This is a technical update that fixes many bugs and balance issues, including those pointed out by the community.
I’d also like to say that we will present the roadmap next week, and many exciting changes are currently in internal testing.
Thank you for your feedback and posts.
Gameplay
- Walls: Walls can no longer be placed on tiles inaccessible for pathfinding (e.g., on an island).
- Rebellion: Fixed a bug where pigs could participate in cultural riots. In addition, rioters will no longer attack pigs.
- Global Map: Fixed a bug where some AI factions could uncontrollably increase their armies. After loading a save, their troops will decrease daily until they reach the intended limit (around 50-60 soldiers).
- Global Map: Bandit camps can no longer be bribed to attack if you have a peace or alliance treaty with the faction controlling the camp's territory.
- Province: The maniac will no longer remain incognito after being defeated in a bandit camp.
- Province: Fixed bugs in the bodyguard system.
- Province: The bishop now requires the same number of rings for bribery as the player. If the bishop loses all their rings, they will no longer attempt to bribe.
- Action Tasks: Fixed a bug where bribing a peasant for sex cost 2 rings instead of 1, as indicated in the hints.
- Knowledge: The "Write" book action is now only available to lords with the knowledge skill. Others will have access only to "Copy" and "Study" actions.
- New Game: Talents will now change randomly after character randomization in the family creation menu.
Balance & Mechanics
- Actors: Prisoners will no longer increase in value due to their fertility.
- Wolves: Fixed a bug where wolves did not contain meat after death.
- Trade: Until the 15th day, the population modifier in an AI city will not affect the amount of goods they purchase.
- Actors: The bishop should now bribe less frequently.
Construction & Maps
- Local Map: Constructing or demolishing buildings near water bodies or mountains should no longer alter the terrain in a way that allows buildings to be placed over these areas after loading a save.
- Buildings: Fixed a bug where vertically stacked buildings blocked access to the upper building.
- Buildings: Fixed an issue where the hall could be placed too close to an obstacle, blocking access to its storage point.
- Save/Load: Buildings are now allowed to be placed on impassable tiles upon loading a save for compatibility.
Battles & Squads
- Battle Squad: Soldiers falling behind within a squad column will now speed up, while those ahead of the leader will slow down.
- Battle Squad: Improved smoother movement (without stuttering) for squads and individual soldiers on the local map.
- Battle: Enemy characters will now destroy fortifications that obstruct their movement (when they are not in a squad).
- Battle Squad: Fixed a bug where soldiers joining a squad formation could end up in water or mountains.
Interface & Localization
- GUI: Fixed the layout of the “Loading” window so that long text (e.g., in Japanese) fits properly.
- GUI: Fixed a bug in CJK languages where skill hints were incorrectly displayed, forcing everything onto a new line.
- GUI: Fixed a bug in CJK localizations where empty lines between text paragraphs were not displayed.
- GUI: Fixed a bug where hints with dynamically inserted text (e.g., trade hints) displayed without the inserted text.
- GUI: Fixed a bug where the interface with rotation hints and exit prompts was not displayed when relocating a building.
- GUI: Fixed a bug where the “Continue Construction” button state did not update when clicked.
- GUI: Loyalty will no longer be displayed in the tooltip for characters who do not have loyalty (e.g., the king).
- GUI: Fixed a bug where the age of deceased lords in the dynasty menu would continue increasing over time.
- GUI: If a dropdown list does not fit on the screen after opening, it will now expand upwards instead of downwards.
- GUI: All text boxes now prevent leaving the final field empty by default, and leading spaces in input fields will be automatically removed.
Miscellaneous
- Achievements: Fixed a bug where the “Lone Genius” achievement did not trigger because the fake parents of the starting king were counted as lords.
- Global Map: Fixed a bug where not all thoughts were attached after poisoning someone on the global map.
- Souls Process: Fixed a crash that occurred when a lesser lord was promoted to a knight between 11:00 and 14:00.