[p]Yield! Fall of Rome Hotfix and small Update 09.129.5[/p][p] [/p][p]Multiplayer[/p]
[p]Fix: Out of sync errors in multiplayer, should now occur a lot less often[/p]
[p]New Feature: Last Update we added the Chat for the Lobby this time we add the In-game multiplayer CHAT including being able to choose between team and global messages[/p]
[p]Skirmish and Multiplayer[/p]
[p]Fix: King selection is now kept after starting lobby game[/p]
[p]New Feature: We added "random" to king selection, making it possible to choose this after first choosing a king[/p]
[p]Server: Added backend support for giving you a random king, when choosing random or not choosing anything (Skirmish, Multiplayer async & live)[/p]
[p]More updates and tweaks[/p]
[p]New Feature: We added Controller vibration strength settings, including instant sample of the vibration strength when adjusting.[/p]
[p]With the last Update we added Edge Scrolling to the game, which you can switch on and off in the option menu. For this Hotfix we fine-tuned it[/p]
Hotfix - 12th of June
[p]Heyho everyone,
Today we have a small but helpful hotfix for you!
Here are the changes/fixes:
[/p][p]• Fixed problem in multiplayer where lost messages could lead to players not getting latest moves of the enemies[/p][p]• Fixed bugs with controller support for multiplayer[/p][p]• Added extra countdown panel [/p][p]• Campaign shown difficulty is now fixed [/p][p]• Ai drop down difficulty is now available before creating lobby as well [/p][p]• Added controller vibration slider in settings [/p][p]• Made font in multiplayer battle list universal (to support all languages) [/p][p]• Removed some High-scores in challenges, that were "cheated"[/p]
Multiplayer Mayhem and More Update
[p]Heyho everyone,[/p][p][/p][p]Welcome to Yield! Fall Of Rome's Multiplayer Mayhem and More Update[/p][p][/p][p]Multiplayer:[/p][p]"Live" Lobby for normal games[/p]
[p] Start public lobby's that everyone can join without specifying who[/p]
[p] Chat with other players in the lobby[/p]
[p] Adjust settings while inside lobby[/p]
[p] Everyone must be ready for the game to be started[/p]
[p]Start public lobby for asynch games, that can be filled up over time,[/p]
[p][/p][p][/p][p]Add ai to multiplayer games[/p]
[p] Add x number of ai's to multiplayer games, both asynch and "live".,[/p]
[p] Possible to play on team vs the ai (the Ai does not really adjust for it, but it’s possible)[/p]
[p][/p][p]MP General[/p]
[p] Added more lightweight protocol for polling data,[/p]
[p] Less use of data,[/p]
[p] Faster updates between players,[/p]
[p] In-game chat[/p]
[p][/p][p]More updates and tweaks:[/p][p]Basic buildings[/p][p]NEW: Level 1: Barracks for civilian units (2 production)[/p][p]Adjusted: Level 1: Throne - gives 3 gold per kill (4 production)[/p][p]Adjusted: Level 1: Watchtower - gives 2 extra sight range[/p][p]NEW: Level 2: “Corn Silo” - gives 6 population cost 4 productions[/p][p]Adjusted: Level 2: Embassy - reveals the nearest undiscovered city[/p][p][/p][p]National wonders[/p][p]New: Level 2: "Wild Boar" (5 production) - Rewards 1 extra of each yield when chopping resources (boar, deer, forest, fish, orca)[/p][p]New: Level 2: "Woolmill" - Requires that you have at least 3 wool mills in the settlement. Reduces the cost of all units by 2 gold[/p][p]New: Level 2: "Stonework" - Requires that you have at least 2 Stonework’s in the settlement. Reduces the cost of all buildings by 2 productions[/p][p]New: Level 2: "Windmill" - Requires that you have at least 3 windmills in the settlement. Reduces the supply cost for all units by 1. (can't currently make this work cause supply is calculated dynamically through checking unit types)[/p][p]New: Level 3. "Royal Science Institute" - +3 Gold for each tech you have researched at the time of the building it. [/p][p][/p][p]Collecting Crowns[/p][p]"All Policies" rewards a crown for completing all milestones[/p][p][/p][p]Unit Skills[/p][p]New: Skill’s "Shield" & "Greater Shield" - adds extra defence when defending against ranged attacks[/p][p]Adjusted: Raid & Siege skills work against units in castles and ports but are nerfed by 1[/p][p]Adjusted: Scouts gain XP from collecting huts[/p][p]Adjusted: „Palace” Buffed income by 1[/p][p][/p][p]Improvements[/p][p]“Lumberhut” - cost 3 gold [/p][p][/p][p]Veterancy[/p][p]Minor to major overhaul to many units, especially navy, civilians and scouts[/p]
Challenges of Gods Update
Heyho everyone,
after some final tinkering and finetuning we can present today our newest Update for Yield! Fall of Rome - the Challenges of Gods Update!
Not just a new game mode and bug fixes await you after downloading the update, but for the majority of you the performance should be significantly enhanced, as well - but to not hold back any further information - here are the patch notes:
New Game Mode: Challenges
Brand new Gamemode available for everyone: The Challenges of Gods
10 unique challenges
Hard Mode for those looking to be truly tested
18 new achievements (+2 hidden ones 🤫)
Compete for speed in the new challenge highscore leaderboard
Performance
Large overhaul of the game’s UI issues which caused noticeable fps drops when being updated, as well as AI’s turn duration. This should make the game feel significantly smoother to play and jump right into, and cut down on the frustration of arbitrary waiting.
UI & Map
Improved general performance of all hexes in the game
Improved performance when selecting hexes
Improved performance when building improvements
Improved performance when opening cities
Improved performance in Policy Screen
Reduced loading time into a game by ~20% (better on lower-end PCs)
Improved performance when increasing settlement level
AI
Improved performance with large amounts of units on the map
Drastically reduced AI turn duration (~8x faster) ○ We managed to cut the wait-time for AI’s moves when the player doesn’t see nor has the information of their moves. The turn duration therefore remains approximately the same when you can see their moves. We’ve therefore also added the option to quicken or completely skip AI animation under animation and camera settings in the “Gameplay” section of Settings
Gameplay Improvements
Unit’s path is instantly visible when giving orders
Right-clicking a city with a selected unit will now open the city screen if the current
unit cannot reach the city this turn, or has used its movement
Added screenshake effects and controller vibration when building improvements
Added additional haptic feedback in controllers when building units and buildings in
settlements
Policy screen no longer closes immediately after enacting a policy
Milestone Reached pop-up policy choice now has a back button and no longer needs
to be made immediately
Moved various camera settings under a “Advanced Settings” sub-tab
Reworked Relationship panel on the right side of the screen ○ You can now see crowns owned by all factions in all single player gamemodes ○ You can see relationship between the present factions by hovering over their portrait on the right side of the screen ○ Added visual indication of which kings are currently alive
Bugfixes
Fixed animation bug when a ranged unit attacked a unit with first strike (like the
Bulgarian Footman)
Fixed a softlock that occurred when a Settlement would level-up because of another
player’s trade
Fixed occasional visual flicker when navigating main menus with keyboard or
controller
Campaign of the Week #11 is out!
Heyho everyone,
This week we have another faction celebrating their debut in our campaign of the week: Follow Attila the Hun into Battle!
No glory is greater than richness. No honor worth more than a dozen crates packed with golden Roman trinkets and an ocean of solidi. Maintaining such an army would require fortunes not seen by man, and the Hunnic general had a very large army. A treaty’s worth to the Huns was measured only by the gold it brought – until it was broken in favor of an even richer one.
"Mighty ruler of the Huns, I bring news from the West! A scented letter, a diamond ring and a proposal were brought back by the imperial messenger. Those leather-shoed pigs first suggest a marriage, then refuse your right to their empire. Good I say, the riders were starting to get bored of the peace. Should they not listen to reason, we’ll take it ourselves."
Campaign of the Week #8 is out!
Heyho everyone,
Today we have another leader and his followership celebrating their debut - follow Abu Bakr and his Arabic empire into their first campaign of the week!
Following the death of the last Prophet, the Arabic Empire shattered into disarray. False prophets roam the alleys of Medina, and opposing religions seep into the minds of its people. Surrounding provinces refuse to pay their due zakat, claiming their debt was to the Prophet, not his successor. People needed a common goal in order to unite under one leader, and as such the religious conquest began. "Khalifat Rasul Allah, the successor of the Prophet and the first Caliph. There is no compulsion in religion, yet unity through Islam must take precedence. Wise you are, Al-Saddiq, your truth shall bring the light of Islam to our enemies’ eyes, or render them blind should they resist it."
Campaign of the Week #7 is out!
Heyho everyone,
Today we have a special treat - follow Charlemagne and his Frankish empire into their first campaign of the week!
Lessons learned, failures studied, the Frankish empire has grown prosperous in times of the Roman crisis. What goes up, must come down, and as such, a vacuum of power and leadership has emerged of preposterous dimensions, one that someone eventually had to fill. "Where the Roman Empire has failed, the Frankish one shall flourish. Where the Roman Legions have faltered, our battalions shall triumph. And when their legacy has fully dwindled, our people shall thrive in the light of our holy empire. The world must be united under one border. Under one god. Under one holy emperor."
Campaign of the Week #5 is out!
Heyho everyone,
Today we have another new campaign of the week - this time following Kavad and his Persian Empire.
The people of your empire are scattered. Nomadic and without purpose, they’re unable to uphold the old accords. Tensions rise, oaths are on the verge of breaking and thus decisive retaliation shall be the only remedy:
"Shahanshah, King of Kings, the time of peace is at an end. Ignoring your decree, our neighbors have become vultures - the fools grew bold enough to forget that only by your good grace these dunes of sand have yet not swallowed them whole. Mount up the Savaran, show them why you are the undisputed King of the deserts!"
Campaign of the Week #4 is out!
To all conquerers,
There is a brandnew Campaign of the Week waiting for you!
In this campaign, you play as the Berbers led by Queen Dihya.
The southern borders of the empire weaken, and Arabic warbands are pushing ever forward to embolden their dynasty, aspiring to become high rulers of Africa. Outright open war between the two southern empires seems inevitable and is only delayed by remnants of Roman forces, cowering in crumbling strongholds they’ve seized during the long gone zenith of their power. Should you hurry, you could be the one to bring them salvation from the Arab forces, or reclaim what was never theirs, and prepare for the oncoming carnage.
Prepare to fight your toughest battle yet!
New Patch!
Heyho everyone,
We present to you a new patch for Yield! Fall of Rome containing many Quality of Life improvements and fixes. Thank you for all your feedback, ideas and bug reports!
Patch Notes
Quality Of Life Changes
Controls
Next Unit" button properly selects the tile with that unit now
Right-clicking city with another city selected will now open the intended city rather than the selected one
Waypoint System
Units queue movement whenever an order is given (right click) outside of their current movement distance. (old behaviour “holding the Right-Mouse-Button” still works the same)
Building Menu
Bigger icons in the city screen, some icons are also adjusted to become more distinct.
Borders and text descriptions added to city screen for clarity.
Map
Changed to zoom-out when entering city screen for less disruptive flow.
Added more info when looking at locked improvements (not researched)
Added more info on tooltip when building improvements.
Added more info on all tech or resource elements on the map
Achievements
We added for all supported languages, translated names and descriptions to all Achievements
Settings
The Turn limit for custom games has been increased to 999 turns
Bugfixes
Fixed bug where you could add movement queue to enemy units
Fixed rebinding keys save between sessions
Fixed error where one could end up with a starting location with only water around settler
Fixed roads not showing correct cost when having built Curia Romana
Removed ability to build 2nd harbour in a captured Roman settlement
Fixed missing diplomacy update when capturing a religious site from another faction
Fixed issue where religious sites could end up on the edge of the map.
Fixed bug where choosing Roman policy did not update the relationship instantly (visually)
Fixed bug where entering enemy borders did not instantly update the relationship. (visually)
Fixed bug where the AI difficult mode not displayed correctly, easy, normal and hard are now displayed correctly
Fixed the bug that after successful Campaign you sent back to Main Menu. You will be sent to the campaign screen like intended
Removed special "pause" music volume from Settings screen
Fixed bug with achievement "No Military"
Fixed bug where you could click through the intro loading screen
Fixed Profile screen to display “games” in the set language
Fixed text overlapping icons
Fixed high score list opening behind mission preview.
Fixed Technology descriptions overlapping in text in some languages.
Fixed Policy panel scrollbar overlapping with button in some languages
Fixed an issue where after building a city wall the level of the city has been set to I