Lead your noble family in this medieval colony sim, facing off against class conflict, religious struggle, and political treachery. Tend to your people’s needs, uncover the lost knowledge of a fallen empire, and engage in nefarious plots against your enemies.
Hello everyone,
We are rolling out our weekly patch, which primarily focuses on bug fixes and gameplay improvements.
[h3][b]New:[/b][/h3]
[list]
[*] Quest to defend the player's village from a bandit attack.
[*] Quest to defend the player's village from an attack by an AI lord faction.
[*] The Inquisition will now travel across the global map to the player's city instead of teleporting to the city entrance as before.
[*] Added the ability for lesser lords to settle abandoned cities.
[*] When hiring soldiers from a bandit camp, they will receive the "Former Bandit" trait.
[*] If a character in rage attacks their mortal enemy, the enemy will use a weapon to defend themselves.
[*] Added an icon and tooltip for the "Shame Mask" trait.
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[h3][b]Changes:[/b][/h3]
[list]
[*] Weapons will become more lethal against unarmored or unshielded targets.
[*] Traits for minor bruises have been replaced with minor cuts for slashing and stabbing weapons.
[*] Bandits will not attack the player while the "Loving Family" protection is active.
[*] The game will no longer pause if a lord starts a fight with a character in a shame mask.
[*] Beating a character in a shame mask will no longer add the "Fight" sin.
[*] During "Rage" and "Beating" tantrums, a character in a tantrum will not flee from battle or surrender.
[*] The player can no longer declare an attack on an AI city where their troops are present as a support army.
[*] Armor is no longer required for hunting—only weapons are needed.
[*] Buildings that are on fire or have enemy squads in the player's city can no longer be demolished.
[*] Marriage quests will not be created if the only lords in the player's faction without partners are hired free lords.
[*] The "Auto Trade" option is now enabled by default.
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[h3][b]Fixes:[/b][/h3]
[list]
[*] Fixed a bug where, during soldier training, the last strike in training could deal real damage.
[*] Fixed a bug where all workers could quit in the player's city.
[*] Fixed a bug where messengers could not be sent (including for automatic or manual trade) if the player's king was on a campaign or insane.
[*] Fixed a bug where the player's and AI's reinforcements could remain in the AI city even after the threat was over.
[*] Fixed a bug where the "Decline in Trade" modifier stopped working correctly after the first game load.
[*] Fixed a bug where an AI lord with low loyalty could spontaneously join the player's faction.
[*] Fixed a bug where a lord could get the desire "Meet a loved one," who was permanently sent to the church, making the desire impossible to fulfill.
[*] Fixed a bug where a lord captured during a battle in a bandit camp was immediately killed instead of creating a ransom quest.
[*] Fixed a bug where the letter informing the player of their exclusion from the city alliance was written as if by the player's king.
[*] Fixed a bug where killed but not burned characters still considered a building their home, which could lead to issues.
[*] Fixed a bug where the player's king, after proclaiming himself Emperor, did not immediately wear the Imperial Crown after the ceremony.
[*] Fixed a bug where an enemy squad going to set a building on fire and getting attacked could walk back to the start of the map before continuing to attack the player.
[*] Fixed a bug where the prophecy hint about a wolf attack could display different numbers of wolves at the first and second warnings.
[*] Fixed a bug where faction banners consisting of a background and details of the same color displayed with artifacts.
[*] Fixed a bug where, when settling an abandoned city, the new faction could choose a banner symbol that was not normally available.
[*] Fixed a bug where a manual battle on the global map would cause a crash when a quest result window was open.
[*] Fixed the functionality of enemy orders to set houses on fire with arrows.
[*] There should no longer be situations where the player's ally or vassal is attacked or neutralized without a visible quest.
[*] After an AI city is destroyed, all of its plans to attack other settlements will be canceled.
[*] If an AI lord who wants to leave a faction changes faction prematurely, the quest will be canceled.
[*] If an army arrives at a target that is already in battle, the encounter between the army and the target will occur after the battle ends. Previously, the army would freeze in place.
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[h3][b]GUI Fixes:[/b][/h3]
[list]
[*] Resource quantity numbers in building menus now have shadows for better readability.
[*] The damage tooltip has been made wider.
[*] The tooltip for faction relations has been made wider to fit all content.
[*] Fixed the layout of the lord tooltip—now all traits and skills will fit within the tooltip.
[*] Fixed the layout of the top panel in the character menu and the character tooltip.
[*] Fixed the layout of the city menu—relations that occupy two lines now fit correctly in the menu.
[*] Punctuation marks and brackets will be more accurately moved to a new line.
[/list]
[hr][/hr][h3]We are also continuing to work on the bigger features promised in August, and many of them will be released next week.
Your reviews, as always, are greatly appreciated![/h3]