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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