The year is 1510. As wars rage across Europe, Africa, and the Middle East, it is the age of gunpowder and mercenaries - that changed the course of history. You can do it as well, going from a leader of men to the ruler of an empire in this unique mix of RTS and grand strategy.
Hey Everyone,
We’re back again with our 10th update, and this time around it’s a smaller one - can’t have a major update every week:)
With this update, we’ve focused on polishing a things across the game based on player feedback from the past few weeks. We made some solid gains, especially in performance and animation, to make the gameplay smoother and more visually appealing.
This patch brings improvements across several key areas, from unit animations to updated tutorials. We are continuing to replace the art assets with historically accurate Renaissance art—and are getting close to having all the units reworked and updated.
This update also includes a couple of cool features like de-synced unit walking animations and dynamically changing world map army animations.
Without further ado, let’s dive into the details. Here’s what our [b]10th update (game version 0.43)[/b] has in store:
[list]
[*] Major performance improvement to the opening tutorial scenario – average +30 FPS
[*] Additional improvements to large town building or sieges
[*] World Map Army now properly plays slower or faster walk animations based on the game's speed changes
[*] World Map army animations are perfectly timed with the game speed now
[*] Majority of walking unit animations are now desynced with several animation variations
[*] Units now march, run, and charge with de-synchronized animations, which significantly improves visual presentation
[*] Mounted units now have both rider and horse animations desynced when marching or running
[*] New Renaissance-appropriate art for swordsman unit and portrait
[*] New Renaissance-appropriate art for mounted dragoon unit and portrait
[*] Various fixes to the first world map tutorial
[*] Fixed issue with the first world map tutorial that could confuse players with recruiting units
[*] Corrected a bug where some Lithuanian hamlets did not have an actual base
[*] Various additions and improvements to the second tutorial scenario – world map
[*] Fixed a dozen smaller issues across the board following the past two major updates
[*] Balancing improvements to world map AI progression
[*] Rebalanced the effects of various tech advances
[/list]
Thanks so much for your ongoing support and feedback. We’ll keep the improvements coming!