





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Dear Lords and Ladies, we fixed some player reported issues (thank you!) and made some minor balancing changes. New: - Story tree option to scroll to specific positions before and after battle - get campaign turn node for story tree. Fixes: - Fixed crash caused by edited army getting corrupt XP data for units - Fixed edited armies losing their XP / not having their level in battles - Fixed missing/corrupt save header crash leading to game not startable - Fixed user reported "stuck in "WaitToBurn" state" in battle - Fixed corrupted reconnect fire arrow data - Fixed a multiplayer crash when more than 2 players - Fixed armies being editable several times, adding the same weapons more than once - Fixed edit army exploit that would allow players to gain population. - Fixed drinking during inn fires, and smithing during smith fires. - Fixed maceman mercenary getting stuck with an ugly animation while in the army menu. - Fixed tool tips for army + provision + diplomacy not hovering in the proper GUI place. - Fixed rogue battle camera pan + camera not snapping to army start tiles - Fixed janky skill tree stack close animation - Fixed? missing fires after battle in tutorial in rare cases - Fixed? pressing 'load' in the tutorial will crash in rare situations - Fixed bees flying sideways. Changes: - added text render macros to force all text to render at integer coordinates - small performance improvements - fog now fade-transitions between reveals - changes to compression of data that was causing issues for some users - Fixed AI disregarding a big number of sheep / cows / horses in favor of planting crops, when there is only one cleared field Balancing: - XP level 3 from 180 to 200. units were max level a bit too quickly. also, the bonus is now 60% att and def insteaf of 80. - capital garrison archers from 60 to 100 to make the first region slightly harder to conquer early on. - swords iron cost from 16 to 18, heavy armor from 17 to 20. sword production from 30 to 28. wage for swordsmen from 1,5 to 2 gold, knight wage from 30 to 35, crossbow wage from 10 to 15. swordsmen are overperforming a bit due to often late availability of cavalry. knights are overall a bit too strong. - castles lvl 1 now have 150 archers instead of 100, same for lvl2. courtyard has now 30 swordsmen instead of 50 but added 50 archers. to encourage building defensive structures - wooden wall extra cost per wall from 70 to 60 and stone from 100 to 80. to encourage building defensive structures - mercenary hire cost reduced by 1/3. they were not getting used as much as we wanted. they should have relatively low hire cost but high upkeep.
[ 6079 ]
[ 2063 ]
[ 4245 ]