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!
In today’s update, we are introducing Archer Towers.
[img]{STEAM_CLAN_IMAGE}/41807986/7869ba36a35e978918388992a952c1d940fffdee.png[/img]
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[*] The knowledge to build them will become available after the Workshop (since it’s needed to craft bows).
[*] You can assign up to 5 warriors to the tower and equip them with bows (and later crossbows, once we implement them) and armor for them to wear.
[*] You can summon the warriors to the tower with a button, or they will do it automatically when the enemy is at the gates.
[*] A warrior in the tower shoots farther and more accurately (their combat level, which affects accuracy, increases by 5).
[*] To destroy a tower, it must be bombarded with torches. In fact, this is how all buildings will be destroyed for now—by torches.
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Next week, we’ll roll out save speed optimizations, further combat improvements, and balance updates that are currently being tested. The rest of the team continues to work on special guests and the dynasty tree interface.
[h2]Full list of changes:[/h2]
[h3]New:[/h3]
- Added a new building "Archer's Tower."
- Added a mid-level knowledge "Archer's Towers."
[h3]Balance:[/h3]
- Changed the attack targets of wolves from the prophecy — they will no longer attempt to attack those in towers and will now choose the nearest target for attack instead of a random one. When no targets remain, the wolves will disband their units.
- The priority of the "Spend time together" activity has been lowered, while the priority of knowledge study has been increased (so that study proposals are not interrupted).
- Activities that restore needs will now launch with higher priority if the need is urgent.
[h3]Fixes:[/h3]
- Fixed a bug where lords with manually changed names to "Wolf" would die after loading the game.
- Fixed a bug where a character who wanted to eat would not bandage their wounds.
- Fixed a bug where the unholy horde would self-destruct at the start of the hour if their leader was killed.
- Fixed a bug where characters would display blood from old wounds after loading the game.
- The current economic value for the production ambition will now show the value from the previous day, not the current one.
We’re looking forward to your impressions, feedback, and reviews on the page. Thank you!