Iterum Q1 changes

  • Inläggsförfattare:

Summary of all changes made since mid january when playtest opened up, now available for testing

Gameplay:

  • Movement speed is now slowed down due to elevation differences, the higher the incline the lower the speed.
  • Movement speed is now significantly reduced when crossing rivers.
  • Armies automatically capture pacifistic units like Traders
  • Can recruit ships: Bireme, Trireme, Trade ships, Transport ships. All ships have great water movement speed vs land units boarding their own make-shift boats. Transport ships can be used to quickly ferry land units great distances
  • Armies can board ships
  • Happiness penalty due to Disease deaths now varies with difficulty, and decays over time varying with difficulty
  • Can build bridges over Rivers, speeding up movement over rivers
  • Archers in armies now get a first-strike in battles, after which their regular melee stats are used
  • Attacking from water tile is now penalized.
  • AI will now avoid attacking from water files and attack forts around settlement if blocking passage.
  • Pathfinding now avoids forts unless targeted explicitly
  • When capturing a settlement you can now choose to either annex it, or enslave its citizens and torch it. Captured slaves can be placed in settlements and allocated to various improvement tasks.
  • Amass wealth from trade victory condition is now functional
  • AI will attempt to take unguarded forts
  • Skirmishers and Primitive skirmishers can now hide/camouflage in Woods when standing still
  • Traders can now be used to supply armies with food. Traders in the army automatically distribute food from their stockpile to the troops. Finding and taking a Trader on the map carrying food will also work.
  • Building fortifications to level 2 will relinquish control from other nation settlements of that tile.
  • Building a Market now enables you to buy and sell food and slaves in a settlement. Prices vary over time and on how much is traded.

UI:

  • Can now sort units by type in the recruitment screen
  • Trade dialog updated to first select trade type, then source settlement
  • Fixes when minimizing/maximizing the game window
  • Population / Sanitation advisor added to the Improvement construction screen.

Graphics:

  • Support for normal maps added
  • Anti-aliasing
  • Shadows now fall on water too
  • Day-and-night cycle for lighting added when playing on game speeds 1 and 2.
  • Adjusted how world textures blend together, new setting added
  • Ocean shore waves can now be turned on/off in the Graphics Settings
  • Updated textures and mesh for table and the board pieces.

Multiplayer:

  • Fixes for unit movement, army movement
  • Can now play custom multiplayer scenarios
  • Can now save and load multiplayer game saves

Level Editor:

  • Hot-keys F1-F8 added for the different editor modes
  • Mineral icons now hide when in other modes
  • Can set Season lengths, if you want longer summers or winters
  • New scriptable trigger added for Settlement/Supplies post taken
  • New scriptable action added to remove a Settlement/Supplies post
  • Can add and remove Fortifications
  • New scriptable action to adjust AI nation opinion
  • Can now see population of settlement in the inspector panel
  • New scriptable trigger for Unit count of specific type
  • Fixed so diplomatic treaties can be removed
  • You can now set specific unit cold resistance values
  • Can now set food cargo of Traders

Planned:

  • More multiplayer fixes, as some mechanics don’t sync properly still
  • More minor game mechanics and adjustments
  • More particle effects
  • More animations
  • More normal maps where missing
  • More scenarios

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