Hello everyone,
[p]Dmitry here.[/p][p]Today we’re rolling out the second (but not final) part of our summer update — architecture and how buildings influence one another. The new army menu isn't here yet, but it's going through final polishing.[/p][p]First, I want to say that all saves are compatible. However, since we’re changing the level topology, some buildings will be removed from the map and placed into the construction menu, from where you’ll need to place them again — for free, of course.[/p][p]You will also receive wood and gold as compensation for relocating other buildings and roads.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/b8413f3140adca57924ffca3704a112a7a9c3709.png"][/img][/p]New residential buildings
[p]We’re removing the peasant family house, the dormitory, and the soldier barracks, and introducing a universal residential building for these types of subjects (In other words, warriors now live in these residential houses, but there is a checkbox that prioritizes assigning suitable housing to warriors.)[/p][p]This new housing type has three variants, each with five levels. The first three increase capacity from 2 to 6 people, while the last two increase housing comfort, which affects residents' mood. These last two levels are similar to individual peasant houses but serve up to six people (though overall, the new residential buildings house fewer people).[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/0603b8d4efe281e7879c7321f1418e1aa7655b81.png"][/img][/p][p][/p]New hall and Lord's townhouses
[p]The hall has been expanded and now includes a throne, kitchen, and a royal bedroom (though we haven't yet taught the king to sleep there). [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/20c7d5c0c0961e2670af43ca2460b5a09ee86bf1.png"][/img][/p][p]We have also added new lord residential houses, expanded them by adding a reception room and a larger marital bed. Spouses also don’t live together yet, but that’s coming soon.[/p][p][/p]New market and tavern
[p]In the narrow, walled medieval city, streets were tight, and the social architectural unit was the plaza. We’ve now added plazas with a market and tavern.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/59fa7bded9ad29e6df40a7720562f6d19fc2244e.png"][/img][/p][p][/p][p]You’ve already seen the new warehouses and the builder camp. New buildings will now be added regularly.[/p][p][/p]New map grid
[p]Since building sizes have increased, we’ve doubled the construction grid size. Buildings placed very close together won’t block residents completely, but moving between them will slow them down, and they’ll seek wider streets.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/9a6369da5f08a13fa20983ff5c8b3c4bceed68cb.png"][/img][/p][p][/p]Building influence on housing comfort
[p]Housing comfort now depends not only on the building’s quality but also on its neighbors — other housing, the hall, and social buildings add comfort, while industrial buildings reduce it.[/p][p][/p]New map topology
[p]After talking to the community and keeping in mind the reduced population density per square meter, we’ve significantly cleared space in the center of almost all game maps. We also moved some of the mines a bit closer to the center. Build with peace of mind.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41807986/8ba8a972401a7854ac4a5f252761551b994dfad9.png"][/img][/p][p][/p]Political system improvements continue
[p]The politicians’ behavior algorithms have once again been improved. We’re continuing to tweak them, as this is an experimental feature and requires iteration.[/p][p]Thanks everyone — we’re looking forward to your feedback on the new features.[/p][p][/p]Auto-Knowledge Learning
[p]By community request – when assigning a lord to study knowledge, there's now a checkbox for auto-learning. If enabled, the lord will automatically begin studying the next available knowledge once the current one is finished.[/p][p][/p]Full changelog:
Building
- [p]A grid is now displayed while building roads. Blocked tiles are highlighted during building placement.[/p][/*]
- [p]Roofs are now visible during building blueprint placement.[/p][/*]
- [p]Soldiers now settle in peasant houses. A checkbox “Prioritize for warriors” has been added to residential building menus.[/p][/*]
- [p]Building shape selection for residential buildings is now done via a subcategory in the construction menu.[/p][/*]
- [p]Free building placement mode is enabled when loading a save.[/p][/*]
- [p]All starting local maps and the tutorial map have been updated — old buildings replaced with new ones.[/p][/*]
- [p]All old buildings have been rebuilt so their entrances cannot be blocked by placing another building too close.[/p][/*]
- [p]Neighboring buildings now affect the mood of the residents.[/p][/*]
- [p]Players will receive +500 gold and +100 wood when loading a save to help with relocating buildings.[/p][/*]
Balance
- [p]Reduced the strength of the positive thought from the Matriarch after destroying a bandit camp.[/p][/*]
- [p]Gift thoughts are now stronger and last longer.[/p][/*]
- [p]Bishops now receive a thought if there are no temples.[/p][/*]
- [p]The “Empty Pockets” thought has been removed.[/p][/*]
- [p]Caravan sale prices can no longer be negative.[/p][/*]
- [p]Starting number of rings reduced to 5.[/p][/*]
- [p]Hall food storage reduced from 300 to 250.[/p][/*]
- [p]After the 7th bandit appears in a camp, a bandit with Command skill 7–9 may appear.[/p][/*]
- [p]Bandit camp gear has been rebalanced.[/p][/*]
- [p]Bishops now arrive with 500 gold.[/p][/*]
- [p]Amount of wood from a chopped tree increased by 30%.[/p][/*]
- [p]Road cost is now calculated per tile — each tile costs 4 coins.[/p][/*]
Other
- [p]At 23:00, the economy report now includes a list of resources bought by residents from the caravan trader.[/p][/*]
- [p]Warehouse overflow tips will not appear until a hall has been built.[/p][/*]
- [p]Peasants and soldiers will buy medicine, food, and alcohol from the caravan trader if they can't find them in public distribution or local markets. Expensive goods like meat or ale are only bought if the character is wealthy (>45 coins) or no cheaper alternatives exist.[/p][/*]
- [p]Traits “Greedy” (7 days without gold) and “Contemptuous” (10 days with 500+ gold) now depend on gold instead of rings.[/p][/*]
- [p]Fixed a bug where old saves would show sell orders in the economy tab after loading.[/p][/*]
- [p]Fixed a bug where lords could gain a nickname after a victorious battle even if they didn't participate.[/p][/*]
- [p]Fixed a bug preventing players from sending certain lords and troops to the world map due to false uprising conditions.[/p][/*]
- [p]Uprising quest now checks relationship status before the daily tick at 11:00 — resolving relations in time prevents the uprising.[/p][/*]
- [p]If a bishop rebels, transferring the crown to another lord cancels the rebellion.[/p][/*]
- [p]Recruited peasants receive their recruitment fee directly. Mercenaries receive one-third of their recruitment fee.[/p][/*]
- [p]Auto-learning knowledge: checkbox added to lord assignment menu.[/p][/*]
- [p]Fixed a bug where ropes and scaffolding wouldn’t display when building rotated structures.[/p][/*]
- [p]Buildings can’t be demolished or moved while a fire is active in the city.[/p][/*]
- [p]Fire no longer spreads to buildings that are not on adjacent tiles.[/p][/*]
- [p]In the “A Lord Is Ready to Leave” quest on the world map, gold is now used instead of rings to persuade a foreign lord.[/p][/*]
- [p]Hint for converting a lesser lord into a free lord now shows gold cost instead of rings.[/p][/*]
- [p]Lord rewards are now paid from the treasury, not the king's own funds.[/p][/*]