 UTC · Community Announcements · David
Fixed language autoresolved based on OS language, forcing English.Changed so even after manually testing languages each start of the game reset back to English.
2025-07-27 16:31 UTC · Community Announcements · David
This is yet another minor patch while the next big patch is still cooking something big and yummy.There are tons of bug fixes, performance optimizations, Quest system improvements and new tutorial quests, but also a Beta release of Localization.QuestsSo far there have not been any in-game help what to do except discovering things yourself. And finally we have a new quest chain that takes your thru the most important steps (building a house, marriage and conquering settlements).The quest system has also been heavily updated and modified like better cleanup of spawned things and better failed/ab
2025-04-20 16:11 UTC · Community Announcements · David
* Added Server and Client version matching when trying to join a server * Armor Data have been updated to better reflect quality change * Old Merchant now has a special Loot Table spawning random loot every season it shows up. This also means more varied items instead of previous fixed table. Legendary and Epic weapons are replaced with their Recipe and more diverse variations. * Fixed a bug when Crafting big batches of items * Fixed Settlement Prosperity only updating every morning, now also when new Extensions are built * Fixed server doing world save before pausing when last player logs out
2025-04-12 09:30 UTC · Community Announcements · David
When this project started it was only Singleplayer. But along the way a POC was made and proved Multiplayer will work having different Game Modes for World Map and Combat. At the same time a lot of time has been spent on upgrading Unreal Engine since the goal was to settle on UE5, which it now does on a fairly stable release (UE 5.4) that has fixed most child issues of UE5. This meant Multiplayer had not too much attention or optimization. But now it finally got some needed love and this patch has a heavy focus on improving Dedicated Server. Adding new features such as Local Chat and optimizin
2024-10-01 14:21 UTC · Community Announcements · David
Another tech upgrade to run on UE 5.4 among several fixes and improvements. UE 5.4 With this version some optimization have started for Birthright with things that was added when upgrading to UE 5. Nanite has been tested since UE 5 now and it does cost a lot of CPU when benchmarked. It does solve what it is supposed to, but having no real need for extremely complex meshes it cost much more than what you get from a games perspective. This means moving forward Nanite is being completely disabled and removed, already with this patch most meshes has already been disabled. Another big cleanup has b
2024-07-23 17:20 UTC · Community Announcements · David
This patch introduce Vertex Animated Textures on Horses, new super performant accurate melee collision and tons of bug fixes along new items and characters. Also upgraded to UE 5.3 and hopefully next patch will bring 5.4. VAT Vertex Animated Textures was added as a new feature in Unreal Engine 5 to support bigger crowds. It's the most used technique to handle big crowds of characters that normally use expensive Skeleton Meshes for animations. Horses have completely been converted using VAT, which was a heavy performance cost late game with many mounted soldiers. They have a complex expensive S
2024-04-12 19:31 UTC · Community Announcements · David
Dismemberment and Gore Mesh Merging is finilized this Patch by now also include Horses. At the same time several optimizations were done on Horses, and like Humans same equiped models share instances for best performance and memory footprint. Now when we are done introducing Mesh Merging, Dismemberment of Limbs is back for more Gore! As of now only on Humans but will add for Horses and more in later Patches. New Food System The food system has revamp all food and ingredients. Previously some complex food required 4-5 ingredients which is extremely hard to maintain for little benefit. And Bread
2024-02-23 17:19 UTC · Community Announcements · David
Promote Family You can now Promote family members (Family Panel), for a fee to Notarie, making the family member a full Lord operating on their own under your House. Basic Commands can be given from afar using 1 Raven: Collect Taxes (House owned Settlements) Recruit (If enough Coins) Patrol Follow Me You can Trade and Transfer soldiers to manage the Promoted Lords. Food Collection will be done automatically with a growing Army. But it will take time for them to build up on food themselves. They have same food and upkeep consumption as other Lords depending on Army size. Keep in mind this is us
2023-10-10 10:18 UTC · Community Announcements · David
Added Target Attack Directions in UI Changed Combat Camera positioning Character Panel can now be opened on top of Settlement/Story Dialogues Food Item Description has been updated to not state ingredients as actual Cooked Food Apples & Fruits now count as Cooked Food for Soldiers as an early game option Fixed Horses turn rate should no longer depend on frame rate Fixed Keybindings for Attack Directions Fixed Lord Dialogues continuous offering Alliance Fixed broken Dialogue Condition to check if player owns Settlement Fixed Leandra Dialogue missing rejoin option after fallen in combat Fixed Sn
2023-09-16 13:45 UTC · Community Announcements · David
Combat Changes The previous way of handling Armor and Armor Penetration along with the balancing made it more step-wise meaning it often came down to Equipment vs Equipment. Some items would feel like you grew a lot in power while others hardly at all. Now there are several changes made how to calculate Damage and Armor/Penetration. Effectively making it more linear with stats counting a bit more than before. Armor is generally 15% higher while Armor Penetration has been nerfed with about 50% on 1-hand/ranged weapons, and only about 15% on 2-hand weapons. Stat contribution is now: 0.5 * Primar
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