Highlights
- [p]Adding support for the “Marvellous Mosaic Pack” Cosmetic DLC[/p][/*]
- [p]Fixed issues with escort-type quests[/p][/*]
- [p]Fixed an issue with the silo bonus not applying anymore after the game was restated[/p][/*]
- [p]Fixed an issue with street range indicators disappearing[/p][/*]
- [p]Fixed an issue with high mouse input lag on PlayStation 5[/p][/*]
- [p]More desync fixes[/p][/*]
Notable Known Issues
- [p]Due to a bug, Raytracing is currently disabled on console and will be fixed with the next patch[/p][/*]
- [p]Players will encounter a multiplayer desync when moving/deleting CDLC walls without owning them[/p][/*]
- [p]Aqueduct edges can sometimes not be built, showing a “Water Cannot Flow Uphill” error message[/p][/*]
- [p]The Governor’s decision “cut down the oak tree” does not appear in the “The Roots of our Ancestors” quest[/p][/*]
- [p]Some parts of the Sandstone ground pattern have larger scaling when painted on a diagonal[/p][/*]
- [p]Albion construction menu entries disappear in Latium when being clicked on[/p][/*]
Full Patch Notes
Improvements
General
- [p]The camera will now follow units and ships when using the Jump to function from the unit’s menu with M&K or when using a gamepad and hovering over the unit[/p][/*]
- [p]Players can now cycle through troops using the Tab Key when a unit has been selected[/p][/*]
- [p]Added blockers to harbour buildings to prevent ships from clipping into them[/p][/*]
- [p]Improved audio from production buildings[/p][/*]
- [p]Improved jump-to functionality for resolver units: when using a gamepad, the camera will now follow the resolver unit when using the jump-to function.[/p][/*]
- [p]Improved resolver unit behaviour so they spread out more throughout the city[/p][/*]
- [p]Added celebrating feedback units to Tavern and Bardic Hall at night[/p][/*]
- [p]Traders should now use different “routes” instead of all going clockwise to not clump up[/p][/*]
- [p]Added different minimap behaviour settings for mouse & keyboard and gamepad[/p][list]
- [p]auto-rotation is off by default with mouse & keyboard, and on by default for gamepads (can be changed in the options)[/p][/*]
Balancing
- [p]Rebalanced island settling costs, XL-size islands will cost more now[/p][list]
- [p]Previously they had the same settling costs as L-size islands[/p][/*]
- [p]roman_island_medium_01.a7m – wrongly flagged as Large[/p][/*]
- [p]roman_island_medium_08.a7m – wrongly flagged as Large[/p][/*]
- [p]roman_island_small_05.a7m – wrongly flagged as Medium[/p][/*]
- [p]Players that have already settled on one of these islands now pay less Land Taxes for it. Players that have already settled on one of these islands and sell this island will get back less money than they paid for originally.[/p][/*]
UI
- [p]Added animation to the buff arrows above buildings[/p][/*]
- [p]Trade routes will now show more than 3 traded goods on the overview menu[/p][/*]
- [p]Players can now Hold LB/L1 or RB/R1 to quickly go through the construction menu categories[/p][/*]
- [p]Improved the attack indicator by implementing colourblind-friendly colours[/p][/*]
- [p]Improved the quest tracker; when the list is open, it will not show the number of quests anymore, only when it’s closed[/p][/*]
- [p]Updated icons for the different quest categories in the questbook[/p][/*]
- [p]Replaced 2D icons with 3D icons for the deities in the infotip for city status[/p][/*]
- [p]Added visual polish to the main menu[/p][/*]
- [p]Added visual polish to the options menu[/p][/*]
- [p]Added visual polish to popup menus[/p][/*]
- [p]Added visual polish to the trade route menus[/p][/*]
- [p]Added visual polish to the accolades menu[/p][/*]
- [p]Added visual polish to the statistics menu[/p][/*]
- [p]Added visual polish to banners and notifications[/p][/*]
- [p]Added visual polish to object menus[/p][/*]
Bug Fixes
Gameplay
- [p]Fixed various crashes on PC and consoles[/p][/*]
- [p]Fixed an issue with the bonus from silos not applying anymore after the game was restarted[/p][/*]
- [p]Improved performance while building streets when being invaded[/p][/*]
- [p]Fixed an issue where the tile calculation for Apiary production building was not correct when used with Lavender fields[/p][/*]
- [p]Fixed an issue when the player would switch provinces via a notification during game pause, would not show the targeted building/ship[/p][/*]
- [p]Rivals construct more efficient roads now[/p][/*]
- [p]Fixed an issue where players would receive a “game over” screen when arriving in Albion during the campaign[/p][list]
- [p]This happened when the “resettling” option was disabled by the player during game setup[/p][/*]
UI/UX
- [p]Fixed an issue where Officium shows warning about the building limit being reached even if no Officium was built yet[/p][/*]
- [p]Fixed an issue with street range indicators disappearing under certain conditions[/p][/*]
- [p]Fixed an issue where the street would not be marked in Red if players marked houses and streets with demolish tool with shift pressed down[/p][/*]
- [p]Fixed an issue where the Aqueduct Pillar would stay highlighted after it was highlighted but not destroyed by the demolish tool[/p][/*]
- [p]Fixed an issue where the building grid was not always visible when placing something on top of the ground patterns ornaments[/p][/*]
- [p]Changed visualization of attributes when new city status appears[/p][/*]
- [p]Added Lupine Vexillum to the Miscellaneous tab for ornaments[/p][/*]
- [p]Fixed an issue where the notification with the quest rewards would not be displayed, if the player had selected a building that was owned by the NPC that rewarded the player[/p][/*]
- [p]Fixed an issue where the loading screen is opened twice when a player joins a running game[/p][/*]
- [p]The ship in the ship configurator should now also be shown with the player color[/p][/*]
- [p]Added a warning and a corresponding text if the player would lose their consul/pro-consul state in the diplomacy action details[/p][/*]
- [p]Diplomacy reasons should now be ordered by their impact value[/p][/*]
- [p]Fixed an issue where the Empty Rival slot would disappear in the Diplomacy menu after sending an invite to another player and then reopening the Diplomacy menu[/p][/*]
- [p]Changed the color in the negotiation screen so that available actions are always in green, and won’t accept actions are in red[/p][/*]
- [p]Fixed an issue where the title “Appoint As Specialist” was missing in the infotip in the diplomacy menu[/p][/*]
- [p]Fixed an issue where the construction cost was not displayed if copying building and fields if the player did not have enough resources[/p][/*]
- [p]Fixed an issue where the unlock conditions were missing for ornaments when using Gamepad[/p][/*]
- [p]Fixed an issue where the hint bubble was sometimes pointing in the wrong direction[/p][/*]
- [p]Fixed an issue where the DLSS upscaler was shown in the option menu when it was not available[/p][/*]
- [p]Added missing infotip for locked “Claim Title” in the accolades menu[/p][/*]
- [p]Fixed an issue where the Hall of Fame was still present if the player had disabled access to the Hall of Fame during game setup[/p][/*]
- [p]Fixed an issue where the Ruby Mosaic was not shown in the Hall of Fame Category in the Ornaments menu[/p][/*]
- [p]Fixed an issue where the Exit button was twice present in the Hall of Fame menu when accessed from the Main Menu[/p][/*]
- [p]Fixed an issue where some settings in the options menu did not change language when the player changed the text language[/p][/*]
- [p]Fixed an issue where the online connection banner would be cut off when using TV scaling options.[/p][/*]
- [p]Fixed an issue where the session backup save file was present in the Manual Saves list[/p][/*]
- [p]Fixed an issue where the Needs icons were moving when the attribute value changed in the attribute infotip in the top menu because of the decimals[/p][/*]
- [p]Fixed an issue where the Needs unlock pop-up was missing after pressing Accept with the Gamepad on a previous Needs unlock pop-up[/p][/*]
- [p]Removed unnecessary “back” prompt in the notification menu when using a gamepad[/p][/*]
- [p]Fixed an issue where the player could create unfinished trade routes when pressing Y/Triangle on the gamepad when creating a trade route[/p][/*]
- [p]Fixed an issue where the top of the “Your Trade Route” menu would get highlighted whenever it needed to scroll if the player performed “Reorder Route Stops” with a gamepad[/p][/*]
- [p]Fixed an issue where offered goods icons persist on province and route maps after establishing Trade Route via Gamepad[/p][/*]
- [p]Trade routes now support ships with 10 goods slots[/p][/*]
- [p]Fixed an issue for showing the options for a trade route when many trade routes were created[/p][/*]
- [p]Fixed an issue where trade route would open when clicked while editing the name of the route[/p][/*]
- [p]Fixed an issue where the arrows in the visualization of a trade route could flicker[/p][/*]
- [p]Fixed some scaling issues within the Active Trade menu[/p][/*]
- [p]Fixed an issue where the infotip for relocation was still visible even if it was disabled in the game setup[/p][/*]
- [p]Fixed an issue where the player banner in the background would always be the same in the Main Menu[/p][/*]
- [p]Fixed a navigational issue with gamepad in the Research menu[/p][/*]
- [p]Added the Add and Remove prompt in the Active Trade menu when using a gamepad[/p][/*]
- [p]Fixed an issue where hardcoded text was briefly visible when switching from Aqueduct Source to Aqueduct via Gamepad[/p][/*]
- [p]Fixed an issue where the build mode panel would sometimes stay open if the player placed buildings that had limited build permits with a gamepad[/p][/*]
- [p]Fixed an issue where unresolved strings appear in the Goods description for active trade if the player’s camera was far away from the trader[/p][/*]
- [p]Fixed an issue where the Relocate icon would disappear when relocating a building while using a gamepad[/p][/*]
- [p]Fixed an issue where some names of buildings didn’t switch to the correct language if the player switched languages[/p][/*]
- [p]Fixed an issue where the player could not pin the infotip for fleets when the player is in world map view[/p][/*]
- [p]Small visual improvement for the icon in the notification settings[/p][/*]
- [p]Fixed an issue where the filter options in the province map were unchecked after saving and restarting the game[/p][/*]
- [p]Added sort prompt when using the statistics page with a gamepad[/p][/*]
- [p]Fixed an issue where the infotip for Marshland was missing in the menu for the Mud Drier[/p][/*]
- [p]Fixed an issue where Athr’s portrait was missing when selecting Athr’s Jolly Knights during Part 2 of the campaign[/p][/*]
- [p]Fixed an issue where the old quest star icon design was present for the emaciated survivors after removing the “Derelict Market” ruins in the campaign[/p][/*]
- [p]Fixed an issue where the delivery quest marker would be displayed above every sanctuary on the player’s island if they had multiple sanctuaries for the quest “Burning Fever”[/p][/*]
- [p]Fixed an issue where an icon was missing in the quest entry in “The Lost Cohort”[/p][/*]
- [p]Fixed an issue where the wrong reward was shown in the notification for the “Weapons from the Stars” quest[/p][/*]
- [p]Fixed an issue where the wrong Equites Portrait was shown instead of Mercator portrait in the “Missing Shipment” quest[/p][/*]
- [p]Fixed an issue with an empty notifications bubble when Julia gives you back money in the campaign[/p][/*]
- [p]Fixed an issue in the quest book where the “Prepare for the Worst” objective was split in the “Imperial Visit” campaign quest[/p][/*]
- [p]Fixed an issue where the active effects list stayed open when switching to different production buildings[/p][/*]
- [p]Fixed an issue where gates would be missing active effects when they were connected to a wall[/p][/*]
- [p]Fixed an issue where Latium was default focused on the Religion screen when you opened the menu in Albion[/p][/*]
- [p]Fixed an issue that two islands could be highlighted in the Religion menu[/p][/*]
- [p]Fixed an issue where the name of the running amphitheater event didn’t always switch to the corresponding language if the player switched languages if a game was running in the amphitheater[/p][/*]
- [p]Fixed the order of buildings displayed on a river slot to reflect their unlock-timings[/p][/*]
- [p]Fixed an issue where the drop-down menus in the options menu didn’t auto-close if the player navigated away from it with the gamepad[/p][/*]
- [p]Fixed an issue where default UI scaling would be set to Medium Monitor and not Medium TV on consoles[/p][/*]
- [p]Added a toggle-able info button for Effects in the Statistics Menu[/p][/*]
- [p]Fixed an issue where the Jump To button would become unresponsive via gamepad after confirming unsaved changes in the trade routes menu[/p][/*]
- [p]Fixed an issue where it seemed the production building had 0 workforce, but was still working[/p][list]
- [p]Now we added decimals to workforce infotips as production building would still function with 0.4 workforce[/p][/*]
- [p]Players can now switch to the other categories too, like the Anno Account[/p][/*]
Art/Visuals
- [p]Fixed an issue where carts sometimes would “fall” through a bridge when crossing[/p][/*]
- [p]Feedback units no longer fall through gaps on marsh street connector[/p][/*]
- [p]Fixed an issue where Feedback units would not walk on diagonal polygon ornaments[/p][/*]
- [p]Fixed an issue where some coastal production buildings would have too many feedback units or too few[/p][/*]
- [p]Fixed an issue where the feedback units from the temple would spawn and despawn before leaving down the temple stairs[/p][/*]
- [p]Fixed an issue where the feedback units would clump up like the monster from Inside after the player scared them in first person mode[/p][/*]
- [p]Fixed an issue where some feedback units were not present during the night – no more sleep, just work[/p][/*]
- [p]Fixed an issue where Feedback units would walk through the bridge created by Streets over the Drainage Channels[/p][/*]
- [p]Fixed an issue where it felt like the ox carts were gliding on the streets[/p][/*]
- [p]Fixed spawning issues for Feedback Units in Marshes[/p][/*]
- [p]Fixed an issue where oxcarts would clip into each other[/p][/*]
- [p]Fixed an issue where land units would be hovering above the ground when passing over ruins[/p][/*]
- [p]Fixed an issue where the Claypit assets in the water would still be visible and unharmed if clay pit was in ruins[/p][/*]
- [p]Fixed Level of Detail (LoD) issue on low settings for Nobleman residence buildings[/p][/*]
- [p]Disease effects should now not fade out as quickly as before[/p][/*]
- [p]Improved visibility of the villa when attacking an island[/p][/*]
- [p]Fixed an issue where the Scomber’s Shack generated a lot of feedback units.[/p][/*]
- [p]Fixed an issue where the trees could appear browner with TAA and greener with MSAA on[/p][/*]
- [p]Fixed an issue where the door from the gates kept opening and closing when placing walls close by[/p][/*]
- [p]Fixed an issue where the water flow direction was missing on corner segments or tower ends for the aqueduct[/p][/*]
- [p]Area of influence color changed in planning mode to match the color of planning mode for buildings[/p][/*]
- [p]Fixed visual issue with Quay in planning mode[/p][/*]
- [p]Banners now push away each other to avoid overlapping as much and other various fixed for Unit Banners[/p][/*]
- [p]Changed the saturation of Stone Ballista Tower to match the other towers[/p][/*]
- [p]Fixed an issue where, in some cases, the water in the aqueduct was not present[/p][/*]
Audio
- [p]Fixed an issue where several sound effects were missing for the research menu if the player used a gamepad[/p][/*]
- [p]Fixed various sound effect issues with groundplate ornaments[/p][/*]
- [p]Fixed an issue where no sound effect was playing when using quicksave with a gamepad[/p][/*]
- [p]Added sound effect when pressing the “Toggle Controller Scheme” button when in multiplayer pause menu[/p][/*]
- [p]Fixed some missing sound effects in the Religion menu[/p][/*]
- [p]Fixed an issue where in some cases loud wave sounds were present during the scene after the campaign intro cinematic[/p][/*]
- [p]Fixed an issue where notification sound effects could be suppressed by unit barks[/p][/*]
- [p]Fixed an issue where other players heard the copying sound effect when one player would use the copy function[/p][/*]
- [p]Fixed an issue where fluff-adding audios didn’t play if certain menus were kept open for a longer time[/p][/*]
Multiplayer
- [p]Fixed various causes for desyncs[/p][/*]
- [p]Fixed an issue in multiplayer where if a player sends a ping and then leaves the game the ping does not disappear[/p][/*]
- [p]Fixed an issue where non-team leads for Co-Op games could change the name of the governor while the game was running[/p][/*]
Controls
- [p]Fixed an issue with high mouse input lag on PlayStation 5[/p][/*]
- [p]Fixed an issue where the player could get a Black Screen if they used multiple shortcut combinations in short succession[/p][/*]
- [p]Fixed an issue where the camera would not follow a ship if it had units in it when using gamepad[/p][/*]
- [p]Fixed an issue where players could not multi-select or deselect islands with gamepad in Statistics menu[/p][/*]
- [p]Fixed issues when using the cosmetic tool with gamepad[/p][/*]
- [p]Fixed an issue where players could not auto place streets around the recruitment buildings like the Barracks[/p][/*]
- [p]Fixed an issue where players could not “auto surround” buildings with walls.[/p][/*]
- [p]Fixed an issue where Zoom did not work when Object Menu is focused with a Gamepad[/p][/*]
Quests & Achievements
- [p]Fixed issues with escort-type quests[/p][/*]
- [p]Fixed an issue where Ben Baalion dialog did not trigger for the first Disease incident.[/p][/*]
- [p]Fixed an issue where Caeso’s comeback dialog didn’t trigger after being added back into the game after the campaign.[/p][/*]
- [p]Fixed an issue where buffs from Amphitheatre Governor Decisions could affect the NPC island and not the player’s island[/p][/*]
- [p]Fixed an issue where the “Full House” achievement could trigger if the player placed and removed the same Specialist 9 times instead of equipping 9 specialists[/p][/*]
- [p]Fixed an issue where in rare cases the Achievement “Pecinia Non Olet” would unlock if player loaded a savegame with income balance less then 250 denarii[/p][/*]
- [p]Fixed an issue where the progress indication was missing for “Morituri Te Salutant” achievement inside the Accolades menu[/p][/*]
- [p]Fixed an issue where the progress for the “Vestis Civitanten Facit” achievement was reset after loading a save game[/p][/*]
- [p]Disable some of the tutorial bubbles/highlight unless their quest is tracked[/p][/*]
- [p]Fixed an issue where the Governor Decision “Chicken Justice” would give the same reward for both options[/p][/*]
- [p]Quest Burning Fever: now gets canceled correctly if the player deletes the sanctuary during delivery step[/p][/*]
- [p]Quest The Hue From the Heavens: Fixed an issue where the player would get rewarded by Zara with negative diplomatic relations[/p][/*]
- [p]Quest Cover Up: Fixed an issue where the quest offer would be displayed above every library on the player’s island if they had multiple libraries[/p][/*]
- [p]Quest Dominus Mirabilium: Fixed an issue where it could start on an island without a Tavern and quest objectives on other owned islands[/p][/*]
- [p]Quest Liberty Lost: Changed enemy ship type to Trireme to lower quest difficulty[/p][/*]
- [p]Quest A Hoarse Plea: Fixed an issue where when the player had a ship close to Manx island, the quest would not become completed if the player then sent the sick horse away[/p][/*]
- [p]Quest Secure the Limes: Fixed an issue where the quest would remain active with no objective[/p][/*]
Text & Loca
- [p]Fixed various localization issues for Challenges and Achievements.[/p][/*]
- [p]Added a text to the tutorial that the Pirates don’t break treaties[/p][/*]
- [p]Fixed a spelling mistake in the “Ben Baalion’s Crisis” Campaign Governor decision[/p][/*]
- [p]Changed the name of Governance to Attributes in the Statistics menu[/p][/*]
- [p]Fixed an issue where Russian text sometimes went outside their intended text box[/p][/*]
- [p]Fixed various localization issues in Russian[/p][/*]
- [p]Added the missing Simplified Chinese character 纾 in endless mode difficulty settings[/p][/*]
- [p]Fixed an issue in the loading screen hints where the words “twice as many” was missing[/p][/*]
- [p]Fixed an issue where the incident infotip that shows how many buildings would be affected was off by 1[/p][/*]
