v1.54: A family armory and a life abroad
July 25, 2026 · Fallowborn devlog
Versions 1.52.0 through 1.54.1 make possessions visible on the people who use them and give travel a life beyond the road itself. Household members can now wear exact pieces of equipment from a shared family armory. A completed journey becomes a stay with local work, a road home after three months, or the chance to relocate after a year. Mod authors can also replace the game’s gold presentation with a currency that belongs to their own setting.
Dress the household
The current head, living spouses, and resident unmarried children now have equipment loadouts. Open Equip items from a household character sheet to see a procedural full-body figure with slots for the head, neck, body, waist, feet, two hands, and a ring. Choose a slot, then choose an exact object from the shared armory. One sword cannot be worn by two people, a two-handed spear reserves both hands, and changing an outfit costs no game day.
The figure begins with clothing derived from the character’s rank, profession, and culture, then draws every worn object over it. A crown, padded jack, devotional pendant, pair of boots, or shield therefore becomes part of the person rather than an icon in a list. Empty slots remain visible, and the sheet totals the bonuses that actually apply to that wearer.
Every object is its own
Ordinary equipment can recur through markets, peddlers, raids, plots, and war spoils. Each object is its own saved instance with Plain, Well-made, or Masterwork quality, a deterministic appearance, adjusted value, and quality-scaled powers. Authored heirlooms remain unique. Item cards show the exact object, its effects, worth, wearer, and legal actions, while the family armory keeps unequipped wealth available for gifts, sale, pledging, or another household member.
Only worn objects grant their powers. Skill and health effects help the person carrying them, while battle and seasonal resource effects count only when the current head wears the object. This makes equipping a spouse or child a real decision rather than a cosmetic one, without allowing the same treasure to strengthen the whole household at once.
The last outfit becomes part of the legend
Death now preserves the final outfit. The legend and succession sheet freeze what the old head was wearing and can remember the battle or event behind the fatal blow. Nothing is destroyed at succession. The outfit returns to the shared armory, assignments outside the new household are cleared, and the heir automatically chooses the strongest age-valid, unpledged equipment available. For the hands, that means comparing the best one-handed pair against every two-handed option.
Stay and work at the destination
Arrival is no longer the end of a journey. Once a pilgrimage, trade venture, course of study, or term of paid service reaches its purpose, the traveler takes work and lodging at the destination for at least three months. Ordinary days continue to pass. The household earns and grows at home, while the traveler’s personal focus and personally staffed enterprise remain paused.
Local work stories recur throughout the stay. A traveler might earn board at dusk, become known in the lane, serve at a pilgrim house, work between market stalls, copy pages beneath a lectern, or carry messages around a distant hall. Choices can bring coin, health, prestige, piety, career experience, or skill. After three months the saved route home becomes available, but there is no upper limit on how long the traveler may remain.
A new home takes a year
A permanent move now asks for a life in the new place, not merely an arrival. After one year and at least four local work stories, the traveler may move the household marker to the destination through an explicit confirmation. Culture, faith, dynasty property, enterprises, finance contracts, and rivalries remain intact. Each character can relocate only once in their lifetime, so an heir receives a fresh choice rather than inheriting a chain of unlimited moves.
Modding: money can match the world
Currency is now part of a mod’s setting. A runtime or bundled mod can define its own name, purse icon, symbols, rounding rules, and single or compound denominations. That supports presentations such as pounds, shillings, and pence, a decimal major and minor unit, or one simple currency used everywhere from the top bar to events, ledgers, loans, and prices.
The change is presentational rather than economic. Saved gold, authored costs, contracts, and balance values remain in the same internal units and are converted only while text is rendered. The final enabled currency definition wins, and an invalid definition falls back to the complete built-in gold display without preventing the rest of the mod from loading.
Patch notes
- War and travel: Safeguards now keep each sovereign to one conflict, preserve the clock’s pause state through destination selection, and prevent invalid province lookups from breaking departure, return, settlement, or cancellation.
- Mobile events: Deliberate taps on event choices are accepted sooner while instant repeated taps remain guarded.
- Display cleanup: Equipment sheets now show worn bonuses, Coin & Credit uses a broadly supported money icon, and settlement names wrap cleanly between places in province Land tabs.
Bugs & ideas: GitHub issues · argue about balance: Discord · keep the barley free: Ko-fi