Spotting range depends on object size; cavalry, built buildings, and large constructs will be seen at a greater distance
Humans and dogs are concealed by nearby grass and trees, significantly reducing the distance at which they are spotted
Added fast wall placement following the cursor; see the manual section 'Walls'
Added human combat shouts and injury sounds
Added dots around the edge of your units' combined spotting area
Added movement speed based on terrain type and nearby resources; moving through difficult terrain like sand, swamp, tall grass, and forests will slow movement
Added a swamp terrain type; buildings cannot be built there
Some resources cannot spawn on some terrain types
Added grass/shrubs with variants for each terrain type
Added a dead tree resource
Improved the berry bush model and texture
Corrections and Fixes
Fixed a crash related to combat
Fixed a rare crash when placing a building
Carts could become stuck in some cases
Unmounted humans assigned an equipment set with a horse did not pickup their equipment
Starting resources for the player's 'Nomad' start were not always counted correctly
Wild animals could move too close to buildings in some cases
Removed a slight lag on showing the selected box on unit and building world icons
The starting humans did not always have their tool equipped
Farms sometimes did not plant all crops
Balance
Adjusted ranged weapon and siege construct firing distances for the new spotting mechanics
Increased the research time of 'Iron Smelting' and 'Iron Forging' technologies
Decreased the benefit of 'Javelin Ankyle' technology
Decreased the benefit of crossbows' material on their range
Slightly increased the benefit of ammunition material on armor piercing
UI/UX
Added a graphics option to control the camera zoom distance at which unit animations no longer play
The volume of effects sounds decreases as the camera zooms out
Scorpions and catapults do no chase enemy units when auto attacking
Update 1.031
Corrections and Fixes
The speed of carts by their carried weight was not as intended
Humans could access an unconnected enemy tower
Defensive ranged warriors did not pursue a target out of range when given the attack order by the player
Balance
The cart pulling speed of humans, oxen, and horses is decreased by the same factors affecting their normal movement speed
Wild animals have a charging speed damage bonus
UI/UX
A message is displayed when an owned human is killed
When the 'Enemy Spotted!' message is clicked, any of the last ten recently spotted positions is used
Added a hotkey for showing the individual construct counts panel
Added a hotkey for clicking on the message box
Warriors on walls do not rally
Warriors in aggressive stance do not rally when attacking an enemy who is much closer to them than the nearest rally point
Update 1.030
New Features and Improvements
Added saving and loading
Several significant optimizations
Warriors with melee weapons can move onto enemy walls from the accessible side to fight
Corrections and Fixes
Fixed a crash that occurred on some hardware when attacking the AI
Fixed a rare crash related to shadows
Fixed a performance issue caused by units running out of ammo
A human picking up a sickle to harvest at a pig farm did not return to the farm
The displayed quantity of stored bows and slings was doubled when bronze or steel was unlocked
Javelin armed warriors did not move to attack the enemy in melee in some cases where they should
Defensive warriors did not counterattack wild animals
Wild animals could not hit fleeing humans reliably
Balance
Increased the spotting distance of buildings
Decreased the starting population of the 'Nomad' AI
UI/UX
Added an option to disable pasture luring once a wild animal arrives
When removing a unit attached to a construct by right clicking their icon on the 'Attached' subtab, that subtab remains selected
Selecting multiple constructs will show the first 10 attached units on the 'Attached' subtab
Update 1.025
New Features and Improvements
Added quick groups storing and selection
Added creating and saving technology plans on the main menu; the last preset plan selected will be loaded automatically when starting a game
Wild animals react to domestic animals
Humans and domestic dogs counterattack wild animals
Corrections and Fixes
Weapon specialization skills affected blocking with a shield, dodging, and the mitigation of movement speed penalties from armor
The combined effect of warrior skill and weapon specialization skill on blocking with a melee weapon was too great
Pastures did not change state from idle to training when a dog was added
Deselecting a unit working at a building from the Unit - Info tab while that building is selected did not update the display
Wild animals could become stuck when attempting to flee in some cases
Rally points could be placed off the map
Right clicking while in rally point mode did nothing when the cursor was off the map
Balance
Aggressive wild animals have a chance to flee from ranged attacks
The affect of warrior skill on dodging is reduced by armor
'Horse Kicking' tech works against enemy dogs and wild animals, and the chance of kicking increases with the horse's quality
Dogs, wolves, and boar are harder to hit with ranged weapons
Wild horses, buffalo, and deer are easier to hit with ranged weapons
Wild animals heal when not in combat
Minor tweaks to weapon stats
Minor tweaks to animal combat stats
UI/UX
Add new end stats for game time, animals tamed and bred, constructs made, melee and ranged damage dealt, and shots fired
Improved the interaction logic of the technology UI and allowed it to show more queued techs
Added a reset button to the map parameters screen; this does not save the reset values to disk
Update 1.020
New Features and Improvements
Added wild wolves and domesticated dogs
Wild animals react to humans getting too close
Added 'Split' AI type to Scenario mode
The AI recaptures its buildings
Improved the AI's ability to efficiently equip its warriors
Improved the priority logic of finding armor and shields for the 'To Arms!' command
Ranged warriors no longer skirmish from enemy ranged warriors
Corrections and Fixes
Fixed a freeze that could occur when pathing around walls
Pathing around elliptical buildings failed in some cases
Humans could not gather from a resource inside an unbuilt building foundation
Humans gathering food from reindeer and cows at a farm did not gain peasant skill
The carry weight of a human mounted on a horse was not increased as intended
A farm could become stuck 'waiting' with no plants growing
The boar did not play its attack animation
Javelin ammo did not always refill correctly
Corrected the attack logic of javelin-armed warriors
Fixed several issues with the auto attack logic of projectile siege weapons
Corrected the calculation of the minimum distance between the player and AI based on map size
Some technologies requiring 'Infantry Doctrine' were not greyed out when researching 'Cavalry Doctrine'
When deselecting all units by right clicking their group icon on the 'Unit - Info' panel, the UI did not update to reflect that no units are selected
Balance
Adjusted the times at which the AI begins to use copper, iron, horses, and siege weapons
The spotting distance for buildings is higher
Adjusted the damage, attack speed, armor piercing, and dodge chance of aggressive animals
The catapult now has a minimum firing range of 20 meters
The smelter is built slower
'Selective Breeding' tech takes 90 seconds to research
Wooden javelins cost no stone, more wood and do not benefit from 'Baked Clay' tech
The 'Cavalry Doctrine' tech speeds up taming and training of horses at pastures
Wild animals being lured to a pasture walk faster
UI/UX
Added new option 'Workshops Skip Items Missing Resources'; enabling this will allow workshops to make the first queued item for which you have the available resources
The display of warrior skill on a human's icon is now only the base skill without any modifiers
When removing a worker from a building by right clicking their icon on the 'Workers' tab, that tab remains selected
Update 1.012
New Features and Improvements
Scorpions must have ammunition to fire, which is made at the fletcher
The AI gives shields to its gatherers randomly in proportion to the equipment quality difficulty setting
The AI can now loot dead horses and oxen
Corrections and Fixes
Fixed some cases of units walking through walls
Fixed unit pathfinding failing in some cases where a solution is possible
Scorpions and catapults could not hit targets that were not on a wall
Improved the ability of ranged warriors on walls to see and fire at enemies very close to their wall
A human could not pickup an item from a workshop where 2 crafters were working
Researching farm improvement technologies did not automatically queue 'Crop Farming' if it was not researched
Heavy iron body armor was displayed incorrectly on a mounted warrior's icon
Enemy siege constructs were visible when they were not spotted
Farm animals bred at a farm sometimes left the farm immediately
Various minor optimizations
Balance
Sling stone ammo is available separately at the fletcher and benefits from 'Baked Clay' tech
UI/UX
Added option 'Build Complex Pathing Graph'. Disabling this may improve performance but result in less efficient paths around multiple wall segments in some cases; note that it is off by default.
Reordered gameplay options in a more logic way
Update 1.011
New Features and Improvements
Player's 'Fortified' start option sometimes gives a square wall layout
Sparse wild fruit trees spawn on the map
Constructs and domestic animals will now rally
Humans spread out to different targets when auto capturing buildings, domestic animals, and constructs
Corrections and Fixes
Various errors in the AI's logic for capturing, burning, and breaching the player's walls are fixed
The 'Turtle' AI sent scouts out too early
Fixed AI not attacking in some cases
Ordering units to move into an unreachable walled area causes them to stop rather than move around the blocking wall
Pathfinding around walls is improved
Humans could see through walls in some cases
Prevented units walking through buildings and walls by getting too close to the edge
Corrected an exploit in which the player could find enemy buildings using building placement collision
A human could not attack another human in melee range when the target was inside a building
Warriors did not automatically capture siege machines when in aggressive stance
Ranged warriors in defensive stance skirmished from the enemy at too great a distance
Constructs could be killed by starvation
A gate would sometimes show a built message when opened or closed
Only 2 humans could construct a pasture
The bonuses from horses and oxen helping plant at farm were not as intended
Balance
Copper and iron rocks contain slightly more ore
'Selective Breeding' tech bonus now applies to farm animals at both a pasture and farm
Update 1.010
New Features
Added new tutorial hint sequences 'Continuity of Resources and Items', 'Equipping Warriors', 'Carts', 'Smelters & Metal', 'Crop Farming', and 'Domestic Animals'; they are available through Free Build.
Background battle sounds play on the main menu, and many new combat sound variations have been added.
Corrections and Fixes
Player start option selection was not synchronized between the free build and scenario menus
Smelters returned only finished metal when set to 'Return All Resources'
Destroying a farm foundation will now remove all planted crops, disassembly will not
A unit arriving at a full stockpile with too much resource weight that cannot be stored there will drop off their resources elsewhere
The research of 'Fire Resistant Ram' was not reflected in the ram's icon
Humans working at an animal farm did not drop off resources gathered from leftover crops
The player 'Nomad' start option gives cart and domestic animal technologies
Fixed significant performance drop when Unit - Carried tab is displayed
Units could walk through walls in some cases
Balance
The gain of peasant skill from gathering resources does not depend on the base gather rate of the resource
The attack speed of siege constructs increases with more human operators added
The apprentice at a woodcraft workshop will assist the master in making constructs
Longbow bonuses no longer apply to mounted archers; the penalty to attack speed still applies
The scorpion does more damage per shot
Catapult accuracy against humans decreased
Cows and reindeer produce less food
UI/UX
Clicking and dragging the scroll position arrow scrolls the view in all menus
Added a game speed option to scale time
Added an option to deselect units on order
Added an option to disable unit world icon grouping
Holding the queue and/or pre-queue keys while clicking item icons on the Economy-Items or Workshop Items subtabs will queue 5 of the selected item
Ordering many humans to a fortification will spread them out along connected walls
The research of 'Longbow', 'Recurve Bow', and 'Javelin Ankyle' is now reflected in workshop icons
Humans holding a longbow or recurve bow have that item type reflected in their icon
Selecting the next idler when the 'Select Idle Equipped Warriors' option is checked can select idle siege constructs with at least one operator, regardless of the operators' skill or equipment
Construct icons show the number of operators
Siege machine icons show their job and state
Humans operating siege machines have their world icons hidden
Enemy ammunition quantity is no longer shown
Development Blog ~ Siege Weapons
Siege weapons are constructs that are researched on the tech tree and made at the woodcraft workshop. They require humans to move and operate them, and can be captured if abandoned. Their operators are very vulnerable to melee attack; siege weapons should be supported by other warriors.
Although wooden walls can be set on fire, with some difficulty, by your warriors, stone walls cannot burn. You will need siege constructs to overcome such defenses. Projectile firing siege weapons are also very effective against enemy warriors, nullifying their armor and shields.
Each siege weapon serves a different purpose. A ram protects the humans operating it from ranged fire, except against a catapult. It must be pushed slowly up to the enemy's walls to batter them down. A ram receives a substantial bonus against gates.
A scorpion is an enlarged crossbow on a stand operated by two humans. It cannot damage fortifications, but is deadly against humans. Unlike a handheld crossbow, the scorpion's powerful bolts cannot be blocked by a shield and can penetrate multiple targets.
A catapult can attack humans, constructs, and buildings at great range. It causes area damage among infantry, damages constructs as well as the humans operating them, and hits humans inside buildings. However, a catapult is slow to move and fire, and its operators are unprotected from ranged attacks.
Additional siege weapons, including a trebuchet and siege tower will be added after release.
Development Blog ~ Cavalry
Horses are obtained like other domestic animals, by taming and breeding at a pasture or by capturing from the enemy. They can help at a farm or pull a cart like oxen. Horses pull a lighter cart faster than on ox, but slow down much more with a heavy cart.
Any human can ride a horse if ordered to, giving the benefits of increased speed and carry weight to all their tasks. Horses can also be assigned to warriors by their equipment set, creating cavalry. Cavalry are not slowed as significantly by weight and heavy armor as infantry and receive several combat bonuses. Cavalry can use all the same equipment as infantry, with the exception of a crossbow, as well as horse armor.
Mounted warriors gain a damage bonus against infantry due to their height advantage. This also gives them a much greater chance to hit infantry on the head or torso instead of the legs; conversely, infantry are likely to hit the horse or the rider's legs. Infantry using a spear negate some of this advantage.
Ranged weapons have a greater chance of hitting cavalry than infantry and a large chance to hit the horse. A rider's shield only partially covers their horse from ranged fire, but a shield protects the horse and rider equally in melee.
Cavalry also gain increased damaged against both infantry and cavalry based on their movement speed, resulting in potentially devastating blows when charging into the enemy. A spear's increased reach will ensure that the charging warrior's blow lands first. In addition, there is extra impact damage from the momentum that cannot be blocked or negated by armor.
Cavalry are not momentarily slowed when the rider is attacking or is hit, but a horse's speed is reduced when it is wounded. They also cannot dodge an attack. Horses and their riders can be killed individually; dismounted warriors continue to fight on foot, and abandoned horses are vulnerable to capture by the enemy. Falling from a horse will make a warrior briefly unable to dodge or attack.
Full Version Features
Although horses now roam the map and can be hunted for food, taming horses as well as other domestic animals and creating cavalry are not accessible in the demo and will only be available in the full version at the end of the month.
The video above shows the ‘steamroller’ AI opponent, which will slowly build up a single, massive attack against the player and is vulnerable to early attack. This is one of several AI personalities that will be featured in the full release. There will also be several different player starting options.
New Demo Features
There are also several smaller features and improvements that are available in the demo right now. Carts can bring resources to construct a building, making expanding your base easier. Oxen will also perform this task the in full version.
The crossbow can be made once metal blacksmithing is researched; it fires slowly but has a slightly longer range and very high armor penetration. Combat balance in general has been improved, including movement speed penalties from armor and damage, as well as individual unit combat AI. Player issued attack orders are prioritized over automatically selected targets.
The starting positions for the player and AI are much more random. Wild animals avoid buildings while following meandering, unpredictable paths. Improved map textures and blends make the terrain look more natural.
Your AI opponent now sends out scouts to find your base before attacking; beware, as they will start searching the map early. The AI only targets buildings it has spotted, but will spread out its warriors to attack and search nearby. There are also many other smaller improvements to the AI.
This update also includes far too many fixes and small improvements to list. Notably, several significant performance fixes and optimizations will improve performance in longer games; a sound priority bug preventing many sounds from being heard is fixed.