Genre: Strategy, Indie Acropolis: The Archaic Age
New patch is live (v 1.03)
Bugfixes
- Fixed game crash that could happen if concept removal was ongoing in a savefile.
- Colonization part of area panel should now be displayed correctly.
- Weaponsmiths now actually have an effect on attack.
- Economic info should now be correctly displayed & calculated even when imports become limited due to stockpile limit.
- Corinths ambition "Mercantile Dominance" should no longer have an incorrect repeating pop-up.
- The "X"-symbol should now be visible on a concept that is being removed after loading a savefile.
- The concept "Regulated Autonomy" now correctly says it reduces Admin Ability by 1 per area.
- Build points no longer gets deducted when a building collapses.
- Opinion should now be correctly limited from 100 to -100 in the opinion map-mode.
- Widths in battles should now be correct even if they have been expanded in previous battles.
- The tactics buttons now correctly get deactivated when they can't be used.
Changes / Balancing
- AI is now much more likely to loose isolated areas.
- Distance now has a greater impact on area control.
- Corinths ambition "Mercantile Dominance" now require active trade routes.
- Area icon for barbaric areas that can't be conquered or colonized.
- Notification when a village specialization can be selected.
- Army attrition is now lower when the campaign is within your own polis.
- Colonies now give -30% transportation cost reduction.
- The concept "Militarized Society" now gives +0.05 attack.
- Reduced frequency of harvest and "A moment of weakness" events.
- AI opinion now move towards 0 faster.
- AI opinion goes up after they launch an attack on you, regardless if they win or not (they got what they wanted, or were humbled).
- Weaponsmiths now only give 0.01 attack, but costs less to build and maintain.
- Lowered risk of buildings crumbling.
- AI alliances should now be a bit more long-lasting.
- The "Flank"-tactic now has a 10% failure risk.
- The concept "Dispatched officials" no longer ads to state expenses.
- Gardens has a lower construction cost.
- AI attack stat now increases more slowly over time.
Plus many other small changes and fixes Second hotfix is live (v 1.02)
Version 1.02
Bugfixes
- Ambition success or failure should no longer incorrectly pop-up at start of game after loading.
- Crash/freeze caused by the AI attacking a non-existent polis should now be fixed.
- Crash/freeze caused by the AI trying to colonize even though no colonizable areas remained should now be fixed.
- The opinion value given when having your mouse over another polis in opinion map-mode should now be correct.
- Admin ability from buildings should now be gained.
- Capital indicators should now appear even if game is loaded.
- Ally should now retain player as ally even if they have more than 4 total allies.
- Other small bugfixes.
Changes / Balancing
- Now possible to load a save directly from the in-game menu.
- Ambitions that require certain buildings will only be fulfilled once the buildings have finished construction and are active.
- City revolts no longer reduce admin ability.
- Already placed buildings no longer stop clicks when constructing a new building, making it easier to place them.
- No longer possible to de-activate fishing docks.
- Now possible to de-activate sculpture studios.
- Some minor visual improvements to the UI.
Saves should remain playable, but the issue with admin ability from buildings mean that only new construction-completions will provide admin ability. First hotfix is live (v 1.01)
Version 1.01
Bugfixes
- Sculpture studio building should now unlock properly.
- Occasional discolorations of the political map mode should now be gone.
- Area expenses should now be correctly displayed in economy section of Overview panel.
- The event "The unsure trader" should no longer apply to controlled areas.
- It should no longer be possible to build squares over ledges.
- City population's effect on state expenses should now be displayed properly.
- Previously the wrong area name could be displayed when AI attacks, this should be fixed now.
Changes / Balancing
- When fighting rebels they are now specified as "(rebels)" in battle view.
- Rebels no longer gain the capital defense bonus.
- Coastal buildings should now be a bit easier to place.
- When AI conquers land from player their previous threat is dropped and their opinion rises slightly.
- Costs for buildings & city population is now specified in economy section of Overview panel (no longer grouped with "base").
- Tried to make the difference between "+" and "-" clearer.
- Fishing docks now have reduced construction cost.
- Modified the icon for "Massive fortifications".
- If the player did nothing in a military campaign the "returning army"-panel won't show anymore.
- Some visual improvements in the Overview panel.