Hello everyone,
[p]this is Dmitry.[/p][p]As usual after a major update, we are back with a number of balance adjustments and fixes that were identified and resolved over the past week.[/p][p]At the same time, we are working on major tasks related to reworking the roleplaying system characters, traits, worldview, and so on, and we continue improving the economy and other systems. Within the next one to two weeks, we will also present a new roadmap and summarize the results of the past six months of work.[/p][p][/p][p]We will be happy to receive your reviews and feedback to further improve your gameplay experience![/p][p][/p]Full changelog
[p][/p]Balance and minor improvements
- [p]Servants will bring berries to the lords hall with priority over flour[/p][/*]
- [p]Patrol units will try to choose opposite points within their radius during patrol so they do not patrol in the same spot[/p][/*]
- [p]A scroll has been added to the STATE panel in the character menu which appears if there are too many icons to fit[/p][/*]
- [p]Typical browser UI behavior has been added to the scroll - clicking or holding the mouse outside the scroll bar will move the scroll in that direction[/p][/*]
- [p]The problem flag will not be displayed during manual combat on the global map[/p][/*]
- [p]King names under cities in the king view on the global map will be drawn slightly lower[/p][/*]
- [p]New logs have been added for lords. Logs are now collected for the player's lords, junior lords, and the bishop[/p][/*]
- [p]A politician friendly to the ruler will deliver a sermon of hope after the player's army is defeated on the global map only if there was at least one lord in the army. If a village lost a battle on its own without player support, that is not a reason to be sad[/p][/*]
- [p]The strength of thoughts from playing dice has been changed from +7 to +9[/p][/*]
- [p]Price growth from drought consequences will be x1.5 instead of x2[/p][/*]
- [p]The strength of the thought from nectar has been reduced; after repeated use of nectar, the bonus increases by +5 only once[/p][/*]
- [p]Neighbors will help the player if their relations with the player are >= 0 instead of > -25[/p][/*]
- [p]The sizes of the market, den, and tavern have been increased back[/p][/*]
- [p]A debt of honor can now be used to request help from an ally army even if it is a direct attack action plundering a city or village forcing a neighbor into neutrality and so on and the ally does not consider the target an enemy. A debt of honor can also be used to request ally assistance even if it is a defensive action for example defending a neighbor city helping in a rebellion and so on although by default ally armies cannot be used in such actions.[/p][/*]
- [p]The problem flag "There are many vagabonds in the city" has been removed it duplicated an existing flag with the same name[/p][/*]
Fixes
- [p]Fixed a bug where the bandit camp that appeared at 20 population was empty, without bandits[/p][/*]
- [p]Fixed a bug where the resource panel was displayed during manual combat on the global map.[/p][/*]
- [p]Fixed a bug where after a manual battle on the global map the maximum capacity value of some resource category could temporarily reset to zero[/p][/*]
- [p]Fixed a bug where not all mines could generate when creating a new map[/p][/*]
- [p]Fixed a bug with opening the construction menu when canceling a building relocation[/p][/*]
- [p]Fixed an error that occurred when a peasant woman gave birth[/p][/*]
- [p]Fixed a bug where the UI panel with the player's armies did not update if the commander left the army while it was on the global map[/p][/*]
- [p]Fixed a bug where growing bushes were not displayed on fields if they were built on elevated terrain after the update bushes will disappear from all fields until the end of the hour. After a full growth cycle everything will return to normal[/p][/*]
- [p]Fixed a bug where null could be saved into the save file due to new character logs, which slowed down the game saving process[/p][/*]
- [p]When the Rebellion quest appears on the global map, the screen event "Defense Against Rebellion" will not be displayed[/p][/*]
- [p]Fixed a crash when returning to the menu from the hall placement stage at the start of a new game[/p][/*]
- [p]Fixed a bug where after loading a save file there was no stone highlight; resource highlighting now works not only in construction mode[/p][/*]
- [p]Fixed a bug where a lord could forget the language of their previous culture when switching to a new culture. Upon loading, lords who learned languages through books but lost them due to this bug will regain those languages[/p][/*]
- [p]Fixes in character logs - heir succession and victory in battle events[/p][/*]
- [p]Fixed a bug where the sound of burning buildings did not stop if those buildings were burning at the moment of saving the game[/p][/*]
- [p]Fixed a game crash when trying to attack an enemy unit leaving the map[/p][/*]
- [p]Fixed a bug where the size of the control settings menu differed from the main settings menu[/p][/*]
- [p]Fixed a bug where a lord could temporarily fall into endless attempts to go eat even though he had collapsed from exhaustion due to lack of sleep[/p][/*]
- [p]Fixed a bug where the scaffold could not be repaired due to overlapping buttons in the menu[/p][/*]
- [p]Fixed bugs in the rendering of severed limbs and blood from them - the rendering height is now calculated correctly[/p][/*]
- [p]Fixed a bug where dead characters could for some time be counted as alive in various systems[/p][/*]
- [p]Fixed a bug where all interfaces were enabled while inspecting the map[/p][/*]
- [p]Fixed a bug where during a battle on the Global map the interface with portraits of guests and the player's lords was enabled[/p][/*]
- [p]Fixed a bug where losing a battle on the global map could lead to an infinite battle bug if the player had a politician with good relations with the ruler[/p][/*]
- [p]Fixed a bug that occurred when knocking out a wolf’s eye[/p][/*]
- [p]Fixed a bug where the crime bubble could fail to disappear if patrol units attacked the criminal. The bubble will now disappear either when the criminal finishes their crime or when the fight with that criminal ends[/p][/*]
