Developer postOriginal post (opens in a new tab)

New Update Now Available!

Hello all,

It took us a bit longer than expected, but a new version is now available. This update contains a lot of fixes and balance changes based on your initial feedback. The trade and siege mechanics have gotten some love and should now work much better. In addition, we increased the rate at which unrest is reduced when your people are given some rest. Please check below for a full changelog.

There is of course more to come, so please continue to leave your feedback on the forums.

Cheers,

Surtur

Update for 4 Oct.

Changelog:

Battle
Cities don't fall until all defenders destroyed or an undefended breach is attacked
Fixed issue with destroyed units fleeing
Fixed bug with units retreating to settlements
Can't pillage if lost a battle
Attackers won't assault city until any sallying units are engaged
Improved pathfinding around settlements
Fixed routing from siege battles
Fixed bug that sometimes let an unwalled settlement be captured by attackers ignoring sallying defenders
Settlement will not be attacked, unless a specific attack on the settlement was ordered.
Improved behavior of archers in sieges.
Improved behavior of missile chariots and cavalry

Trade
Trade routes follow roads. Roads give a trade bonus
Trade routes updates when forest cleared.
Fixed removal of trade routes when war declared
Fixed various issues with trade routes when a settlement changes owner, a trade building is destroyed or peace is made
All hexes count as one hex for trade route distance
Reduced basic trade income to compensate for road bonus

Settlements
Increased shrine upkeep costs
Made military unit suppression dependent on city population
Fixed growth button not opening details panel. Changed growth display to percentage
Bumper harvest doesn't increase population to more than 1 over sustainable level
Granaries store food faster when there is a surplus.
Enhanced tooltips on potential settlement hexes
Reduced effect of drought
Limited how much event effect can stack up depending on difficulty level
Increased rate that labor unrest is forgotten.
Fixed Legalist school tax bonus

Misc
Forced unit selection sound to mono.
Fix invisible armies
Fixed floating city tab problem
Fixed stack and leader display staying open on loading screen
Fixed lock up in execution phase
Stopped players disbanding a new leader by dragging in the recruitment panel
Tool tips on map items don't disappear as soon as mouse moved. Also appear faster.
NB Noble Cavalry now marked as cavalry.
Fixed issue with crash on load caused by stack with no units having a formation
No bandits due to unrest in first 50 turns on easy. Further reduced early game bandits on easy
Moved Advice file location. Hopefully fixes problem of advice restarting each session.
Added disable grass check box. Should help with stuttering.
Fixed upkeep of trained heavy spear unit. Adjusted upkeep of some other trained units
Changed militia unit names to peasants to help people understand why they revolt
Amended some text for historical reasons
Added advice to help players find in game manual.
Reduced cost of some edicts that recruit characters
Reduced income from Well Field System and Equal Field System edicts