Source: Amplitude Developer Blog
Beta Early Access, Release Version 0.5.10
Patch Notes[]
Changes and Additions[]
- Added the multiplayer mode: you can now play with up to 6 players, just create a normal game, then choose "public multiplayer" as a session option.
- Added a "Battles Pace" option in the new game advanced settings: you can set the game timers, and also choose to control every round of your battles (choose Encounter Sequence "Advanced").
- Added the Ardent Mages major faction: their gameplay is focused around spells that you can cast below the top left menu bar in game.
- Added the Roving Clans major faction: their gameplay is focused around the marketplace.
- Added Ships and Harbour district improvements: you can now go explore and colonize the world beyond the ocean!
- Added the Privateers: all mercenaries bought in the marketing place can attack anyone without revealing who they fight for.
- Added Roads and Trade Routes: you can research them and then build them from your city.
- Added a Trade Routes summary on the Empire screen.
- Added the City Militia: it will help you defend your precious cities (1 per City, +1 for Main City).
- Improved the siege of City and implemented the City Ownership.
- A City Garrison can reinforce battles that are launched outside the city (if the city is not besieged).
- During a battle launched outside a besieged city, the city tiles can be used in deployment if the battle involved the besieged empire and the besieger.
- A garrison of a besieged city can reinforce a battle (that is launched outside the city) only if it involves the besieged empire and the besieger.
- When attacking a city without garrison but with a reinforcement army around, this army is considered as main garrison for the defender.
- Added the defence value to the City label. The units count (which now includes the militia) and the defence value are now always visible, even on enemy cities.
- Updated the Moral effect in battle which is represented by white dots on units in battle. Moral boosts units fighting abilities
- An army stays on the map when the Hero is the only remaining unit.
- Improved the battle deployment.
- Added new feedback during the deployment phase: the time line of units and the life bars upon the units.
- Improved the Diplomacy system: added new diplomatic treaties and the AI empire can now make diplomatic proposals.
- Added the counter-proposal option to the diplomatic notification.
- Improved the exploration behaviour of the AI empires.
- An AI empire can assign heroes as generals or governors.
- Enabled the automated governors.
- Added a balanced automated governor option.
- Added several missing category icons to the technologies.
- Reduced cost of 2nd and 3rd assimilation.
- Added +1 Influence on boroughs.
- Reduced the Approval Bonus from the Necrophage Sacrifice (30 instead of 40).
- Added effects to the Broken Lords "Dust Crematorium": it now gives 100% of a battle XP reward as additional Dust bonus.
- Removed Vaulter third starting unit, but added a new Vaulter trait (+1 Resource per extractor).
- Removed the Extractor from the list of build-able improvement if there is no one left.
- Slightly increased resource price on market (uncommon/rare compared to common)
- Slightly reduced unit price inflation modifier on market (from 1.2 to 1.1), and increased hero price inflation modifier (from 1 to 1.1).
- Added the End turn timers (in the Advanced Game Settings):
- End Turn Timer Mode: base duration of one turn.
- Per City: extra time multiplied by the number of cities for the player having the most. Formula -> endTurnTime + timePercity * numberOfCities.
- Last player: timer enabled when one player has not finished the turn.
- Villages and ruins are now exploitable and have FIDSI.
- Region FIDSI are displayed when building a city or a district.
- Changed the values of the Stockpiles:
- Level 2: 700 instead of 840
- Level 3: 1150 instead of 2000
- The Vaulters affinity has been modified: they can use all strategic resources as boosters.
- They can have only 1 strategic booster activated at a time. The current booster activated becomes the Holy Resource.
- Each strategic booster gives FIDS bonuses on each City:
- Titanium : +20% Science
- Glassteel : +20% Dust
- Adamantian : +20% Industry
- Palladian : +20% Food
- Mithrite : +15% Industry, +15% Dust
- Hyperium : +15% Food, +15% Science
- The Hero equipment change and the Unit retrofit are not available anymore if not in a region that the player owns. Also taking into account the lack of resources when in a besieged city.
- Army upkeep is now equal to max number of units authorized in army.
- Enabled the "Select Empire" button in the New Game screen, and added a Faction Selection screen.
- Added an enhanced animation mode (when building a new city or a region building).
- Improved the visual of oceans.
- Removed the autosaves in the list of saves when saving (only showing them when loading) and added the turn number to the autosaves' title.
- Added the possibility to enter the quantity directly in the Negotiation and Marketplace screens.
- Added a "Silence between music tracks" option.
- Steam pop-ups from the overlay are now shown on the upper right corner of the window.
- Game controls and interface are limited to inputs from Keyboard and Mouse.
- Performed some graphics and memory optimizations.
Important Fixes[]
- Fixed an issue where the world generator crashes due to the path name.
- Fixed an issue where the AI can provoke infinite battles.
- Fixed an issue where an army can still be locked after the end of a battle.
- Fixed an issue where the game remains stuck when loading a session.
- Fixed an issue where the game crashes when starting an automatic battle or during manual targeting phase.
- Fixed an issue where a session remains stuck during turn computing.
- Fixed an issue where percentage bonuses from equipment techs are not applied correctly.
- Fixed an issue where the razing of cities causes a crash.
Other Fixes[]
Quests[]
- Fixed an issue where different quests can reward the same technology in a session.
- Fixed an issue where "The Accidental Desecrator" side quest does not complete.
- Fixed an issue where "The Second Mouse" side quest can't be completed.
- Fixed an issue where "The legend of the three" side quest can't be completed.
- Fixed an issue where the "A Final Battleground" Broken Lords chapter 7 step 1 quest cannot be completed.
- Fixed an issue where the "Wisdom" Vaulters Chapter 8 step 2 quest cannot be completed.
- Fixed an issue where the "Wisdom" Vaulters Chapter 8 step 3 quest completes improperly.
- Fixed an issue where the Vaulters's chapter 3 step 2 faction quest does not restart after being failed resulting in a situation where the main quest line cannot be completed.
- Fixed an issue where the "Gaining Knowledge" Vaulters Chapter 5 quest can't be completed if the village is destroyed.
- Fixed an issue where the fifth chapter of the Broken Lords questline cannot be completed if the objective city is razed.
- Fixed an issue where Chapter 8 Broken Lords "Altar of channelling" has no effects and cost.
- Fixed an issue where the Vaulters's Chapter 4 step 1 faction quest can't be completed if the target city has been razed resulting in a situation where the main quest line cannot be completed.
- Fixed an issue where if the targeted village is destroyed, the user cannot interact with it during Vaulters Chapter 5 quest by right clicking on it.
- Fixed an issue where the "Penitent Chapel" technology reward received from the second chapter of the Broken Lords questline has no effects.
Diplomacy[]
- Fixed an issue where the "Gratify" Treaty does not modify the relationship score of the sender.
- Fixed an issue where the "Warning" Treaty does not modify the relationship score of the sender.
- Fixed an issue where stockpiles cannot be traded through diplomacy.
- Fixed an issue where "Map exchange" treaty and "Vision and Map Exchange" do not reveal the discovered terrain.
- Fixed an issue where besieged cities will not have the siege removed whenever accepting a truce proposal.
Research[]
- Fixed an issue where cancelling a research will reset its progress.
- Fixed an issue where the research screen does not properly update when a queued technology is received from a quest.
- Fixed an issue where the "Givers of remembrance" Necrophage technology changes its icon on mouse over.
City[]
- Fixed an issue where the garrison unit count can exceed the maximum capacity when building faction units.
- Fixed an issue where the garrison unit count can exceed the maximum capacity when building assimilated units.
- Fixed an issue where Militia units do not respawn in conquered cities.
- Fixed an issue where buying out 4 constructions when there are more queued, will display all the constructions as bought out.
- Fixed an issue where the approval is not properly updated after the wine booster expires.
- Fixed an issue where the settler buyout cost will increase every time the game is loaded.
- Fixed an issue where razing a city does not remove previously built Watchtowers and Resource Extractors.
- Fixed an issue where the approval bonus from sacrificing population persists in Necrophages cities after being captured by other factions.
Roads[]
- Fixed an issue where roads are not showed on the map after moving a city that was connected to another one which just had pathways.
- Fixed an issue where sections of roads built across rivers are not connected in a natural way with the rest.
Heroes and Armies[]
- Fixed an issue where skill points cannot be spent in the hero skill tree if that hero is outside of the user's region.
- Fixed an issue where the retrofit button is available to the user for armies outside his regions.
- Fixed an issue where clicking on armies through for of war on in undiscovered terrain will display a battle zone and prompt for war declaration when needed.
- Fixed an issue where the user can teleport vaulter armies while they are not positioned on city tiles.
Battle[]
- Fixed an issue where other armies can be seen in the battlefield during battle simulation.
- Fixed an issue where the attacker's and the attacked unit's tooltips are not always displayed during manual combat.
- Fixed an issue where the auto-combat results are inconsistent with the results of a manual combat with default deployment and targets.
- Fixed an issue where Heroes assigned as governors in cities without garrison do not participate in combat if the city is attacked.
- Fixed an issue where the battle area is not displayed whenever hovering the cursor across a hostile minor faction village.
- Fixed an issue where the battle area is not displayed whenever hovering the cursor across an AI city.
- Fixed an issue where the Block Capacity does not function when the unit's strategy is defensive.
- Fixed an issue where the "Block" battle capacity is not functional for moving units.
- Fixed an issue where Ateshi Zealot displays a wrong capacity.
- Fixed an issue where Vaulters units and heroes display a wrong capacity.
- Fixed an issue where Telsem Warlock tooltip displays a wrong capacity.
- Fixed an issue where the Feebleness capacity does not function.
- Fixed an issue where the Dredge Exhaustion capacity does not function.
- Fixed an issue where the Halt capacity does not function.
- Fixed the Charge, Intimidation aura and Regeneration capacities.
- Fixed an issue where battle actions activated by unit death were not applied.
- Fixed an issue where Dekari rangers don't take damage from Ended units.
- Fixed an issue where the Ended units from the Haunts minor faction do not deal damage or attack during manual battles.
- Fixed an issue where Broken Lords militia have the "can be healed with dust" capacity although they cannot be selected.
- Fixed an issue where garrisoned units or armies located on city tiles do not join as reinforcements whenever a besieging army is attacked.
- Fixed an issue where roaming armies attack Privateer armies.
- Fixed an issue where the target's card of an attack was not always displayed by GUI.
Siege[]
- Fixed an issue where the remaining duration of the Necrophages Sacrifice approval bonus is not displayed.
- Fixed an issue where Heroes governing a besieged city do not gain more experience during the siege.
- Fixed an issue where units on city tiles do not receive damage during a siege.
- Fixed an issue where minor villages can be constructed during a siege.
- Fixed an issue where borough streets and City centres do not extract Glassteel during a siege.
- Fixed an issue where regional buildings 3D map construction icons appear on the map during a siege.
- Fixed an issue where the besieged user is not informed about the siege effects.
- Fixed an issue where the damage dealt to garrisoned units does not increase in a prolonged siege.
- Fixed an issue where the "Tunnel Rat" hero skill is not functional.
- Fixed an issue where the booster from the Grassilk luxury resource does not increase the city's defence cap.
- Fixed an issue where garrisoned units do not take damage from a siege after loading the session.
Graphics[]
- Fixed an issue where cancelling the changes made to activate the bigger user interface causes the title to crash to desktop.
- Fixed an issue where the image is distorted whenever switching to 4:3 resolutions.
- Fixed an issue where a graphical corruption appears when zooming out over a borough street built on a deposit.
- Fixed an issue where a graphical corruption appears when zooming out over a city centre built on a deposit or foundation.
- Fixed an issue where the adventure map camera changes position and zoom-level when using the mouse-wheel in the pause menu.
- Fixed an issue where switching between resolutions of the same aspect ratio causes a distortion of the image during gameplay.
- Fixed issues with the advanced animation system.
Sounds[]
- Fixed an issue where one of the sound banks is not played.
- Fixed an issue where the Ambiance Volume slider from the in-game menu has no functionality.
Multiplayer[]
- Fixed an issue where a session desyncs after a user eliminates an AI player.
- Fixed an issue where the lobby chat does not automatically scroll to the last line when someone sends a message.
- Fixed an issue where the lobby chat is not refreshed when joining or creating a new lobby.
- Fixed an issue where the user has access to the chatbox while not in a session.
- Fixed an issue where the chat becomes disabled if the Enter key is pressed anywhere in the main menu.
- Fixed an issue where "Historical Society" technology does not function in multiplayer sessions.
- Fixed an issue where the function that releases the encounter (server side) was not called during auto-battles.
AI[]
- Fixed an issue where the automated governors do not construct buildings after saving and loading a session.
- Fixed an issue where there is no AI ocean travel behaviour.
- Fixed an issue where modifiers are not applied because of mismatched names between rule and modifiers.
GUI[]
- Fixed an issue where the autosave files are displayed in the "Save" menu.
- Fixed an issue where multiple items can be selected in the save game screen.
- Fixed an issue where the Strategic resource tooltips do not display the booster effects for the Vaulters.
- Fixed an issue where no timer is displayed in the "empire bonuses" for the vaulter strategic resource active boosters.
- Fixed an issue where bought out constructions are not completed if other constructions are placed in front of them in the queue.
- Fixed an issue where the next construction on the "construction complete" notification is not displayed.
- Fixed an issue where the score screen title exceeds its designated field when leaving a session.
- Fixed an issue where tile tooltips do not inform users if roads or paths have been built on them.
- Fixed several issues in the texts.
Known Issues[]
- Chapter 5 step 2 of the Roving Clans main quest cannot be completed.
- Users cannot trade cities in a Multiplayer session.