Some properties of ships were not restored after loading the game
Ammunition could not be taken from a packed cart or galley in some cases
Galleys could have difficulty beaching on some shorelines
Fishers did not find stockpiles very far away to drop off their food
Fishers sometimes gathered slowly when near the shoreline
Wild animals chased ships sailing close to shore
Aggressive human warriors did not automatically capture beached ships
The galley's intended maximum carried weight was not enforced or displayed correctly
An artillery galley ordered to fire at a building did not move into range
Ships with no crew did not drift towards shore at the intended speed
Resources in allied AI's stockpiles and unbuilt buildings were not shown
Pastures could attempt to lure animals that had no land path to the pasture
Balance
Fortifications can be built in shallow water
Update 1.074
New Features and Improvements
The AI can now use scorpions and trebuchets
The AI can now use carts to construct its buildings
Various minor improvements to the AI's economy management
Corrections and Fixes
Fixed a bug with picking up and dropping of resources from a smelter
Fishing boats sometimes did not leave the shore automatically to fish
Fishing boats do not wander too far from a stockpile when , if possible
The amount of food carried by a fishing boat was displayed incorrectly on their full icon
A fishing boat did not return to idle state if its crew were killed while dropping of food on land
Balance
The 'Full' AI start no longer has their barracks, pastures, and mines built
Update 1.073
New Features and Improvements
Domestic animals run from burning buildings
Ships with no human crew drift towards nearby land
Optimized loading times
Corrections and Fixes
Fixed a freeze caused by the AI scanning the terrain
Humans could become stuck while doing some jobs, especially gathering
Beached ships could be pushed into the water by units colliding with them
Ships could move across shallows in some rivers
The display of food gain or loss did not count fisher boats correctly
Units did not always rotate at the intended rate when not moving
Gates set to auto close mode closed for enemy domestic animals
Fixed various minor bugs with galleys and naval combat
Balance
Slightly increased the wood used by smelters
Player's 'Mining' start begins with some ore
UI/UX
A gate's auto close distance can be set in the 'Gate' subtab when selected
Update 1.072
New Features and Improvements
The AI can now tame wolves and use dogs; improved the AI's management of breeding its horses and dogs
Optimized shadows
Corrections and Fixes
A galley's stockpile and armory could be visible when the galley was not in some cases
Units disembarked from a galley were not placed around it on land as intended
A beached galley did not unpack its stockpile and armory in some cases
Selecting a ship did not show the 'Carried' subtab
Fisher boats could move too close to land when searching for areas with more fish
Fixed a rare crash related to pathfinding
Balance
Reduced fisher boat food gathering rate
UI/UX
The Unit-Attached subtab shows units as categories when more than ten are selected
The 'Items' subtab is not shown when only ships are selected
The tech tree queued tech display shows the progress of each tech
Update 1.071
New Features and Improvements
Units in deep water drown after a short time; humans and animals can be rescued by nearby owned ships
Optimized unit pathfinding
Corrections and Fixes
Fixed a glitch in which ships could be moved across land
Siege weapons mounted on a galley could not be detached
Fisher boats could fish too close to the shore
Siege weapons could fire before they faced their target
A galley moving to board an enemy galley could attempt to board a friendly galley it hit first
Ramming damage to a ship was not as intended
The AI gave their warriors horses on island maps
The offensive siege quick battle spawned too few stockpiles for the resources given to the player
Selected a building and its workers then switching to the Unit tab would sometimes show no units
Units rotating when not moving could occasionally spin away from their intended direction
Fixed a shadow flicker when building a ship
Destroying a ship by ramming did not play the ramming sound
The stats screen after a quick battle used the wrong name for the AI opponent
Balance
Siege weapons benefit from the warrior skill of the most skill operator, rather than the average skill of the crew
Mine workers with higher peasant skill gather less stone with the ore
Reduced the turning speed when not moving for large animals and constructs
Siege galleys must rotate to face the target of their siege weapon before it can fire
UI/UX
Added an option in quick battle to automatically spawn crews for siege weapons
Ordering a galley to move to an owned ship with no crew will share the crews between ships
After boarding an enemy ship results in defeat, the attacking galley has its 'Ram/Board' option disabled
Tweaked the player and AI colors to improve contrast
Update 1.070 ~ Ships and Islands
Added river maps and island maps ~ Sail across the water to reach new resources and crush your foes
Added galleys ~ Transport resources and units to new lands, fight enemy ships, and land your warriors to raid and conquer
Added fishing boats ~ Boost your economy by harvesting the fish of lakes, rivers, and sea
Added naval quick battles ~ Embark your warriors on galleys and face a randomized enemy on the open ocean
Corrections and Fixes
AI scouts could become confused and inefficient
AI attacks could become confused after loading the game
The accuracy of catapults and trebuchets against other siege weapons was not as intended
Further reduced cases of units becoming stuck on the edges of buildings
Reduced cases of units being able to cross narrow rivers where there is no visible ford
An enemy human operating a siege weapon could be spotted and appear before the siege weapon itself
Buildings could not be placed near a gate at a distance much greater than intended
Units going to unpacked stockpile and cart armories close to other buildings could not reach their destination in some cases
Balance
Increased the quantity of wood in trees, except for the large oak tree
Slightly reduced the maximum carry weight of the large cart
Update 1.066
Corrections and Fixes
Humans mounted on a horse could become stuck when looting the dead
Domestic animals left their farms and pastures in response to other domestic animals being slaughtered
A human walking along a wall could fall off the wall
The starting resources for a 'Nomad' player start were not as intended
The time for a pasture to tame a wild animals was not as intended
Reduced instances of units becoming stuck when moving through gates
After loading a game in which humans were walking along a wall, they left the wall and moved on the ground
In an offensive quick battle siege, the defending AI did not make use of any new peasants in its defense
The AI did not open captured enemy gates to let its warriors in when attacking
The density of sparse trees was not adjusted for the land area of the map
Buildings could be placed too close to the edge of the map
Pressing the 'All Stop/Idle' button or hotkey for siege weapons did not clear all their queued orders
In very rare instances an idle human would not respond to any order
The shadow of a human mounted on a horse was distorted
Update 1.065
New Features and Improvements
Add Quick Battle mode; choose your warriors and siege machines to fight on the field or in a siege
Add technologies 'Concealment' and 'War Hammer'
Constructed buildings have a pebble street texture around them when placed on grass, dirt, or snow
Improved AI scouting and attack coordination
Domestic animals, except dogs, run away from combat
Dogs patrol and follow humans randomly when idle
Corrections and Fixes
The 'Nomad' AI's base was not spawned correctly
The AI could overlap their buildings in rare cases
The building placement preview did not always turn red when hovered over swamp, ice, and water
The 'Nomad' player start was missing an axe
Fixed an exploit in which humans could use a crossbow while mounted
Humans sometimes used the wrong attack or gather animations after mounting or dismounting a horse
A scorpion could be pushed faster than its operators could walk
Farms could be placed over small buildings
Mines did not have the correct quantity of ore after loading the game
The option 'Hide Siege Operator Icons' did not apply to enemy siege weapons
Enemy siege weapon world icons could be hidden when near other enemies
Catapults retained their velocity after firing
Catapults and trebuchets face their target while reloading
When ordered mounted humans to dismount, the selected info did not update
Reduced cases of units being stuck
Corrected issues with mounting scorpions and catapults on towers
Balance
Fortifications cannot be captured from their crenelated side
Workshops placed on grass, dirt, and snow pickup stone automatically from the ground
A human on a wall cannot be hit in the legs
The spotting range reduction for humans and dogs in grass and trees applies to wild animals reacting to them
Catapults and trebuchets firing at fortifications have a chance to hit adjacent fortifications
Increased the accuracy of catapults and trebuchets against buildings
Humans standing on a wall that is destroyed by a siege weapon take half their maximum health as damage
UI/UX
Domestic animals leaving a pasture go to the nearest peasant rally point
Constructs ordered to move to another construct or horse follow it
Dogs in defensive stance do not counterattack when hit by enemies far away
Humans with warrior skill holding a melee weapon but not assigned an equipment set are categorized as melee warriors
Update 1.064
New Features and Improvements
All units turn smoothly and have a minimum turn radius
Humans and dogs following and guarding a friendly unit spread out around it
Improved the AI's base building layout
Improved the AI's base defense logic
Corrections and Fixes
The AI did not attack with the intended number of warriors
A cart or ox ordered to construct a building did not take the required resources from a stockpile they were very close to when given the order
The simple world icon for single crafters did not show their crafter type
The simple world group icon for crafters displayed the wrong skill value
Wild horses used the wrong textures
Balance
Farms and pastures placed on sand and snow suffer a large penalty to crop yield and animal breeding and training times
Building foundations with no delivered or built resources cannot be spotted by the enemy and do not block enemy building placement
Various combat and item balance tweaks
UI/UX
Humans ordered to move to a friendly construct follow and guard it if the construct has the maximum number of operators
Human warriors with aggressive stance ordered to burn or capture an enemy building, construct, or domestic animal will only auto attack enemies closer than their assigned capture target
Aggressive human warriors auto capture enemy buildings, constructs, and domestic animals that are much closer than their nearest enemy, unless they have a ranged weapon, have ammo, and are in range of the enemy
Dogs ordered to move to a friendly construct will follow and guard it
Added an option for displaying the range ring for all units, selected, or none
Added an option for displaying the spotting ring for all units, selected, friendly or owned, or none
Update 1.063
New Features and Improvements
Scenario games can have up to 7 AI
Significant optimizations for larger maps and many units
Units collide with other units and buildings
Carts show the model of the their most carried resource
Improved the siege ram model
Corrections and Fixes
Many corrections and improvements to the AI's logic
AI attempted to capture domestic animals, constructs, and buildings already captured by their allies
The difficulty of Journey AI enemies was not as intended in some cases
Changing the game speed affected camera pan, zoom, and auto move speeds
Humans sometimes would not switch to their assigned set weapon to fight if carrying a tool
Units could be stuck when moving around obstacles
Humans gathering resources sometimes went unnecessarily far from stockpiles
After partially disassembling a building, that building's graphics showed as built
The predicted gain of ore and stone from mines was wrong
Horses and oxen pulling a large cart clipped into their destination building
Messages made too much paper noise
After loading the game, buildings captured by the enemies from allies were not visible
Objects could be missing shadows in rare cases
Defensive ranged warriors indicated they were attacking when the enemy was out of range
Captured enemy woodcrafts could have duplicate construct buttons in rare cases
Humans attacking with a sword two-handed used the wrong animations
The attack speed of units could be slower than intended
Dogs did not attack the first enemy they reached in melee
Humans firing a bow from a wall used the wrong animation and the bow model was not shown
Warriors could become stuck trying to burn a stone fortification in some cases
The health bar over wooden wall sections did not show the burn progress
Various fixes to large cart and pulling horses and oxen positioning and animations
Rivers could turn too sharply
Tweaked the scaling of resource spawns with map size to better match their density at the default map size
Fixed various minor UI alignment issues
Catapult and trebuchets moved back too far when their target was within their minimum range
Fixed the behavior of ranged warriors when skirmishing and using 'Parthian Shot'
Balance
Significantly increased the combat effectiveness of wild animals and dogs
Reduced melee attack speed
Added a short cooldown to blocking melee attacks
Burned wooden fortifications have their foundations destroyed
Increased the research time of many technologies, especially metallurgy techs
Humans plant crops at a farm slower without the 'Plow' tech or a helper horse or ox
A crop farm can have only one helper horse or ox, but the animal does not count towards the total limit of 8 human workers
Reduced food consumed at the highest rations
Ore rocks and mines contain slightly more ore, and ore is gathered slightly faster
Smelters require less stone to make bronze and steel
Smelters run slightly faster
UI/UX
Added simple world icons for units and buildings
Added new category icons for ranged and unarmed warriors
The camera can be moved and zoomed while the game is paused
The Save and Load UI displays information about the player and AI in the game color
The Unit->Items tab is hidden when only siege weapons, horses, and farm animals are selected
The Unit->Carried tab is hidden when only siege weapons and farm animals are selected
The end game stats screen shows team numbers and colors
The cursor does not change to a shield over owned or friendly units or buildings if no owned units are selected