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Hi everyone, time to push all the recent changes from the beta branch to the default branch! Let us know if you encounter any issues! Full version changelog since the Raider update: 0.19.7 (April 12) New: - added yellow as player color - more achievements Fixes: - some requested story tree fixes - load timer not executing if low FPS / blank language entries overwriting english defaults - fixed 'language' screen freezing upon open / 'missing texture group' warnings - fixed some issues & memory leak with recently added chunk surface pool - added missed worker spine optimization WIP - fixed obj_slot not properly rendering w/ cache scaling - giant hand on drinker unit - fixed regression preventing field 'harvest' animation - fixed missing field elements - fixed drinker & firefighter rendering issues - fixed army waypoint-to-menu soft freeze - fixed hovering merchant killing FPS / - fixed weeds rendering wrong w/ Changes: - updated dynamic loading screen background & text - switching languages is async and also done at game load - rewrote minimap system for improved performance - chunks use surface pool when zoomed in (slightly reduced stutter) - valid map names cached at game start (reduces campaign-setup freeze) - force 'tutorial cards' click level to be above on menus - greatly improved fog cpu usage when zoomed in 0.19.8 (April 17) New: - you can now use specific general in create army node (story editor) - clicking a task can now be an objective Fixes: - Fixed a reported reconnect crash - fixed escape position problems for story editor - fixed texture load issues w/ battle from story tree + season change - fixed empty defeat message/event card when a player lost everything - fixed a memory leak with particle systems - fixed region tiles not always updating peasant count - fixed smithy unit not animating properly - fixed 'builder' peasants sometimes not looping & wrong color - fixed a rare raider crash with castles - fixed AI being allowed to build on mountains + waypoints under certain circumstances - fixed AI check if it's building a castle too close to a waypoint Changes: - performance improvements for raider pathing calculations - balanced raider calculations, also related to AI difficulty now 0.19.9 (April 22) New: - Added "U" hotkey to jump to a peasant of yours that is relaxing. - Allow +- current XP for change general node in story editor - Added I hot key to cycle through merchants in regions. Fixes: - fixed loading save games added all tiles to all chunks, leading to severe end turn lags and long end turn times - fixed a crash with fire damage in battle - fixed rogue/spy unable to be placed - fixed mercenary only allowing initial selection/ popup problems - fixed missing fog / tiles in battle mode - fixed missing scale bias for new minimap render - fixed border stones not rendering between two regions w/ same owner - fixed render stones drawing on top of hills / trees - fixed split wood/stone castle tower types default to center keep type - fixed workplace tiles (and peasant colors/text) not updating w/ region conquer - fixed missing obj_field 'token highlight drop' effect - fixed potential minimap crash returning from battle - fixed other rare bugs fixed that were reported by players - fixed crash for invalidated region instance with map tile - fixed upgraded buildings from showing how many peasants still needed to be construction. - fixed minimap 'click region' offset & overlapping taxes button - fixed cpu-bottleneck with tile render requests - fixed rare muster army hard-lock with new runtime - fixed memory leaks with the tile surfaces & dh maps Changes: - improved end turn times - Modified autogovern "abandon livestock variables". now keeps even small lifestock since the economic behaviour of abandoning <30 sheep for example was not received well by the playerbase - improved AI behaviour for attacking overseas territory - changed so that AI army trying to merge with others doesn't pick paths through player territory (seemed like AI is attacking again and again with minimal forces) - changed tile update priority lowered during transition effect - changed better optimized out spines / dynamic tile rendering when out of view - lessened minimap frametime allotment 0.20.0 (April 25) Fixes: - fix for user reported crash with "map structure not found" popup (most likely only for new games or older saves, actual save is probably corrupted, sorry) - fix for user reported end-turn soft-lock (was event related) - fixed fisherman boat incorrectly colored & missing text - Fixed a few memory leaks due to the new systems Changes: - improved AI army targeting to calculate castle regions can spawn an army to defend it - improved overall AI pathfinding and target finding - further improved AI behaviour for attacking overseas territory 0.20.1 (April 26) New: added click-lock debug display to for public build (see above) Fixes: - Fixed sending provisions sometimes not working correctly - Fixed clicking 'view area' on event card w/ battle popup breaking click level - Fixed option menu conflicting click &depth w/ battle popup options - Fixed language loader not properly stripping all 'extra' double-quotes - Fixed raiders not attacking in some cases Changes: 0.20.2 (April 27) - for your story editor, you can now use battles/wins/losses against certain generals of factions as triggers - fixed muster / disband breaking click level(blocking UI) in some cases 0.20.3 (April 30) Fixes: - fixed merchant on the battle field causing a crash - fixed dynamic player tokens appearing in battle - fixed second-method of merge-army not releasing click lock - fixed 'fire mercenary' broken + army menu click pass-through bugs - fixed broken army overlap detection - fixed some units having a wrong orientation when getting destroyed - fixed killing wild animal causing a very rare crash (user report) - fixed merchant not moving to assigned position (tutorial among others) - fixed a bug that potentially had the number of peasants wrong/invisible - fixed a bug that lead to player color being white after loading (already corrupted files can't be fixed) - fixed fire/flood-fighters not updating visually when done - fixed peasant not placable on fire anymore in tutorial Changes: - improved autogovern AI - Changed autogovern to have even more priority for animals - AI no longer builds walls around harbours 0.20.4 (May 3) New: Fixes: - fixed a dynamic reference crash in the story editor - fixed a trait related crash in the story editor - fixed merchant usable on 1st turn of tutorial / merchant base not fading out - fixed recent change breaking editor tile painting - fixed numerous small memory leaks due to missing particle cleanup - fixed peasants using incorrect image when fighting animals in some cases Changes: - Added system to not jump the cursor to next turn on button press, if next turn is not yet ready. - Added show_hourglass to override mouse cursors to demonstrate a player must wait for something. - Added button visuals when hovering over taxes, and ration. - Added L stick press to move cursor 2x as fast. - Added L stick move cursor to be 5x slower if pressing L shoulder. - Added L shoulder hint for slow cursor. - Modified left gamepad hints to stack differently without gaps depending on what triggers the left hints. - Added language support for left gamepad hints. - Fixed when panning screen, the cursor would still think it was where it was before panning. - Modified center right button (start +) to open menu instead of end turn. - Added holding center right button (start +) for a half second to end turn. - Added gamepad support for back button (select -) to exit out of all 20 menus. - Modified tax + ration gamepad hints to show when gamepad is used over the icon - changed AI to built castles further away from border waypoints. - AI builds more castles now when it needs more generals.
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