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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Dear Lords and Ladies,
Update 0.9.6 addresses AI behaviour and includes some other bugfixes and diplomacy tweaks.
Many changes and improvements were done and we didn't get any major problems reported from the beta branch players, so we are pushing it to the stable branch now.
The next patch will also contain more AI and diplomacy improvements and bugfixes, but we didn't want to keep you waiting any longer. :)
Detailled changelog:
New:
- Added third level Teutonic Knight
- Added graphic options for V-Sync + Interpolation
- Added new Lord heads
AI:
- now gets their disbanded troops and weapons back
- doesn't get beggars anymore while there is enough housing
- completly overhauled AI food and tax system.
- AI has linear chance of accepting treaties depending on relationship score
- AI won't accept treaties for 5-15 turns after initial refusal or after having cancelled
- Added AI to not have quick start livestock when it already has quick start livestock in a different region.
- Added AI to place one fire fighter before farmers and later after farms have peasants.
- Added AI to use revolt settings instead of a flat 20.
- Fixed AI ignoring its dire unhappiness to spare food.
- Make sure we process region data for AI and then upload it when the turn end
- Added AI will no longer care about defeating animals in low priority fields.
- Modified lower AI priority to deal with beasts.
- Fixed AI playing too many smiths.
- Worsen relationships when treaties are rejected and when have battles
- Added maximum army to divide the biggest unit into 3 parts.
- Modified AI initial land grab of prosperity to be 0 so they will never land grab early.
- Added variables for AI land grabs starting at 60 happiness.
- Added unit division to only happen if the largest stack is 5x larger than all other stacks combine.
- Modified AI prosperity to start thinking about armies at 90+ happiness rather than 100.
- Added different AI for taxes based on armies attacking or not.
- Added different AI to maintain happiness growth while taxing.
- Fixed non-competitive AI that wasn't placing peasants at workplaces.
- Fixed AI eating the last of its crops and being unable to plant.
- Added different AI system to use half its peasants until it gets up to 8 turns worth of normal rations.
- Fixed AI not buying wheat when it was in dire need.
- Modified AI priority of flood bailers to be less of a priority and less harmful to working systems.
- Added AI to tend all crop fields with wheat even if the population is dwindling.
Other Fixes:
- fixed disbanded armies hanging around, Make already corrupted returning warriors invisible.
- Fix armies eating too many cows
- Hovering build wall icon shows updated wall cost, Wall cost deducted reflects wall cost displayed
- Make sure armies know their waypoints when searching for crosspaths
- building next to the bathhouse now possible (again, sorry)
- Fixed a crash with some modded maps
- fixed a crash where castles were placed near unpassable terrain and troops could not be placed
- Make sure to grab 7 tiles in siege battle, and ignore water tiles.
- Prevent scrolls chopping off some Chinese (or Spanish) heritage descriptions in lord menu
- Fixed a hunter crash
- Fixed an end turn freeze
- Fix garrison zero crash.
- Fix conflict resolve crash.
- Fix disconnected battle area in 3 way battle
- Fix issue where rebellion is moving to border and then become a garrison.
- Fixed scenario start crash related to the food count of AI.
- Fixed a very rare multiplayer crash
- Swap some Simplified and Traditional Chinese translations
- Spanish language fixes
- Formatting fixes on English and French language files
- Fix French armies doubling in price for every unit added, and German armies costing nothing.
- Fixed the loading screen text
- Ignore corrupted savegame with incorrect server id
Changes:
- modified neutral AI garrisons to be more diverse and weaker than in the BETA built
- Modified snow to have less particles and added a PARA variable by percentage to control the amount of particles.
- Modified amount of buttons in the option menu before there's a new column
- Draw border between land and sea on minimap (let us know what you think)
- Removed region conquer toggle boxes from the player's own region.
- german translation adjustments
- adjusted starting settings, more animals
- slightly increased sheep and beef value
- Go back to title menu if loaded corrupted savegame
- made church lvl 2 more expensive
- halved merchant buy prices
- higher merchant ware amounts
- adjusted diplomacy values
- made strong AI stronger
- 1 less Horse peasant for knightly
- adjusted neutral AI garrisons to be slightly stronger and more diverse on higher levels
- temporarily removed maximum army division for the player as it causes an unsightly glitch with the bars.
Thanks and Cheers!
Chris
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