Hello everyone,
[p]In this beta update, we’ve improved the initial resource conditions, adjusted warehouse capacities, and made the early game more welcoming overall.Unfortunately, we didn’t have time to rework politicians - they currently operate almost invisibly to you. We’ll fix this (and much more) in the coming days.
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Bandit Camps
[p]We’ve increased the size of bandit camps based on the size of the city in the province (this will make hunting them more rewarding) and added some weapons to their loot, which will be useful in the early stages.[/p]Wise Conversations
[p]Additionally, we’ve reworked Wise Conversation and the related old age and enlightener traits - now knowledge is always transferred, but the recipient must have an intelligence level corresponding to the knowledge.[/p]Seduction
[p]We’ve fixed and enhanced the seduction mechanics. Among other things, if you seduce a king, they’ll owe you a debt of honor… hmm…[/p]Puppets
[p]We’ve also revamped and improved the interface and mechanics for puppets, making them more transparent and useful.[/p][p][/p]Full changelog:
Changes to Seduction and Puppet Mechanics
[p]- Seduction on the global map now fulfills the romantic need.[/p][p]- Fixed a bug that prevented assigning a seduction task on the global map if the seducer didn’t have a home.[/p][p]- Puppet and master statuses now hide other statuses in character tooltips and relationship menus. Being “In Love” also hides the “Friend” status.[/p][p]- Added a new "Puppets" category in the neighbor city menu. There, the player can use puppets from that city to commit crimes.[/p][p]- When an AI puppet commits a crime in their own city on the player’s orders and then leaves their faction, the player will receive a notification.[/p][p]- Puppet performers in global map quests now display the puppet icon.[/p][p]- Updated the tooltip for the “Seduction” task. Clicking the event about puppet status change will move the camera to that puppet.[/p][p]- Fixed a bug where a puppet lord could be selected as both the kidnapping target and the performer.[/p][p]- The seducer receives a -50 interest penalty from the seduction target.[/p][p]- The “Seduction” order has been reworked: it can now be performed by the player’s puppets in AI cities. Successful seduction may result in the target becoming a puppet or creating a debt of honor.[/p][p]- Fixed a bug that prevented assigning seduction by puppets on the global map.[/p][p]- A puppet icon is now displayed on portraits of lords in other cities and in the relationship menu if they are puppets of the player’s king.[/p][p]- Puppets stop being puppets if their relationship to the idol drops below +25.[/p][p]- Fixed a bug where the “Gift to the King” order disappeared for the player’s faction puppets.[/p]
Other Fixes
[p]- Children will no longer appear as possible performers for dark deeds.- When choosing a performer for a task, if they are unavailable, the UI now shows both the reason and the task description.[/p][p]- Fixed infinite ring selling that allowed some characters to accumulate massive amounts of gold.
- The tooltip for hired thugs who successfully kidnapped an AI lord now includes that lord’s name.[/p][p]- Children will no longer gain thoughts about having too little or too much money.[/p][p]- The “Give Dog” action has been moved to the Social category.[/p][p]- Replaced the icon for the “Holy Rings” resource.[/p][p]- Buildings that have reached their construction limit will no longer appear in the construction panel.[/p][p]- Character thoughts now show portraits (without names) if the thought references another character.[/p][p]- An elder now shares knowledge twice during a wise conversation. A character with the “Enlightener” talent can pass knowledge even to unsuitable listeners and has a 50% chance to convert them to their culture.[/p][p]- Fixed the tooltip showing the cost of sermons.[/p][p]- Fixed the tooltip explaining why bribery with gold is unavailable in a province.[/p][p]- The desire for gold has been restored.[/p][p]- The “Gift to the King” icon now shows gold instead of rings.[/p][p]- Hits from pilgrims now generate a positive thought.[/p][p]- Fixed the building menu for the “Builders’ Camp.”[/p][p]- The overfilled warehouse icon will no longer appear above unbuilt or destroyed warehouses.[/p][p]- The number of bandits in neighboring camps now depends on the population of their city.[/p][p]- Bandit camps now provide additional rewards: 0–4 bows, 0–4 spears.[/p][p]- The amount of wood required to build a temple has been reduced from 150 to 100.[/p][p]- Characters carrying resources no longer move slower.[/p][p]- The “Barn” technology is now gray instead of green; the book is granted at game start.[/p][p]- Storage capacity of the hall and barn has been increased; food, herbs, and liquids no longer spoil there unless overfilled.[/p][p]- The amount of starting resources has been increased for new games.[/p][p]- Fixed a bug where 12x speed could activate during the day.[/p]