Discover and colonize the world, Allocate your labor force, Monopolize markets, Fight tactical battles, Survive the age of imperialism...
[b]=Patch Notes=[/b]
[b][h3]Citizens will now defend their homes![/h3][/b]
[olist]
[*]Town occupation mechanics completely modified. When trying to enter an enemy town, the citizens can assemble to form militia and defend the town as long as they have reasons to do so. Another reason to keep them happy.
[*] Seize Town ability has higher chance of success to balance the aforementioned. (More changes here in the upcoming updates.)
[*] Entering towns now cost 20 extra Action Points to balance.
[/olist]
[b][h3]More complex battles![/h3][/b]
[olist]
[*] The melee attack, ranged attack, armor and other factors are now considered to calculate damage.
[*] The melee attacks now damage in both ways. Also costs action points to both parties.
[*] For ranged attack, if the line of sight is partially blocked, only half of the damage will be inflicted.
[*] Regiment strengths and expected damages are now shown before the battle.
[*] Post battle indicators will show the damage inflicted.
[/olist]
[b][h3]Searching for resources is now more rewarding![/h3][/b]
[olist]
[*] When geologist finds a resource, +3 of that resource is added to the warehouse as a reward.
[*] If there is only resource nearby, then players are informed about its trace. If the trace of the resource is found, +1 of that resource is added to the warehouse.
[*] Resource rewards are now shown above the geologist.
[/olist]
[b][h3]More information will be flowing onto the screen[/h3][/b]
[olist]
[*] All events will show information on the top right of the screen.
[/olist]
[b]Fix[/b]: Selecting regiments in same tile won't cause vertical shift.
[b]Fix[/b]: Exiting game while End turn is running no longer cause stuck units in the next game session.
[b]Fix[/b]: Other rare errors.
You can test these patches in Playtest now!
[img]{STEAM_CLAN_IMAGE}/43244034/56b5cb46ce1fb848b14c5b2518dc18c9c0441d74.png[/img]