- Patch 1.0.17 - 3 November 2025
Change List:UIFixed incorrect progress values on the "King" skillFixed incorrect progress values on the "Repairing" skillFixed incorrect progress values on the "Tool Keeping" skillFixed the mission progress bar in family menu overlapping when in grid display modeAdjusted scaling on the Efficiency Breakdown menu to better fit ultra-wide screensTweaked anchoring on Rival interaction menu to better fit ultra-wide screensTweaked position of character summary menu to better fit ultra-wide screensTweaked anchoring of the family menu to better fit ultra-wide screensThe rate text on the pricing menu now reflects changes from storylines instead of just the base price deviationGameplayFixed an issue that caused the drought penalty to be an additive +0.9-0.4 instead of a multiplicative x0.9-0.4Fixed an issue that caused the "Experienced" skill to have an incorrect efficiency modifierFixed an issue…
- Patch 1.0.16 - 7 July 2025
Gameplay Changes: - The "Acceleration Elixir" now has an extra effect for pregnant characters, it will skip the remaining duration of their pregnancy and have their child start at age 2-3 - Adjusted a few of the starting scenarios to start with a female character (Squire, Herder, Cannibal, and Smuggler) - Forests will stop growing if more than 50% of tiles already have forests Balance Changes: - Tweaked the effect of the "love flower" slightly. it now removes all multiplicative changes to pregnancy chance so it will properly set pregnancy chance to 100% - The "love flower" crafting recipe now requires a miracle flower and aged wine - Swapped the positions of the "Bootlegging" and "Cutting Corners" skills - Increased wine requirement of the "Bootlegging" skill: 250 -> 300 - Increased food cost for townsfolk: 15 -> 18 - Increased employment costs for townsfolk - Reduced influence that eff…
- Unstable Patch 1.0.16 V3 - 30 May 2025
Bug Fixes: Fixed an issue that prevented townfolk from being assigned to work sites Fixed an issue where exiled characters weren't properly marked as dead
- Unstable Patch 1.0.16 V2 - 26 May 2025
Balance Changes: Increased food cost for townsfolk: 15 -> 18 Increased employment costs for townsfolk Reduced influence that efficiency has on mission rewards Reduced income scaling for farmers: 1.5x -> 1.25x Decreased shelf life of a handful of food items Wheat: 8m -> 7m Oats: 8m -> 7m Beans: 10m -> 7m Carrots: 8m -> 6m Reduced fertilizer crafting cost: 8 -> 5 rotten food Performance Improvements: Worked on optimizing how the map is managed and loaded, there should be major improvements to load times especially for the larger map size. Fixed the frame drop that occurred when enabling the small building toggle Misc Changes: Updated various text translations Bug Fixes: Fixed an issue where the risk mod for children and elderly applied to all risks instead of just sickness Fixed the centering of tiles when the small building toggle is enabled Fixed the color of ships in build mode Fixed a…
- Update: Testing Branch - 17 May 2025
We have received feedback regarding the frequency and instability of new patches. To remedy this there is now a new opt-in testing branch. All future changes will live here until their quality and stability can be verified. Updates will be brought over to the main branch once they have been properly quality controlled and have enough changes to warrant a full update. How to access the testing branch: 1. Open the "properties" menu for Medieval Legacy 2. Select the "betas" tab 3. Select the "Unstable" option from the "Beta Participation" drop down The first testing build is now available on the branch, change log below: 1.0.16 Unstable V1 Gameplay Changes: The "Acceleration Elixir" now has an extra effect for pregnant characters, it will skip the remaining duration of their pregnancy and have their child start at age 2-3 Adjusted a few of the starting scenarios to start with a female char…
- Patch 1.0.15 - 13 May 2025
Balance Changes: Overflow on durability removal will no longer count towards skill progression The dexterity requirement for the "Gentle Touch" skill has been increased: 12 -> 15 The intelligence requirement for the "Intricate Designs" skill has been increased: 12 -> 15 The willpower requirement for the "Perseverance" skill has been increased: 12 -> 15 The food cost reduction for the "Perseverance" skill has been increased: 2 -> 4 Bug Fixes: Fixed an issue where the "Cursed Crossbow" item was removing an extra 5 status per turn Fixed alignment issue on save file select Fixed an issue where jobs were using the incorrect stat to calculate bonus
- Patch 1.0.14.3 - 13 May 2025
Fixed an issue where skills that increased starting stats, increased them too much
- Patch 1.0.14.2 - 12 May 2025
Fixed an issue where the child and elderly sickness mod was applied to all risks Fixed an issue where the plated armor gave +5% injury chance instead of -5%
- Patch 1.0.14.1 - 12 May 2025
Fixed an issue that caused effects that target multiple jobs, or check multiple jobs for their requirements, to not function properly (example, the "Better Training" skill)
- Patch 1.0.14 - 11 May 2025
Major Additions: Spanish localization Balance Changes: Stats below the base level (8/10/12) now have a multiplicative penalty instead of an additive one. Should make lower stat levels more impactful on performance Character starting stats are now dependent on their age, with children having lower stats Adjusted how starting stats are inherited from parents, stat spread should be closer to the average of parent's stats Adjusted the amount of experience needed to level up stats, lowered experience requirements for lower stats and increased them for higher stats The "Acceleration Elixir" now adds stat experience from the job Old age now applies an efficiency penalty. starts at age 60 and increases as they age, the impact is affected by their max age (strength) Adjusted the recipe of cloth to make it harder to get the craftsman skills with "Craft X items" requirement: 2 Wool: 1 Cloth -> 6 W…
- Patch 1.0.13.1 - 8 May 2025
Fixed an issue where the inventory wouldn't render with certain screen resolutions
- Patch 1.0.13 - 8 May 2025
Fixed a performance issue related to having large amounts of unique item stacks in the inventory. The state of the separate stack toggle will now persist between sessions Fixed an issue that prevented auto-butchered animals from being removed from the inventory Fixed the effects of the "Pessimistic" and "Optimistic" traits Fixed an issue where changing the family name would let the player skip the requirements for the selected starting scenario The "Ring Of Seasons" now properly removes the new drought effect The "cursed" start now has a more intense version of the drought effect (for character's not under the affect of the "Ring Of Seasons")
- Patch 1.0.12 - 6 May 2025
Fixed an issue that caused imprisonment reduction and death reduction effects to be swapped Replaced the text in the "Manor - Resources" page of the guide with the correct English text Added icons to the shop that appear during the plague and famine to better communicate if the shop is out of food/medicine Increased the contrast of the heart "stamp" that appears when sending someone to find love or when they're under the effect of the love flower The black market is now guaranteed to appear if the player goes more than 5 turns without encountering it (this timer only increments if the player meets the status requirements for the black market, having a total family status
- Patch 1.0.11.4 - 4 May 2025
Fixed the check for the "Land Locked Armada" achievement Ships now properly give ownership when built
- Patch 1.0.11.3 - 4 May 2025
Fixed reversed requirement text on the "King" skill
- Patch 1.0.11.2 - 4 May 2025
Fixed an error with the new drought penalty
- Patch 1.0.11.1 - 4 May 2025
Fixed drought status scaling
- Patch 1.0.11 - 4 May 2025
Dev Note: These changes are intended to make the early game a bit less punishing while slowing down the mid-late game. Drought Changes The drought effect has been replaced with a multiplicative penalty for food production jobs. This penalty scales with difficulty and status (only counts status at the start of the storyline) Easy: Max(0.90 - (0.010 * floor(abs(status)/500)), 0.60) Medium: Max(0.80 - (0.015 * floor(abs(status)/500)), 0.50) Hard: Max(0.70 - (0.020 * floor(abs(status)/500)), 0.40) Building Changes Houses now require high quality woodworks and their gold cost has increased, 100 -> 250 Mills now require woodworks and their gold cost has increased, 125 -> 200 Smokers now require Metalworks and their gold cost has increased, 125 -> 200 Wineries now require Clothing and their gold cost has increased, 125 -> 200 Skill Changes Craftsman "Craftsman Expertise" efficiency bonus incre…
- Patch 1.0.10 - 3 May 2025
Event Changes Fixed a typo in the "Rejection" event Fixed a typo in the "Nature, it speaks to me" event Fixed a typo in the "Desperation" event The length of storylines now scale with game stage Crimes have been reworked to have their effects scale with your status (I plan on going through the other events and giving them the same treatment) Readjusted the payment options for the debt, the 1st option now lets you repay in full Marriage events will now generate characters closer in age to the targeted character Events that add new family members now state their age QOL Changes Added the ability to cancel items in the crafting queue (Items that started crafting before this update can still be refunded, but food returned will not have the correct expiration, and preserves will return only apples instead of the fruit used. Newly crafted items will have the correct data for returned items) A…
- Patch 1.0.9.1 - 1 May 2025
Fixed an issue with negative status not counting for item status requirements in the shop