Design & Balancing
Siege: We have been working on various improvements and balancing tweaks to the siege mechanics. You can now change your garrison units to adapt them to the attackers' troops, allowing you to make more tactical decisions. We added more clarity and details regarding the garrison with more tooltips and the garrison view UI. The AI now handles siege better, but in some cases, siege wasn't working properly when the AI didn't have a defending army. We have then added an event if a siege occurs without opposing forces. A few issues, like garrisons that wouldn't be removed after a conquest, have been fixed. Some siege events may still incorrectly refer to "Bandits" in their description or title, we are investigating it.

Visuals & Interface
World map: We have noticed after reading your comments that there was information that was not clear enough or hard to find. Some of the information that has been mentioned can be viewed in the map modes. Thanks to your input, it made us realize that the map modes we made for the world map a few months ago may have gone unnoticed. These modes display important information by activating them and clicking on each territory to see, for instance, the relations between Heads of House, and we added the possibility to view unmarried characters using this map mode (how many there are in each fiefdom as well as their gender). It is also possible to view the feudal status of each House (vassals and lieges), the resources, the recruited spies, the ongoing wars (and who is at war with whom), and the alliances of each House. We have added an active map mode indicator for more clarity. We welcome your feedback to further improve this feature’s readability and clarity.

Technical fixes & optimization
Optimization: We continued working on optimizing the game and especially the world map. We have added new options to the menu for visual effects and graphic settings, as well as Low and Medium graphic settings for charging water textures (rivers and lakes, in particular). Crash: We have fixed the reported crashes sent through the Unreal Engine Crash Report, in particular the one linked to loading a save. If you experience a crash, please send the crash report via the Unreal Engine Crash Report window, and let us know on Discord or in the Steam forums.For more information, read the full aggregated patch notes below:
Added- Siege info tooltips
- Garrison view close button
- Event for Siege without opposing force
- Active map mode indicator
- Low and Medium graphic settings for water
- Rivers and lake textures
- Fiefdom mouseover visual effects
- Relation Map mode now shows unmarried court members
- Production breakdown tooltips
- World map optimizations
- Remove unnecessary notification text on Trade and Raise Army views
- Resource breakdown can show too many war reparations gains
- Sue for Peace not triggered in some scenarios by AI
- Intrigue Back button not working
- Winning Condition Chapter VII rare softlock
- Siege not working properly when the enemy (AI) doesn’t have a defending army
- Incorrect confirmation texts
- Garrisons can’t be closed after conquest
- Various crash causes
- Game crash when loading a save
- Some siege events may incorrectly refer to "Bandits" in their text
- Default UI scale is at 70%, adjust this from Video Settings.
- UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust the UI scaling percentage in Video Settings.
- Character customization images might fail to load occasionally. The UI still works, and reopening the menu sometimes fixes the issue.