DevDiary 34 - Update 1.4 - Catholicism and Diplomacy
Hello friends and welcome to DevDiary 34 for “Knights of Honor II: Sovereign”! Our next update is coming live tomorrow, so we are excited to share with you the new features and changes we’ve prepared.
Two of the aspects we’d like to build upon most are Diplomacy and Religion, as they are essential for the game and we have plenty of ideas of what we can add or improve there. Since this is a major endeavor, we’ve decided to split it into several updates and for this one we started with Catholicism – the most widespread religion in the game.
This is our second major patch since Knights of Honor II: Sovereign’s exciting release, so strap in! We focused here mostly on responding to player feedback and providing a few new, fun ways to play the game.
First up, we’ve been able to greatly improve the zoom functionality, both in World View as well as Battle View. Players with good enough hardware can enable “Extra Zoom” in the options menu and get further zoom-out levels throughout the game! We also added a seamless transition from World View to the Political View when you hit the zoom-out threshold, making it easier than ever to move around the map. This was a highly requested feature that took a bit of technical work and optimization, but should really enhance everyone’s experience.
Many in the community were also requesting the ability to add waypoints when managing their armies in World View, and we’re here to deliver. You can now hold SHIFT and RMB click to set army waypoints to better help them navigate to their destination, maybe to avoid pesky rivers or neutral territories, or even just control how they move from point A to point B.
The next major change is a new way of playing KoH2:S – Shattered World! Configurable in the “Kingdom Size” rule when setting up a campaign, Shattered World changes the starting size of all kingdoms in the world, configurable by the player, giving each kingdom an even playing field at the beginning. Things like trade centers, vassalages, and more are all removed to create the most balanced, fresh world setup possible, and giving players all new challenges when starting out. This is also available for multiplayer games as well, of course! The concept was highly recommended by the community, and we feel it is a fun, new way to experience KoH2:S’s game experience.
Combine all of this with a bunch of bug fixes, AI improvements, balance tweaks, network stability improvements, and so much more, we feel 1.3.0 has turned out to be a solid patch that we truly hope you enjoy. We’re already hard at work on the next major patch, so stay tuned for future improvements!
Thanks again to all of you for supporting us, and we hope you have a fantastic time with the patch.
General
• Added the possibility to set waypoints for armies in World view by RMB clicking while holding SHIFT. • Teammates can now see each other’s towns’ buildings and stationed armies. • Major improvements in multiplayer libraries, preventing some hosting issues, disconnects and crashes.
Camera controls
• Further zoom out in World view. • Further zoom out in Battle view (Tactical battles). • “Extra zoom” option added in the game’s settings to protect the players with low-end hardware from performance issues due to the additional zoom out. • Transition between Political view and World view through scrolling. • Camera smoothing on edge/keyboard scrolling. • Camera smoothing on zoom in/out.
Campaign settings
• Kingdom standings: Players can now choose from one of five starting limitation modes for players’ kingdoms – without trade centers (this limitation was obligatory by now), with or without autocephalies and caliphates (this option was present already), without being/having vassals, without all the above (“Balanced” start) and “Historical” with all of the above being possible for players’ kingdoms.
• Shattered world: Players can now choose starting kingdom sizes to apply not only to players’ but to all kingdoms instead, resulting in a very fragmented and balanced starting world. Autocephalous church, caliphate standing, trade centers and vassalage are removed for all kingdoms (regardless the “Kingdom standings” option). Shattered world can be activated from the “Kingdom size” campaign rule.
DevDiary 33 - Patch 1.30 Updates
Hello friends and welcome to the third post-release DevDiary for “Knights of Honor II: Sovereign”! We know that it’s been some time since our last update and you’re probably hungry for news about what’s to come. So, let’s dive right in and discuss what you can expect in the latest upcoming patch.
Hello friends and welcome to the third post-release DevDiary for “Knights of Honor II: Sovereign”! We know that it’s been some time since our last update and you’re probably hungry for news about what’s to come. So, let’s dive right in and discuss what you can expect in the latest upcoming patch.
• Fundamental changes are introduced to how mods work. Mods can now be defined without copying the entire contents of the game’s moddable folders, allowing users to define only the changes that they wish to make. • Changing visual assets like icons and illustrations is now also possible. • Added Steam Workshop support to the game. • Multiple mods can now be activated simultaneously.
A full guide on how to create mods, where to store them and how to upload to Steam Workshop is now included in the game’s installation folder, the latest version of these resources can be found here. Please note that mods are now located in a different folder, which means that any existing mods must be moved to this new location. We strongly advice reworking pre-existing mods in the new modding system.
General
• Characters and towns can now be renamed. To do so, press F2 while you have a character or town selected (the keybind can be changed in the game’s settings). This can also be done while hovering on a character’s portrait/name in the UI. • Mercenaries and rebels on your side can now also be set as reinforcements for an ongoing battle and will reliably do so. • AI no longer sends weak armies against much stronger rebel forces. • Pacts no longer end when their members declare war against each other. Instead, only supporters that got hostile are removed from the pact.
UX / MISC
• Added a handful of diplomacy reaction commentaries for relation changes, related to changing your kingdom's religion. Information about which relations were changed due to changing your kingdom’s religion has also been added to the action’s success message. • The “Construct new buildings” reminder message now resets also when you expand one of your towns by unlocking a building slot. The message has been reworded to reflect this change. Also, the cooldown of the reminder message is increased. • Religious tension is now shown with an icon alongside a province's piety income, in the Province Overview window. • Occupied provinces are now highlighted in the province overview window with a striped background across the entire row. • Updated the manpower column in the Province Overview window to show the total number of town defenders. • Updated the Province Overview window to show a siege icon for when a town is besieged. • When claiming autocephaly/subordinating to the Ecumenical Patriarch, relationship changes with Constantinople’s owner now work no matter what the owning kingdom’s religion is. • Knight hire tooltips now show how much would wages get increased for the specific class, upon hiring a new knight. • Marshal skills now indicate in their tooltips that they unlock the ability to lead an army (“Gather Army” action) for any class. • Various improvements to the visual behavior of the army reinforcement slot icons in world view battle selection and tactical battles. • Dead army leaders in tactical battles are now also shown as such in the top UI bar. • Upgrades in progress are now shown with circular progress bars in the buildings window. • Hovering on a foreign kingdom’s defensive pact now properly displays full information about each participating kingdom. • Adjusted the army reinforcement slot tooltip text to include the real remaining time for an army to arrive in world view while also showing the estimated arrival time in tactical battles. • The fame containers for great powers in the Great Powers and Rankings window/Emperor of the World vote are no longer colored when these kingdoms are led by players. Hovering on these elements now also shows a player-led kingdom’s vote weight as two separate values (split into “for” and “against”). • Added additional information in the crusade tooltip that shows if the crusader is your enemy, based on your kingdom’s stance with the papacy/the crusader's kingdom/the pope's kingdom. • Changed the coat of arms of Armenia and the Polish-Lithuanian Commonwealth to be different than those of Zakarid Armenia and Poland (respectively). • Class level indications are no longer shown in female characters’ tooltips. • The battle estimation tooltip is no longer shown during regular plunder process (when no defending armies are involved or after they are defeated).
Audio
• Added new SFXs, ambient and a short melody to the Emperor of the World voting process. • Added basic interaction sounds to certain clicks in the campaign setup window (e.g., choosing rules). • Reduced the cooldowns for war and jihad-related music tracks, so that they are played more often.
Fixes
General • Fixed an issue leading to it being possible for two farms of the same type to be spawned in a single province. • Fixed goods with names including more than one word (e.g. Trained Horses) sometimes giving their bonuses more than once. • Fixed a bug causing buildings in progress to remain after destroying their prerequisite. • Fixed commerce resource rounding, so that what you see in the resources bar is the correct value. Previously it was possible to not be able to send a merchant to trade, even though you see that you have enough commerce available. • Fixed a bug causing the current food value to be displayed incorrectly when selecting foreign towns in infiltrated kingdoms. • Fixed the “Help our prisoners escape” action message showing no knight names upon success, even though there were escapees. • Fixed prisoners invited to court via the royal dungeon not having any skills. • Mercenaries are now immediately dismissed when they are finished with their tasks, instead of staying idle for some time (which caused kingdoms to keep paying for their upkeep). • Fixed mercenaries being sometimes spawned between a river and a castle, leading to issues with reaching and hiring them. • Fixed a bug causing the "Rhetoric" tradition effects to not show in the governing Tooltip. • Fixed the AI votes during emperor of the world not showing up when "proceed to next voter" is clicked and the game was paused. Also fixed a rare case in which you could pause/unpause the world view while an Emperor of the World voting is under way. • Fixed an issue causing town population to be lower than expected, after loading a save game. • Fixes to inconsistent hover behavior on checkboxes in preferences. • Fixed a visual bug causing a message to refresh needlessly when you click on its icon. • Fixed kingdom tooltips to display the correct information for Loyalist and Abandoned armies. • Fixed a bug with the "War Score" tooltip, where score values were incorrect if the player was not a part of the war. • Further fixes to quality settings not being properly applied when switching between title screen/world view/tactical battles (including fixes to v-sync being set incorrectly in some cases).
Royal Family
• Fixed spy kings inheriting puppets from destroyed kingdoms which belonged to the old king. • Fixed a visual bug where the "Available for marriage" status icon in the Kingdom selection window remains visible on an empty family slot. • Fixed royal families that are generated (e.g., at the start of the game) to sometimes have an heir that's not the eldest son. • Fixed a bug related to king and prince ability stars not reflecting the bonuses gained by the abilities of their spouses. • Fixed a bug causing rebelling important relatives to remain in their slots in the Royal Family window after their death. • Skills of princes outside the royal court should now properly level up to rank 3 when the king takes the Learning skill, and your kingdom has it as a tradition.
Diplomacy
• Fixes to relationship not changing properly when changing your religion to the same one that’s followed by your liege. • The “Open Audience” diplomat action is no longer available while the diplomat is being recalled from his “Improve relations” mission. • Fixed visual bug causing the Audience window to be refreshed when you click on a king's portrait. • Fixed offensive pacts being revealed incorrectly when a king dies. • Fixed relationship decreases not working when you execute a foreign knight in your dungeon. • Fixed invasion plans not being shown in political view (stances). Also fixed invasion plans not being shown in the kingdom selection window. • Fixed sovereign kingdoms being incorrectly displayed as vassals, in the defensive pact icon (top-left corner of the screen).
Religion
• Fixed patriarchs not aging in rare cases, specifically after claiming autocephaly. • Fixed Claim Autocephaly action to respect discount/penalty from Clergy opinions. • Players may no longer excommunicate themselves via the Ask for Excommunication diplomacy offer. • Fixed Writing skill not giving its books bonus for Shrines when governed by a Shaman. Now it gives its bonus for all religious settlement types if the governed province's religion is the same as the kingdom's one. • Governing a Christian province now properly gives +1 books in all monasteries (was not working previously). • Fixed a bug allowing the AI to send a crusade while papacy is destroyed. • Clergy opinion no longer increases when you donate gold to the papacy as a non-Catholic kingdom. • Fixed a bug where the Crusade tooltip did not display the current status of the crusade’s leading army (primarily during battles).
Achievements
• All kinds of vassalization now count towards the "Join the Dark Side" achievement (previously only tributes via diplomacy worked). • Fixed a bug where "idle diplomat" messages are counted towards "The Beginning of a Beautiful Friendship" achievement. • Fixed a bug where the "On the third day at dawn, look east" achievement was triggered wrongly when a player's army joins in a battle with a crusader army led by a marshal of the same player.
Armies and Battles
• Fixed an error that occurred when moving units from a town’s garrison to a knight without units, who has the Medicine skill. • Fixed reinforcing armies in battles not taking any damage when retreating. • Fixed the resilience bonus effect being applied twice. • Fixed the tooltip for army reinforcements displaying wrong information as to which the supporting army is. • Fixed fleeing armies being shown as valid reinforcements for a battle. • Catapults no longer get bonuses from morale (since they have no morale to begin with). • Fixes to how values are displayed in the breakdowns of ranged defense in unit tooltips. • Fixed an issue causing allied AI armies to not be properly set as reinforcements in worldview battles. They should now start traveling towards the battle as expected (but can also interrupt their path and go somewhere else, if they decide another thing is more important). • Fixes to game freezes during tactical battle loading screens. • Fixes to army pathfinding in worldview when ordered to go to/follow another army that happens to be passing through a river.
Multiplayer
• Network optimizations, fixing a rare bug causing the "Multiplayer" button in the title screen to remain grayed-out (due to game server errors). • Fixes to province visibility not updating properly when its ownership changes via diplomacy. Further related fixes were done in multiplayer when you have an army inside a town and the ownership of that town changes via diplomacy. This resulted in the army still being inside for the client (but not for the host). • Fixed battle estimation not being calculated properly in multiplayer, for clients. Specifically, when a siege switches to assault/break siege, or when a plunder was interrupted. • Fixed issues with certain texts not resolving properly in continued multiplayer games. • Fixed an issue with the “Choose Ecumenical Patriarch” window showing up in a broken state, when you create a singleplayer campaign from a multiplayer save in which you have a deceased patriarch (and you haven’t chosen a new one yet).
Audio
• A knight voice line is now properly being played when one of your prisoners manages to escape from a foreign dungeon via the "Organize escape" action. • Fixed the narrator voice line for one of your diplomats improving relations being played wrongly when relations are already maxed out. • Fixed mercenaries playing the wrong sound upon being hired. • War Declaration sound effect should now properly play when you’re declared war via the Provoke War spy plot. • Fixed missing fortifications upgrade/repair finished sound effect.
The Scribes Praise You, Sire! New Accolades Trailer out now!
The Scribes Praise You, Sire! New Accolades Trailer for Grand Strategy Game Knights of Honor II: Sovereign
Sofia, Bulgaria/Vienna, Austria, January 25, 2023: Your Excellency, we have great news to share: The people have shown their appreciation for your leadership, as evidenced by the accolades and praise they have bestowed upon you!
The release of Knights of Honor II: Sovereign in December 2022 has been met with widespread acclaim from both critics and players. We invite you to view the new accolades trailer to see the positive feedback for yourself. Moreover, as a special treat, we have arranged for you to have an exclusive behind-the-scenes look at the creation of the game's soundtrack.
The Accolades Trailer on YouTube: https://youtu.be/bGPOqDI_ME4 The Making of Video on YouTube: https://youtu.be/33H_FTPKGTA
If you want to deep-dive into every aspect of the game, check out our Dev-Streams on YouTube: https://www.youtube.com/playlist?list=PLWovMvU-f8q23lae6CKS4Co9MbKd1ZJ2G
Knights of Honor II: Sovereign is out now on PC at an SRP of € 44.99 / $ 44.99 / £ 37.99.
We are also excited to announce that Knights of Honor II: Sovereign is ready to be played on GeForce Now — giving gamers instant access to GeForce PC performance, on nearly any device.
Enjoy & have fun!
DevDiary 32 - Modding Improvements
Hello friends and welcome to the second post-release DevDiary for “Knights of Honor II: Sovereign”! We hope you’ve had fun with your campaigns and exploring the game. This time, we will be focusing on a topic that’s been mentioned several times in the past, and one that’s very much important for the game – modding.
• Improved the way the Papacy assigns cardinals, fixing an issue where no cardinals were left in late-game scenarios. Papal states should now aim to have at least two cardinals in its court and consider lower-level clerics, when no others are available. • There is now a guaranteed period (of around 10 minutes) at the start of each new king’s rule, during which he may not get married automatically. • Added a relationship penalty when breaking royal ties with a kingdom (through audience). • “Claim caliphate” is now unavailable for vassalized kingdoms. • “Spy murder”, “Hunting Incident” and “Kill the King” plots now get cancelled when the action's target gets imprisoned. • The “Inspire rebellion” spy plot is now disabled for AI kingdoms at the beginning of a new game (time depending on to the difficulty level). • New Journey opportunities no longer arise for scholars when they are already on a journey. • Achievements are now disabled when playing the game with modded files. • Multiplayer is now possible between players having different mods, as long as they're text-only (no defs/maps modded).
Tactical battles
• Tweaked the AI behavior of army leaders, making them less aggressive when winning decisively. • Army leader squads retreat chance is now equal on all difficulty levels. Likeliness of retreat is increased when they are low on health. • Fleeing squads now find a safer spot to retreat. • Siege equipment now usually spawns at the back lines of an army (only spawning in front during assault battles).
Balance
• Reduced cost of “Village Militia” upgrades “Training Grounds” and “Town Watch”, as well as “Rituals” upgrade in “Shrines”. • “Training Grounds” now produces Levies in town • “Town Watch” now increases Siege Defense in town • “Hostage Towers” now produces Levies in town and Gold per castle. Removed increased prison capacity effect.
UX / MISC
• Added additional indication for defeated players in multilayer menu. • Crusader armies now give full world view visibility (fog of war vision and path arrows) to the kingdom which owns the crusade leader. Path arrows remain hidden for all other kingdoms. • Health bars in tactical battles now take into account the maximum manpower of squads, not the manpower they have upon starting a battle. • Added information about how much a merchant is gaining from their trade in the trade expedition preparation tooltip. • Added separate tutorial messages (and hotspots, while holding down ALT) for province loyalty and local stability. • Added visual differences to town icon states in province overview UI, for when a province is occupied/under siege. • CTRL + clicking a kingdom in the scoreboard (top-right corner) opens audience with them, same as clicking on their coat of arms. • Passive books and piety bonuses from clerics in court are now shown in their character tooltips. • Diplomacy responses tweaked, so AI kingdoms state reasons for accepting and denying peace offers/demands more often. • Credits may now be not only paused, but also resumed, when clicking on them.
Audio
• Added a sound effect when someone writes in lobby chat. • Dragging/swapping units in armies’ UI now plays the proper hire sound for the corresponding troop. • Added voice lines for when an army leader dies in tactical battle and that doesn’t end the battle. • Fixed an issue, preventing characters greeting you, when being clicked while political view is active. • Fixes wrong voice lines playing when manually cancelling a knight’s action in multiplayer. • Changing the game’s text language no longer auto changes the audio language (if there is no corresponding one). • Fixed an issue causing the voice line for enemies fleeing (in tactical battles) when player squads were fleeing. • Fixed a wrong voice line being played when ransoming a prisoner, as well as inviting an exiled prisoner to your royal court. • Foreign characters no longer greet you when you select them (for example, through messages). • Fixed a missing voice line when your king's squad dies in the tactical battle and the battle keeps going.
Fixes
General
• Additional fixes were made to invalid resolutions being set, which led to odd behavior/crashes.
• Updated end game screens to properly support wide-screen resolution. • Multiple text fixes and improvements. • Fixed Edinburgh’s province name. • Fixed a bug where, special characters (Pope/Patriarch) were no longer aging after becoming “Important relatives”. • Improved mini map behavior when dragging near the corners. • Fixed a bug where players could start with a random kingdom that is larger than the goal for Peasant Rush. • Fixed an unresolved text in the province resources tooltips (during disorder). • Fixed pope actions not leading to any relationship changes. • New scholar journeys can no longer be activated via the new opportunity message, while the scholar is already on a journey. A general fix to other similar actions was done as well. • Fixed Emperor of the World AI sometimes voting instantly. • Fixes to loyalist rebellions declaring independence to properly restore a destroyed kingdom they are loyal to. • Fixed the Negotiate Peace Diplomat action something stopping without a reason. • Fixed a visual issue with the religion window, leading to the pope’s portrait and status being displayed while the papacy is destroyed. • Fixed an issue with knight statuses not updating properly after successfully performing the “Puppet Switch Sides” plot. • Fixed issues with certain campaign rules not staying the same, when you create a new campaign from an existing save file. • The “Gain province loyalty” action may no longer be performed by two clerics at once. • Fixed the “Vassalize” spy plot to properly transfer the vassals of the targeted kingdom to the spy’s kingdom. • Fixed visual glitches with tutorial highlights in certain non-standard resolutions. • The “Toggle score panel” hotkey now also works in single player. • Fixed the Rotate left/right control options being mirrored incorrectly in preferences. • Fixed text instances where key binding references were broken, if corresponding key bindings were left empty. • Fixed an issue, causing a province feature (Cattle or Horses) sometimes to be shown in the province of Epirus (the town of Arta), when they were not available. • Fixed an issue with the Change Religion action in the Religion and Culture window, showing progress from previous campaigns. • Fixed a bug with crusade-formed kingdoms being able to become vassals to other kingdoms, that are already vassals. • Fixed unite quests not working for kingdoms that were defeated at the start of a campaign (which includes provinces which can be restored by rebels/crusaders). • Fixed the crusade ended message not appearing if the crusade’s target is defeated by a rebellion. • Fixed a bug where the "Dead character" status tooltip keeps refreshing after being shown.
Armies and Battles
• Fixed a case with AI army standing still when they could be helping with a siege or helping against rebels.
• The AI in world view should now properly consider its squads’ health, when determining if its armies are weak or not.
• Fixes to army AI in world view, causing them to return to their town quickly after exiting it (caused by incorrectly calculating threats in the province).
• Tweaks to how troops choose enemies to fight in tactical battles. Cavalry units should now correctly target archers that are running away.
• Bonuses to unit attributes are now shown when hiring them in army/garrison. Also fixed issues related to that, such as not visualizing ranged defense correctly.
• Bonuses to squad defense from siege defense are now only added in simulated siege/assault.
• Fixed the friendly fire reduction effect from certain skills/traditions to work properly. • Fixed battle estimation not being recalculated properly when the battle type changes. • Fixed province occupation events incorrectly being called by the many different settlements in a province - fixes multiple nobility drops on realm occupation. • Fixed heal cost for garrison squads that were hired from mercenaries. • Fixed wrong heal cost being shown in garrison tooltip (wasn't including level cost increase). • Fixed battle nameplates sometimes showing numbers/circular frames in multiplayer, after a pillage battle is over and pillage is already in progress. • Fixed a rare bug leading to cavalry squads standing in front of a gate and not attacking it. • Fixes to faulty rotations of ships during battles in worldview. • When a reinforcing army backs out of a fight and a second army is standing by, it will now enter the battle as new reinforcing army. • Improvements to the rotation of archers in tactical battles when they are about to shoot and change target. • When an army leader dies in tactical battle, he is now guaranteed to also die in worldview as well (previously, there was a chance for him to be imprisoned afterwards, disregarding the outcome of the battle). • When mercenaries finish a battle in water and have to heal, they should now properly travel to the nearest shore to do so. • Fixed cases in which crusader armies were accidentally entering another realm, while on their way to their target, and then getting side-tracked by attacking other targets. This could cause the crusader army to stray away from the crusade target indefinitely. • Fixed the attack bonus for leading a jihad not taking affect. Affected armies should now be properly buffed by it. • Fixed issues with the game not pausing during tactical battle tutorials in certain cases. • Fixed refresh issues with the army morale tooltip. • Fixes to armies accidentally going outside the map boundaries in world view. • Improvements to squad movement in tactical battles, fixing issues with squads speeding up briefly when ordered to move to a location near their current one, while they’re already moving. Now, they should retain their speed (increasing it only when ordered to run/charge or when changing direction more drastically). • Fixed an issue with town gates in tactical battles being restored to full health if they were previously destroyed via the “Open the gates” spy plot and then hit by a catapult during battle. • Fixed issues with inability to reveal the destination of a squad that’s been ordered to move via the CTRL + LMB drag command (when revealing squad commands by holding a button). • Fixed rare issues with black spots appearing on the terrain on tactical battles. • Fixed a bug where the fortification upgrade icon did not clear out when you tab to a province with an ongoing battle. • Fixed an issue with squad levels (stars) sometimes not showing up in squad icons.
Multiplayer
• Fixed a bug where the “Co-op” turns to “Free for all”, when victory conditions are met and one of the players leaves the campaign. • Fixed visual issues with player/team indications in multiplayer lobbies, causing non-valid team members to be shown after changing team rules. • Fixed UI issues when a player disconnects and host migration happens, resulting in broken screen visuals for a few seconds (mainly odd artefacts and transparency issues). • Fixed response from host to client for Burn Food Reserves spy action (clients weren’t getting proper update of the food amount in the sieged castle/town). • Potential fix for client/host mismatch whether an army is inside or outside of a town. • Fixed an issue with clients in multiplayer campaigns not receiving resource-related patriarch bonuses.
DevDiary 31 - First Post-Release Improvements
Hello friends and welcome to the first post-release DevDiary for “Knights of Honor II: Sovereign”! We hope all of you are enjoying your campaigns, as much as we are watching you play and explore the game for the first time!
The road to Knights of Honor II’s release has been long, but that doesn’t mean it’s over, and in this diary, we’ll hopefully shed some light on the immediate future of the game as we go forward.
• Bugfix: Desert Heavy Archers were doing double damage. • Taking enemy camps and capture points now takes more time per enemy squad alive. • Varangian Guards defense slightly reduced. • Roman Infantry defense (melee) increased. • Roman Infantry defense (ranged) slightly increased. • Roman Infantry attack slightly reduced. • Teutonic Knight Infantry attack slightly reduced. • Templar Knight Infantry defense (melee) slightly increased. • Templar Knight Infantry defense (ranged) slightly increased. • Crossbowmen melee attack slightly reduced. • Crossbowmen ranged attack slightly reduced. • Crossbowmen and Pavise crossbowmen shoot interval increased. • Pavise crossbowmen melee defense reduced. • Pavise crossbowmen ranged defense reduced • Longbowmen defense (melee and ranged) increased. • Longbowmen gold cost increased.
Other changes
• Set SSRT default setting to “None”. • Added an integrity-check for files during the game’s startup. • Cheats are now disabled in multiplayer (even for players who found out to activate the cheat console 😉)
Fixes
• Fixed a rare crash related to a bug In the AI’s retreat procedure. • Fixed great powers window being populated with a placeholder text when opened during the first seconds of the game. • Fixed an issue causing FPS limit to be discarded when starting a Tactical battle. • Fixed an issue that was causing the chances of a Spy to reinfiltrate a kingdom he was revealed in to be 0.