Performance Optimization
- Path computed in one direction is now used in reverse order for opposite direction.
- When world grid changes, only paths that are impacted by the change are recalculated.
- Pathfinding is now distributed over multiple frames and threads using a BurstCompile job system.
- All visitors now share a common pathfinding map instead of each family calculating their own.
- Prioritization of path search for NPC over animals and further limiting animals use of pathfinding in a single frame.
- New option in the settings to serialize pathfinding data. It will increase save and load time, but prevents spike on reload.
Replaced Nobles with Artisans
- Chapel is no longer used by artisans. They share the church with everybody else.
- The Tavern was removed. Artisans arrive through the inn.
- Inn now also serves mead and wine.
- Donations to clergy no longer reflect noble families. The clergy simply expects the player to donate a calculated amount of valuables over some time.
- Theatre is now visited by everyone, including peasants.
Added a New Class of Noble Houses
- Nobles houses are generated automatically at the start of the game.
- Their growth is stimulated automatically outside of the map.
- Noble houses can be viewed in the population book in a new Nobles tab.
- Noble houses now accept ruling family marriage proposals instead of the previous artisan families.
New Quests and Deliveries
- Noble houses and royalty offers optional delivery quests for extra rewards.
- New Loading Site structure added that is used by villagers to prepare deliveries.
- Players can also grant resources to noble houses or a royal family which is sent away through the delivery system.
Hosting at Vila
- Players can now invite a noble house to be hosted at their villa.
- The noble house will spend a certain amount of days and consume the meals of the player.
- After they leave, the relationship with the player will change based on how satisfied they are with the quality.
Combat Power
- Villagers in the military regiments now display their combat power.
- Combat power is a function of their equipment, age, health, training, skills, blessings, and other buffs and bonuses.
- Total combat power of a regiment is used when delivering military as a royal tax.
- Combat power is now displayed in the population book
Royal Taxes Updated
- Royalty now only expresses their demand in terms of the gold value of delivered resources and the total combat power of delivered soldiers.
- Players can complete the taxes through deliveries or sending regiments to war at any time during the year.
- The Tax Evasion mechanic was removed. Instead, having a Master of Coin appointed will boost the rewards and contributions made through deliveries.
- Royalty also offers optional quests that provide extra money and favor points.
- Royalty also offers a list of bonus equipment, which boosts the combat power a certain regiment contributes with.
Changes to Professions
- Ropemakers can now utilize Loom to create a new Carpet resource. This resource can be used to build new floor-type carpets. Five different carpet patterns are added.
- Alchemists no longer make health, magic, or stamina potions. Instead, they make love potions that peasants consume to boost their pregnancy chance, exotic mixtures which can be used as a cooking ingredient, or transmuted gold, which can be minted into gold coins or granted to nobles as a valuable gift.
- Glassmakers now also produce glass bottles, which are required to make potions. New options to manage priorities
- Priority screen is updated and shows more detailed information.
- The player can update how much material a family is stocking for production.
- Player can also limit production if a family has stock over a certain amount.
- Player can also restrict tax-deductible options, to prevent villagers from consuming taxed resources to produce other taxed resources
New Cooking Management Options
- The accounting management screen has a new cooking tab.
- Players can set custom targets for cooking meals and toggle if families are allowed to supplement high-quality targets with a lower quality meals.
- Logic for cooking was also updated so that families will continue cooking higher quality meals even if they have plenty of lower quality meals, to meet their targets.
- It is possible that families go over their target if multiple people start cooking at the same time.
Other Changes
- Rework the internal system for generating new families.
- The notification system was reworked to allow more flexible data transition. As a result, several notifications were updated to provide more information about their context.
- Storage management screen now has copy/paste option.
- CTRL+Select when clicking on a buildable object will now select that object from the build menu. "The number of UI screens was improved for performance.
- Inns can now be toggled in the context menu to prevent selling beds and meals to locals Small UI changes
- Notifications now distinguish between source and target. Players can click separate buttons to move the camera to them.
- Zone context menu was reworked to separate the quick-build menu into structures, furniture, and storage. Buttons to switch between tiered collections were added to quickly access different quality furniture and storage.
- New option in the settings to display a contrasted version of the HUD