February Update - v1.1.875

Hexarchy

A fast-paced strategy game, which takes the weighty decisions of a 4X and stuffs them into an action-packed 60 minutes. Build a deck capable of founding civilizations which can develop economies, research new technologies and conquer all before you. Single-player and online multiplayer.

[b]Multiplayer games require all players to be on the same game version[/b] [h3]Misc[/h3] [list] [*] Added Battlefields to hexes where a unit dies. These produce 1 culture per dead unit for the owner of the hex [*] Added [b]Very Long[/b] custom game length - 200 points and 50 turns [*] Killing an enemy unit now gives 1 happiness to your nearest city [*] Base multiplayer turn timer increased 10 seconds [*] Turn timer visible countdown changed from 30 seconds to 45 seconds [*] Changed Long game length max turns to 40 [*] Changed Normal game length max turns to 25 [*] Can no longer redraw your hand while you have cards stored for next turn [*] Can view the cards in your deck (unordered) by mousing over the Draw Card button [*] Added a custom game setting for coastal player starts only [*] Added menu option for enabling or disabling automated camera panning to Wonders built by other players [*] Most floating text size decreased [*] Added single-player Skirmish setting to use the multiplayer unit movement rules [*] Yield and Citizen hover popup delayed slightly more to prevent accidental Citizen pick ups [*] Adjusted civ assignment so that your preferred civ should never be taken by a player that did not select that civ [*] Parthenon deck inspection view now shows cost that includes adjustments such as increased hammer cost from Wonders already built [*] Multiplayer network data usage reduced [*] Minor map generation performance improvements [*] Random number generation status for market, shuffle, and harbor is saved and restored for save games [*] Changed free citizen movement highlight glow to be more conspicuous and consistent with other glow effects [*] Ability icons on map now always display in the same order [*] Conquistador can now fire 3 times in a single turn instead of 2 [*] Wheat now gets the resource diversity bonus like other food resources [*] Some adjustments and fixes to the tutorial campaign [*] In-game bug report submissions will now retry if the initial send attempt fails [*] Bots no longer build cities on Holy Sites [*] Bot builds slightly fewer siege weapons [/list] [h3]Balance[/h3] [list] [*] Winery gold yield for hex increased from 1 to 3 [*] Cultivate now also adds 1 gold production to Farm and Winery [*] Persia's Satrap ability now also claims an extra random unclaimed hex next to the target hex [*] Himeji Castle now produces 4 hammers and 3 culture [*] Himeji Castle causes the extra military unit drawn to cost 20% of its strength in gold [*] Conscription unit gold cost reduced to 20% of unit strength [*] Spearman now does 400% damage when defending against mounted units [*] Cossack flank attack damage slightly reduced and splash damage limited to 2 units [*] Great Wall now adds 1/3 of unit's total movement cost instead of a flat 1 movement. This makes it more effective against mounted units, Scouts, and Settlers [/list] [h3]Fixes[/h3] [list] [*] Fixed a crash that occur sometime after building Parthenon [*] Fixed an issue where floating text over a unit would continue to move to the side if the unit model was hidden [*] Fixed issue where players could build a Barracks near enemy cities instead of just friendly cities [*] Fixed an issue where the default Citizen on the city hex could be destroyed with abilities like Ritual and Conscription [*] Fixed issues where players could pick up resource tokens while playing a card and could pick up a card while holding resource tokens [*] Forage used on water tiles by England now correctly receives the gold bonus if used in England's territory [*] Fixed issue where building lumbermill would not refresh terrain yield on resource overlay [*] Fixed an issue where attack orders that result in no targets still reward promotion slots [*] Fixed an issue where multiplayer games would reduce custom game map sizes with less than 5 players. This could cause map generation failures [*] Fixed an issue where Mac clients could not join friends from their Steam friends list while the game was not loaded [*] Fixed an issue where Rome's Infrastructure ability could target a card it already targeted this turn [*] Fixed an issue where Battlefields would block improvements from being built on that hex [*] Fixed an issue where Forced March was incorrectly causing units to ignore zone of control [*] Fixed Garrison card text to correctly include fact that it also gives a defense bonus in cities [*] Fixed an issue where you could apply Garrison to the same unit twice [*] Fixed issue where resistance to culture steal value would show on culture overlay for a hex player used to own but no longer does [*] Fixed localized Pyramids card description text [/list]