- v0.31.1 - Combat Optimization - 23 June 2026
Dropping a small minor patch that optimize and rewrites Combat Characters perception around them. This has quite a impact on performance in large battles. At the same time Perception was split so Skirmishes and Dungeons can properly use more advanced tracing without impacting Battles.Arrows had several fixes that could make the collision be placed wrong making it visually hit but didn't colide. And some optimization around how they hit.
- v0.31 - Rebalancing early game - 16 June 2026
This patch is game breaking and needs a New Game.Rebalancing Early GameTime for another patch while waiting for the Major patch that is cooking. This time early game has been rebalanced and a good amount of bug fixes have been done and should make things much smoother early on.The game has always been on the harder side but especially Early Game could become brutally hard due to Trading being the most, or only, viable way of starting out, Early combat were always a money sink due to little reward and hefty costs.The balancing between doing missions (skirmishes), battles and dungeons early game are now more equally rewarding. It should also be similar to early Trading which before was the only viable way for progress due to the risks in other areas.To mitigate the early game balancing all early missions have boosted Rewards, and they are now much better weighed towards the danger.There i…
- v0.30.3 - Bug Fixes - 3 May 2026
This is another small patch with several bug fixes and balancing. While progress on the next major patch is going well we are welcoming 5 new members to the team this month that we are excited to have. More on this later when they have settled in. But they will work on several different cool stuff :)Some important bugs & fixes this patch:Movement Animations added sync markers to tune foot placement (spillover from the new combat revamp in next major patch)Some 1 hand weapons had wrong socket for collision generation making them shorter than intendedSome Armor pieces had bad custom physics asset making the Player harder to hit, now all custom phsyics assets for modular parts are removed and one singular asset used in all casesFixed Character Panel alt-modifier keys to work when UI is on top of another DialogueChanged material cost balance for several medical itemsFixed several quest item…
- v0.30.1 - Fixes & Optimization - 21 December 2025
This small patch brings over the Animation optimizations for large scaling from the ongoing work of revamping combat to use Mass Entity system (next Major update). This gives a good reduction of CPU load. Logs, Timber and Planks have been rebalanced. This means Tropical and North regions are now the Logs producing powerhouses as they were meant to be.Also Timber and Planks will be more evenly produced. Some consuming items for further production have switched to make Timber not only needed for production of Extensions, but now also for producing Splints that is an important part of healing armies.Extensions producing Eggs have been boosted and heavier scaling betwen tier 1-2-3 buildings. This reduce a choke point for producing Pirogi and Farmers Pie. Food giving good buffs to your hungry army.New Game will be needed to take full effect on this rebalancing.Bow animation is fixedAdded cli…
- v0.30 - Bugfixes and more Localization - 6 December 2025
While the next big Major patch is cooking this patch fixes many bugs and optimization, polishing the core gameplay.And also adds 50k more translations of dialogues. But localization is still a Beta feature and more UI fixes will follow coming patches to accomodate Russian and Simplified Chinese texts.Important NotesMain Menu now shows latest Character and FamilySeveral rebalancing of what production each Region can haveCombat Animations now use LOD and CPU budget, depending on hardware range, to scale animation much better in Battles and SiegesFixed a bug where Player could loose inventory (Big thanks to Rigo1 for reporting this)Settlement Dialogue Market now close market when clicking backgroundESC now closes a Story Dialogue while in Settlement DialogueCharacter panel has several UI changes to free up space and make things tighterFixed a bug with scrolling armyFixed a bug with Army le…
- v0.29.4 - Hot Fixes Localization - 6 August 2025
Fixed language autoresolved based on OS language, forcing English.Changed so even after manually testing languages each start of the game reset back to English.
- v0.29.3 - Quests and Beta Localization - 27 July 2025
This is yet another minor patch while the next big patch is still cooking something big and yummy.There are tons of bug fixes, performance optimizations, Quest system improvements and new tutorial quests, but also a Beta release of Localization.QuestsSo far there have not been any in-game help what to do except discovering things yourself. And finally we have a new quest chain that takes your thru the most important steps (building a house, marriage and conquering settlements).The quest system has also been heavily updated and modified like better cleanup of spawned things and better failed/abort handling.There is also new events sent when quests progress, or are added to Player. Almost all quests and events have had updates and fixes.BETA Localization - Phase IThis has been something that was planned to wait until production phase is further along. But we now have a full translation pi…
- v0.29.1 - Minor Fixes - 20 April 2025
* Added Server and Client version matching when trying to join a server * Armor Data have been updated to better reflect quality change * Old Merchant now has a special Loot Table spawning random loot every season it shows up. This also means more varied items instead of previous fixed table. Legendary and Epic weapons are replaced with their Recipe and more diverse variations. * Fixed a bug when Crafting big batches of items * Fixed Settlement Prosperity only updating every morning, now also when new Extensions are built * Fixed server doing world save before pausing when last player logs out
- v0.29 - Multiplayer improvement - 12 April 2025
When this project started it was only Singleplayer. But along the way a POC was made and proved Multiplayer will work having different Game Modes for World Map and Combat. At the same time a lot of time has been spent on upgrading Unreal Engine since the goal was to settle on UE5, which it now does on a fairly stable release (UE 5.4) that has fixed most child issues of UE5. This meant Multiplayer had not too much attention or optimization. But now it finally got some needed love and this patch has a heavy focus on improving Dedicated Server. Adding new features such as Local Chat and optimizing data in combat and world map. So now is the time to start hosting a public server that everyone can try out. This will make it possible to gather more needed logs for further refinement. And some QoL features for hosting Dedicated Server will be added in coming patches where Multiplayer will now…
- v0.28 - Upgrade to UE 5.4, Destructible Furniture and more Loot - 1 October 2024
Another tech upgrade to run on UE 5.4 among several fixes and improvements. UE 5.4 With this version some optimization have started for Birthright with things that was added when upgrading to UE 5. Nanite has been tested since UE 5 now and it does cost a lot of CPU when benchmarked. It does solve what it is supposed to, but having no real need for extremely complex meshes it cost much more than what you get from a games perspective. This means moving forward Nanite is being completely disabled and removed, already with this patch most meshes has already been disabled. Another big cleanup has been Foilage this patch. Several grass foilage had not been converted correctly to use Material Instances, hence cost a lot more than they should. This has generated a good frame rate bump even on powerful hardware for high density foilage settings. Lastly UE 5.4 now finally introduce multi-threaded…
- v0.27 - Vertex Animated Textures, new Melee collision and UE5.3 - 23 July 2024
This patch introduce Vertex Animated Textures on Horses, new super performant accurate melee collision and tons of bug fixes along new items and characters. Also upgraded to UE 5.3 and hopefully next patch will bring 5.4. VAT Vertex Animated Textures was added as a new feature in Unreal Engine 5 to support bigger crowds. It's the most used technique to handle big crowds of characters that normally use expensive Skeleton Meshes for animations. Horses have completely been converted using VAT, which was a heavy performance cost late game with many mounted soldiers. They have a complex expensive Skeleton bone structure so this is a huge performance save late game and for bigger heavy armies. Soldiers generally are not planned right now to be converted due to unable to have free movement mixed with torso making attacks. However Undeads will most probably be converted using VAT because there…
- v0.26 - Limb Dismemberment, New Food system and New spawn system - 12 April 2024
Dismemberment and Gore Mesh Merging is finilized this Patch by now also include Horses. At the same time several optimizations were done on Horses, and like Humans same equiped models share instances for best performance and memory footprint. Now when we are done introducing Mesh Merging, Dismemberment of Limbs is back for more Gore! As of now only on Humans but will add for Horses and more in later Patches. New Food System The food system has revamp all food and ingredients. Previously some complex food required 4-5 ingredients which is extremely hard to maintain for little benefit. And Bread was the king of foods to maintain your army. Many ingredients now have been cut down to reduce the clutter (example only 2 types of fishes now exist + 1 very special, the Gold Eel). While making the cooked food easier to make it overal feels like there are much more Food options now compared to be…
- v0.25 - Promote Family Members & Mesh Merging - 23 February 2024
Promote Family You can now Promote family members (Family Panel), for a fee to Notarie, making the family member a full Lord operating on their own under your House. Basic Commands can be given from afar using 1 Raven: Collect Taxes (House owned Settlements) Recruit (If enough Coins) Patrol Follow Me You can Trade and Transfer soldiers to manage the Promoted Lords. Food Collection will be done automatically with a growing Army. But it will take time for them to build up on food themselves. They have same food and upkeep consumption as other Lords depending on Army size. Keep in mind this is useful in Mid/End-Game and Early game it will be too hard to sustain the upkeep of several armies. And with no respectable army they will be easy prey for hostile Lords. Without any particular order they will act on their own for the House just like any other Lord. With their own Personality based on…
- v0.24.3 - Combat & Bug Fixes - 10 October 2023
Added Target Attack Directions in UI Changed Combat Camera positioning Character Panel can now be opened on top of Settlement/Story Dialogues Food Item Description has been updated to not state ingredients as actual Cooked Food Apples & Fruits now count as Cooked Food for Soldiers as an early game option Fixed Horses turn rate should no longer depend on frame rate Fixed Keybindings for Attack Directions Fixed Lord Dialogues continuous offering Alliance Fixed broken Dialogue Condition to check if player owns Settlement Fixed Leandra Dialogue missing rejoin option after fallen in combat Fixed SnowyVillage1 map start positions and a static object in the sky Fixed Village3 map start positions Fixed Black Scorpions face direction Fixed Morning Update to lock Settlements that Players are visiting to avoid a crash that could happen if Player changed Data during this time
- v0.24.1 - Siege Checkpoints, Combat balancing and bug fixes - 16 September 2023
Combat Changes The previous way of handling Armor and Armor Penetration along with the balancing made it more step-wise meaning it often came down to Equipment vs Equipment. Some items would feel like you grew a lot in power while others hardly at all. Now there are several changes made how to calculate Damage and Armor/Penetration. Effectively making it more linear with stats counting a bit more than before. Armor is generally 15% higher while Armor Penetration has been nerfed with about 50% on 1-hand/ranged weapons, and only about 15% on 2-hand weapons. Stat contribution is now: 0.5 * Primary Stat + 0.25 * Secondary Stat Melee/Ranged has Strength/Dexterity switched. Sieges finally has Checkpoints that can be overtaken by Attackers over time if no Defender enters the area. Wolves has been buffed a bit but are still fairly easy early game. Troll hits now makes a Power skill check to det…
- v0.24 - Spouses, Combat and UE upgrade - 13 August 2023
Not compatible with old save game versions This version upgrades to UE5.1.1 and take several steps towards the end game Kings & Queens. Spouses & Families The Family system has been updated both technically to handle massive relationship data to introducing Lineage UI. Finding a Spouse among Lords is revamped together with how Children are generated in Families Number of Children, starting bonus Stats and Marriage Cost all depend on how well the Spouse Tarot Backgrounds match. Each of the 3 cards could be a Normal Match (both have same card) and a Perfect Match (also flipped the same). More matches gives higher bonus to children. Race on Children are random from both parents Race, matching the Portrait. You can now open a Find Spouse UI by Right Click any family character and choose "Find Spouse" in the context menu. This will show all the matches current Lords have for this Character.…
- v0.23 - UE5 transition cleanup, Combat changes and Titles - 14 February 2023
This Patch has tons of fixes and balancing after the UE5 upgrade. Combat been changed using UE's own Ability system for better result in Multiplayer, tweaked animation speeds and re balanced all weapons/armor and HP calculations. Portraits and illustrations has been changed to computer generated ones, something we will continue to delve into. Combat We now use the Ability system in UE5. And it seems to work very well both for SP and MP. This is a better system to work with and opens up much better support for future improvements. It also solved the Client prediction needed for Players in Multiplayer combat. Most weapons work the same, if they had a High Mode before they do now too. In the future High Mode will be used for making Combos. Weapons and Armor have all been re balanced (special thanks to Zethcas Cane) and HP calculations are lowered. Early game Bandits/Undeads/Wolfs are now m…
- v0.22 - UE5 Upgrade and Optimizations - 10 December 2022
Finally the project is converted to Unreal Engine 5. This has been a monumental task and we are super happy it's done and over with :) Moving forward we can now focus on new features and content with shiny new tools. Most things should be the same, while everything has changed under the hood. The physics and collision system is completely new, static meshes are converted to Nanite meshes, completely new destruction system etc (check UE5 if interested in all cool stuff). However Lumen is currently not enabled due to targeting more like 30fps, but we will eventually enable it due to UE improving this for games. Collision, Physics and Destruction This is a completely new system in UE5 which has a major impact on Birthright's combat. The melee weapon collision is rewritten using the new system. Basically for Birthright this is just goodness compared to the previous Nvidia PhysX system we us…
- v0.21.1 - New Sickness and Prosperity - 18 September 2022
Settlement Sickness and Prosperity Now it has much better simulation with natural Population Sickness. Morning Events tagged with Sickness will also create an outbreak. The total Extensions Prosperity bonus in a Settlement will act as a buffer so when Prosperity falls below, it will help pull it up again over time. Health Extensions such as Alchemy or Hospitalis is now healing their Passive % each morning. Acting like a buffer for large outbreaks in the population. Making sure the Settlement recover in a timely manner. Having a large population will protect you more from daily natural sickness, but outbreaks will be more severe. AI will now more often build Health Extensions in their Settlements, regardless of Tarot Cards backgrounds. Fixed Reserves spawning Thanks to FranzMauser on Discord found many performance issues and bugs with Reserve spawning not following the Max Soldiers setti…
- v0.21 - Units, Formations and Modular Characters - 22 August 2022
Had to push the planned Kings & Queens patch and instead did some Battle/Combat rework, new Units, new Formation system, completely modular Characters, and the new Horse model that also support advanced things such as Pegasus variations. Modular Characters Finally Humans are fully Modular as per Equipment items for Armor/Clothes. This also prepare for K&Q patch. And introduce several new Armor items and new equipment sets for Recruited soldier types. Horse asset is completely changed to the final version we need. This makes it easier to commit to working more on Mounted Combat and needed melee animations. Dismemberment is still not added to horses but will soon come, where axes will have bonus damage to Horse legs. Units New system where any World Character can appoint Officers that control their own Units of Soldiers (Max 12 as default config). Players build their own Units in the Char…