This month has been quieter, but for a good reason! The team gathered to review and rework on a deeper level several aspects of the game, like the AI and UI, but also add more depth to the family legacy based on Traditions and traits. This is a long and complicated process, but we believe that it is for the better. Our objective is to make Calderia more and more vivid and dynamic.
We thank you for your support and your contribution to the discussions, which allow us to improve the game based on your feedback.
Design & Balancing
Family traits: With the family traits comes their inheritance. There is a small chance to receive traits from the parents at birth. They are meant to strengthen the family identity and influence their behavior based on Traditions, choices and event outcomes.
Traditions: New traditions have been implemented and tested, including the « Calderian Mysteries » of the Schemers path (which can influence Viceroy's relations against the House of any Duke or Count) and the « Celebrating Life » of the Peacemakers path (every summer season worker's crop consumption is doubled, but every worker's happiness gets +1).
AI: November marks a milestone in the AI’s rework, especially in short and long-term fiefdom management. We have been improving AI’s plans to take action on many elements: war, fiefdom management, and resource production. Trade is left untouched for now, but it will be tackled in the coming weeks. The point of this deep rework is to make you feel like Calderia is vivid and dynamic.
Visuals & Interface
User Interface scaling: This month, the team has led research and experiments for wide screen resolution. UI scaling is still a long, ongoing process and we welcome feedback to help us optimize it during the whole Early Access phase.
Tutorial: We’ve also added new steps to the tutorial for features such as the Intrigue and Trade.
For more information, read the full aggregated patch notes below:
Added
- Bandit Crest
- Family Traits visible in Character View
- 8 new Family Traits that influence everyone in the House
- Some Family Traits can be earned by secret Tradition combinations
- Events can now give Family Traits, few possibilities to do so have been added
- Events can give Experience points to skills, quite a few added
- All war events gained GainExp effect on Military skills.
- Skill tooltip has a new tooltip about experience points, which also explains where to get those experience points
- Crest hover and War FX
- Tradition: Calderian Mysteries
- Tradition: Celebrating Life
- Traditions screen has a legend
- Tradition Pan Functionality
- AI condition check: 'Does House have storage for resources?'
- AI condition check: 'Is House consuming a resource?'
- AI condition check: 'is House producing a resource?'
- AI action: move worker to the building that is currently upgrading
- AI condition check: 'Does fiefdom have a profession that is building something but doesn't have any workers?'
- All AI Houses manage workers every 30 days, regardless of their plan status
- AI won't declare war unless it has a good amount of crops and materials in storage
- AI condition 'Has a plan to upgrade a building but has no workers in the profession'
- AI action: Move worker to Plan Target Profession
- AI: new conditions and actions put to AI trees
- Tooltip for military unit and companion skills
Updated
- AI ‘Handle Plans’ checks building upgrade situations better
- AI's 'Handle Plans' removed a lot of additional weights that sometimes made War planning the only thing specific AI families would do.
- AI condition 'Is resource balance positive' doesn't return true on 0, has to be above 0.
- UI fit on screen with UI scale
- Noble Advisor illustrations
- Notification and Event UI Frames
- Several Building costs changed
Fixed
- Ascetic Worker Tradition doesn't count work effort impact right
- AI: ‘Upgrade Buildings’ returns false from Build into Fiefdom even when it shouldn't
- AI's 'Aim for Population Growth' plan should take more action now
- AI Fix Food Shortage now focuses only on crops. It also stops if a shortage has led to famine. It also has the right condition to check for past actions.
- Graphical glitch in World View Portraits
- Settings Menu not working on widescreen resolutions
- Problems caused by high UI scaling
- UI fit on screen with UI scale
- Intrigue Tutorial layout
- Trade Tutorial
- Ordo Vita and Fortis units are the same
- Mason's Regulated Training is supposed to be a Citadel level building
- Impossible to do diplomatic actions with At Arm's Length tradition and delegation house relations
- Losing side now has the intended disadvantage in peace negotiations
- Some playgrounds showed different winning effect text in tooltip than the actual effect (a few might still do so)
- Conflict Resolution Setup now wraps long texts
- Problems around the Can Marry message prompt
- Battlefields are called Negotiation Fields in battles
- Typo in Can be Accused event
As always, thank you for all of your comments and feedback. Keep an eye out for more updates on the game's development and content!
- Great Houses of Calderia Team -
PS: SplatterCat recently shared his video on Great Houses of Calderia! Go watch it!
[previewyoutube=HOdo7JeH25s;full][/previewyoutube]