Salutations, Colonisers!
The new patch is ready for playtesters. Servers are reset and progress is wiped after fixing major issues that you reported and introducing some new stuff. This update includes one of the largest technical changes we have made so far: the first version of the new Interest Management system. Alongside that, we’ve added new Oaths, improved unit control, introduced Attack Move, updated technology research, added new visuals and audio, and fixed several important issues.
As always, this is still a playtest build, so your feedback is extremely valuable.

Interest Management
This is a major overhaul that affects many parts of the project. Its main goal is to optimize how network data is sent and received, helping create a more stable multiplayer experience.
This should improve overall performance, stability, and unit behaviour, especially in situations where many units, buildings, and players are active at the same time.
Since this is a large technical change, we’ll be closely watching how the game performs during playtests.
We would appreciate it a lot if you could share your opinion about it and the current state of the game with us and/or this survey.
Oath system improvements
We’ve made several improvements to the Oath system:
Oath-House and game-day timing are now handled separately.
Non-repeatable Oaths can now appear again on the same game day after being completed, where intended.
Oath of Retaliation has been adjusted so that it tracks who attacked you during the full day, not during the Oath refresh period.
Several new Oaths have been added to the game:
Oath of Hubris - Declare war on a player above you on the High Table
Oath of Displacement - Destroy 5 of the target player’s Shelters.
Oath of Invasion - Destroy 1 of the target player’s Gates.
Oath of Famine - Destroy 5 of the target player’s Farms.
Oath of the Mason - Mine 500 Stone.
Oath of Revenge - Defeat 50 units belonging to the player who dealt the most damage to you yesterday.
Oath of Impregnability - Have 50 active walls of the required type, based on your current Era.
Oath of Refuge - Survive until the end of the day.
Garrison Improvements
Garrison functionality (the ability to send units to towers, strongholds and capitols/homestead) has received several quality-of-life improvements:
Added flags to buildings to indicate when they contain garrisoned units.
Added the ability to ungarrison all units at once.
Added a new cursor for garrison actions.
Added clearer messaging when a garrison action cannot be completed.
These changes should make garrisoning easier to understand and use during both active play and defensive situations.
Visual Improvements
This update includes several visual improvements:
New Caravan model and animations.
New Bastion model and animations.
New Bladeguard model and animations.
New Crossbowman model and animations.
New ground textures and improved texture blending.
Lighting improvements.
New Icons (Stone Thrower, Wall Breaker, Caravan, Gampha Nest, etc.)
Audio Improvements
Many new SFX have been added to the game, including:
New dialogue assets.
Eight new music compositions
Audio mixing adjustments.
Fixes for several SFX-related issues.
Quality of Life Improvements
Attack Move command - Units ordered to Attack Move will advance toward a selected point while engaging enemies they encounter along the way. Their behaviour still depends on their active stance, so Aggressive, Defensive, Stand Ground, and Wait for Orders units will each respond differently. This should make it easier to push through dangerous territory, clear paths, and maintain pressure with less manual input.
Dynamic Spawn System - Players no longer spawn on predefined positions, instead they spawn at a certain distance from important game objects, such as resources, other players buildings and units, neutral units and Wanderer’s Baazars.
Added a new “Action Confirmation” effect that causes an object’s outline to briefly flash green when an action is issued to it, such as building, gathering, or repairing. This should make commands feel clearer and easier to read.
Added inventory info (resources) for units.
Previously, technologies were handled through individual building queues. Now, all technologies are managed through a global research queue with a new research queue UI in the top-left corner of the screen.
If a building connected to active research is destroyed, that research is now cancelled without refunding the invested resources.
Updated waypoint marker visuals and improved its optimization.
Queued orders now properly display markers when using Shift + Right Click.
New server notifications now provide players with more context about important things happening on the server.
Additional hover texts have been added to the High Table.
Capitol building costs now scale with each additional Capitol built.
Optimized the memory footprint of the Vertex Animation Texture system used for unit animations.
Reduced maximum target radius for the Raider Camps to make them less of a threat.
Health bar position and size improvements (resources and buildings).
Bug fixes
Fixed issues related to getting stuck on the loading screen when leaving the game, being defeated, or returning from a session.
Fixed an issue where Oaths targeting a player who had forfeited would show the Player ID instead of the player’s display name.
Fixed an issue where Era advancement could be seen through Fog of War.
Fixed an issue where those flying pterodactylus-like creatures wouldn’t loop properly.
Fixed several SFX-related issues.
Fixed an issue where Diplomacy / High Table requests would not be cancelled after you forfeited/lost and rejoined the same server.
Fixed an issue where the camera would not lock to the game window after using Alt + Tab or playing in windowed mode.
Fixed an issue where Gates could not be placed on reservation slots and would instead be removed.
Fixed several localized text issues.
Fixed rotation issue for the Marketplace building.
And that would be all for this round of updates and improvements! Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback, opportunity to talk other players, and a chance to talk to the devs.
We’ll have more improvements next week, so stay tuned!
Cantos Games
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