Added a contextual hint box, showing basic gameplay hints based on what is selected
Workers at crop farms are automatically managed; this can be disabled in options
Stockpiles automatically create resource move orders for common situations; this can be disabled in options
After constructing a building, humans and carts build the next nearby building if they have no other orders
Humans gathering periodically upgrade their current tool if possible
Idle warriors periodically upgrade their assigned equipment if possible
Added more messages about various economic inefficiencies
Corrections and Fixes
Fixed a rare crash
The expected number of workers returning to a farm could be incorrect
Workshops sometimes did not use any metal to make metal items
The display of armory move orders could be incorrect when showing combined metals
Balance
Gathering food without a tool is faster
UI/UX
Messages are displayed in the game world with a colored icon; hovering the mouse over will show the message text
The message box expands so that messages are always displayed for their full duration
Added a setting to change the message display time
The selected barracks or house shows its healing radius as green dots
Gameplay options are organized in subtabs
Update 1.096
Corrections and Fixes
Carts constructing a building were not included in its current workers count
Journey world map metal production used more wood than intended
Workshops did not upgrade copper items to the best available metal when no copper was available
Balance
Humans on a wall directly connected to a gate can open and close the gate
Ships do not require food to build
Farm crop grow time increased
UI/UX
Putting the cursor over an enemy dog shows the sword attack icon
Update 1.095
Corrections and Fixes
Corrected and improved various AI logic
Mines gathered ore much slower than intended
Galleys could drift while boarding
Ships sometimes did not obey an order to beach
Fishers moved around too much while gathering in narrow streams
The order display overlay for galleys with siege weapons could be duplicated
Fletchers carried ammunition to armories too little at a time
The displayed number of humans constructing a building could be incorrect
Unit world icons did not group and ungroup when paused
Balance
Maps with large rivers have fords
Population growth is faster at a low population and slows as it increases
Warriors far from any armory can replenish ammunition at a limited rate
Humans far from any stockpile use the lowest food ration
Buildings are constructed faster
There are more prey animals relative to wolves on the map
Wood gather rate is slower; trees contain less wood
Carts' drivers can construct and disassemble buildings without detaching
Adjusted and overall increased the speed of carts
Increased the maximum weight a small cart can carry
A large cart can only be pulled by one animal
Slightly increased the speed of oxen
Smelters produce metal slightly faster, using less wood
Smelters do not require stone to make bronze and steel
Weapons at a blacksmith take longer to make
Metal armor takes less time to make, and requires less metal
Metal technologies above copper take less time
Journey technology takes less time
Pigs breed slower
UI/UX
Added a welcome screen on first launch advising players view the tutorial
The function subtabs of a building can be accessed before it is built
Economic hardships can be toggled off in Journey before starting
Smelters automatically switch from making copper or iron to bronze or steel if the technology is researched
Workshops automatically upgrade metal items to the best possible material or downgrade metal items to the best metal that is stockpiled; this can be toggled in options
Pastures automatically remove an animal when full; this can be toggled in options
World icons of siege weapons attached to galleys are hidden
Update 1.094
New Features and Improvements
Adjusted the AI's economic and tech priorities to produce more warriors
Improved the AI's scouting and shipbuilding decisions on coastal maps
Improved the drifting of unmanned ships towards the nearest land; increased drift speed
Corrections and Fixes
Units would attempt to go through some closed gates as if they were open
At very low framerates with many units in game, units could occasionally stop moving
A fishing boat could be pushed too far from shore for its crew to return after dropping off food
Artillery mounted on galleys sometimes did not fire when they should
Corrected some issues that reduced the effectiveness of AI scouts
The AI could attempt to build an excessive number of farms
An AI attack sometimes failed to respond to encountering small numbers of enemies
A human's world icon could be visible when they were not
Sometimes a dead human cast a shadow as if they were still alive and standing
In Journey, some expansion positions were incorrectly not allowed
In Journey, AI tribes' attack decisions could be incorrect when some tribes had lost all settlements
The date and time of a Journey save did not always update
Update 1.093
New Features and Improvements
In Journey, any tribe's settlements can surrender and defect to a nearby enemy tribe when the settlement and its tribe are very weak compared to the enemy
Humans can surrender and defect to the enemy if greatly outmatched in combat
Aggressive ranged warriors move closer than maximum range to their target to have better accuracy
Corrections and Fixes
Humans gathering would occasionally stop
Reduced the delay of units responding to move orders
After loading the game, units could be moving to the wrong destination
UI/UX
Added sound probability slider; lowering this will reduce the number of simultaneous sounds
Update 1.092
Corrections and Fixes
Fixed a crash related to pathfinding
Unit pathfinding could occasionally double back to the previous destination
Reduced stuttering in unit movement
Fixed errors in the AI's logic related to building and launching galleys
The gather rate of copper and iron ore was much higher than intended
Balance
Tools made of iron and steel gather slightly faster
UI/UX
Blood disappears over time
Added arrows around the screen pointing to selected the units or building that are off screen
The map parameter selection backwards arrow on the Free Build, Scenario, and Quick Battle screen cycles back from the first to the last map parameter preset
Update 1.091
New Features and Improvements
The area of water on coastal maps is more consistent with the water density settings
Improved the shape of large rivers, coastline, and lakes
Galleys that impact head on rotate to give more room for boarding melee
Corrections and Fixes
Unit spotting and range dots were not removed during a game when changed to 'Off' in options
Farm crops could be duplicated when loading the game
Owned or friendly constructs or animals captured by the enemy could briefly disappear
Siege ladders and towers did not obey orders to attack walls
Fixed a crash caused by units dying during naval boarding
Ranged warriors on galleys did not fire at enemy galleys until very short range
When boarding, one galley's warriors did not charge the enemy
Galleys made too much noise
In rare cases wild animals could spawn in deep water and drown
The Journey load screen description count of remaining enemy tribes could be incorrect
Various AI fixes
Balance
Any galley can ram and destroy a fishing boat
Update 1.090 ~ Journey World Map
The redone Journey is a campaign-like mode with a persistent turn-based continent map linking each game played. The world map brings new strategic challenges, and each game's objectives are determined by your long-term goals.
New Features and Improvements
Added Journey world map and reworked all Journey mechanics
Added coastal map type
River maps with high water density can have multiple rivers
Improved the shape of large rivers
Unmounted humans are pushed backwards when damaged in melee
Improved collision and pushing in large groups of units
Various minor optimizations
Corrections and Fixes
The available count of an equipment set was wrong when warriors equipped with that set switched to a tool to gather
Carts and oxen had problems delivering resources to build fortifications
Humans could become stuck attempting to reach resources in a stockpile to which they had no land path
Fixed pathing issues for humans attacking and moving around walls
AI scouts could become stuck and never explore new areas
Units did not find a new path in response to gates opening or closing
Units sometimes struggled to go through a single wall section opening in a wall
Ships could be stuck on the edge of the map as if beached
Humans removed from a building sometimes did not walk to its edge
Animals ordered to leave a pasture did not exit the building in the direction of the order
The skill gained by apprentices at a smelter was higher than intended
Fixed a stutter that could occur on island maps
Aggressive human warriors did not capture partially built enemy buildings
Corrected some cases in which wall chains could not be joined
Replacing a destroyed wall in a chain could result in an unnecessary extra wall section
Gates and towers attached to walls could sometimes be captured from outside the walls
The AI could attempt to build too many galleys or place them in boulders
Corrected some issues with AI launching attacks with galleys
Renaming an equipment preset and clicking 'Save' did not keep the new name
Rally buttons sometimes displayed the wrong count of units that would rally
The cursor responded to world objects behind the quick group buttons
Existing houses did not emit smoke after loading the game
Technology from the end of the queue that had made progress could be removed
Balance
Warriors gain fatigue from attacking in melee, reducing their speed and melee hit chance; fatigue decreases over time
Adjusted the balance of different melee and ranged weapons
Making weapons and ammunition with better metal increases melee damage less and armor piercing more
Most items take more time to craft
Slightly reduced population growth speed at low food rations
Economic hardships are more consistent for the selected difficulty level
Limited the distance that capturing a fortification spreads to attached fortifications
Gates cannot be opened or closed from their outer side if attached to a wall
Ignition of wood fortifications caused by flaming projectiles and melee partially spreads to attached fortifications
At least two herds of every enabled animal type are guaranteed on every map
Siege Galleys can carry a maximum of 12 crew, not including the siege weapon and its operators
Smelters use less wood
Smelters require 200 stone
Mines require 20 of any metal
Pastures require 50 food
Walls require 50 stone or wood
Large boulders contain less stone
UI/UX
The Scenario and Quick Battle menus can save and load preset settings
The Map Parameters screen allows direct selection of land, coastal, rivers, and islands map types; water density no longer determines the map type
Humans ordered to capture or burn a building spread out to nearby buildings
Spotting and range ring dots update much more smoothly
World icon groups respond faster to unit and camera movement
Added warnings to save on the Map Parameters and Equipment screens
The Pause Menu objectives list shows an icon for each objective
Changing the resolution in Options -> Graphics requires confirmation or it will reset
Added Journey sections to the Manual and How To pages
Added new loading screen art
Added a saturation slider to graphics options
Added tooltips to the rally buttons
Added tooltips for the weapons and armor on the Equipment screen
Development Blog ~ Journey Mode Overhaul
The next major update will include a complete overhaul and rework of the Journey gamemode. The goal of these changes is to expand Journey with new features that give a better feeling of progress and motivation to continue the journey. There are several things that will make Journey a more complete and engaging mode.
First is improving the persistence of the player's actions and the results of every game across the journey as well as making that progress visible. Next, the player can choose from what they have earned in previous games to bring to the next journey game. Instead of being isolated each game, everything done previously contributes to the strength of your tribe.
Managing, growing, and drawing from your tribe's population and resources creates a higher level strategy across the entire Journey. This requires a strategic layer that has its own logic and challenges; it has to make Journey more meaningful without being to involved.
The final goal is to give more life to the AI opponents by making them persistent rival tribes. They will have the same strategic options as the player and will be actively competing against you and other AI. Thus every game not only affects the player later on, but also the AI.
The new Journey will have a strategic map layer that shows a randomly generated continent with varying terrain and resources on which all the tribes live. This world map allows the player to view their progress in the journey and decide how to advance. The world map is turn-based; each game you play advances the rest of the world.
Every time you win a game, either by meeting economic objectives or defeating the enemy, your tribe can start a new settlement at that location. Settlements are where your population lives, and they must be managed and protected. They gather resources for your tribe, grow their population, and can be upgraded. They can be destroyed by starvation and enemy attacks, and can suffer mild to severe natural disasters.
A defeat in a game of the new Journey is not the end; you can continue playing if you fail to establish new settlements and lose existing ones. As long as you have one settlement remaining your struggles continues. You will still have the option to reload the game and try again.
In the new world map layer, you choose where to expand, what your objectives will be, and what you will bring on this expansion. You also decide where to attack the enemy, or if you want to expand to unclaimed land. The terrain of the world map defines the quality of farmland as well as the density of wood, stone, and ore. These will impact the game map and a settlement's resource gathering permanently, so choose your new settlement's location carefully.
Before starting a game, you can now choose what resources, skilled humans, warrior equipment, domestic animals, and siege weapons to bring. You may take a fraction of your tribes global resources and population, calculated to maintain game balance. When fighting an enemy tribe, the AI will use the same rules for their starting strength.
Enemy tribes can attack you as well, each turn the AI might decide to attack one of your settlements, prompting you to defend it. If you fail, your settlement will be lost; however, if your defense is successful, the attacker will lose everything they invested.
The new Journey aims to be highly replayable through randomized world maps, tribe staring points, and unpredictable AI decisions. Expansions involving only AI tribes will be simulated, giving random results that approximate a real game.
Update 1.081
Corrections and Fixes
Fixed AI bugs with managing its equipment, warriors, and attacking
The AI did not assign pigs and reindeer correctly
Units could be facing a different direction after loading the game
Spotted enemy horses with riders did not have shadows