Become a real medieval feudal lord: start with a small village and build it up into an enormous impenetrable castle. You will have to repel enemy raids: hide behind thick walls, lure your enemies into strategically placed traps, and even lead your loyal peasants into battle.
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[b]New features:[/b]
- Origin is a special trait that affects all villagers, giving significant bonuses, new mechanics, and also penalties. You can choose one of five origins before starting a game: Tribe, Druids, Highlanders, Nomads, Merchants. Origin allows you to emphasize your play style from the beginning or try a new challenge when you become an experienced feudal lord.
- The fortress system is completely reworked: the current fortress walls and towers are removed from the game, and they replaced by a wide fortress wall on which archers can climb to receive bonuses on defense, accuracy and firing range. So you can use all of your archers power to defend your village from any side. Also, durability of the walls will become much higher and enemies will have more archers and less melee warriors
- Added new event: lightning can strike a storage placed not under the roof
- Improved art of some game elements: crosshair cursor, mountains, death animation, burning animation
- Main square can be relocated and throne can be built/relocated on the square now
- Added saving for new game difficulty settings
[b]Minor features:[/b]
- Added decision "Ignore" to the herbalist event
- Peasants will follow the feudal lord after calling to arms instead of gathering on the square. They will stop following the feudal lord after receiving any order or if the feudal lord will go to sleep/sit on a throne
- - Science tree is reworked a bit
- Dirty dishes remain after some food. These dishes need to be washed before re-using
- Reduced enemy damage to buildings
- Added mass exchange for science upgrade points
- Added notification for a happy peasants
- Added info about second (not only current) profession to a resting peasant notification
- Added animation for the wake up button after restoring all maximum stamina during sleep
- Wound and burning debuff can now be applied to sheeps and cows
- Trait "Highlander" renamed to "Berserk" (to avoid confusion with highlanders origin)
- Science screen is automatically scrolled to the new available science after pressing on the science notification
- Citizens can drink milk now
- Citizens get Warmed buff during snowstorm if they drunk alcohol recently
- Improved bonuses for light and heavy armor with researched "School of Warfare" science upgrade
- Added maximum player setting for the multiplayer games
- Roads can be built under doors now
- Added description for some items
- Improved shepherd logic, so he'll go home and drop loot less often
- Minor improvements in AI logic
- Increased durability of the whip
[b]Bugfixes:[/b]
- Fixed an issue where mover or artisan took and droped items to chests instead of going to load prolonged craft buildings
- Fixed an issue where a peasant couldn't sleep after force waking up (until save-loading the game)
- Fixed an issue where science screen was closed after the second pressing a new science notification
- Fixed an issue where milking/shearing animation could stuck after changing profession of the shepherd
- Fixed an issue where Barn can be selected after pressing on the barrel notification
- Fixed an issue with home calculations near mountains for new games (until save-loading)
- Fixed an issue with wild animals who stayed near a knocked down peasants instead of going to attack other peasants
- Fixed an issue where enemies could stuck in the map border while retreating
- Fixed a lags caused by farmer who stays far away from the chest with seeds if path to this chest is blocked or chest has "Ignore" priority
- Fixed an issue where people on fortifications can be damaged with melee enemies under the fortification
Please note that new update doesn't support saves from previous versions but current version will be still able in Steam