Hey Everyone,
Another week - another great update with 40 changes and improvements. With this, and next week`s update, our goal is to polish up the current content, as well as to include many of your suggestions. We are concentrating on bug fixing, adding various small quality of life features, and of-course - balancing. After the second part of Improvements update next week we`ll finally focus entirely on the diplomatic features of the game, that we hope to complete by early November.
As always - thanks for your support, and please keep these suggestions and bug reports coming. We make sure to read every post on our forums.
Video Overview of the Update, courtesy of Stephen Silverbeard
https://www.youtube.com/watch?v=XZaHe7y9-KQ
And so - presenting our first milestone - Update # 31:
New Features
-Massive update for the world map AI. Army composition will vary quite a bit - from siege armies to cavalry armies
-Massive update for the world map AI - will attack a lot less, but with bigger armies
-Additional improvement to performance when attacking largest towns
-Added voice acting to each nation into cinematic
-Added voice acting to advisers, and Marshal VO for AI sending armies to attack player towns
-Unit level now adds to the unit strength on the world map and in auto-resolve
-Reworked how auto-resolve kills off units in case of victory and defeat
-Selecting enemy towns and armies allows spying that shows some of the units and buildings inside
-Translated all recent text, including all the techs, into all supported languages
Fixes and Improvements
-Hospitaller and Templar now require Hospital on world map, not Church
-Militia and Hunter trained on world map takes Town Hall level
-City View message about limitations shown once per campaign
-If there is only one town or army option for Recruitment or Transfer of units, don't show choices dialogue
-ESC menu now pauses the game in battle and in town view
-Capturing Town Flag now goes down super fast if AI only has couple of soldiers left
-Players now have a bit of time after loading world map before getting attacked
-Fix for player navy attacking ai navy resulting in a field combat battle
-Fix for army location/destination saving (wandering armies)
-Added location saving on exit campaign
-Startup email and Name prompts size/scale fixes
-Fixed exploit for Steward item buying
-Corrected issues with units unable to get on palisade walls in some Hamlets
-New silver icon for the worldmap - clearly shows silver coins
-Fixed issue with town defenders starting the battle too close to the enemy camp
AI Changes
-AI will no longer spend resource to build large stone walls in towns during battles
-AI uses different army unit compositions with a total of 50 army possibilities
-AI will no longer send countless armies to attack the same settlement, just one at a time
-AI will better pick player targets not always going after the closest or the strongest
-AI now properly construct wall defenses
-AI will now level up troops, on the world map as well as in battle\
-AI better positions siege weapons in towns to make them useful during defense
Balance Changes
-Lowered army range for recruitment of units or transfer of units
-Greatly reworked ranged unit - a lot more powerful, but much lower hitpoints and armor for melee
-Greatly increased cost of Militia, Hunter, Horse Cart, Mantlet
-Small balancing changes to cost of majority of units
-Maceman reduced stats by 10%
-Escalade, Belfry and Ram - a lot better defense, but higher cost
-Hobelar removed Heal ability
-World map silver cost of units and buildings reduced by 25%
-Monks a lot weaker in battle
