- Fixed Emperors gifts history not displaying correctly;
- Fixed rivers tiles not drawing correctly in constructor mode;
- Fixed 'set position in the center of the screen' for dialogs and messages;
- Fixed crashing when you use plateau tiles in constuctor mode;
- Fixed "undo last action" for farms;
- Fixed a glitch when a wrong cost was displayed when destroing buildings;
* Improved economy issues history window;
* "Scribes messages" button is now highlihted when a city has new messages;
* Improved paths rendering on information layers.
See you soon!
Cheers.
Update #71
Hi! A bunch of new fixed and some new content has arrived. Let's go:
- Fixed material objects information window display;
- Fixed city information display on the map of Empire;
- Fixed incorrect economical issues history log loading;
- Fixed an annoying crash when you select incorrect tile on information layer;
- Fixed a rare crash while initializing main menu;
- Fixed a glitch when you could build new plaza over other plaza tiles;
- Fixed incorrect names and info about non-playable objects in your city;
- Fixed Linux crash when the game was launched from Steam and then was crashing while saving;
- Corrected fire animation;
- Corrected mouse cursor position calculation for different resolutions;
- Ceres' temple is now present on religion informational layer;
+ Added paths indication for water supply informational layer;
+ Added new textures for level 7 houses;
+ Added new academy textures;
+ Added option allowing to switch between old/new tax systems;
+ Added farm meadows to map editor;
+ Added default option to "cut forest for timber" for sawmills, can be turned off;
+ Improved rocks textures;
+ Improved ground textures under prefectures and engineering posts;
* Improved pathfinding algorythm;
* "Undo" action now reverts 1 last action only;
* Soldiers are now able to get salaries;
* Education/Taxes/Health/Religion informational layers now show respected employees paths;
See you soon. Get ready for more updates.
Cheers.
Hotfix #14
Hi. This hotfix addresses several bugs and adds new music track:
- Fixed Empire trading, now merchants visit towns even if towns don't trade;
- Fixed some crash with Advisor window when UI scheme doesn't exist;
- Fixed sound options saving;
- Fixed pathfinding algorithm for market kids when kids are stuck close to granary;
- Fixed granary work in "goods delivering" mode;
- Some corrections made to localizations;
+ Added trade routes highlighting for a selected city;
+ Added theatres' workers routes to entertaiment layer;
+ Added command line parameter (-resetConfig) that resets game settings to default;
+ Added new music track by Kevin McLeod;
+ You may now sort saved games by name, date, etc.
Thanks guys. Cheers.
Hotfix #13
At first, thanks for your help with development of this game. Last update uncovered several glitches which we tried to patch with this hotfix:
- Fixed health care buildings not operating correctly;
- Fixed construction area rendering glitches in construction mode;
- Fixed corpses blocking construction of new buildings;
- Fixed "unknown walker id" bug, pedestrians' paths from library are calculated correctly now;
- Fixed dust clouds spreading directions calculation;
- Fixed markets information layer not being able to show markets demand levels;
- Patricians now find business in the city: at forums, libraries and neighbors';
+ Added pedestrians' paths colouring (red, greed, blue, etc);
+ Added ability to see servicemen's paths from selected buildings on entertainment/damage/market information layer;
* High level houses now have limits for the number of residents, it depends on the size of a house;
Development notes:
= Game resources are uploaded to our repository;
= A tool for packing/unpacking texture atlases (Linux, Win, Mac) is now available;
= As always, you can see our progress here - https://bitbucket.org/dalerank/caesaria/commits
Thanks everyone. :)
Update #21 (build 70)
Hey folks!
We continue to fix bugs thanks to your bug-reports and another portion of those fixes is in today's update. During November and December there will be a couple more updates so by the end of the year we should have a much more enjoyable game comparing to what we had back when we passed Green Light. Now about the fixes and changes:
+ Several new features for the Map Editor, including mountains which are now available;
+ Fonts now change depending on the selected language;
+ More additions and corrections are made to different localizations;
+ Added prefects’ paths to the map on the fire hazards layer;
+ Added commodity turnover layer, game objects now can share goods origins information;
- Fixed glitches with map swiping for Android;
- Fixed crashing after you create a displeased aborigine on a map;
- Dialogues now can be correctly paused;
- Fixed GUI rendering in full-screen mode;
- Fixed some crashes while calculating Gods attitude towards your city;
- Fixed citizens path calculation algorithm when you rotate the map;
- Fixed crashing while counting coast tiles in Map Editor;
- Fixed several glitches when creating events;
- Fixed dust clouds path calculation when a building collapses;
- Fixed water layout in Map Editor;
- Fixed custom color objects rendering glitches;
- Fixed crashing while rendering dialogues on the Empire Map;
- Fixed renderer context menu refreshing glitch;
- Fixed map rendering when the actual display resolution is lower than the one chosen by the player in the game settings;
- Fixed Emperor's requests incorrect dates display if you wasn't able to finish it on the first attempt;
- Fixed religious objects information gathering if no religious objects are present;
- Corrections to the migration algorithm, it now takes in count city's population;
* Map loads faster now;
* Clay pits/mines collapse is now turned off by default.
We know there are people who'd like to see this project fail, but we are not going to stop all thanks to those of you who support us, give us feedback, report bugs and propose help. Thank you all guys.
- Team Caesaria
Update #20 (build 69)
Hi there.
For the 20th build we have a lot of bugfixing and a few new features for you. So let's go straight to business. :)
- Corrected random map terrain generation algorithm: now it will do less mountains near the water plus meadows and forests generation is more structured;
- Fixed crashing after deleting objects from the map;
- Fixed cities positioning on the global map;
- Fixed warehouse goods display in Trading Post mode;
- Fixed full-screen mode bug;
- Fixed a bug with people unable to cross low bridges;
- Fixed incorrect buildings selection in construction mode;
- Fixed path finding algorithm for enemy soldiers;
- Fixed ruin tiles sometimes appearing on coast tiles;
- Fixed goods titles/pictures display;
- Fixed a glitch with walls catching on fire from a random fire;
- Fixed working warehouse flag setting;
- Fixed crashing after house level 4 upgrade in an empty location;
- Fixed buildings servicing glitch when a building would stop being serviced because of a 'ghost' service reservation;
- Corrected towns starting parameters for Tarentum mission;
- Capua mission re-balanced, now it's a winable scenario;
- Neptune's anger corrected;
- Android: fixed rendering engine, textures are now correctly stitched;
- Android: fixed GUI;
- Android: minimap is now scalable to a size of a widget;
- Android: fixed selected tile highlighting;
+ Added "Undo last action" feature;
+ Added ability to set permit rules for gates;
+ Added a notification on a warehouse being unavailable when constructing a market;
+ Added ability to set custom fires/devastation parameters for a mission;
* Warehouse and barn aminations speed now depends on how many workers are there.
For today this is it. We continue to work on new content for you guys, so expect more new stuff soon. And of course bugfixing never stops neither. :)
Once again, thanks for all your support thru all this year. We appreciate it a lot.
- Team Caesaria
New Academy.
One from our volunteer's artist (Pietro Chiovaro, Spain) work for academy model. We want ask you about suggestion for this building. Thanks.
Update #19 (Build 68)
Hey!
Here we go with another big update which mostly contains stability fixes + a couple updates of the content of the game. Let's go straight to business:
- Fixed full-screen mode for resolutions bigger than Full HD;
- Fixed crashing while trying to load corrupted BMP/PNG textures;
- Fixed crashing while trying to load corrupted WAV files (for Linux/Mac);
- Fixed mouse pointer focusing in Windowed mode (for Mac);
- Fixed video modes loading for Linux;
- Fixed mouse pointer movement in Construction mode when keyboard keys are pressed at the same time;
- Fixed accidental double click in Demolition mode;
- Fixed a lot of crashes by tuning OpenGL context creation (for Mac and Android);
- Fixed full-screen anti-aliasing;
- Fixed full-screen launch for Linux after getting focus;
- Fixed several crashes while processing keyboard presses in different circumstances (for Lunix and Windows);
- Fixed mouse pointer position resetting in full-screen mode (for Mac);
- Fixed RMB click processing for Mac;
- Fixed OpenGL context focusing after switching to Home Screen on Android;
- Fixed crashing after selecting the point of Legion patrolling;
- Fixed incorrect calculation of enemies in your city which led to citizens' migration slowing down;
- Fixed black & white screenshots saving;
- Fixed incorrect calculation of culture level in cities with Oracles;
- Fixed reducing crime bug when unhappy citizens appear in your city;
- Fixed loading configurations of urban services;
- Fixed incorrect counting of legions on the march, if one of the legions is of low morale;
- Fixed crashing when some buildings are being built on the ruins of another;
- Fixed roadblocks availability during missions;
- Fixed position offset in the construction of docks;
- Fixed slow game saving;
- Fixed configuration switch between the new graphics and C3 graphics;
- Fixed a rare crash when running in offline mode;
- Fixed mistakes in calculation of costs / income in Adviser on Finance window;
- Fixed counting working schools for the report of Adviser on education;
- Fixed reduction of discontent in the city when a mugger appers;
- Fixed appearance of animals on water tiles;
- Fixed sound overdrive on Linux, if another pulseaudio device is being used;
+ Added textures for 5-6 levels of Homes and Hospitals;
+ Added new soundtrack by Kevin McLeod;
* Improved textures rendering system accelerating rendering of elements of the game;
* Improved objects selection on the map;
* Festival history added for correct calculation of a new festival influence.
A lot of improvements were done and a lot are on their way, meanwhile, don't hesitate to tell us if you spot something like a bug or a crash or anything else.
And of course any help is appreciated and welcome.
Thank all of you.
- Team Caesaria
Yet another house level
Here's a new model for a Shack (house level 5, poor house). This model and textures were paid with money from our first non-playable DLC, so basically, paid with your donates.
Thank you for constant support, guys.
Base model:
What do you think about new Small Casa?
Your opinion is important for us. Here's a new model for Small Casa (house level 6), middle rich house. This is the first building which is paid for with money from our first non-playable DLC.
Btw, while this is more or less late version of the house, it's still a draft and based on your feedback we can make changes to it.