Iterum
March 29, 2025·General

Iterum Q1 Changes

by Iterum Team

Iterum Q1 Changes

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

Rivers

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