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Dev Note: These changes are intended to make the early game a bit less punishing while slowing down the mid-late game.
Drought Changes
- The drought effect has been replaced with a multiplicative penalty for food production jobs. This penalty scales with difficulty and status (only counts status at the start of the storyline)
- Easy: Max(0.90 - (0.010 * floor(abs(status)/500)), 0.60)
- Medium: Max(0.80 - (0.015 * floor(abs(status)/500)), 0.50)
- Hard: Max(0.70 - (0.020 * floor(abs(status)/500)), 0.40) Building Changes
- Houses now require high quality woodworks and their gold cost has increased, 100 -> 250
- Mills now require woodworks and their gold cost has increased, 125 -> 200
- Smokers now require Metalworks and their gold cost has increased, 125 -> 200
- Wineries now require Clothing and their gold cost has increased, 125 -> 200 Skill Changes Craftsman
- "Craftsman Expertise" efficiency bonus increased: +25 -> +35
- "Ambidextrous" crafting requirement increased: 15 -> 30
- "Efficient Crafting" crafting requirement increased: 40 -> 150. swapped positions with "Assembly Line" in the skill tree
- "Assembly Line" crafting requirement increased: 80 -> 100
- "Jury Rigging" increased durability loss requirement, decreased efficiency bonus: +0-200 -> +0-100
- "Perfectionist" masterwork requirement increased: 50 -> 75
- "Doubled Crafting" crafting requirement increased: 120 -> 300
- "Legendary Efficiency" decreased efficiency bonus: +100 -> +50
- "Advanced Recipes" decreased efficiency bonus: +50 -> +35
- "Dual Classing" increased craftwork requirement: 3 -> 5 Military
- "Military Expertise" efficiency bonus increased: +25 -> +35
- "Tool Keeping" updated text to better represent actual effect
- "Self Defense Training" increased the strength bonus: +4 -> +8
- "Life Long Training" the status bonus increased: 20 -> 100
- "Reinforced Scabbards" reduced stolen equipment requirement: 3 -> 2
- "Deescalation" increased crime encounter requirement: 10 -> 15
- "Familial Bonds" increased status requirement: 150 -> 300
- "Crafting: Military" now counts the backpack as military equipment (mostly a balance thing since military characters have fewer pieces of equipment compared to the other classes)
- "Loved By Everyone" decreased efficiency bonus: +0.1/Opinion -> +0.05/Opinion (changes max bonus on a medium world from +400 to +200)
- "Steady Nerves" injury requirement increased: 60 -> 150, efficiency bonus decreased: +50/Injury -> +25/Injury
- "Honorable" status requirement increased: 750 -> 1250, now uses the individual character's status instead of the family's. increased efficiency bonus: 0.01/Status -> 0.1/Status
- "War Trophies" rare material requirement increased: 5 -> 8
- "Exclusive Deals" status requirement increased: 1500 -> 2000
- "Foreign Trade" status requirement increased: 2500 -> 4000, fixed an error that caused it to reduce prices in the black market instead of regular market
- "Rations" eaten hunger requirement increased: 1000 -> 1500, increased the food cost reduction: x0.8 -> x0.75 Criminal
- Scavenger and Corruption have been moved to make "Construction: Intimidation" easier to achieve
- "Criminal Expertise" efficiency bonus increased: +25 -> +35
- "Rare Find" decreased sold stolen goods requirement: 150 -> 100
- "Criminal Family" the negative status bonus increase: -20 -> -100
- "Poor Reputation" status requirement increased: -750 -> -1250, now uses the individual character's status instead of the family's. increased efficiency bonus: 0.01/Status -> 0.1/Status
- "Too Much Of A Bad Thing" Stolen gold requirement decreased: 600 -> 500
- "Plague Rat" sickness requirement increased: 60 -> 150, efficiency bonus decreased: +50/Sick -> +25/Sick
- "Scavenger" rare material requirement increased: 5 -> 8, chance of finding rare materials increased: 5% -> 8%, only one material will be found at a time instead of the 1-2
- "Special Customer" status requirement increased: -1500 -> -2000
- "Prized Possessions" status requirement increased: -2500 -> -4000
- "Love To Be Hated" decreased efficiency bonus: +0.1/Negative Opinion -> +0.05/Negative Opinion (changes max bonus on a medium world from +400 to +200)
- "Recycled Jewelry" Stolen Jewerly requirement: 3 -> 10, decreased efficiency bonus: +100 -> +50 Labourer
- "Labourer Expertise" efficiency bonus increased: +25 -> +35
- "Construction: Farmland" land requirement reduced: 6 -> 5
- "One With The Forest" wood requirement increased: 600 -> 750, Efficiency bonus decreased: +200 -> +100
- "Experienced" now counts total laborer experience when calculating the buff, instead of just experience in the current job. reduced the efficiency bonus: +1/Month -> +0.25/Month
- "Store Houses" decreased happiness requirement: 80 -> 65, fixed an issue that made it remove 200g upon acquiring
- "Efficiency" increased building requirement: 15 -> 50, moved further down the skill tree (it now branches from "Coordination")
- "Strong Genes" increased sickness reduction effect: -1% -> -4%
- "Apothecary" tier 4 medicine crafting requirement increased: 10 -> 25
- "Crafting: Alchemy" now adds the ability to craft the "Cure All" Elixir, fixed an issue where it gave the effect of the "Desperation" skill
- "Desperation" starvation requirement increase: 80 -> 150, efficiency bonus decreased: +50/Starve -> +25/Starve
- "Team Effort" item requirement increase: 200 -> 250, efficiency bonus decreased: +20/Laborer -> +10/Laborer, fixed an issue where the character would count themselves when calculating the bonus
- "Doubling Season" fixed an issue where it didn't count efficiency gains from job specific boosts
- "Collector" item requirement increase: 100 -> 200
- "Irrigation" efficiency bonus decreased: +100 -> +50
- "Crop Rotation" seed requirement increased: 3 -> 5, efficiency bonus decreased +50 -> +35
- "Metallurgy" metal requirement increased: 100 -> 250, efficiency bonus decreased +50 -> +35
- "Geodes" gem stone requirement increased: 10 -> 50, efficiency bonus decreased +50 -> +35
- "Advanced Metallurgy" silver requirement increased: 4 -> 10, efficiency bonus decreased +50 -> +35
- "Horizontal Expansion" processed goods requirement increased: 100 -> 200
- "Row Cropping" now counts orchards as different crops for the bonus Noble
- "Lordship" status requirement increased: 1200 -> 1500
- "Workforce" gold requirement increased: 3500 -> 5000
- "Crafting Stations" gold requirement increased: 5000 -> 7500
- "Trained Workers" gold requirement increased: 10000 -> 15000
- "Earl" status requirement increased: 3000 -> 6000
- "Likeable" opinion requirement increased: 50 -> 200
- "Influence" status requirement increased: 200 -> 500
- "Opulence" equipment requirement increased: 10 -> 25, it now properly counts clothing, the efficiency bonus now works off the item's base price instead of its sale price.
- "King" status requirement increased: 7500 -> 12000
- "Strict Overseers" happiness penalty increased: -30 -> -45
- "Oppressive Laws" happiness requirement change: 80 -> 100, defense bonus change: +10 -> +8, Happiness penalty change: -50 -> -60 (also fixed a typo in the name)
- "Construction: Education" not changed, the text now properly displays the full child count instead of clamping at 2
- "Questing" mission completed requirement: 20 -> 30 Multi Class
- "Construction: Ships" Experience count for fishermen and smugglers: 36 -> 48, added soft lock protection for this skill, the requirements will be skipped if there are no ships on the map that are either owned by you or unowned.
- "Private Security" Defense count requirement: 10 -> 16
- "Bootlegging" Wine count requirement: 50 -> 250
- "Construction: Protection" Plot count requirement: 6 -> 10
- "Construction: Intimidation" Plot count requirement: 6 -> 10, now branches off of "lordship" and "keen eye" should better mirror "Construction: Protection"
- "Cutting Corners" Aged Wine requirement: 100 -> 250
- "Refined Metals" Master Metalwork requirement: 5 -> 15
- "Forged Artifacts" Exotic Trinket requirement: 3 -> 10
- "Imitation Pearls" Pearl requirement: 3 -> 10 Equipment Changes Dev Note: most non magical equipment has been buffed to increase early survivability, there has also been a blanket decrease on the prices of all equipment
- "Armor" efficiency bonus increased: +35 -> +65, durability decreased 360 -> 300
- "Thieves Tools" efficiency bonus increased: +40 -> +80
- "Quality Tools" efficiency bonus increased: +35 -> +65, durability decreased 480 -> 400
- "Fancy Tools" efficiency bonus increased: +25 -> +50, durability decreased 480 -> 400
- "Forager's Kit" foraging effect increased: 0-2 of each fruit -> 0-3 of each fruit
- "Prospector's Pickaxe" efficiency bonus increased: +25 -> +50
- "Crowbar" efficiency bonus increased: +25 -> +50
- "Quality Rod" efficiency bonus increased: +25 -> +50, durability decreased 480 -> 400
- "Lucky Charm" efficiency bonus increased: +50 -> +75
- "Skinning Knife" efficiency bonus increased: +50 -> +60
- "Precise Saw" efficiency bonus increased: +50 -> +85
- "Violent Blade" efficiency bonus increased: +35 -> +75
- "Shiny Ring" efficiency bonus increased: +25 -> +50
- "Sword" efficiency bonus increased: +35 -> +60
- "Backpack" efficiency bonus increased: +25 -> +60
- "Herder Staff" efficiency bonus increased: +50 -> +75
- "Heirloom Blade" efficiency bonus increased: +40 -> +80
- "Blackened Cloak" efficiency bonus increased: +25 -> +65
- "Plated Armor" is now unbreakable, injury reduction increased: 3% -> 5%
- "Ornate Hammer" durability increased: 360 -> 800
- "Cursed Crossbow" efficiency bonus increased: +50 -> +100 Misc Changes
- Decreased the base townsfolk efficiency 125 -> 100
- Replaced all instances of "Laborer" with "Labourer"
- The farmer start now always has a ring, instead of just in the tutorial Bug Fixes
- Fixed an issue preventing items in the inventory from being repaired
- Fixed an issue allowing stolen goods to be auto sold if the black market is closed
- Fixed an issue allowing items to be auto sold if the market is closed
- Fixed an issue that prevented the alliance option during the castle from being clicked
- Fixed auto butcher not working
- Fixed the debt repayment event repeatedly appearing
- The essence of cursing can now only be used on a non cursed character
- News and updates
- Medieval Legacy
- Patch 1.0.11
Source: Steam Community (opens in a new tab)
