We’re very close to final release of this update. Right now we’re finishing up bug fixing and localizations. Here’s the condensed notes from betas 5-8. We’ve also turned mods back on so if you find the game acting strangely try disabling any mods first – some of them haven’t been updated to work with the new update.
Features:
- Allow AI to buy from the off map merchant
- Added a beefier type of viking infantry
- AI can now build great halls
- Added VFX and music cues to AI dialogues
Improvements:
- Tweak how many bakeries the AIs try to build
- Increase bakery output from 4 bread to 5 bread
- Increase catapult troop wages
- Recooperated units keep their old general name
- If you have an very unfavorable relationship with an AI for long enough they will warn you, then later declare war
- Tweak difficulty of survival mode, added more frequent merchants and a little more stone in each deposit
- AI sends diplomats on their own boat so they won’t be sunk during a war
- Added some status text on the player merchant orders so you can see what happened when a merchant visited a dock
- Your merchant ships grant visibility so they don’t disappear sailing too close to AI lands
- Make it possible to end a war with a nice gift
- Double clicking a unit will select all units of that type in the camera view filtered by team
- Bias vikings and AIs to try and land their ships away from tower defenses
- Reduced costs of witches spells
Fixes:
- Fixed fire not damaging keep in survival
- Fixed issue where you could get a huge viking invasion too early
- First pass integrating the viking/dragon/merchant notifications with the minimap
- Fixed ships getting stuck in gates if diagonal to a water tile
- Fixed pathing issues with ships and units when evaluating tiles with a castle block and aqueduct inside
- Fixed being able to delete AI buildings with keyboard
- Fixed issue with viking raids on islands with no buildings
- Fixed minimap buttons showing up behind minimap
- Fixed being able to place a stone block on a wooden gate
- Fixed not being able to walk through gates after taking over an AI island
- Fixed issue with minimap viking counter showing deleted vikings
- Fixed ballista shooting inside its minimum range
- Fixed the AI dialogue claiming they were close docks so they actually close
- Fixed issue where envoy could get stuck on noria
- Fixed bug where you could see idle categories and place things lower than them in the job priority
- Fixed diplomat pathing issue
- Fixed the axes hanging around if you delete the trees marked for chopping in creative mode
- Fixed performance issue with large amounts of vikings attacking buildings
- Fixed dragons showing up on minimap before being the warning was visible
- Fixed buildings not flashing when damaged
- Fixed issue with building roads under gates
- Fixed placing castle blocks on rubble over water
- Fixed AI asking for mission help before introducing themselves
- Fixed being able to generate infinite meat from butcher with a transport cart
- Fixed not being able to place iron mine in some cases
- Fixed Sea Gate life inconsistency with same height walls and tweaked its stack height
- Fixed issue where farmers wouldn’t bring grain to granaries
- Fixed rare issue where using the creative mode delete brush could cause a hang
- Fixed max storage shown incorrectly for food if using carts or spawning resources from creative mode
- Fixed issue where you could generate infinite Hazard Pay notifications
- Fixed issue where the armament info math wasn’t adding up
- Fixed issue where you could use a Great Hall in diplomacy even when not finished constructing
- Fixed kingdom name not appearing in kingdom log when an AI destroys one of your buildings
- Fixed AI not granting you their kingdom when you destroy their keep
- Fixed some performance problems
- Fixed hazard pay not being reflected for soldiers in gold info
- Fixed shipping amounts not being reflected in resource info
- Fixed issue if troops were set to unload and move to a building and then the building was destroyed
- Fixed case where envoy objectives could complete too early
Thanks again for all the feedback and bug reports! Until next time,
-Pete, Michael, and Sam