
Hey Everyone
It`s been a busy Spring for us, as we are wrapping up work on the massive visual game engine update, about to switch the game to DirectX 11 later this month, and same time making a lot of progress towards bringing you multiple army and coop experience in the campaign.
Today`s update is a great step forward in this direction, and while a lot of work still remains behind the curtains, we are finally ready to give you multiple armies functionalities in auto-resolve.
Together with many other battle related changes on the campaign map, this update really transforms the army management, and how the campaigns are thought on the campaign map.
We should have the next update 55, completing the multiple armies fighting on actual battlefields, ready for you towards the end of May and (fingers crossed) - bringing you the first part of Direct X 11 engine update.
And so, presenting Update # 54:
-First part of the multiple army project complete
-Attack Screen now supports two armies per side (more to be added)
-Fight button is disabled for more than 2 armies in battle (until the next update)
-Player and AI can invite armies to join the battle in provincial range
-Army standing near the city becomes the city garrison for auto-resolve
-Auto-Resolve now uses battle difficulty instead of campaign difficulty
-Completely reworked Auto-Resolve victory or loss calculation
-Superior armies can win auto-resolve without any losses
-Player army that`s weak or has just a few units will get removed on defeat
-Fixed exploit with repeating auto-resolve vs stronger army over 10 times
-Fixed common issue with horse cart ignoring orders
-Only the selected building banner is hidden (was part of the an earlier update)
-Livestock will be fully fattened on reload of the city
-Building Name banners are much smaller and neater
-Fix major bug with gatehouse upgrades producing two gates
-Fixed other bugs with gatehouses
-New main menu music track
-New music for world map
-Added main menu Early Access letter