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Design | |
Some changes have been made to Agents | |
Scouts can now become agents from outside a rival territory (The scout must be positioned on a tile that touches that nation’s border) | |
Making a scout an Agent will add an Agent button below the city widget, this button allows the players to select which character they would like to become an agent | |
Agents can now perform a ‘Treachery’ mission - this mission costs 500 money, consumes 1 order, and takes 2 turns to complete | |
A successful treachery mission results in that city losing 10 HP and rewards the Agent 20 XP | |
A new project has been added: Autonomous Rule | |
This project yields -0.2 Orders, -2 Money, and boosts the city’s growth by 10% and food by 20% | |
This project can only be obtained via the ‘Autonomy in [City]’ event | |
Treasuries have been boosted | |
Treasury I now yields +10 Money per year (Up from 5) | |
Treasury II now yields +20 Money per year (Up from 10) | |
Treasury III now yields +40 Money per year (Up from 20) | |
Treasury IV now yields +80 Money per year (Up from 40) | |
The Freedom Law now provides all cities +1 Science per year (Down from +2) | |
Breaching a City with a Wonder being built deletes that Wonder (and it can be built by a different player) | |
You can no longer declare war on another nation or tribe within the next 5 turns after calling a truce | |
City Sites can now be claimed with any unit | |
Units can no longer be hidden on city site tiles | |
Units can now pass through tiles occupied by rival units, as long as they are not hostile and it's not the final tile of their movement step | |
Various higher tier improvements have had their resource cost per year increased | |
Art | |
Particle effects have been added to units | |
Clouds of dust will now kick up from units feet as they move around | |
Worker animations have been updated with particles to match the animations (Workers mining will now produce clouds of dust and loose rocks as they mine, etc.) | |
The Battering Ram has been updated with new animations | |
Idle, Run, Attack, Hit and Death | |
The model for the harbor improvement has been updated | |
The models for the following units have been updated: | |
Peltast | |
Warlord | |
Skirmisher | |
Nomad Skirmisher | |
The Mangonel unit has been updated to include fire particles | |
The Warlord unit has been updated with the following animations: | |
Various idle animations, run and walk animations | |
The icons for the following units have been updated: | |
Ballista | |
Onager | |
Battering Ram | |
Mangonel | |
The ‘Become Agent’ action icon has been updated | |
A new painting for illness related events has been added | |
An icon for Weak culture has been added to the city widget | |
Various resource icons have been updated | |
UI | |
Victory Condition toggles for the following Victory types have been added to the Advanced setup tab of the Single Player setup screen: | |
Points Victory, Double Victory, Ambition Victory | |
These toggles will initially be turned off, toggling them on will enable these victory conditions in the game that is being created | |
Archetypes have been moved into a new category separate from Traits in the Encyclopedia | |
The top bar has received some polish and spacing updates | |
The ‘Hurry’ production button and selections found in the city screen have received some polish updates | |
Worker build action buttons have received some layout and font changes | |
Players can now use CTRL + Click to toggle “Connect to City Network” mode on the Add Road worker build action | |
Audio | |
Updates have been made to the warrior audio cues | |
Warriors now have an additional death audio cue | |
Volume levels for attack, hit, and death audio cues have been adjusted to duck appropriately (This was to address issues where these sounds could be too loud) | |
Updates have been made to worker audio cues | |
Worker audio (mining, farming, etc.) will now adjust based on how close the camera is to the worker, and whether or not the worker is selected | |
New Events | |
Gods and Monsters | |
The religious beliefs of one of your families have expanded to include fantastic stories | |
Holy Figures | |
One of your families begins to worship their ancestors as holy figures | |
Religious Law | |
Someone from one of your families makes a speech to the court to encourage them to align laws with the teachings of the religion they follow | |
Illumination | |
An elder from a religious church has written a collection of writings to be taught to the people, and members from one of your families urge you to adopt these teachings | |
Personal Faith | |
One of your families has held a series of feasts to expound on their personal spiritual beliefs | |
Deliverance | |
A member of one of your families labels every member of court and all citizens of another nation as sinners | |
Malevolence | |
A member of your family visits you privately to inform you of a spiritual conflict at work in another nation | |
Mystical Trance | |
Several members of one of your families have started holding spiritual gatherings, where they teach visitors a powerful new form of worship | |
Defiance | |
The recent attacks on one of your cities has inspired a citizen uprising | |
City Ablaze | |
As soldiers sack the streets of one of your cities, fires break out and begin to cause further damage and disorder | |
New Recruits | |
While seizing another city, your soldiers encounter jails full of foreign captives who offer to replenish your forces after they are freed | |
Jailed Spy | |
Recent assaults on one of your cities has resulted in crowds of prisoners, one of them is a former military student from another nation jailed for suspected spying | |
Secret Laboratory | |
While sacking the streets of another city, your soldiers uncover a secret laboratory operated by foreign scientists | |
Battlefield Strain | |
After a recent skirmish, one of your generals appears to be suffering from a strange mental affliction | |
Fog of War | |
In the confusion of battle, your soldiers accidentally charge on their fellow troops | |
The Coward | |
The fall of one of your cities unnerves the court, and the next morning one of your courtiers is missing from their chambers | |
The Lost of [City] | |
After one of your cities is captured, refugees begin to populate the surrounding countryside seeking shelter | |
Mercy in [City]? | |
The governor and politicians of a sacked city beg your officers for mercy, vowing to serve your nation if their lives are spared | |
No Way Out | |
As the walls of one of your cities begins to collapse, your defending forces rush to protect the city’s governor | |
Rising Star | |
After a successful battle against enemy soldiers, your general recommends a particular soldier for a court advisor role | |
Storms of Battle | |
As enemy forces attempt to breach one of your cities, a storm appears on the horizon | |
Call to Action | |
After your troops are routed by enemy forces, your general requests more resources for the front lines | |
Among the Dead | |
Following a heated battle, your general finds a familiar figure among the dead | |
Anarchy in [City] | |
In the aftermath of battle, disorder reigns in one of your cities | |
Autonomy in [City] | |
One of your cities would like to establish autonomy and rule itself independently | |
Threat of Mutiny | |
One of your families threatens a court mutiny over the government’s Slavery laws | |
Weak Will | |
A member of one of your families accuses you of having a weak will in regards to your subjects | |
Hidden Scrolls | |
You find some scrolls containing your child’s thoughts on your nation’s policies | |
Reined In | |
Your spouse expresses their unhappiness with how the court governs | |
Lost Integrity | |
Your generals express their displeasure with the current state of the military | |
Demand City - Stub | |
One of your families demands that you give them a city | |
AI | |
Improved AI danger awareness | |
Improved AI city defense tactics | |
AI knows to purge religions | |
AI disciple improvements and fixes | |
AI knows to place aqueducts adjacent to farms | |
AI does not leave any city sites for other players at "competitive" opponent level setting | |
Various AI improvements | |
Miscellaneous Changes | |
Some hotkeys have changed | |
The hotkey to hide units is now ALT + Z | |
The hotkey to hide all (UI overlays and vegetation) is now SHIFT + ALT + Z | |
The hotkey to hide UI is now ALT + X | |
Hotkeys have been added for Undo and Redo | |
Undo: CTRL + Z | |
Redo: CTRL + Y | |
The vast majority of hardcoded strings moved to text xmls | |
Menu and UI text reloads when language is changed | |
Cloud Save and Load buttons have been removed from the Single Player menu | |
Bug Fixes | |
Fixed an issue where victory conditions were not triggering correctly | |
Fixed an issue where the Add Road option was appearing in the Disciple unit action menu | |
Fixed an issue where the tooltip associated with the Multiplayer menu was not appearing correctly | |
Fixed an issue where the Hanging Gardens build button featured overlapping yield and build cost information | |
Fixed an issue where duplicate yield text would show on tiles with a potential specialist | |
Fixed an issue with worker stats display | |
Fixed an issue with worker animations not playing correctly for certain actions | |
Fixed an issue where the build progress bar did not reset when builds were completed | |
Fixed some issues where production text shown on the city widget would overflow | |
Fixed an issue where some HUD cycler elements would appear on the city screen | |
Fixed an alignment issue where the top right menu of the inheritance screen | |
Fixed a null reference that could occur when hovering over the Citizens tooltip of the Christianity encyclopedia entry via the Tools menu in the Main Menu | |
Fixed an issue where the hitboxes for the undo and redo buttons were too large | |
Fixed an issue where hovering over city HP bars with a unit selected would cause the HP bar to flicker | |
Fixed an issue where the settler action menu would not appear correctly under certain circumstances | |
Fixed an issue where some unit’s attack animations weren’t playing correctly | |
Fixed an issue where replay data could cause old saves to crash | |
Fixed an issue with AI war declaration | |
A significant cause of Out of Memory crashes has been addressed. Late games and large maps were especially affected. Thanks for all your feedback and User Reports | |
Fixed various event issues | |
Fixed various text issues |
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