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 with another update, and this one brings exciting changes to siege mechanics, world map functionality, and gameplay balancing. Along with many improvements, this patch focuses on refining AI behavior, enhancing performance, and adding new strategic depth to your campaigns.
Of note – it`s now possible to select multiple armies on the world map, and the world map also sees significant performance boosts, especially for low-end PCs, and streamlined visuals for a cleaner, less cluttered experience.
The world map AI is now more aggressive, frequently attacking with larger armies and using reinforcements more strategically, especially on higher difficulties. Early battles are tougher, with allies joining combat from greater distances.
Mantlets and Battering Rams have also been fully reworked, and we’ve also addressed some long-standing balance issues. These changes aim to ensure smoother progression and fairer gameplay for all players.
As always, we couldn’t have made this progress without your feedback and support. Thank you for being part of this journey!
Now, let’s dive into the full patch notes (version 1.06):
[b]WORLD MAP UI UPDATES[/b]
[list]
[*]Added multiple selection for world map armies.
[*]Multi-unit selection draw box now shows on the world map.
[*]Cleaned up various world map menus.
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[b]WORLD MAP UPDATES[/b]
[list]
[*]Reduced the loading time by 20%.
[*]World map performance greatly improved for very low-end PCs.
[*]World map visual performance improved for all PCs – with an average increase of 10 FPS.
[*]World map cleaned up, with many areas now looking less busy.
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[b]WORLD MAP AI IMPROVEMENTS[/b]
[list]
[*]World Map AI is now much more aggressive.
[*]Players can expect to be attacked on the world map more often.
[*]AI generates more armies, especially on higher difficulty levels.
[*]AI sends larger armies earlier in the game, making initial battles more challenging.
[*]AI is now more likely to invite another army to join combat on their side.
[*]AI can invite allied armies to join battles from much greater ranges.
[*]Fixed a common issue where AI sending multiple armies would only use one of them in battle.
[*]Reduced the wait time between AI armies being sent.
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[b]TOWNS AND HAMLET CHANGES[/b]
[list]
[*]Swordsman unit now only available from Barracks in large cities and not hamlets.
[*]Church and Market buildings can now be constructed in both hamlets and large cities.
[*]Monk and Mulla units now available in hamlets.
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[b]SIEGE WEAPON UPDATES[/b]
[list]
[*]Mantlets completely reworked.
[*]Mantlets now draw enemy fire but will eventually be destroyed.
[*]Mantlets no longer exhibit various unintended behaviors.
[*]Once a battering ram becomes a threat (e.g., starts attacking a gate), ranged units will begin prioritizing attacks on it.
[*]Archers will ignore rams otherwise.
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[b]BALANCING[/b]
[list]
[*]Mounted Knights moved down the research tree.
[*]Mounted Knights tech is now cheaper and easier to acquire in the early game.
[*]Players start with an additional minute of personal time, gaining an extra 30 seconds each month on all difficulties.
[*]Balanced building upkeep costs.
[*]All town buildings now have lower upkeep costs.
[*]Monk and Mulla units rebalanced – abilities are now correctly named and no longer overpowered.
[*]Fewer units in Monk and Mulla battalions.
[*]Two belfry towers are now included in a battalion.
[*]Belfries are better at attaching to walls.
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[b]OTHER FIXES[/b]
[list]
[*]Selected units are now easier to see.
[*]Fixed an issue where some building prices were barely visible in the world map hamlet construction menu.
[*]Updated hamlet minimap to show houses.
[*]Fixed an issue where battalions sometimes displayed a white flag.
[*]Updated some loading screen tips.
[*]Polished the prologue.
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