Added combat objectives to Journey mode as a random alternative to completely defeating the enemy
Added technology 'Animal Husbandry' that benefits farm animals
Added new player start options in Free Build and Scenario
Corrections and Fixes
AI using a reduced start placed the foundations of buildings for which they did not have the required tech
The AI's mines could collide with other buildings
The map preset select arrows in the Scenario and Free Build screens did not apply the new preset
The unit world icons of AI friendly to the player were not grouped
Corn and wheat were misaligned in some farms
Balance
Gathering food from dead animals does not require or benefit from having a tool
Decreased the starting resources, humans, and items for a reduced AI start
Adjusted the research times of several technologies
Reduced the aggressiveness of larger herds of animals
Increased human unarmed melee damage
UI/UX
Holding the queue or pre-queue keys when clicking on a workshop's item queue will add or remove 5 of the clicked item at that position in the queue
Renaming for all saves and presets keeps the previous name when no new name is entered
Added a graphics option for render scale (SSAA)
Update 1.061
Corrections and Fixes
Economic objectives could be duplicates or require zero quantity
Humans gathering failed to find nearby resources in rare cases
Deleting journey saves could cause other journeys to load the wrong game in progress
Saved equipment and technology presets were not loaded in the first game of a journey
Changes to equipment sets were not carried over to the next game of a journey
Corrected some AI logic in reduced mode
UI/UX
Technology tooltips show the tech category
The journey UI hides the tech and equipment preset selection for journeys in progress
Update 1.060
New Features and Improvements
Added Journey gamemode, a series of random scenarios and free builds with objectives; the player keeps their technology and some of their best humans, animals, and items between games
Added a How-To section for learning the game
Added the option to enable random economic hardship events such as disease, crops dying, and random fires in Free Build and Scenario modes
Added an option to give random economic objectives in Free Build
A Scenario game can have up to 3 AI of any type and difficulty settings
Added a difficulty option for the Scenario AI to use a reduced start, making them take longer to build up
Humans operating a construct defend themselves when attacked in melee
Armorer buildings gain a chimney after copper forging is researched and emit smoke when making metal items
Various AI improvements
Various optimizations
Corrections and Fixes
Pathfinding failed for certain wall geometries
Units could become stuck next to a building when following a unit far away
The camera could not zoom out as far as intended on larger maps
Fixed the behavior of scorpions and catapults mounted on a tower when that tower was burned or disassembled
Siege machines did not always auto attack enemy humans when they should
Selecting a resource also selected any enemy units gathering from it
Wild animals did not attack humans operating constructs
A human ordered to gather could become stuck trying to get the right tool in rare cases
The icon scale slider in options did not reflect the real value
Equipped horse armor was not shown in the Unit -> Carried tab
A human pulling a small cart used the wrong animation
The Load UI rename box was misaligned
Balance
Breeding cows at a farm can create oxen
Humans with the wrong tool or weapon for a resource gather faster than just using their hands
Fire spreads along wooden walls for a random distance
UI/UX
Improved the Scenario setup UI
The message scroll can expand to show many previous messages
Increased the maximum map size
Setting a wall section to disassemble or burn always shows its health bar
Added distinct sound cues for a few importantn messages
Added several main menu UI and background sounds
Update 1.052
New Features and Improvements
Unbuilt buildings show resources delivered to them but not constructed in the game world
Carts and oxen can be ordered to dropoff ammunition by right clicking on the ammo in the Unit->Items subtab
Corrections and Fixes
Gatherers searching for a new resource could choose one unnecessarily far away
Humans could not burn a fortification
Catapults did not move into range to attack a target building
Rams always attempted to attack fortifications from their inner side
A cart ordered to pickup ammo multiple times could become stuck
Humans assigned a cavalry equipment set from the Unit -> Items panel did not always mount a horse
The 'Unequip / Store All Items' button on the Unit -> Items subtab works for carts and oxen
Carts did not retain an order to pickup items when another order was pre-queued before it
The selection box did not work when the UI was hidden
Balance
Humans disassembling a building first place the resources in the foundation; the building must be fully dismantled before those resources can be carried away by humans, carts, or oxen
A human on a wall that their team owns will burn an enemy siege tower or ladder attached to that wall
The harvest speed of wheat is reduced when the 'Grain Mill' tech is not researched
'Selective Breeding' tech does not require that 'Large Cart' be researched first
UI/UX
The lower panel of the in-game UI moves down when its contents do not require the full height
Added an option to automatically collapse the lower panel
Added key commands for zooming the camera as an alternative to the mouse wheel
Warriors with a javelin are categorized as melee warriors with a special subcategory
Peasants and crafters mounted on a horse are categorized as if they were not mounted
Mounted humans' individual icon skill bars always display the value of their best skill
When right clicking a single unit's icon in the Unit -> Info subtab to remove it from selection, the subtab continues to display individual units when it would normally show categories
Reorganized the main menu and its submenus
The 'Esc' key will go back from any submenu of the main menu
Update 1.051
New Features and Improvements
Carts and oxen can be ordered to pickup ammunition on the Unit->Items subtab (displayed when no humans are selected)
Added an option to choose between Dx11, Dx12, and Vulkan RHIs
When queuing multiple move orders to a group of humans, the rotation of their formation will be based on their last destination instead of their current position
Corrections and Fixes
Some researched constructs did not appear at the woodcraft
The 'To Arms!' function did not give humans heavy armor
After loading the game, pebbles where boulders used to be blocked movement
The main menu Equipment Set UI displayed sets from presets other than the one selected
When defending its base, the AI ordered humans to attack a new target too frequently
In rare cases a unit attached to a construct could have their model displaced from it
When a domestic animal is selected, the 'Go To Pasture' and 'Slaughter' buttons did not highlight when pressed
Fixed a minor stutter that could occur in longer Scenario games
A humans held weapon model could have the wrong textures after switching weapons several times
Balance
Reduced pig breeding time at farms and pastures
UI/UX
Added a randomize function to the Map Parameters screen
The last selected Map Parameter preset is remembered
Added an option to always categorize selected units on the Info subtab
The skill of enemy warriors is shown for a limited time after they attack the player's units in melee
The topmost crafter category on the Info subtab and a crafter world category icon shows the average of the highest crafter skill from each human under the category
Update 1.050
New Features and Improvements
Added snow and ice terrain, which randomly replace sand and swamps by a probability set in the Map Parameters screen
Added new snow and blizzard wind sounds for snow maps
Added frost covered trees and bushes for the snow terrain
Added water forming lakes and rivers, the density of water is set in the Map Parameters screen
Added large boulders that block movement and building
Improved the human model, textures, and animations
Added worn armor models for humans
Improved the horse model, textures, and animations
Improved the deer model, textures, and animations
Improved the dog and wolf model and textures
Improved the boar and pig textures
Improved the palm tree leaf texture
Added a chimney and smoke to stonecraft workshops once 'Stone Baking' technology is researched
Added dots at the edge of the combined range of all selected ranged warriors and siege weapons
Improved the AI's base defense logic
Units moving retain their velocity when issued a new order
Idle humans face the nearest enemy or the last enemy to attack them
Improved units' ability to follow and intercept moving units, especially at long distance
Humans killed on walls have their corpses and blood splatter better aligned
Humans and scorpions take ammo from nearby living and dead oxen
Scorpions take ammo from nearby dead humans
Wild animal herds grow slowly over time
A wild animal's probability to attack a human is affected by the number of humans nearby
Save games are now compressed, greatly reducing disk space used
Various optimizations, including handling large numbers of items and spotting many units
Corrections and Fixes
Humans and scorpions did not take ammo that is inferior to what they currently have
Various bugs with ranged warriors firing down from walls, at enemies on walls, and over walls are fixed
Units could move through buildings and walls when an unbuilt building was placed in front of the built building
Warriors auto attacking discarded orders queued by the player
Ammunition in a scorpion was not restored when loading the game
Trebuchets could automatically run from enemy warriors while deployed
A human would not obey an order to go directly to a tower that had walls connected
Warriors with a spear could attack enemies on walls from the crenelated side in some cases
A human moving along a wall could move over the crenelated side of the wall
A mine could not be built by a mounted human
Carts and oxen ordered to store all resources did not go to multiple stockpiles if necessary
When the 'Flaming Arrows' tech is researched, bow and javelin warriors did not capture enemy buildings when they could
The technology tree's queued tech display second row was incorrectly aligned
Workshops gave workers items to deliver to armories that were not allowed at any armory
When queuing an item by clicking its icon on the Economy->Items tab and no built workshop could make that item, a construct could be queued at a woodcraft
Dogs did not automatically counterattack nearby aggressive wild animals
Captured enemy workshops were missing items researched by the player
The display of allowed item types at an armory did not refresh correctly when changing material display
The mine icon quantity bar could be inaccurate after loading the game
When queuing a bow, sling, or crossbow at a fletcher the ammunition made with the item was not shown in the total counts of items queued
Oxen delivering items or resources to a cart did not stop when the cart was packed
Humans and oxen working at armories and stockpiles were not shared with unpacked carts
The Split AI type did not start with the intended number of farmers
The AI's management of its pastures was not correct after loading the game
The AI's starting buildings could spawn in swamps
A human moving along a wall would not respond to an order to change destination to another wall section
In rare cases items of a researched material level did not appear at workshops
A human would become stuck when given an order to burn an enemy building that had unspotted workers
Humans continued trying to work at an empty mine
Balance
Humans can carry a maximum of 10 items, one full stack of ammunition, and an equipped item in each slot, regardless of weight
Ammunition now has weight; the weight of ranged weapons is adjusted to not include their ammunition
Ammunition item quality benefits from crafter skill, increasing damage and armor piercing
Catapults and trebuchets can fire at spotted units and buildings over walls, but such shots incur a one-half accuracy penalty
Reduced the amount of stone in rocks
The AI makes a limited number of siege weapons based upon their type and equipment quality
Reduced the bonus damage of rams against gates
Reduced the number of flaming arrows or javelins require to ignite a building
When a mounted warrior gains skill from damaging an enemy, their horse's quality is increased by a fraction of the gain; the 'Cavalry Doctrine' technology increases this fraction
UI/UX
Improved the appearance of the paper background, especially at higher resolutions
When ordering a human to mount a horse, all selected humans are ordered to mount all nearby horses, and the horses move to join with their intended rider
The current number of workers and fraction of resources or items stored displayed on building world icons are hidden for enemy buildings
On the main menu technology tree, the icons of queued technologies are highlighted
Improved the display of skills on the Unit->Info tab when a single human was selected
The 'Select Building when Workers Selected' option applies to units selected by clicking their world category icon
On the end games stats screen, the cursor does not change icons as if hovered over objects in the world
A catapult or scorpion firing from a tower has an 'A' displayed on its world icon
Stone fortifications cannot be marked for burning
Update 1.041
New Features and Improvements
Crafters at a woodcraft pickup resources for constructs when at least a quarter of the required resources are available
Domestic animals and constructs spread out more around rally points
Corrections and Fixes
The player's 'Fortified' start wall was unbuilt
Constructing a building very close to an open gate prevented units going through the gate
A cart or oxen delivering resources to a building would become stuck when they were carrying their maximum weight and building did not need any more resources delivered
After loading the game, the blacksmith's chimney did not smoke when crafting was in progress
Update 1.040
New Features and Improvements
Added underground ore, indicated by ore spots on the ground near larger ore rocks
Added a mine building, unlocked through technology, to gather underground ore
Added the siege ladder, siege tower, and trebuchet and their relevant technologies
Added mounting scorpions and catapults on towers, once the corresponding technology is researched
Added 'Flaming Siege Shot', 'Curved Sword', and 'Adjustable Release' technologies
Stockpile workers carry multiple resource types to the same destination
Stockpiles and armories prioritize their move orders by quantity
Units starting inside a building take a more efficient path to exit
Greatly optimized the grouping of unit world icons
Optimized spotting
Various minor optimizations
Corrections and Fixes
Units following other units stopped short of their target
Buildings blocked movement after they were burned, disassembled, or destroyed by siege weapons
Humans could leave walls by the crenelated side
Units did not update their pathing when a gate opened or closed
An open gate did not allow units to path through it after loading the game
Units took jagged paths through unbuilt buildings
Animals did not always avoid swamps
Units following a another unit too fast for them to reach could move away from their target
The damage bonus for charging speed was not always applied correctly
Warriors equipped with a set containing only an axe did not auto attack
Humans ordered to upgrade their equipment who were not wearing a currently defined equipment set did not pickup the best available replacement items
The 'Fire Resistant Ram' tech did not apply to existing rams
Catapults did not move out of their minimum range properly when ordered to attack a building
Warriors would no pickup equipment from multiple armories in some cases
The scenario AI did not equip their warriors with the intended ratio of melee to ranged sets
A workshop with two workers sent the apprentice out for resources it did not need
Workshops could become stuck in rare cases
The fletcher could store more items than other workshops
A resource could not be gathered from in extremely rare cases
When loading the game, animals could leave the building where they were working
An armory would not give items to a unit for a move order if that item type was no allowed at the armory
A cart could not carry out an armory move order if the item type was not allowed at the cart's armory
Armory move orders to destination armories that did not allow the item type were attempted to be carried out by workers
Humans picking up a sickle to work at a pig farm did not always return
Humans working at a building when ordered to upgrade equipment did not complete their orders correctly
Dead horses and oxen that could be looted were not removed when a building was built over them
The bonuses from horses and oxen helping plant at a farm were not always applied as intended
The group icon for fletchers and armorers did not show their crafter type icon
On the main menu technology plan UI, technologies disabled by choosing their exclusive alternative remained disabled when switching technology presets
The allowed item types at a cart's armory could be displayed incorrectly
The 'Selective Breeding' tech did not require 'Large Cart'
When a selected enemy unit is no longer visible, they are removed from selection
When a selected owned building is captured, it is removed from selection
Various shadow bugs fixed
Catapults sometimes played their attack animation twice for one shot
Balance
Humans who do not need to transport food, not including gathering, eat carried food before taking from stockpiled food
Scenario AI set to equipment quality 'Medium' or 'Good' will use the 'Javelin Ankyle' technology
Scenario AI set to equipment quality 'Good' will use the 'Flaming Arrows' technology
Infantry using a spear deal counter damage to charging cavalry that hit them in melee; the 'Shield Wall' technology increases this damage
The base warrior skill gain at the barracks is increased, and the effect of various bonuses to it is decreased
Humans on a wall have a slightly increased spotting distance
At a pasture, the master tamer's peasant skill increases the average quality of domestic animals created through taming at the pasture
At a pasture, the master tamer's peasant skill is less effective as the number of animals increases; an apprentice tamer can help train several animals faster
Siege weapon projectile splash damage is less effective and much more random
Siege constructs slightly benefit from the warrior skill of their operators, and the operators gain warrior skill when attacking enemies
UI/UX
Smelters change their icon to show that they are running and which type of ingot they are producing
When ordered to disassemble a fortification, a human will disassemble all attached fortifications in the chain that are marked for disassembly
Added an option to show or hide the world icons of siege construct operators
When a stockpile or armory is selected, the 'UI Function' hotkey (default '~') toggles permission for all displayed resources or item types
The Scenario and Free Build setup pages display the currently selected equipment and technology presets
The equipment set UI in game updates the weapon selection buttons to reflect researched technology
When hovering the cursor over an enemy domestic animal, a lasso rope icon is shown
Improved the house icon
Several technology descriptions are more thorough and clear
The maximum number of forests in map parameters is increased
Reduced the frequency of 'Starvation' messages
Deselecting one construct when only constructs are selected does not switch to the attached tab
Update 1.037
New Features and Improvements
Implemented new unit pathfinding logic
Corrections and Fixes
Farms could not plant more than one crop cycle
The player and AI could start on swamp terrain
Walls did not block spotting
Wild animal herd AI movement was not restored properly after loading the game
UI/UX
Right clicking on the last technology queued while in game will remove it if it has no research progress
The option 'Build Complex Pathing Graph' was removed as it is not relevant for the new pathfinding logic
Update 1.036
New Features and Improvements
Improved generated terrain distribution
Optimized map generating/loading
Corrections and Fixes
Mounted humans could not interact with carts' armory and stockpile
Javelins stored in an armory were not restored on loading the game
Warriors picking up a cavalry set did not always mount their horse
Fixed issues with capturing a cart and the visibility of its attached armory and stockpile
Humans could carry too much resource weight in some cases
Player 'Fortified' and 'Nomad' starts did not give their intended starting technologies when those techs were in the player's tech plan
The camera could snap too far when using mouse panning
Fixed a brief shadow flicker on placing a building
The technology plan UI accessed from the main menu did not show correct timers for the planned tech
UI/UX
Add a map parameter to disable tall grass and shrubs