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Release Notes: Version 0.5.3109 - November Update

  Version  0.5.3109  Release Date   Nov 10, 2023

Feudums - First Contact, November Update

This update includes a number of bugfixes and UX improvements, mostly related to player reported glitches, bugs and inconsistencies, and a host of new features.

it is a mandatory update due to several game-breaking changes.

Notable Gameplay Changes

  • Rebalancing: It's been a few weeks again, and we've tweaked the rules and settings again, mainly based on your feedback. Labourers have received the most love, but units and expansion have been also changed. Auto-encamp rules have been also finetuned for the better survivability of units.

  • Attrition rules have been revised:

    • as long as the military company has more than a given morale, all damage is done on morale, and only then the damage is split between health and morale. Generally speaking, this allows companies with high morale units to withstand attrition much better.

    • Attrition now also considers friendly diplomatic relations so a strong administration on a friendly land protects friendly companies from attrition.

  • Garrison Updates:

    • The importance of garrisons is further increased, as now they increase the attrition level for hostile units inside their feudum (diplomacy rules apply), and in addition to specialized labourers, they themselves also contribute to the safety major need.

    • More importantly, garrisons can now also use their very own tactics / stances, and a new edge is also introduced that gives specific units some bonus to passive protection abilities if they are put in a garrison.

  • Lance Updates: 

    • From now on, the houses of the locals assigned to a lance will remain occupied for the duration of the service, or until the lance falls in battle. The family can still leave the feudum, in which case their dwelling will be available for birth or migration, but in all other cases the family will continue to live there, should be fed, will pay the taxes, but cannot contribute to local works. This will prevent the exploit of raising lances and then quickly refilling their empty houses with new people, who are then available for field works.

  • Companies:

    • Military companies also received a new stance for scouting / surveillance.

    • Area of Control and Line of Sight are now properly separated and each can be modified separately by tactics. Tile Lockdown is now also an attribute that can be modified by tactics. All tactics have been modified to make use of these changes.

  • Battles:

    • Updated battle logic, making it harder for rosters to hit and run away before their target roster could strike back (routing and disengagement rules have been overhauled).

    • The Last known unit composition data and detailed company info is now preserved after battles or in the appropriate diplomatic stances. Last Seen labels have been updated on Cards to show whether the player has an updated composition data or not.

  • Food Rations have been changed and made fully moddable. Related labels and layouts have been updated. If a feudum cannot reach the targeted ration, the tooltip now also informs the players about the overall amount the desired ration would require.

UX/UI Changes

  • Overhauled the diplomatic entries layout - added proposal expiration and updated several contextual tooltips for clarity.

  • Updated the Merge Tiles command with extra labels, hints and pictograms to make it clear to which region tiles will be merged.

  • A feudum will now receive reports when a lance originated from there has returned or perished in battle.

Bugfixes

  • Fix: Lance's overtime penalty was not applied when the company was in battle. 

  • Fix: Couldn't add a NAP clause to a Truce proposal when the players were at war (validated against the current diplomatic relation instead of the proposed one).

  • Fix: Multiple tweening errors.

  • Fix: Rulebook's MinimumAutoEncampThresholdPercent was not enforced in command.

  • Fix: OOB exceptions for birds/flocks in some cases

  • Fix: Flock's tweening in autoplay mode ignored disabled state.

  • Fix: Border not placed correctly in some cases when there are hidden segments

  • Fix: Opening a Create Feudum command in view mode doesn't disable the tile list.

  • Fix: Waypoints had the wrong tooltip (the tooltip for houses on improvements)

  • Fix: removed extra colons from the resource tooltips on Tile Card & the upkeep segment of Company Card.

  • Fix: Resource breakdown on Tile details for another players showed Reduction-XY instead of correct improvement type.

  • Fix: World Market bounds would become invalid in some high volume trades.

  • Fix: Dominion reports list layout has collapsed in edge case

  • Fix: Movement path sometimes rendered incorrectly for companies.

  • Various Terrain Builder fixes and improvements

Known Issues

  • Sometimes the chat may not initialize properly. Please use the reconnect feature to remedy the situation.

 

I hope you will appreciate and enjoy the changes. There's more coming soon, so make sure you click the Follow us button on Steam to stay in the loop :) Have fun!