Unwalkable corners are now walkable, meaning streets between buildings are not as crowded anymore
Fisherman now works outside (next to water), and no longer needs to be placed adjacent to water
Farmer crop planting and harvesting speed increased by 68%, which means they can manage larger fields
Reduced the radius of crop & vegetable farms from 8 to 7
Brewer orchard and vineyard harvesting speed increased roughly by 40%, which means they can manage larger yards
Increased rations delivery speed modifiers from -10/0/10/20 % to -15/0/15/30 %
Pitch Cache trap removed ːsteamsadː
Spike Pits now also cause enemies to cower in fear when stepping on them, much like when morale is low
All 4 house tiers are now 2x3 in size
The final house tier is no longer buildable but instead acts as a final upgrade to all houses.
Lowered stone cost of housing from 3 to 2
Housing moved to 'basic structures' from 'needs' (always visible)
Changed housing capacity from 7/10/13/18 to 9/12/14/15
Performer's Camp collision size reduced to 4x5 from 4x6
The Gallows collision size reduced to 4x4 from 4x6
Entertainment buildings now grant larger bonuses, but require actual units to work inside
Instead of a flat bonus of entertainment (150/100 for Performer's Camp/The Gallows), each gives en. per worker (180/160 for Performer's Camp/The Gallows)
Timber/Stone cost of 'Performer's Camp' and 'The Gallows' reduced to 5/4 from 8/5
Bonus satisfaction ːsteamhappyː from entertainment now has a limit of +10
Placing roads and fields now places a path or a rectangle (respectively) if holding mouse (holding shift causes road path to be zigzaggy)
Reduced cost of militia to 90 from 100
Reduced cost of scout to 100 from 200 and their attack damage from 30 to 10
Disabling a building now also releases the workers inside
Civilian arrival speed increases the more empty space there is in the town (with diminishing returns)
Towers, stonecutter's hut, woodcutter's hut, crop farms and fishing lodges cannot catch on fire from events anymore
Bandits now, instead of stealing resources from the main castle, attack and attempt to capture your nearest tower
Amount of bandits spawned reduced from 6-12 to 5-8
T3 housing name changed from 'Residence' to 'Luxurious House'
All house tiers have a backyard for the 2 back tiles
Villa building redrawn
Patch 1.085
--- Gameplay Changes --- -Removed herbs (a vestigial resource) -Reduced the size of signpost unbuildable area from 6 to 4 -Doubled the amount of default starting food stock -Selecting farms, woodcutters and stonecutters shows radius of the worker -Tar pits/Spike pits now require 50 coins instead of 1 charcoal/timber (respectively) to be constructed -When ordering a unit to attack a target, it will count as attack move -Increased the appeal debuff of farms to 4 from 3 -Carriers prioritize deliveries more based on distance -The main storage in the capitol now has the same priority has other storehouses -Barracks now take alcohol aswell as food -Lowered the amount of grain and water each cow takes to fully grow up to 8 from 9 -Lowered the amount of eggs obtained from chickens from 3 to 2 -Lowered the amount of milk obtained from cows from 5 to 4 -Switching slots in the lobby no longer swaps ___________________________________________________
--- Bug Fixes --- -Added missing descriptions for several buildings -Fixed AI prematurely destroying its stonecutter huts -Fixed the barrack's rotated sprite -High level spells correctly display their requirement -'Storage space' now properly displays ___________________________________________________
--- Graphics Changes --- -Added a construction stage graphic to ore mine -Added missing letters to header font: ż, ę, ą
Patch v1.083
--- Gameplay Changes --- -Increased maximum hunger (~3%) and food filling value of cabbages, chestnuts and fish -Reduced the amount of milk each cow gives from 7 to 5 -1 unit of milk now produces 2 units of cheese -Reduced the amount of eggs chickens give from 4 to 2 -1 unit of eggs now produces 2 units of omelettes -Added an additional job to cidery that turns 2 apples into 2 ciders -Added an additional job to winery that turns 2 grapes into 2 wines -Civilian luxury requirement text removed (an uneccesary text box) -Siege workshop and siege engines temporarily removed from the game (will be added back later) -Guardhouse removed (militia & scout moved to barracks) -Lowered the timber cost of barracks from 8 to 6 -Lowered the cost of Library from 7/6 to 6/5 (timber/stones) -Lowered the stone cost of smeltery from 6 to 5 -Increased the duration of refugee bonus from 15 to 45 seconds ___________________________________________________
--- Bug Fixes --- -Fixed an issue where click outside the boundaries of map while demolishing buildings disabled all interactions -Fixed the 'Accept' option in the refugees event -Fixed treasure loot getting back to a capitol/storehouse - now properly dumps all resources and is removed -Chickens now properly lay eggs instead of milk
Patch v1.082
--- Gameplay Changes --- -Tailory production increased roughly by 10% -Each soldier costs 1 weapon instead of 2, and 1 wooden weapon now costs 2 timber instead of 1 -Reduced the time woodcutters take to chop logs into timber -Reduced the time woodcutters take to plant trees -Reduced the time stonecuttters take to cut rocks ___________________________________________________
--- Bug Fixes --- -Lobby messages are no longer deleted when the contents reach 10 messages -Treasury no longer sometimes displays coins of other players -Fixed units behaving chaotically when ordered before the last order was finished -Fixed AI destroying its mines when they are out of ores -Trees are properly cleared when building orchards ___________________________________________________
--- Graphics Changes --- -Added several missing animations to female serfs
Patch 1.077
--- Gameplay Changes --- -AI now builds wider roads in some areas -Modified AI's behavior so that buildings are placed in the vicinity of the buildings of same type -AI will ocasionally attack the player once they have a large enough force -AI now builds shorter roads around crop fields -Optimized AI house building patterns ___________________________________________________
--- Bug Fixes --- -Fixed female serfs being tiny when carrying water -AI correctly establishes defensive positions -Fixed soldiers without home not moving into a newly built barracks -Fixed bowmen and crossbowmen being invisible when standing idle
FORMATIONS REWORK: -Formations are no longer permanent or tied to a single unit class -Units assume formations automatically when the player orders multiple units to move -All melee units have an aggro radius of 5 tiles, where they will chase the enemy -'Create Formation', 'Dissolve Formation', 'Add/Remove Column', 'Join Formation' and 'Split Formation' commands replaced with formation shapes the units will form when ordered to move ----------------- ----------------- SOLDIER SUPPLY LINES REWORK: -Mules are no longer trainable -Soldiers are now at home in the barracks they were trained in, where they get their food and ammo from. -Button to find hungry soldiers replaced by a button to toggle displaying notifications, as it is no longer necessary. ----------------- ----------------- -Lowered the amount of enemies in the second lesson of the tutorial -Neutral enemies act more aggressively -Added two smaller lakes to red and blue spots in Knoj River -Buildings are no longer restricted to be placed next to water or mountains -Game no longer asks player if they really want to leave lobby -Turkish localization added (translated by Wawewow) -Iron is produced in 1x units instead of 2x and its production time reduced (roughly by 30%) ___________________________________________________
--- Bug Fixes --- -Fixed disabled buildings being able to be built after saving and reloading a game -Fixed an issue where woodcutters could be stuck trying to plant a tree on construction ground -Fixed the rebels in the first and third lesson starving to death if the player takes too long -Thieves/Bandits no longer crash the game on loading a saved game -A player's coin amount correctly updates if they've gotten their capitol from another player (changed owners) -Chat window properly dissappears when the player leaves lobby -Invite friends and ready buttons no longer show in singleplayer lobby -Maps with only 1 player no longer included in the multiplayer map pool -Fixed double clicking units to select all of the same type on the screen -Fixed trading prices going into negative numbers if too many items were bought/sold -Ordering units through the minimap in Multiplayer fixed -Fixed soldiers sometimes stuck in barracks and stay hidden forever ___________________________________________________
--- Graphics Changes --- -Added several missing animations to female serfs -Sped up text narration speed from 17 chars/sec to 25 chars/sec -Reversed the order saved games display in (most recent at the top)
Patch 1.069
Gameplay Changes:
-Tutorial mini-campaign added -Recreated the "River of Gold" map -Wares can now be disabled in the marketplace -Reduced taxes of houses from 8/21/48/70 to 6/18/40/67 -Reduced base price of medicine from 50 to 40 -Added ping function to the minimap -Several messages now have pings associated with them (such as 'town is on fire' event) ___________________________________________________
Bug Fixes:
-Fixed an issue where a carrier dousing fires in a workplace that requires water could permanently block its supply of water -Toggle all wares now properly refreshes the UI -Houses properly take into account appeal when evolving and devolving -Fixed fishing lodge and mine not being able to be built in certain areas ___________________________________________________
Graphics Changes:
-Lobby chat is now a seperate draggable window from the lobby -Added missing ware carrying animations to serfs -'Toggle all wares' button now updates the UI properly
Patch 1.065
Gameplay Changes:
-Double tapping active control groups moves the camera over to their location -Increased stables' size from 4x3 to 4x4 -Removed herb garden (Apothecary is now 4x3 with the garden graphically attached to the building) -When the player has only 5 or less carriers, they will stop taking jobs at workplaces -Added "Toggle all wares" button to storehouses and the capitol
-Removed the ability to upgrade houses -Houses will now level up on their own, based on whether the civilians have access to the requirements -Higher tier houses no longer have default negative appeal
-Soldiers share 1/2 of the average satisfaction bonus as their own -Increased backstab bonus (highest from 3x to 4x) -Moved caravan training to barracks and guardhouse from the capitol and storehouses -Increased scout's vision from 8 to 10 ___________________________________________________
Bug Fixes:
-Added missing description for: Omelette Maker -Fixed towers crashing the game when loaded while they have a target in reach -Towers now properly save their ammo amount -Fixed units killed by the hungry ogre being sent to the edge of the map as walking corpses -Diplomacy relations are no longer reset when loading a saved game -Fixed massive lag when AI searches for spots for fishing huts and mines -Herb Garden removed (it is now attached to the Apothecary) -Fixed some chickens and cows rendering behind the farm -Removed woodcutter "fell trees only" mode -Added missing death animation to the Mage -Mountains without ores cannot be selected anymore (nor do they block selection drag)
-Added new markers for parts of buildings that are walkable -Added stable's horse and breeder animations -Added stables' ware graphics -Added Sophie's portrait artwork -Added papermill's tanner animations -Added papermill's ware graphics -Reworked how wares display in storehouses
Minor patch (v1.058)
GAMEPLAY CHANGES: -The physician now only brews medicine, and medicine is stored in the marketplace -Civilians now pick up medicine when they need from the marketplace -Medicine gives civilians a temporary immunity against disease (in addition to curing it) -Medicine can be bought and stored in storehouses/capital __________________________________________
BUG FIXES:
-Building disable button updates properly on the UI -Processing buildings function properly