The Ara: history Untold team could not be more excited for today's release - our first major feature update. Below are comprehensive release notes detailing the new features as well as the balance changes and updates.
We've also addressed a large number of player reported bugs and issues with this update, and can't wait for you to give it a try!
[h1]Ara: History Untold[/h1]
[h2]Version 1.1 - The Invisible Hand Update[/h2]
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[h3]Highlights[/h3]
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[*][b]National Economy Screen[/b]
Manage your nation's crafting, supplies, and policies from a single screen, replacing the crafting panel for streamlined management.
[*][b]New Amenities[/b]
Over a dozen new craftable amenities added, offering additional strategic choices:
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[*]Anvil: Provide a 150% buff to improvements that can be supplied with them.
[*]Biscuits: Grant players a +25 to food as an Amenity.
[*]Mining Pick: Add +50% harvest rate to improvements.
[*]Fuel Cell: Gives 150% craft rate at improvements, or 100% harvest rate to improvements, +3 City Health.
[*]Sewing Machines: Sewing Machines add 200% craft rate to improvements.
[*]Fresh Produce: Grant +200 food per turn, +5 health per turn as an Amenity.
[*]Scrolls: Grant +15 City Knowledge as an Amenity.
[*]Baked Goods: Give +50 Food/turn, -5 City Health as an Amenity.
[*]...and more!
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[*][b]Unit Upgrades[/b]
Upgrade units within your army directly by issuing the new Upgrade Order, but be mindful of the resource and turn cost to complete the upgrade.
[*][b]Advisors[/b]
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[*]Introduces a Sovereign Advisor.
[*]Each advisor provides suggestions to enhance your strategy.
[*]This feature will become more intelligent in future releases.
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[*][b]John A. MacDonald[/b]
Canada joins the world stage, expanding your diplomatic and strategic options!
[*][b]Earth Map[/b]
Added as a pre-made map focusing on gameplay over strict geographical accuracy:
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[*]Britain and Ireland share an enlarged island.
[*]Features like the Canadian Shield and Gulf Stream are accounted for.
[*]Enhanced mountain ranges for natural barriers.
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[*][b]Redeployment[/b]
Reform armies with units being sent back to your reserves for better strategic flexibility.
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[h3]Changelog[/h3]
[h3]Performance Enhancements[/h3]
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[*][b]Memory Optimization[/b]
Improved game performance on lower-end hardware.
[*][b]Rendering Optimizations[/b]
Enhanced framerate stability for lower-end systems.
[*][b]LOD Optimization [/b]
Better visuals and object clarity while maintaining higher framerates.
[*][b]General Performance Improvements [/b]
Several performance enhancements have been made to improve overall game stability and experience.
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[h3]UI Updates[/h3]
[list]
[*][b]Region Yields[/b]
Added region yields to the title bar in the city panel for better resource tracking.
[*][b]Improvement Renaming[/b]
Players can now rename their improvements for personalized management.
[*][b]Supply Availability[/b]
Improvements with available supplies now glow to indicate their availability.
[*][b]Technology Display[/b]
Items now display the required technology to unlock them.
[*][b]Customization Slider[/b]
Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.
[*][b]Notification System[/b]
Players receive notifications when they run out of crafting resources.
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[h3]AI Updates[/h3]
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[*][b]Improved Prioritization [/b]
AI better prioritizes city improvements and optimal dwelling locations.
[*][b]Data-Driven AI[/b]
Supports data driving, allowing designers and modders to enhance AI prioritization.
[*][b]War Declaration Intelligence[/b]
AI becomes more strategic and intelligent in declaring wars.
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[h3]Map Generation[/h3]
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[*][b]Human Priority[/b]
Humans are prioritized for mild climate locations during map generation.
[*][b]Biome Weighting[/b]
Adjusted to make starting positions more interesting with fewer snowy starts.
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[h3]Gameplay Fixes[/h3]
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[*][b]Late Game Stability[/b]
Fixed a crash bug occurring in the late game.
[*][b]La Grand Place[/b]
Resolved the issue of La Grand Place not appearing in Act 1.
[*][b]Road Spawning[/b]
Prevented detail roads from spawning underneath improvements.
[*][b]Duplicated Unlocks[/b]
Removed duplicate unlock of animal resources.
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[h3]Event System[/h3]
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[*][b]Triggers Added[/b]
Added triggers for improvements when they have no items in the queue and when they begin crafting.
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[h3]Visual Improvements[/h3]
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[*][b]Road Textures[/b]
Enhanced road texture fidelity for a more polished look.
[*][b]Barracks 3D Asset[/b]
Improved the 3D asset of Barracks for better visual appeal.
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[h3]Modding Support[/h3]
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[*][b]Advisor Data Driving[/b]
Added data driving capabilities for advisors to support modders.
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[h3]New Feature Details[/h3]
[h3]Earth Map[/h3]
[list]
[*][b]Geographical Features[/b]
Canadian Shield and Gulf Stream are now accurately represented.
[*][b]Gameplay Connections[/b]
- Britain and Ireland connected as a single enlarged island.
- Italy and Sicily connected for enhanced gameplay dynamics.
[*][b]Natural Barriers[/b]
Tweaked mountain ranges to provide more natural (and slightly exaggerated) barriers for improved gameplay.
[*][b]Real-World Locations[/b]
Added real-world locations for nations, ensuring a balance between accuracy and gameplay.
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[h3]National Economy Screen Feature Overview[/h3]
[list]
[*][b]Centralized Management[/b]
Replaced the crafting panel with the National Economy Screen for unified management.
[*][b]Automatic Supply Allocation[/b]
Set the game to automatically add supplies to various improvements as they become available.
[*][b]Supply Order Management[/b]
Define the order in which supplies are allocated automatically.
[*][b]Global Harvester Management[/b]
Control resource harvesting globally across all regions.
[*][b]Crafting Management[/b]
Manage crafting from the National Economy Screen without needing to visit each city.
[*][b]Global Improvement Upgrading[/b]
Upgrade improvements on a global scale for efficiency.
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[h3]Balance Adjustments[/h3]
[h3]Nation and Building Limits[/h3]
[list]
[*][b]Print Shop[/b]
Nation limit increased to 3.
[*][b]Inns[/b]
Limited to 1 per city instead of 1 per nation.
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[h3]Building and Production Buffs[/h3]
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[*][b]Barracks[/b]
Security set to 15 for level 1 and 25 when an expert is added.
[*][b]Blacksmith[/b]
Can now be supplied with Tools and Anvil Goods.
[*][b]Citadel[/b]
Construction no longer requires Concrete.
[*][b]Docks[/b]
Production buff after adding an expert reduced from 20 to 15.
[*][b]Drydock[/b]
Default production buff increased from 10 to 20.
Production buff after adding an expert increased from 20 to 30.
[*][b]Naval Base[/b]
Default production buff increased from 10 to 30.
Production buff after adding an expert remains 30 with additional benefits.
[*][b]Workshops, Factories, Crafting Guilds[/b]
Can build Anvils and Mining Picks.
[*][b]Residences & Skyscrapers[/b]
Residents can now use Soap, improving living standards.
[*][b]Foundry & Forge[/b]
Can use Anvils and Fuel Cells to increase production.
[*][b]Hwaseong Fortress[/b]
Available for construction throughout Act 2 and 3.
[*][b]Library of Celsus[/b]
Available for construction until Act 3, extending its utility.
[*][b]London Eye Buff[/b]
Corrected; Security buff changed to Prosperity.
[*][b]St. Basil's Cathedral[/b]
Now only provides 1 Security per Engineer or Artist Paragon.
[*][b]Forge[/b]
Can now be unlocked by Precision Engineering.
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[h3]Metallurgy and Steel[/h3]
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[*][b]Metallurgy[/b]
No longer unlocks Steel. Steel crafting is postponed until later ages when Forges are available.
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[h3]Fuel Recipe Changes[/h3]
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[*][b]Production Cost[/b]
Reduced from 1000u to 500u.
[*][b]Production Bonus for the Second Ingredient[/b]
Reduced from 750u to 500u.
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[h3]Resource Adjustments[/h3]
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[*][b]Marble[/b]
Now more common.
[*][b]Meteors[/b]
Now provide Metal Ingots instead of precious metals, eliminating the need for smelting.
[*][b]Obsidian[/b]
Now more common.
[*][b]Tobacco[/b]
Yields less money than before.
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[h3]Unit and Population Adjustments[/h3]
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[*][b]Dragoons & Zamburaks[/b]
Can now be produced in Act 3.
[*][b]Prestige Reward[/b]
Capturing an enemy city now provides a prestige reward.
[*][b]Horses[/b]
Take slightly longer to tame to balance availability.
[*][b]Population Tier Requirements[/b]
Slightly increased.
[*][b]Stat Penalties[/b]
Reduced for low-level cities to gradually introduce urbanization effects.
[*][b]Tax Revenue[/b]
Cities generate slightly more tax revenue to make governments more impactful.
[*][b]City Leveling[/b]
- Levels 7-13: Slower leveling for better pacing.
- Levels 11-23: Receive an additional amenity slot.
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[h3]Manufacturing and Production Changes[/h3]
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[*][b]Factories[/b]
Can now manufacture Toys, PDAs, and Sewing Machines.
[*][b]Workshops & Crafting Guilds[/b]
Hourglasses can be produced here.
[*][b]Ceramic Shops[/b]
Can produce Mosaic Tiles, now an ingredient for many Triumphs.
[*][b]Clothing Production[/b]
More involved to produce but provides significantly bigger buffs.
[*][b]Rope Usage[/b]
Added as an accelerator for Barrel and Carriage production, and Festival setups.
[*][b]Plows[/b]
Substantially more expensive to produce without appropriate resources (e.g., horses or oxen).
Harvest Buff increased from 50% to 100%.
[b][*]Furs[/b]
Must be turned into Leather and can no longer substitute for leather directly.
[*][b]Sneakers[/b]
Can use Plastic instead of Leather.
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[h3]Technologies[/h3]
[list]
[*]Hourglass unlocked by Engineering.
[*]Mosaic Tiles unlocked by Architecture.
[*]Boots unlocked by Horseshoes.
[*]Trousers & Sewing Machines unlocked by Industrialization.
[*]Mass Food Supply Amenity unlocked by Synthetic Fertilizers.
[*]Toys & Sneakers unlocked by Leisure.
[*]PDAs unlocked by Internet.
[*]Fuel Cells unlocked by Robotics.
[*]Embarkation Pass moved to Navigation for better island nation strategies.
[*]Ironworking unlocks the Anvil.
[*]Precision Engineering unlocks the Forge.
[*]Metallurgy no longer unlocks Steel; Steel crafting is delayed until Forges are available.
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[*][b]Additional Technology Adjustments[/b]
Haberdashery reclassified from religious to industrial.
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[h3]Events and Quests[/h3]
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[*][b]Forest Fort:[/b]
Aesthetics debuff decreased from -3 to -2 for consistency.
[*][b]Piercing Request:[/b]
Option 2 now asks for Stone Tools and provides a small capital prosperity buff.
[*][b]Honoring Their Memory:[/b]
First option debuff updated to -1 force strength.
Third option now imposes a -2 happiness debuff.
[*][b]Political Piety:[/b]
Removed happiness debuff from the first option.
Wealth is now a required cost.
[*][b]Workers of the World Quest:[/b]
Removed duplicated reward buff.
[*][b]Is It Hot In Here? Event:[/b]
The +10 happiness benefit in all cities no longer appears twice.
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[h3]Armies and Combat Enhancements[/h3]
[list]
[*][b]Dragoons[/b] and [b]Zamburaks[/b] can now be produced in Act 3.
[*][b]Capturing an enemy city[/b] now provides a prestige reward.
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[h3]Miscellaneous Improvements[/h3]
[list]
[*][b]Customization Slider:[/b]
Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.
[*][b]Localization:[/b]
Continued updates to all language localizations for better accessibility and user experience.
[*][b]Other Improvements:[/b]
Several performance enhancements have been made to improve overall game stability and experience.
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