Main Update Changes
- Local split-screen multiplayer
- In-game controller support (Steam Input must be turned off)
- Extended demo to 90 minutes
- Lots of small improvements
Development Blog
Last week I attended two gaming expos: the Nordic Game Festival and Creative Coast. I went there hoping to network and get media coverage. It was a lot of fun, but honestly, a total waste of time.
I received many complaints about the demo length — it’s nice that you like it so much! But still, it’s a bit odd that people don’t realize demos have limits. I extended the demo a bit, but Steam best practices recommend a one-hour limit, and I don’t want to “shit where I eat,” as they say. DSS1 is still free and has no limits.
The story is canceled. I asked around, and there was very little interest in it, so I’ll focus that energy on other features.
My backpack hack at Nordic Game

Full change log
* Local multiplayer
* Controller support (ingame only)
* Rectangle select works with map pan
* Input display in the corner
* Improvements to blueprint tooltip
* Split screen
* Drop in multiplayer on saves, and demo map (! does not work with old saves)
* Changed default multiplayer speed from 2 to 1
* Fixed export file crash
* Removed 5X speed from the demo
* Army collection hud improvements
* Fixed battle lab crash on start
* Repaired army path visuals, and improved them a bit
* Army seletion is viewed on detail zoom
* Soldier command is blocked when zoomed out
* Fixed: Players with no controller selection crashes the game
* Repaired: move multiplayer screen
* Blocked map click in diplomacy view
* Repaired: diplomacy controller support
* Multi army moves, does not place them all in the same spot
* I moved to a modded version of monogame.
* Optimized draw models in monogame source
* Handles write file crashes
* Faster render time by reusing the vertex buffer
* Extra options to automated city
* Build automation is improved
* Conscript automation can block low grade unit production and lets the population rebuild.
* Reduced child growth by 50%, and also added a boost to regrowth of empty cities.
* TrainingLevel.Basic is now default
* New soldiers find armies to join further away
* Conscript: Wait for max population and food options
* Hud improvements
* Fixed: guards get camera culled outside of the city
* Improved defences tab
* fixed: Automation builds too many low grade soldiers
* fixed: have too many item checkups
* automation and ai recruit guards
* fixed: auto conscripting always pull 30 workers
* extended the demo to 90 minutes
* major rework on the tech tree data, and protection against negative values
* Each level up will now progress the tech
* Updated tech tree ui
* Water multiplier setting
* Added Steam Input warning to multiplayer (must be turned off)
* Child birthrate settings
* Added suggestion (and repaired mouse cancel option): Make the cancel button default to something other than backspace maybe? To me its natural to use a mouse button like RMB
* Added two new actions for mouse buttons
* craft speed multiplier
* fixed: "ERR" under Chemist, and Dirt Road
* *Improved text*:
- Expands worker limit "by"
- Resource collection will be blocked by a full stockpile
- The worker needs correct skill level (or higher)
- Work may have low or zero priority
- Available workers to recruit
- A weapon for each soldier
- category
* Fixed: Negative servicemen after city upgrade
* Fixed: storehouse and tavern don't show instance count on build tab
* Fixed: Second logistics upgrade is broken
* Added Negative and over stock values info
* Updated resource tab with info buttons
* Fixed: The selected city does not change when I build in another province that I own during the tutorial
* School progress timer
* Shows area city on history tab
* Build on input help
* Fixed a render buffer bug
* blocked story mode
* repaired difficult setting tooltip
* (maybe) fixed file double load crash
* removed ability to build two logistics
* Fixed: Mouse input setup doesn't translate to ingame.
* Fixed toolkits, can be made by the smith.
