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Patch 1.0.2.47

  • Road Building (without spells) is now possible. The action is initiated by selecting a valid site. You can then choose a target site from a list, or switch to selecting it from the map.
  • Road Building rules constants have been exposed to modding (default in parenthesis): BaseRoadGoldCost (500), BaseRoadBuildTime (4.0), RoadLengthBuildTimeFactor (0.5), RoadDifficultTerrainAdditionalCostFactor (1.0), RoadDifficultTerrainAdditionalBuildTimeFactor (1.0), RoadLengthBuildCostFactor (0.25).
  • The Army Deployment Window (grid-based, from Army Window) has been aligned with the Battle Window in relation to Formation Assignment/Creation, click-to-deploy/move, shift-click to assign Formation and a few more things.
  • Assign Task is now filtered away from Character Context Menu in the Dungeon Window.
  • Some lingering unit effects (from expired army effects) are now cleaned up on loading a game. The bug causing the lingering effects has been fixed in a previous patch, but any effects already detached from the parent effect were not cleaned up. They are now.
  • The City Window now shows the hitherto hidden Rebellion stats if the player controls the city, and has either the Master of Puppets trait or Unrest is less than 5.
  • Independent Realm AI will no longer consider movement outside of the province it controls trespassing if adjacent to a site it controls. This should make diplomacy less frustrating when independent realms have sites on the borders of a province.
  • The menu for Tower Upgrades for prismatic/white slots now utilize sub-menus to avoid screen overflow.
  • Editor: Dungeon Seeds can now have theme and sub-themes set as part of the map/scenario.
  • Editor: Province names can now be randomized. This can be done for the selected province by using the 'Dice' icon next to the name field, or for all provinces with a regular randomize all button.
  • Editor: When changing terrain-type from water to land, a new province is generated if the action causes the previous hex province to be invalid.
  • Reduced the cost for several research projects with Ectoplasm as part of the cost.
  • Fixed research unit projects not showing base recruitment time, recruitment cost and upkeep cost.
  • Fixed research projects not showing resource cost when invalid due to unmet requirements.
  • Fixed the Burrow special ability not giving Siege progress as the tool-tip indicated it should.
  • Fixed several instances of missing unit stats across different windows and panels.
  • Fixed a bug causing unit type attacks to be missing in several summary-style panels.
  • Fixed missing tooltips in a number of unit-related text panels.
  • Fixed a display bug in relation to requirements for workers assigned to upgrading an Outpost to a Fortress. Two different requirements shown in different places - one not aligned with actual mechanics.
  • Fixed a crash bug related to the Character Context Menu.
  • Fixed a bug in the grid-based battle mode where the Formation panel could be locked in bad state during deployment.
  • Fixed a crash bug related to setting/cancelling current construction in Cities.
  • Fixed a bug where building Siege Engines/Towers did not update UI as intended - making it look like they were free.
  • Fixed a crash bug when setting up default Army deployment.
  • Fixed sub-menus being dimmed in most menus for no good reasons.
  • Fixed rebellion risk being 100 times higher than intended for some combinations of modifiers.
  • Fixed a number of tooltip bugs.
  • Fixed a bug causing Loyalty/Discontent upkeep modifiers to be reversed.
  • Fixed a crash bug when using 'Assign Task' from the Character Context Menu, but then cancelling when presented with options.
  • Fixed missing inclusion of some Advisor-related effects when calculating expected future state, affecting the Info Panel, some AI logic and more.
  • Fixed a number of editor bugs, including some very nasty 'province clean-up' bugs.
  • Fixed a pathfinding bug which could lead to weird AI pathing and sometimes even AI armies freezing in place.