The Circle of Kerzoven
Kerzoven Developer
Kerzoven Publisher
TBD Release
🎹🖱️Keyboard + Mouse
Very Positive
(195 reviews)
Update 30.05.2025 Patch NotesHere are the complete patch notes for the: Update Improved UI, Better Explanations & Helpful New Features 30.05.2025
- Added more information about the Stonemason Shop, Smelter, Bloomery, Gatherers Shack, Farm, Forester, Beehive, Barn, Small Cabin and Shrine.
- Added a new help view to explain how to delete things, how the pollution works, how the heat works, how to get food and how to buy something from the marketplace.
- Balanced the water in the default scenario: Less rain in the mountains. Less springs on the start map = less floods. Moved water drainage in hills. Reduce winter rain on the start map. Made the AI a little more resistant to extinction.
- The Root Cellar now also considers the open dairy as a source even if the stock is not that high.
- Fixed a missing description for the mountain pass.
- Fixed an issue where the trade change event to solve the tutorial was not triggering correctly if it was set as a text without pressing enter.
- Improved the weather event data in the default scenario.
- Tutorial: Saving the done status for fields and trees as well.
- Improved the help UI.
- Added warnings to the marketplace trade entry if 'sell over' or 'provide over' is set to 0 and explain what it means in detail.
- Improved the wiki trade entry visual.
- Added an info hint if no worker could be found to hire in a location. Also added additional help if work specialization is activated in the guild house.
- Added an option so that the right mouse button does not deselect construction blueprints.
- The road and delete tool in the bottom bar now toggle if they are selected a second time.
- Added a counter in the construction UI to see how many instances you already have of this kind on your map.
- Explain more how the marketplace storage works and what its limits are.
- Added more help text to the cell side constructions on how to remove them again.
- Added more help text to the Finn torch on how it works.
- Added more info about why someone has died.
- Made it more clear on how the weir works.
- Made it more clear on how the fields work and how to increase efficiency.
- Slightly improved the text margins in the construction UI.
- The building range text hint also shows if there is something bad in range like another beehive next to the red building marker.
- The building range text hint no longer takes into account targets that would be replaced by the building.
- Improvements:
- The fishery can now also clean their landing stage.
- Fixed an issue where the weather events could apply to a different map than the starting map.
- Kerzoven: Increased gold rewards a bit. Applied to all Kerzoven scenarios.
- Improved survival chances for NPC villages in the Kerzoven Scenario. Now it should be quite difficult to get them extinct.
- Balanced the market place upgrades.
- The water can now wash off the dirt in the Lenzburg castle, keeping it clean.
- The camera now preserves the zoom level when you follow something and then select the next target to follow.
- Food crates and material places now more often check if they can be safely removed when they are empty.
- Added two more entries for the hunters hut.
- Made the dairy upgrades much, much stronger.
- Crashes:
- Fixed a potential rare crash when the visual update was still going on while an agent was removed.
- Fixed a rare potential crash when the cat tried to hunt a target that just died in the same moment as it was inspected.
- Fixed a potential rare crash in the dynamic level timer only curing on very specific systems with lots of interrupts.
- Fixed a rare issue where the the editor could crash when a water body tried to register at startup in the same time while being replaced with another water body by the user.
- Fixed an issue where the game could crash when an apprentice was looking for a job and was removed by the user with the editor tools at the exact same time.
- Modding:
- Modding: Ensure the world timers are read only.
- Modding: Added a defensive copy to the mesh array builder to prevent a potential rare crash where the engine released the mesh cache while it was batched.
- Modding: Made critical fields read-only and added defensive copies in the DynamicObjectBehaviour to ensure it works well with mods editing this area in a multi threaded context.
[ 2025-05-30 10:34:37 CET ] [ Original post ] In a deeply simulated world, every action has a reaction. Take care of your villagers, resources, production lines and the interaction with the complex environment. How much will you intervene in the course of nature? You decide.
Build Your Economy
Manage the acquisition, refinement and distribution of resources. The goods must be transported to the desired location by someone actually having the time and space to do it.Care About Your Villagers
Manage the needs of the citizens. They are “alive” and have a specific home, workplace and broad range of needs. But animals also look for food, get thirsty, sleepy, form groups, look for social interactions, and try to find their place in nature. Even plants need water, the right temperature and try to survive.Find Balance (Or Not)
Humans share the same space and resources with nature and influence each other. While in the beginning the influence of the humans is insignificant due to the small size, it gets more and more important when the city - and its needs - grow. Risk of extinction and risk of overpopulation may form depending on the actions of the player.Observe The Vibrant World
The Seasons and weather affect the gameplay. Certain plants only grow in certain seasons and the temperature and weather affects the Humans, Animals, Plants, and the Environment.Take Your Time
You set the pace. Pause the game, speed it up or slow it down whenever you want. Nature is robust, and your villagers unlock more complex needs with your progression.Build Your Own Scenarios
Create own maps and scenarios in the editor. The whole landscape can be changed and the objects on it. Add new maps or link existing ones together to a new world. You can connect water flows and create paths for travellers.MINIMAL SETUP- Processor: 2.6 GHz Dual CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1 GB Dedicated Memory
- Storage: 2 GB available space
RECOMMENDED SETUP- Processor: 3 GHz Quad CoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1 GB Dedicated Memory
- Storage: 2 GB available space
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