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Design | |
Cities are no longer worth Victory Points, this has been changed to scale with the culture rating of the City | |
Cities with Developing culture are now worth 1 Victory Point | |
Cities with Strong culture are now worth 2 Victory Points | |
Cities with Legendary culture are now worth 3 Victory Points | |
Naval units now have the ability to harvest resources | |
Naval units can now be assigned a General | |
Harbors now provide XP for naval units | |
Aqueducts have been removed | |
Marriage missions (Family Marriage and Marry Courtier) now cost 100 Civics in addition to the 1 Order cost | |
Choosing an Agent candidate to place in a Rival City now costs 5 Orders | |
Agents will now make an extra tile visible outside of city borders | |
Rival Nations will now display a Knowledge rating - this can be seen by hovering over their nations in the Empires tab | |
Players can now ask Tribes to declare war on another nation | |
The following improvements now give +1 Science | |
Watermill | |
Windmill | |
Players can now bounce units from rival nations they are at peace with out of their territory | |
This change was made to address issues where friendly units from rival nations could block the player from building improvements in their territory | |
Art | |
The following units have been updated with combat animations | |
Peltast | |
Warlord | |
The model for the Circus Maximus wonder has been updated | |
The Pyramids have been updated to include urban buildings surrounding the wonder | |
Some law icons have been updated, or have received minor edits | |
The icons for Coin Debasement and Serfdom are now centered | |
The icon for Trade League has received some minor updates and is now centered | |
The icon for Iconography has been updated | |
UI | |
The Inheritance screen has received some trim and polish updates | |
Popups have received some polish updates | |
The City screen production HUD has received some trim and polish updates | |
The top right UI menus have received a polish update | |
The City widget has been raised slightly so it doesn’t clip with unit icons | |
The Healthbar scale option has been temporarily disabled | |
Audio | |
Various audio elements have been added to unit run and hit effects | |
Foot slides and small steps in leather boots (Gravel, leaves, sand) | |
Armor leather shuffles | |
Knee impacts | |
Grunts | |
The following units have been updated with hit audio effects | |
Barbarian Marauder | |
Warrior | |
Axeman | |
Worker movement audio effects have received some updates | |
New Events | |
Battle Plans | |
Your spies discover battle plans from another nation, and the court is divided on whether they should be used or not | |
[Tribe] Unrest | |
Your spymaster reports unrest in the tribal camps, and requests to intervene | |
This event can start an event chain | |
Designs on the Throne | |
Your spymaster believes that a character from your nation and their family have plans for the throne, and requests to gather more information | |
This event can start an event chain | |
Family Favor | |
In a blatant attempt to win favor, one of your families hosts your heir and their tutor | |
Monkey See, Monkey Kill | |
Your monkey assassin seems discontent with stalking the ruling court of your nation | |
This event can start an event chain | |
Double Agent | |
You spymaster visits you with troubling reports from another nation | |
Defectors | |
Your spymaster’s infiltrators return with good news about another nation’s military | |
Veteran Agent | |
Your agents return from another nation with maps and scrolls detailing the land, along with some surprising news | |
Silver Linings | |
Your spymaster informs you that their agents were unable to complete their infiltration mission, but did attempt to make the journey worth their efforts | |
Captured by Barbarians | |
Your spymaster delivers some tragic news about agents that were sent to infiltrate another nation | |
Nobles Abroad | |
Your spymaster’s agents encounter some traveling nobles and gather some information | |
[Nation] Exiles | |
Your spymaster’s agents return with an abundance of information about another nation, along with some exiles | |
Land Grab | |
Your spymaster’s agents secure numerous pieces of intelligence from another nation, and inform you of expansion opportunities near your borders | |
The Polemicist [CC] | |
Someone from your nation has been giving public speeches condemning your rule | |
Locust Swarms [CC] | |
Swarms of locusts form in one of your cities, stripping fields and damaging crops | |
Riots at the Races [CC] | |
A riot breaks out at the colosseum during the chariot races | |
AI | |
AI builds roads for quicker movement between cities, even if they are connected | |
Higher AI city growth priority if there are no citizens | |
AI builds fewer mounted and seige units | |
Miscellaneous Changes | |
A mod.io logo has been added to the Mods screen, this links to mod.io | |
Bug Fixes | |
Fixed an issue where certain events were not showing their event art properly | |
Fixed an issue where the ‘Choose Production’ prompt was unresponsive sometimes | |
Fixed an issue where using the undo action could result in units that had died previously returning without their healthbar present | |
Fixed an issue where it was possible to declare war immediately after calling a truce by using the character actions menu | |
Fixed an issue where the harvest tutorial event could occur when a scout passed over a resource tile while traveling | |
Fixed an issue where the ‘Show System Time’ UI option was not taking effect immediately | |
Fixed an issue where movement paths were displayed when selecting rival units | |
Fixed an issue where particle effects could occur incorrectly | |
Fixed an animation issue that could occur where switching between multiple animated units occupying the same tile | |
Fixed an issue where Cathedral buildings were not conforming to terrain correctly | |
Fixed an issue where allied nation territory could be revealed before addressing the Allied Intelligence event | |
Fixed an issue where the background of the options menu would not appear correctly under certain circumstances | |
Fixed an issue where the Game of the Week could be loaded with mods active | |
Fixed other various Game of the Week issues | |
Fixed an issue where worker units were not positioned correctly while constructing the Pyramids and the Hanging Gardens | |
Fixed an issue where family opinion from Council roles was not being updated | |
Fixed an exception that could occur after a city was captured | |
Fixed an issue where rival cities with an agent did not correctly display the territory as revealed when loading a save | |
Fixed an issue where the city cycler hotkey (5) was not working | |
Fixed an issue with the update mod message pop up text | |
Fixed various event issues |
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