Age of Jarls
Mod do Valheim (BepInEx 5 + Jotunn): osady, osadnicy, praca, strażnicy, oblężenia, co-op. Kod i wydania: github.com/Dismonder/AgeOfJarls.




SHA-256 (AgeOfJarls-0.8.0.zip): 9678b13dddf87a16f97771d1099be082a299a41a92d1dda3b7a2908a46248e86
Zalecany mod: Mod Menu
Mod Menu (od autora Age of Jarls) dodaje przycisk Mody w menu głównym gry: ustawienia Age of Jarls
i każdego innego moda w wygodnym oknie zamiast grzebania w pliku .cfg, włączanie i wyłączanie modów
bez ruszania plików (działa z Vortexem i r2modman), profile modów i sprawdzanie aktualizacji (Nexus, Thunderstore).
Tylko po stronie klienta: inni gracze i serwer nie muszą go mieć.
Instalacja
- Zainstaluj BepInEx 5 i Jotunn (najprościej przez r2modman, Thunderstore Mod Manager albo Vortex).
- Pobierz zip powyżej i rozpakuj go.
- Katalog
plugins/AgeOfJarlsz zipa wrzuć doValheim/BepInEx/plugins/(ma powstaćBepInEx/plugins/AgeOfJarls/AgeOfJarls.dll). Przy aktualizacji ręcznej podmień cały katalog. - Uruchom grę. Opcje są w
BepInEx/config/com.Dismonder.AgeOfJarls.cfg(powstaje przy pierwszym starcie).
Co-op: każdy na serwerze musi mieć tę samą wersję moda, inaczej gra odrzuci połączenie. Mod sam o to dba (niżej). Działa też na serwerze dedykowanym - zainstaluj go i tam.
r2modman: zip jest w formacie Thunderstore, więc działa też „Import local mod”.
Automatyczne aktualizacje
Mod sprawdza tę stronę w menu głównym gry (plik manifest.json). Gdy jest nowsza wersja, pobiera ją,
sprawdza sumę SHA-256 i podmienia pliki na następne uruchomienie gry. W grze pojawia się komunikat
„pobrane - uruchom grę ponownie”. Wyłączenie: Updates/AutoUpdate = false w pliku konfiguracji.
Jak zacząć grać
- Stół Jarla (młotek → zakładka Osada) zakłada osadę. Jej promień i obszary widać na mapie (M).
- Osadnicy: uwolnij jeńców z obozów wrogów (klatki), przyprowadź ich do stołu i przyjmij. Każdy ma imię, cechy i potrzeby; je ze skrzyń i z Kotła Osady, śpi w łóżkach.
- Praca: Totemy Zadań (drwal, górnik, tragarz, hutnik, budowniczy, rolnik, kucharz). Zapasy trafiają do zwykłych skrzyń; etykieta skrzyni mówi, do czego osadnicy ją mają.
- Rozkazy: H patrząc na osadnika (do mnie, czekaj, atak, odwrót, do domu, okno), G to koło gry z rozkazami dla drużyny. Osadnik, który za tobą idzie, jest twoim strażnikiem: trzyma się za ramieniem, nie włazi w kamerę, broni cię i przechodzi z tobą przez portale.
- Obszary: na dużej mapie Z nad miejscem oznacza obszar osady, np. magazyn - jego skrzynie liczą się jak skrzynie osady, także za portalem (osadnicy sami przez niego chodzą).
- Obrona: Sztandary Wojenne, Zbrojownia, alarm; od 1. szczebla osadę nawiedzają oblężenia.
- Tryby gry (
General/Mode, na serwerze decyduje host): Chill (domyślny) - powalony osadnik po chwili sam wstaje. Realistic - powalony leży, dopóki ty (E) albo inny osadnik nie pomoże mu wstać; bez pomocy przezSettlers/RescueMinutes(10 min czasu świata, także we śnie) umiera, a sprzęt zostaje w grobie. Pracownicy noszą wtedy najwyżej 30 przedmiotów na kurs (Work/RealisticCarryLimit). - Pomoc w grze: F6 otwiera podręcznik.
plugins/AgeOfJarls
into Valheim/BepInEx/plugins/. Everyone on a server needs the same version; the mod updates itself
from this page at the main menu. Game modes (General/Mode): Chill (default) or Realistic - a knocked-out
settler must be helped up ([E] or another settler) within Settlers/RescueMinutes or it dies, and workers
carry a limited load. Full English description: the README inside the zip or on
GitHub.Lista zmian
# Changelog
## 0.8.0
- Two game modes (`General/Mode`, synced from the server). **Chill** (default) plays as before. **Realistic**: a
knocked-out settler stays down until a player helps it up ([E]) or a settler of its settlement (or following the same
player) walks over to do it; after `Settlers/RescueMinutes` (10, world time - sleeping through the night counts)
without help it dies, its gear in a grave. Its hover line counts the minutes left. Workers carry at most `Work/RealisticCarryLimit` (30) items per trip when
`Work/CarryLimit` is 0 (Strong settlers carry more).
## 0.7.2
- New thumbnail: the settlement and its settlers (a woodcutter, a hauler, a guard by the Jarl's banner) instead of
two letters.
- `aoj_version` also says whether an update is installed and waiting for a restart, and whether auto-update is on.
- Released from one script (`tools/release.ps1`): the package, the update page, the GitHub release and Thunderstore
always carry the very same zip.
## 0.7.1
- **Fixed:** taking an item (or the whole bag) from a settler your own machine simulates gave nothing and put the
items back into its bag - the parcel was read from its end. Now it lands in your inventory as in co-op.
- A guard stands still while you stand and look around, however you turn; it only steps behind you after a second
in your view, or when you have moved away from it. Before, every turn of the camera sent it walking around you.
- A settler on its way to a portal no longer flips its activity (and a network update) every frame.
- A follower's portal jump asked through another machine (the settler changed hands on the way) is no longer
refused; the request carries who asked, like the item requests do.
- A settler re-homed to another settlement asks its old roster to drop it every ten seconds, not every second.
- Everyone on a server needs exactly the same version from now on (the settlers' network messages change between
patch versions too); the auto-updater brings everyone to it at the next start.
- A settler taken into another settlement is written in its old settlement's chronicle as having moved, not as
"died or went missing", and the old settlement no longer mourns it.
- A fault in a settler's own targeting or guard following can no longer stop the game's AI for that settler: the
game's behaviour carries on and the fault is logged once in a while.
- **Settlers are easier to find.** The castaways' shore and every camp found to hold a captive are pinned on
every player's map (saved pins; the camp's pin goes when the captive is freed) - before, only the founder's map got
the shore and no camp was ever marked. Castaways walk from the shore to the Jarl's Table on their own instead of
waiting up to 200 m away. Captives show on the map as "Captive: name" while loaded. Camps in old, long-explored
worlds decide whether they hold a captive the first time somebody comes near them with the mod, as before.
- Lighter on big settlements: the settlement's chest list is gathered once every two seconds per settlement and
shared by all its settlers (before, every settler walked the base's pieces for itself every few seconds); the
block-and-kite scan (ten a second per settler) and the guard's target scan check distance before the faction
test; portals register themselves instead of being searched for in the scene; a bow's draw no longer looks up a
component every frame.
- **The manual in the game:** press **F6** (`UI/HelpKey`) for fourteen chapters - getting started, settlers, orders
and guards, work, storage, needs, the troop and defence, the map, portals, playing together, keys, console
commands, settings - in English and Polish, with your own key bindings filled in.
- **Collisions as an option:** `Settlers/CollideWithPlayers` and `Settlers/CollideWithSettlers` (both on by default,
as the game has it). Off, you and the settlers walk through each other - no more being shoved in a doorway by a
follower, no crowd jamming a gate; walls stay solid and hits land either way. Synced, so every machine does the same.
**Smarter settlers**
- **Work.** A worker whose own totem has nothing for it (no trees left, an empty input chest) lends a hand at
another totem of the settlement after a quarter of a minute - the highest priority first, the nearest among
equals, another kind of job than its own - fetching the tool from the chests if it must, and is back at its own
totem the moment there is work there again. Its assignment does not change. A worker whose work just ran out
with a part load waits a dozen seconds for more before it walks to the chests. The chest a settler walks to is
the one that takes the most of what it carries (one trip instead of two). Jobs already took the nearest target
of the most urgent kind.
- **Moving.** A settler walking into another settler or a player steps round them - both turn to their own left,
so two meeting head-on pass each other - instead of pushing. One wedged against furniture (a bed, a chest, a
bench) slips free after its first stall rather than its second. Idle settlers stand in a ring around the Jarl's
Table, each at its own spot, instead of all on top of it.
- **Soldiers.** The troop focuses fire: a soldier goes for the enemy its comrades nearby are fighting, the most
wounded first, instead of each picking its own; one standing idle within twelve metres of a fight joins it. An
archer with a comrade or a player in its line of fire steps aside before it shoots. Archers of the troop keep
five metres instead of three and a half, and kite in bursts - a step back, then a shot even at close quarters -
rather than backing away from a faster enemy without ever shooting.
- **Around the player.** Several guards walk in formation: the first pair at your shoulders, the next pair a row
back and a little farther out, instead of fighting over two spots. A settler you walk into - in a doorway, a
passage, at the table - steps out of your way. A follower that changed hands between machines sets off at once,
not up to a second later.
- **Home.** A settler within fifteen points of hunger eats between two tasks (from its bag or a cauldron) rather
than walking back from the far end of its zone when hunger hits in the middle of the next one. A wounded worker
gets up at three quarters of its health by day and finishes healing on its feet, instead of lying in bed till
evening; at night, or without a job, it stays until well.
## 0.7.0
- Co-op: taking items from a settler works for every player, not only for the one whose machine simulates the
settler. The items travel by a message on the settler itself, which every machine with the mod handles; the mod no
longer depends on a world-start hook that another mod's broken hook could cancel (seen with M182 Admin Panel: the
world loaded, but one machine ignored everything the others sent it). The settler's owner keeps the parcel until the
asking player's machine confirms it arrived; if nothing comes back in 6 s, the items go back into the settler's bag.
Nothing can vanish on the way any more.
- **A follower is your guard.** It walks at your shoulder - a little behind, to one side, each settler its own side -
instead of straight at you and into the camera, and does not fidget while you stand and look around (only after a
second in your way does it step behind you). It fights for you, not for itself: the enemy nearest you, first of
all one going for you or one that just hit you (`Commands/GuardRange`, 15 m), and it breaks off a fight that gets
farther than `Commands/GuardLeash` (30 m) from you and comes back instead of chasing into the woods. Your own
orders (attack, fall back) still come first.
- **Portals module.** Your own jump is quicker: `Portals/PlayerTeleportSeconds` (0.5 s in the dark instead of 2)
and `Portals/DistantLoadSeconds` (2 s instead of 6 once the far side is loaded). Settlers use portals on their own
(`Portals/SettlerPortals`): every trip a settler makes - to a chest, a tree, a station, its bed, home from afar -
goes through a portal within 80 m when the portal's far end lands much closer to the goal (at least 60 m saved),
and comes back the same way. A settler left far from its settlement takes a portal home if one leads there.
- **Areas on the map.** On the big map press **Z** (`Commands/ZoneKey`) over a spot: a window marks an area of the
nearest loaded settlement of yours (Hersir and up) - a **warehouse**, whose chests the settlers fill and empty like
the ones at home (a warehouse behind a portal works: they go through it), or any other named area; Z over an
existing area edits or removes it. Areas are drawn on the map (warehouse blue, others green, with their names)
next to the settlement circle, and saved with the settlement (settlement format 6).
Mind the game: settlers only act where the world is loaded, around the players - a warehouse far from everybody
waits until somebody is near it.
- **Updates itself.** In the main menu the mod looks at its update page (`Updates/Url`, a Cloudflare Pages site),
downloads a newer version, checks its SHA-256 and puts the files in place for the next start of the game; a message
in the game says when a restart is due. Off with `Updates/AutoUpdate`. Everyone on a server stays on the same
version this way. (This version still has to be installed by hand once.)
- **A settler whose Jarl's Table was destroyed far away can be taken into another settlement**: a follower whose
table is not standing where you are may be accepted, and it adopts the new home from that table's roster; its old
roster, if that table still exists, drops it when the settler comes near. A follower whose table stands here
is named in the message instead of "nobody follows you".
- Guards leave deer and boars alone unless one attacks the player; map pins respect the map's player filter;
a settler sent through a portal takes no fall damage from the height it left.
- **Followers take portals with you.** Settlers following you within 20 m are at the other side when you step out
(knocked-out and captive ones stay). Off with `Settlers/FollowThroughPortals`.
- The same endless-loop crash fix covers the Jarl's Table, totems, war banners and chest labels: a settings change
on one nobody simulates for a moment takes it over instead of broadcasting.
- **Settlers on the map.** Every settler loaded around you is on the map like another player - the player icon with
the settler's name - in gold (`UI/SettlerPinColor`), so it is not taken for a player; off with `UI/SettlerPins`.
The map's player filter hides them with the players. Settlers beyond the loaded zones are not shown: nothing on
your machine knows where they are.
- **Take everything back** hands the whole bag into your inventory, like **Take** does with one item (what does not
fit lies at your feet), instead of dropping it on the ground.
- A refused request (rank too low) or an item that is no longer there tells the asking player why, also when the
settler is simulated elsewhere.
- **Crash fixed:** an order (wheel, H key, window) to a settler nobody simulates for a moment - its owner just left
the area, the server has not handed it to anybody yet - sent the game into an endless loop and closed it. Such a
settler is now taken over by the player giving the order. A request passed back and forth between two machines
is dropped after 10 a second instead of looping.
- Everyone on a server needs 0.7.0 (new network messages).
## 0.6.0
- Settlers defend themselves: an enemy swinging at a settler meets its raised shield (or its weapon, as a player
blocks with a sword), and the settler turns to the one striking it instead of the one it walked up to. The block
is timed for a **perfect block** from the creature's wind-up, which settlers learn from the hits that land - a
creature they have never met is blocked from the start of its swing. Off with `Settlers/Blocking`.
- Settlers fight with the weapon of their role (a bow from afar, a melee weapon in the enemy's face) instead of the
game's random pick every second; their bows are drawn fully (arrows used to fly powerless); swords, axes and
spears strike from their own reach and every swing, not every two seconds; an archer with nothing but a bow backs
away from an enemy at its feet.
- Settler window, Equipment tab: every item in its own row with **Take** and **Take 1** - take one thing from a
settler's bag (worn gear comes off), also from a settler another player's machine simulates. "Take everything
back" stays.
- Bigger windows and text: `UI/Scale` (default 1.3, 0.7-2) scales the settler, Jarl's Table and totem windows,
never past the screen.
- The settlement's chests are mapped once per change, not searched by every settler every frame: a chest's hover
text and the Storage tab show what the settlers take an unassigned chest for ("holds: wood, stone"). Two players'
settlers sort the same way, since the map follows the chest data the game syncs.
- Fewer false alarms: an automatic alarm needs `Sieges/AlarmMinThreats` (2) alerted hostile creatures inside the
settlement for 4 seconds, and waits `Sieges/AlarmCooldownSeconds` (90) after the last one; a siege sounds it at
once. Manual alarms are unchanged.
- Everyone on a server needs 0.6.0 (new network messages).
## 0.5.0
- Work Totems and War Banners are free-standing standards now: a pole with the banner on a crossbar, placed on the
ground or a floor anywhere (they were wall banners before and could only hang on walls). No workbench needed
nearby; sturdier (200 health).
- Totem levels: upgrade a totem in its window (level 2: 20 wood, 10 stone, 5 resin; level 3: 10 fine wood,
4 bronze). Every level adds a worker place and 15% work pace, also while you are away, and the standard grows.
Levels, costs and bonuses are in `totems.json` (up to 5 levels; the server's copy applies to everyone).
- While placing a totem, a war banner or a Jarl's Table, the zones of the ones of that kind nearby are shown, like
a workbench's circle.
- `aoj_dump <prefab>` writes a prefab's parts, meshes, colliders and piece flags to the log (for modders).
- Settlers carry without a limit by default: a worker brings its whole take when its bag is nearly full or its
work is done (`Work/CarryLimit`, 0 = no limit, replaces `WorkerLoad`); a settler doing chores picks up everything
lying around before one trip to the chests, instead of walking there with every single item.
- `aoj_trace` writes what the settlers decide (activities, chest trips, loot, stuck paths) to the log.
- Smoother settlers: no more standing frozen after a world reload (a seated pose that never cleared), no switching
course several times a second between work and chores, a settler wedged against furniture slips free.
- Settlers speak up when you are near: a greeting when you come back, what their work lacks ("Place a chest by the
totem!"), an empty cauldron, nowhere to put their load; captives call for help. Rarely, and never in chorus.
- Fixed placeholders in the new totem texts (a raw "{0}" showed instead of the value).
- Hungry settlers no longer starve next to food: they eat what they carry, and when no cauldron has food they fetch
it from a settlement chest - enough for everyone when there is a cauldron, the rest goes into it.
- A settler you talk to ([E]) stops and faces you, and carries on where it left off.
- Work Totems may stand outside the settlement, by a forest or a mine: up to `Work/TotemReach` (50 m) past its edge
they serve the nearest settlement. Its workers walk out, work the zone and carry the take home without turning back
halfway; if you go out there with them (the settlement unloads), they work on until their bags are full.
- Work is no longer interrupted at every blow: a woodcutter or miner stays with its tree or rock until it is down (it
let go of it at each swing, and meanwhile the idle stroll could turn it, so the axe hit whatever stood there -
stones included). Replanting felled trees works again. A worker that runs out of work goes to the chests at once.
- Woodcutters understand their work: a blow is aimed at the target itself (down at a log on the ground - it used to
pass over it into the ground), a felled tree is finished before the next one falls (the log, its halves, the wood,
the stump), stumps and small trees are cleared too (never saplings), and a log out of reach (on a roof) is given up
after a few blows that leave no mark instead of being hit forever. At dusk the day's take goes to the chests first.
- A settler keeps up to three servings of food on it and eats them when hungry, instead of carrying a berry left
over from a meal back to the chest. Resin sorts with wood (it comes with every tree), so woodcutters no longer carry
it around for want of a chest.
- Every job checked in game and fixed where it failed: miners reach big rocks (they circled them without a blow)
and never swing into the ground (a pickaxe dug holes); smelter hands, cooks and haulers walk to the side of a big
station or chest and give up an unreachable one for a minute instead of trying every few seconds; a farmer brings
the harvest to the chests (carrots counted as seeds and stayed in its bag); a cook's food goes to the cauldron.
- A worker without its tool (a new job, or its tool went to the chests) takes one from the settlement's chests.
- Haulers and soldiers at the Armory ask for chest access once a second, not every frame (network traffic).
- Test commands: `aoj_tier <n>` (cheat), `aoj_place <piece> [m]` (cheat, placed like the hammer does), `aoj_totem
assign <settler>` and `aoj_totem radius <m>`.
- Soldiers stand at their posts and sheltering settlers stay put, instead of drifting towards their home spot and
back; a settler sits down only after a few seconds of real idleness, not in a short gap between two tasks.
- A place nobody walked lately (a far work zone) is waited for a moment while the game builds its paths, instead of
being given up at once.
- A starving settler whose settlement has no food at all picks wild berries and mushrooms nearby and eats them -
never a player's crops.
- Soldiers keep the gear of their role: a worker's weapon that leaves its hand for a tool no longer goes to the chests
with the loot, and a worker called to its post by the alarm takes its role's weapon in hand again.
- A Hauler never takes an Armory, the Obliterator or a Settlement Cauldron for its input chest (standing next to its
totem, the troop's gear or the food was emptied into the chests).
- During a night alarm settlers sheltering in bed (and the wounded recovering there) stay put quietly: their state
switched between sleeping and sheltering at every frame.
- Woodcutters keep the seeds for the trees still to plant, instead of carrying them back after each sapling.
- A settler that stalls on its way (another settler in the way, a crowded corner by the table) no longer drops its
task at once: it takes a fresh path, then slips past the furniture, then steps over onto its path, and gives up only
when all that fails (a builder carrying wood to a breach turned back with it at the first stall).
- Workers walk up to a chest, station or kiln from a side a path reaches: the side facing them may be walled in (a
chest between the table and a bench) - they gave it up as unreachable and went without the tool or materials.
- Builders repair what they can reach from where they stand, as far as a player's hammer (a roof or the top of a
wall from the ground), and leave a piece they cannot get to for a minute instead of trying it again and again; a
breach they cannot reach no longer holds up the others. Farmers leave an unreachable crop for a minute too.
- Settlers see everything lying around: after a day of felling, hundreds of pieces of wood filled their search and
hid the rest (ore, coal, food were never picked up). Work zones next to a big base no longer miss trees or rocks
crowded out by the walls and floors.
- A hungry settler eats food lying about the settlement (dropped by a player, or by the game from a full chest)
before it forages - one starved next to cooked meat on the ground.
- `aoj_info` shows where each totem stands. Test commands: `aoj_fill <item> [n]` (cheat, into the nearest chest),
`aoj_role <settler> <role>`, `aoj_alarm on|off`, `aoj_breach` (cheat, breaks the nearest building piece as a siege
would, for the Builders to put back), `aoj_totem replant on|off`. `aoj_trace` also names the chest a worker fetches
from and the one it gives up as unreachable.
- `aoj_perf [seconds]` measures what the mod costs per frame on your machine (settler AI with planning, jobs,
paths and inventory saves, ticks, windows, and the game's own AI for comparison).
- `aoj_despawn [radius]` (cheat) removes test settlers: without a home and following nobody.
- Smoother frames with many settlers: their periodic work (home planning, ticks, gear and post checks) no longer
lands in the same frame for everyone loaded together; soldiers without a free post stop searching every frame.
- Fixed an error when looking at a settler at the moment it disappears (zone unloaded or removed).
## 0.4.0
- Settlers are knocked out instead of dying (Settlers/PermanentDeath, off by default): they fall for a moment,
nobody attacks them, they keep all their gear and get up with a little health. With permanent death on, their gear
waits in a grave anyone can open.
- 13 traits instead of 6 (nimble, cowardly, hawk-eyed, green-thumbed, night owl, hardened, veteran); work speed,
carry weight and melee damage from traits now really apply.
- Combat roles Spearman (tier 4) and Berserker (tier 5); tier 6 adds a worker place at every totem, tier 7 twice as
fast healing in bed. The next tier's unlocks are listed with its requirements.
- Catch-up for every job: smelter hands and cooks work through the chests' stock at their stations' pace, farmers
bring in the crops that ripened and replant them.
- [Shift+E] on a chest in the settlement gives it a kind (wood, ores, food...): settlers put only that kind in it.
- Totem priorities and automatic work: free civilians take free places at the totems by themselves, highest
priority first (a settlement can switch to manual assignment). Woodcutter totems can replant the trees they fell.
- Captives sit behind bars: beat the guards or break the bars to free them.
- Sieges come from two sides from tier 4 and three from tier 6, with a siege unit that goes for the buildings;
Builders rebuild what a siege destroyed with materials from the chests.
- Soldiers wear out their weapons (Army/GearWear, half a player's rate); worn-out ones go back to the Armory.
- A settlement's alarm puts a map pin at it for every player; the chronicle names who did what.
- aoj_debug shows the live state of settlers nearby.
## 0.3.0
- Shared settlements: every member (Karl and up) beyond the first adds the tier's settler limit again (two players =
twice the settlers), +15% radius (at most 80 m) and one more worker place at every Work Totem (configurable).
- Two Jarls with equal rights (Settlement/MaxJarls); only the senior one may demote the other; the title can still be
handed over.
- New ranks for bigger groups: Karl (brings in their settlers, everyday orders, feasts) and Huscarl (alarm, combat roles,
war banners, battle orders) below the Hersir (work, totems, dismissals, tier, name, Karl/Huscarl ranks).
- Members tab in the Jarl's Table: ranks, promoting, demoting, leaving, admitting players standing at the table.
- Sieges bring more attackers for every extra player at home (Sieges/PerPlayer).
- Whoever a settler follows may send it home, also far from its table.
- Console: `aoj_rank <rank> <player>` replaces `aoj_hersir`.
- Fix: chronicle entries showed raw tokens (e.g. the tier's name).
- Command wheel key (H, configurable): orders for the settler you look at from up to 40 m (come to me!, stay!, attack,
fall back, go home, details) or for your squad with the creature in sight as the target; G works from afar too.
- Settlements saved by 0.2 are read and converted (the Jarl and Hersirs keep their ranks); 0.2 cannot join 0.3 games.
## 0.2.0
- Work Totems for seven jobs (woodcutter, hauler, miner, smelter, builder, farmer, cook) with zones, hours,
reservations, job experience and problems shown on the totem.
- Settlement Cauldron, hunger, morale and feasts; wounded settlers heal in bed.
- Catch-up of the work done while nobody was at the settlement.
- Castaways and captives in enemy camps (also in existing worlds).
- Combat roles, Armory, War Banners, automatic alarm, sieges with fame.
- Command wheel in the game's radial menu; tabbed windows for the table, settlers and totems; the chronicle.
- Settlers sleep in their beds, sort loot into chests, open doors.
- Fix: settlements no longer lose their settlers after a world reload (stable ids instead of ZDOIDs).
- Polish: captives sit tied up and take no orders until freed; idle settlers sometimes sit down at home.
- Polish: settlers learn to fight (up to +50% damage) and morale affects their blows (-15%..+15%).
- Polish: full morale model (comfort around the bed, grief after a loss or a siege).
- Polish: hand food to a settler to feed it; any item can be given; tools stay in the bag.
- Polish: the alarm reacts only to enemies that noticed someone (no false alarms with passive mobs).
- Polish: siege waves and camp guards are editable in `raids.json`; destroyed buildings are noted in the chronicle.
- Polish: the farmer replants reliably; lighter per-frame work for all jobs.
## 0.1.0
- First version: settlers, the Jarl's Table, roles.