Hello everyone,
this is Dmitry.
With this patch (which once again goes to the Beta channel, and the public update will be released to the main branch in a week), we are finishing improvements to the core gameplay. Starting next week, we will move on to the long-awaited story generation features – crime and justice, aggression, intimidation, blackmail, deeper character personalities and traits, intrigues using weaknesses, and so on. In addition, in the conservative branch we continue working on new buildings and resources and are moving quickly toward climate and seasons. By the way, we have decided to bring back barracks for warriors.
This patch solves two problems – mood management and tool transparency.
Mood management
The main problem with mood right now is that there are many tools to increase it, but first, their effects are not transparent, and second, once you solve the migration issue, these tools become mostly unnecessary. That is, they work to solve a problem, but do not work to provide advantages. To address this, we took the existing inspiration mechanic for lords, expanded it to peasants and warriors, unified everything into a single system, and significantly improved tool transparency.
Energy surges
All characters (except prisoners) who wake up happy in the morning receive an energy surge that lasts for 2 days (for lords it remains +5 to all skills for 1 day).
For warriors this is +7 to Combat skill.
For peasants this means +50% productivity (including construction).
Buildings now have two priorities – prisoners and energized peasants.
The ways to achieve this mood can be any. Nectar gives +50 mood (and its negative effects have been reduced). The effects from housing comfort, alcohol, and punishment spectacles have been increased. Sermons of Hope also work very well, which your king, politician, or Bishop can deliver at the temple among their followers at your request (this allows you to use their political popularity for your own purposes).
Thus, you can endlessly invest resources into the happiness of your subjects (and if migration becomes too high, it can always be disabled).
Transparency
We made the tools more transparent.
Descriptions of alcohol, food, nectar, punishments, and sermons now provide clear data on mood bonuses during the day.
[img src="https://clan.akamai.steamstatic.com/images/41807986/85432c9966d18a9f0444a528108d5e66eff6a1ff.png"][/img]
In addition, you can now click on any object on the map and get information about it – this applies to trees, bushes, and resource deposits.
[img src="https://clan.akamai.steamstatic.com/images/41807986/33ccd41ecb8202cc68a8b5e14b750dcaeeb35999.png"][/img]
When starting the game and choosing a location for the Hall, map entry points will also be shown.
In the King’s Eye, you can now see the average happiness of the residents living in houses, and when selecting a church or another public building, the total amount of money owned by the residents of that building.
[img src="https://clan.akamai.steamstatic.com/images/41807986/b9e0957374b08e2993d67056fa1a7b73355a121c.png"][/img]
In the politician interface, it is now much clearer who holds which powers.
[img src="https://clan.akamai.steamstatic.com/images/41807986/5044a01dcb973418550935ea91256db60edf3e8d.png"][/img]
Other stuff
At your request, we have brought back wolves finishing off lords to death and reduced the cost of moving a building back to 5 wood.
Also, based on your feedback, we removed the negative bonus for not having a place of prayer, serious injuries during training, and inheriting gray hair.
We removed relationship requirements for Wise Conversation, Slander, and the Gift from a Lord. To invite another lord to your court, it is now enough to have good relations with his king (this will make it easier to collect special knowledge from the Global Map).
Since there are now more trees, we rebalanced them, as well as the balance of bushes.
We added another source of organic influence growth – training fighters.
Now, when a politician gains influence comparable to that of your king, he receives the status of Contender, and only then begins to put forward demands for a change of power. The change of power itself is now much less painful.
As always, we count on your feedback and suggestions, and stay in touch – the most interesting part is just beginning.
How to switch to Beat channel
RMB on the game in Steam Library and then go to Game Versions and Betas
[img src="https://clan.akamai.steamstatic.com/images/41807986/28e4e35c5c2fa5ab0a93b5ee92897f7a14cd885a.png"][/img]
Full list of changes
Local Map
When loading an old save without berry bushes and Stone, these resources will now appear on the map and will not overlap
Fixed an issue where resource bushes were generated in very small clusters; they now generate in larger patches
Added entry point indicators to provinces in the map preview after starting a new game and before the Hall is built
Increased the number of harvested bushes that regenerate each day
Berries on bushes are now less bright
Chopped trees are now harvested faster, but yield less Wood
Fixed saving of map entry points to file; entry points are now calculated only during map generation or when loading old saves
Removed old tree assets; when loading old saves, trees are now replaced with new ones
Trees, stone clusters, bushes, and hop fields are now clickable and open a menu
Trees now grow 1 unit every 10 hours instead of 5 units every 50 hours
Improved resource distribution during map generation
Reduced the chance of generating maps with a long hill that has a passage on one side
Tightened map generation rules to ensure sufficient accessible space for the player
Dry trees no longer grow in place of chopped trees
Minor adjustments to lake and mountain size and count in the local map generator
Tutorial is available again; replaced the tutorial local map
Added edge blockers on the local map; they are applied at the start of a new game (e.g., in Turnow the right and top edges are blocked)
AI
Pack wolves will finish off their opponents in combat again
Bandits now gain a positive “Crime in the City” thought after committing a crime instead of a negative one
Fixed an issue where combat did not end after three guard strikes on a fleeing prisoner or bandit, as each guard calculated its own three strikes; only one guard now engages a fleeing prisoner, the fight ends in one hit, and guards use weapons
Residents no longer idle around the Hall; for social relaxation and drinking alcohol (if no Taverns are available), they now choose squares, including the Hall square
Homeless residents no longer attend sermons
Characters
If a lord has a desire to visit a grave, this activity now has higher priority
A lord who trained soldiers on the Training Field now has a 10% chance to gain loyalty from those soldiers
Gray hair color is no longer inherited by children
During training fights, soldiers now receive only light bruises and minor injuries
Prisoners can no longer have loyalty to lords and therefore cannot be Loyalists or Fanatics
Loyalists no longer have a productivity bonus
Peasants gain the “Energetic” trait at 8:00 AM and after a sermon if their mood is ≥75
Set the duration of thoughts for transferring the ruler’s crown and heir crown to 5 days; a lord receiving the crown now gains a positive thought
Politicians, player lord puppets, and politician followers no longer leave the player faction due to −50 relations with the ruler; a notification is shown if a lord leaves a province
Reduced experience gained from the “Training” order so children cannot reach skill level 14+ while growing up
Nectar no longer increases movement speed, inspection speed, or skills; addiction chance reduced to 10%; addiction ends 3 days after stopping use
Lord inspiration no longer expires early if the lord goes to sleep or their mood drops
Soldiers can now also become Energetic; for them this provides a combat skill bonus
Individual worker productivity now also affects construction speed
Hunting (10:00–20:00) and walks/drinking (10:00–23:00) now have time limits
Removed required relation threshold for “Gift from Lord”, “Gift from Neighbor”, “Slander”, and “Wise Conversation” orders
GUI
Updated the politician support hint: personal support from population and army is shown first, followed by allies and their support; total population support is shown at the bottom
Added a line showing ruler support percentage to the politician support hint
Added mood change values to food and alcohol tooltips
Added the number of Energetic peasants to the residents hint in the top panel
Added a hint to the new heir event display
Reordered skills in the menu to match training categories
Updated the info panel above residential buildings in King’s Eye mode: shows average resident mood and composition (soldiers, peasants, Energetic)
Updated the info panel above production buildings: worker icons are larger, Energetic workers are displayed
Reworked the resident tooltip in houses: mood and culture are now shown with icons
In King’s Eye mode, production buildings show a Zzz icon for inactive buildings
Buildings under construction now display a “missing resources” icon above them and a special status in the build menu if there are insufficient materials to finish the project
When selecting service buildings (Market, Tavern, etc.), residential buildings display resident money and comfort
Updated resource area icons and context menu on the local map
The top lords panel now shows technology research progress percentage next to the assigned task icon
Fixes
Fixed an issue where a city was not burned to the ground if the executing army was located on the same tile as the AI city
Fixed an issue where the Nectar resource was missing from the statistics menu
Fixed an issue where player soldiers could repeatedly go to sleep and wake up during the day
Fixed an issue where flower bushes did not appear when loading a save
Fixed fertile land indicators when constructing farms
Fixed completion of a conspiracy that involved a fight to the death
Fixed an issue where maps were generated with the same seed
Fixed an issue where the negative comfort issue flag in residential buildings also affected prisoner barracks
Fixed game start in the Prisoner scenario
Fixed an issue with a construction marker that did not disappear in the build menu
Fixed an issue where the pain relief effect was infinite
Fixed inverted character references in the relationship tooltip
Fixed an issue where dead peasants and soldiers could be assigned to houses
Fixed an issue where action tasks on the global map could be completed instantly
Fixed bush sprites breaking during map generation with rivers
Fixed header text wrapping in the Training Field menu
Fixed the issue “Monogamous characters are suffering” appearing and resolving repeatedly
Fixed an issue where a rebellion warning event could appear for a culture that had no residents
Fixed trees on manual battle maps on the global map
Fixed credits not starting after victory
Misc
Reduced building relocation cost from 10 to 7 Wood
Changed Ale technology availability requirement from 20 to 40 population
Added the “War Consequences” problem flag
Removed “Approval Sermon” and “Joy Sermon”; added “Hope Sermon” (increases mood, only for followers)
Reworked the worker type assignment menu and filters in buildings
Added a “Trade” building category (Market, Den, Tavern)
Doubled the thought strength from Meat and berries; doubled alcohol thought duration
Increased comfort from religious buildings by +4
Removed “No place to pray nearby” thought
Building upgrades can no longer be started without sufficient resources
Relocating a residential building now preserves the “Priority for Warriors” option state
