Details of Update May 24. This update is mainly about battles and movement. Armies now line up against each other before engaging in open field battles, and the battle plans have been reworked to operate with the new battle lines, and make them clearer and more useful. A new help page has been added detailing them.
This update contains all the changes from the beta version, together with a number of new improvements. This list details all the changes since the Feb 28 release.
As always, this update could not have been possible without the continues support and feedback from our community and for that we thank all of you!
Battles
Units line up before battles
Tweaked battle plans to work with lining up system
Fully implemented ambush and withdraw plans
Reserve battle plan re-branded as "support"
Infantry units entirely armed with missile weapons can skirmish
General bug fixing and improvement of behavior in battle
Dropped fancy but impractical 180 turn drill for chariots
Some tweaking to missile and chariot combat factors
Defense penalty if hit by missile while moving.
Improved help and tool tips for battle plans
Reduced effect of friendly fire
Allowed more uneven lines in formations
In battles that include a settlement but are not an assault, archers only attack towers that are close to friends
In battles that include a settlement, but are not an assault, the battle finishes if one side only has garrison units left
Defeated stacks in a drawn battle don't return to position
When a settlement is captured in a battle that has multiple players attacking, the settlement is given to the player whose unit reaches the first undefended breach, or to their overlord if the overlord has combat units in the battle.
UI
Fixed issue displaying some event messages with double click
Per climate type picture in custom map screen
Improved settlement tab tool tip
Fixed stuck selected tab on tech screen
Fixed hex grid not being togglable on fastest graphics if disabled in settings
Fixed display not updating when all units in a settlement disbanded
Settlements
Added text for improvement completed messages
Added warning when a queued building can't be paid for
Fixed issue where no labor unrest was acrued on the last turn of construction if no more items were queued
Reduced unrest from labor service in easy and normal difficulty levels
Map resources in use by a friendly settlement are highlighted
Added a glow to tab of settlements with unrest problems
Fixed occasional duplicate settlement tab
Forests adjacent to plateau can be cleared
Fixed incorrect height of settlement bases created while under fog of war
Fixed incorrect display of settler availability in settlement list
Unit Movement
Stacks can move through stacks of other players outside of the other player's territory. I.e. you can still block other players inside your own territory.
Chariots and artillery can enter woods at 1 hex per turn
Rivers can be crossed from forests, but not marshes or hills
Can't cross rivers from flooded terrain
Increased cost of infantry moving in marsh, and some other move costs
Misc
Fixed Noble Cav armour upgrade
Picked light infantry move fast in terrain and have terrain combat bonuses
Capturing a settlement without a battle now fulfills a diplomatic agreement to attack.
Some climate types not allowed for small custom maps
EDIT: Watch the stream here: https://www.youtube.com/watch?v=dPg0ghqQ_dY&t=25s
Pssst.. Would you like some tips and tricks to help you with your road to glory? Sit back on your throne and get ready to take notes. Iceberg Interactive is doing a special livestream to help you up your emperor game.
Tune in today at 5 PM CET/8 AM PDT: https://www.twitch.tv/iceberg_interactive
Diplomacy Update Now Live!
Hi everybody. Sorry it's been a bit of while since the last update, but we've been working mainly on multiplayer. However, since that's not quite ready for release, we took some time out to make another update for single player. Currently it's only on the beta branch, but hopefully will be made a general release next weak. If some of you have the time to test the beta though, it'd be a big help. Please remember to state that you're using the beta if you make any posts about it.
The main theme of this update, is improving diplomacy. A lot of changes were made as a result of community suggestions, so we thank you for those and we ask you to keep providing your feedback!
Diplomacy Changes
Added limited trading of settlements. Settlements may be traded as part of a peace deal, or if returned to the previous owner or founder, or if small enough to be disbanded.
Added trade embargo declaration.
Added option to trade info about enemies
Added diplomatic agreement to attack other players
AI and Player can make counter offers during negotiations
Number of diplomatic offers a player can make per turn is limited to 3.
Can only initiate negotiations with other factions if city or character location is known
Trade status shown on diplomacy screen
AI more likely to combine against player who is winning
Improved ai algorithm for detecting if player is likely to attack them
AI and player offer fraternal harmony pacts of same length (40 turns)
Looting reduces diplomatic liking
Vassals can't loot or block trade if player has an agreement with their overlord. Similarly if a player has an agreement with an overlord, they can't loot their vassals.
Can't make own noble rebels into vassals
Other Changes
Looting messages now given for each stack looting, so that zoom button can function
Stacks can't replenish if they've been in a battle
Fixed problem with trade routes being duplicated when a settlement changes hands
Fixed freeze bug when shooting
Fixed being able to click improvement icons through UI
Fixed cities starving in first turn of custom game.
Fixed issues with trade routes not being removed when at war
Improved handling of eliminated players
Fixed a couple more bugs relating to freezes and lost income.
More animation improvements.
Added a notification for when there isn't enough money to start a queued building.
Update December 13: Chinese Localization
We are thrilled to announce that we are done localizing Oriental Empires in Chinese!
If you want to play the Chinese version and your game does not launch in Chinese, please launch the game, click options, Game Settings, and select Chinese from the drop down menu. Next, all you need to do is restart the game.
Please leave any feedback you might have on our forums, as we are committed to polishing it further.
The update also includes 2 minor fixes. One to do with peasant revolts causing a player to have no income, and the other fixes the issue that settlements with artillery in the garrison can't be captured.
Update December 13: Chinese Localization
We are thrilled to announce that we are done localizing Oriental Empires in Chinese!
If you want to play the Chinese version and your game does not launch in Chinese, please launch the game, click options, Game Settings, and select Chinese from the drop down menu. Next, all you need to do is restart the game.
Please leave any feedback you might have on our forums, as we are committed to polishing it further.
The update also includes 2 minor fixes. One to do with peasant revolts causing a player to have no income, and the other fixes the issue that settlements with artillery in the garrison can't be captured.
Update 24 Nov 2016
Hi everyone,
Just a small update this time, as recent work has been focusing on multiplayer and language support.
The Chinese beta has also been updated with these changes, all text translations completed, and many revisions to improve the text.
As always, the patch is save game compatible.
Thanks again for all the feedback, please keep it coming!
Changelog:
Added tech rate settings (see options menu)
Added option to disable cultural victory
Bandits and peasant rebels dispersed more easily
More improved animations.
Fixed issue with new faction leader sometimes being spawned in odd place for factions with only one city
Fixed issue with armor upgrade for some army units. This also Fixes an issue where recruitment didn't work in some cities.
Fixed operation of auto manage spending slider and added tool tip to it
Some tech icons changed to be more chinese looking
Oriental Empires Simplified Chinese Localization
We are thrilled to announce that we are almost done localizing Oriental Empires in Chinese! But we need your help to finish it. Therefore, we invite all Chinese speakers to try out the new version in the beta branch, before we officially implement it into the game.
In order to access the Chinese version of the game, hit the right mouse button on the game in your Steam list, select properties and click BETAS. From the drop down menu, select chinesebeta and your Chinese version will be downloaded automatically.
Please leave any feedback you might have on our forums, as we are committed to polishing it before official release.
Here's a new update for you all. The changes should make the end game less grindy, and alleviate some of the frustrations with sieges. As always this patch was made possible by your feedback, so keep it coming!
The update is savegame compatible and will be downloaded and installed automatically.
- Surtur
Changelog:
Battle -Fixed an issue with cannons (and potentially other engines) firing on invalid -trajectories
-Fixed problem with missiles from walls hitting ship
- Removed debug markers under ships in battle
- Fixed naval units going up on land to shoot at walls
- Chariots shoot faster and have higher attack.
- Fixed issue with a destroyed garrison stack blocking city occupation
- Tweaked battle inclusion rules. Less units dragged into battles.
- Rewrote core unit allocation routine for battles.
- Tweaked rules for advance after indecisive battles so that reinforcements can approach besieged city
- Fatigue is based on actions in battle. Units that take no part can recover fatigue
- Increased fatigue recovery rate
Graphics and Animation - Odd number of stories for Buddhist temples
- Some new combat anims for some units
- Soldiers at rear of units in combat have some animations (not all types implemented yet)
- Fixed some lod and texture issues
Settlements - Looted hexes revert to cleared terrain.
- Can't recruit at a gate if an enemy is adjacent
- Can't recruit into a garrison if enemy adjacent to all gates
- Reduced suppression effect of Legalist school and removed militia recruitment
- Added militia recruitment bonus to Mohist temples level 2 and 3
- Adjusted recruitment rates and set limits on numbers from population
- Reduced fertility of Mongolian farms
Misc - Fixed advice not being saved
- Fixed problem with leaders being disassociated with bodyguard. This caused multiple problems including zero income.
- Fixed gray screen of death.
- Fixed not being able to close trap encounter if you don't have enough money
- Fixed being able to escape from trap encounter by pressing Escape
- Fixed diplomacy not showing reasons for rejecting offers. Added more text to explain why they wont become your vassal.
- AI can build armorers.
Tweaked AI to produce more bazaars.
New Update Now Available!
Hello all,
It took us a bit longer than expected, but a new version is now available. This update contains a lot of fixes and balance changes based on your initial feedback. The trade and siege mechanics have gotten some love and should now work much better. In addition, we increased the rate at which unrest is reduced when your people are given some rest. Please check below for a full changelog.
There is of course more to come, so please continue to leave your feedback on the forums.
Cheers,
Surtur
Update for 4 Oct.
Changelog:
Battle Cities don't fall until all defenders destroyed or an undefended breach is attacked
Fixed issue with destroyed units fleeing
Fixed bug with units retreating to settlements
Can't pillage if lost a battle
Attackers won't assault city until any sallying units are engaged
Improved pathfinding around settlements
Fixed routing from siege battles
Fixed bug that sometimes let an unwalled settlement be captured by attackers ignoring sallying defenders
Settlement will not be attacked, unless a specific attack on the settlement was ordered.
Improved behavior of archers in sieges.
Improved behavior of missile chariots and cavalry
Trade Trade routes follow roads. Roads give a trade bonus
Trade routes updates when forest cleared.
Fixed removal of trade routes when war declared
Fixed various issues with trade routes when a settlement changes owner, a trade building is destroyed or peace is made
All hexes count as one hex for trade route distance
Reduced basic trade income to compensate for road bonus
Settlements Increased shrine upkeep costs
Made military unit suppression dependent on city population
Fixed growth button not opening details panel. Changed growth display to percentage
Bumper harvest doesn't increase population to more than 1 over sustainable level
Granaries store food faster when there is a surplus.
Enhanced tooltips on potential settlement hexes
Reduced effect of drought
Limited how much event effect can stack up depending on difficulty level
Increased rate that labor unrest is forgotten.
Fixed Legalist school tax bonus
Misc Forced unit selection sound to mono.
Fix invisible armies
Fixed floating city tab problem
Fixed stack and leader display staying open on loading screen
Fixed lock up in execution phase
Stopped players disbanding a new leader by dragging in the recruitment panel
Tool tips on map items don't disappear as soon as mouse moved. Also appear faster.
NB Noble Cavalry now marked as cavalry.
Fixed issue with crash on load caused by stack with no units having a formation
No bandits due to unrest in first 50 turns on easy. Further reduced early game bandits on easy
Moved Advice file location. Hopefully fixes problem of advice restarting each session.
Added disable grass check box. Should help with stuttering.
Fixed upkeep of trained heavy spear unit. Adjusted upkeep of some other trained units
Changed militia unit names to peasants to help people understand why they revolt
Amended some text for historical reasons
Added advice to help players find in game manual.
Reduced cost of some edicts that recruit characters
Reduced income from Well Field System and Equal Field System edicts