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Release Notes: Version 0.5.3206

  Version  0.5.3206  Release Date   Dec 14, 2023

First Contact, December Update

This update includes a number of bugfixes and UX improvements, prepares the server and the client for several upcoming changes, mostly related to QoL requests and more content, and revises the first draft of our in-game guide.

it is a mandatory update.

Notable Gameplay Changes

  • Garrisoned Improvements are no longer impassable.
    Since it is not yet possible to siege improvements (will be part of the milestone poll!), a garrison exploit allowed ungarrisoned improvements to be used as a wall. Now, however, an empty garrison can be crossed, and garrisoned improvements can of course still be attacked and cleared, thus, opening the way for invading armies. You can now also walk through your own garrisons without having to temporarily exchange units between the company and the garrison.

  • Garrison & Company stances/tactics have been slightly rebalanced.

  • Commands will now not start, or hang at finish if the command tile is a garrison that is in a battle on another tile.

  • Companies' pathfinder logic has been updated.

  • Farmland change: if a farmland improvement has 0% area for crop fields or pastures, it will not take labourers for it (farmers / herdsmen) so it can't be used to suppress unemployment.

  • Guide: I have added some new topics based on your feedback, changed the order of topics in some cases, and corrected or expanded every reported inconsistency / missing content.

UX/UI Changes

  • Command costs are now reported in your dominion queue and appear in the treasury badge breakdowns

  • Several reports have been merged in Feudum, Dominion and Company Reports (labourer reports, company health + morale reports, etc.

  • Fresh water source now also explicitly tells the amount of health bonus it provides to your feudum.

  • New military stances have received their final icon sets.

  • Diplomacy has received it's own icons, and the diplomatic proposal dialog has been updated and additional hints were added for extra clarity.

  • You can now see a banner on your dashboard whenever there is an active [b]community poll[/b], and by clicking on it, the poll will open in a browser. Please participate!

Bugfixes

  • Upgraded the terrain generator's code for better river handling.

  • Refactored Command definitions and validators in the moddable rulebook 

  • Fixed: Abandon Tile reported FeudumMaxTiles Exceeded instead of Wasteground MaxTiles.

  • Fixed a bug that would report river branches (and fresh water sources) incorrectly in a specific case.

  • Fixed the terrain builder being unable to generate mountains and deserts in specific cases/regions.

  • Fixed: Bug Report newline normalization had extra newlines

  • Fixed several potential issues with LabourOptions validations (Rulebook validation)

  • Fixed: HexCoordinates deserialization can return (0,0) instead of Undefined on failure.

  • Optimized several allocation-heavy scenarios.

  • Remove rarely used debug caching from treasury/yield/upkeep/shortage calculations

  • Updated admin layout for rulebook editing.

  • Updated several commands to prepare for coming updates.

  • Updated the labourer roster to prepare for coming updates.

  • Updated our site for the coming multiplayer priorities poll.

 

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!