[1.0.25.4236] "Anne Bonny Update Patch 1" Version Notes

HUMANKIND™

Rewrite history by shaping a civilization as unique as you are. Combine 60 cultures from the Ancient Era to the Modern Age to lead your empire to victory. Build thriving cities, outsmart rivals in epic battles, spread your influence and leave your mark on HUMANKIND™.

Fixes [list] [*]Fixed an issue where pending turns could occur when choosing a Tile to use the Clear Forest Army action. [*]Fixed an issue where Independent Peoples would not build regular Districts or Infrastructures. [*]Fixed an issue where Resources summary pin was missing when poaching with naval units. [*]Fixed an issue where Loss were assigned to the incorrect Empire in the Trade View when someone steal a trade node. [*]Fixed an issue where The "Hostile" filter in the Trade View would not work as described in the tooltip. [*]Fixed an issue where Sometimes, purchasing resources from an Empire was immediately canceled for unclear reasons. [*]Fixed an issue where Trade Routes disappeared when the world wrapped around. [*]Fixed an issue where Elements in the Blockages tab of the Trade view often flicker or disappear after ending turn [*]Fixed an issue where Poached resources were not displayed with a red glow in the "Their Resources" part of the Diplomatic screen [*]Fixed an issue where Incorrect wording was displayed when an enemy army was poaching one of your Trade Nodes. [*]Fixed an issue where Tier 2 Treaties with Independent People would not mention that it will stop them from being Hostile. [*]Fixed an issue where Violent Independent Peoples could ransack Trade Nodes of Empire they have a 2nd tier Treaty with. [*]Fixed an issue where Player could not click on other Empires's resource pins to open the Diplomatic Screen's Trade tab. [*]Fixed an issue where Player were urged to buy high-price units when they unlock new resources. [*]Fixed an issue where Ship of the Line CS bonus would not change the Unit's CS displayed in battle. [*]Fixed an issue where AI would tend to move its naval units that have been boarded even if it's not a good choice. [*]Fixed an issue where Trade view's International Trade window would not correctly update when loading saves. [*]Fixed an issue where Tutorial for Poaching Resources appeared on uncontested Trade Relay. [*]Fixed an issue where Pathfinding for naval transport would not account for player bonuses on sea. [*]Fixed an issue where Luxury resource trade prompt would not properly count future accesses. [*]Fixed an issue where Player may get confused when buying resources that will go through a roundhouse that is being stolen. [*]Fixed an issue where Naval-only units had unecessary Army Action displayed in the Unit panel. [*]Fixed an issue where Vassals could buy resources from third party Empires. [*]Fixed an issue where Disrupted extractors were not listed in the ongoing Disruption in the Trade view. [*]Fixed an issue where Some unit classes had no Steal Power. [*]Fixed an issue where Torpedo Vessel's Deployment specificities lead to unexpected results. [*]Fixed an issue where Terra Incognita caused fake roads and bridges to appear when settling near another Player. [*]Fixed an issue where "War Declaration Needed" popup would still appear in some cases even if diplomatic status prevents the Player from declaring War. [*]Fixed an issue where Fusion and ICBM nuclear tests preview area did not match the Wasteland generated after completion. [*]Fixed an issue where Player could not replace a regular district by an Embassy. [*]Fixed an issue where Short Supply feedback would not work correctly after ransacking an other Empire outpost that had a resources bought by the Player. [*]Fixed an issue where Tutorial for "First Tenet" appeared when the second Tenet became available. [*]Fixed an issue where Narrative Event "An Envious Eye" could trigger before the player has met any other empire. [*]Fixed an issue where Wrong Empire was displayed in the Diplomatic history when someone renounced a grievance against the Player. [*]Fixed an issue where When replacing a District that give bonuses on Districtic in other territories, the loss was incorrectly categorized. [*]Fixed an issue where Temporary FIMS bonuses on cities were not applied on their last turn. [*]Fixed an issue where UI would not account for exploited terrain when suggesting placement for new districts in some occasions. [*]Fixed an issue where Placement suggestion and construction queue would not account for districts that are already being replaced. [*]Fixed an issue where The game would not remember player settings for World Generation in some occasions. [*]Fixed an issue where World generation would allocate less Luxury Resources per territories on bigger maps. [*]Fixed an issue where Game was displayed squashed when in fullscreen and in a aspect ratio different than 16/9. [*]Fixed an issue where Zones of Controls were displayed in the Fog of War in Battle. [*]Fixed an issue where Culture traits preview could not be scrolled with the mouse wheel in the empire selection screen. [*]Fixed an issue where Lost at sea could be heavily countered by transferring units out of the army. [*]Fixed an issue where Mods and Maps were not properly detected by the "Type" filter in the Steam Workshop. [/list] = Together We Rule Fixes [list] [*]Fixed an issue where Agents could not use their army actions on the main borough if they were targetting a tile they're located on. [/list] = Cultures of Latin America Fixes [list] [*]Fixed an issue where Nazca Lines's description doesn't mention that the effect will only be applied on other EQ in the same city. [/list] = Cultures of Oceania Fixes [list] [*]Fixed an issue where Narrative Event "Ties that Bind" would not activate even though it should. [*]Fixed an issue where Placement Preview pin was wrong when replacing one of the Marae by an other district. [/list]