In this patch, besides the fixes, we are introducing the last of the promised August features, plus a significant overhaul of the desires system and balance adjustments.
Graves
- After a character's death, you will be able to build their grave for a modest fee in gold. This will also be desired by their loved ones.
- The grave interface preserves the character's biography and provides an epitaph appropriate to their status.
- A portrait of the deceased character is displayed on the gravestone
- Loved ones and enemies will visit the grave, receiving a positive thought from comforting memories. When a grave is visited, a candle will light up.
- Enemies, however, will not mourn but will rejoice at the current state of affairs and may even literally dance on the enemy's grave.
- Over time, graves will age and become overgrown with ivy.
Desires and other stuff
We have changed the odd situation where the desire to eat meat and the desire to kill an enemy affected characters in the same way. Now, the old desires are called "obsessions," and a new type of desire has been introduced called "dreams." Unlike obsessions, dreams do not disturb the character much, but fulfilling them provides the character with inspiration. We have divided the old desires into obsessions and dreams, and added many new ones.
Regarding balance, the important changes are that we have increased the value of chanceries by making them stronger and removing the penalty for second-order chanceries.
We have also simplified the micromanagement of children, making them less demanding of parental care and reducing the lesson duration.
Finally, we have optimized battles and, at last, resolved the issue of starving lords.
Thus, we have already started working on the planned tasks for September, and we will soon delight you with more new content.
Full list of changes:
New
- Graves for the player's lords.
- Activity for visiting the graves of former friends and enemies.
- The player's lords will be displeased with the terror of their own culture.
- Scars will be displayed on characters' faces.
- A new option "Display Scars" has been added to the settings menu.
Desires
The lords' desire system has been reworked. Desires are now divided into much less harmless dreams and obsessions:
New dreams for lords:
- Go on a journey
- Drink Fragrant Ale
- Try Nectar
- Learn a language
- Win at dice
- Happiness for a close one
- Title desire for a child
- Family desire for a child
- Desire for terror
- Victory in battle
New obsessions for lords:
- Grave for a loved one
- Desire for divorce
Balance:
- Traits for minor bruises have been replaced with minor cuts for slashing and stabbing weapons.
- The maximum number of buildings managed by the chancery has been increased from 20 to 25.
- The penalty for managing a chancery with another chancery has been removed.
- The number of buildings initiated consecutively by one clerk has been increased from 3 to 7.
- The number of trade agreements on the global map is now limited to 12.
- Combat skills of wolves have been increased to 5 on medium difficulty and 7 on hardcore. On hardcore, the wolf is "armed" with a spear equivalent rather than a dagger.
- The duration of teacher-led training has been reduced from 2 hours to 1 hour while maintaining the amount of experience gained.
- The rate at which children's care needs decrease has been reduced by 3.5 times.
- Each soldier's training session will now reduce their rest by 10 points.
- The priest working at the temple will leave work at 6 PM instead of staying without food or drink until 11 PM. The temple will continue to accept visitors until 11 PM as before.
- Any AI attack intent after three days will be deemed outdated and canceled.
Optimization:
- A more optimized method for rendering blood on characters.
- Optimization of melee combat activity, most noticeable during battles with a large number of characters.
Fixes:
- Fixed an issue where the player's lords could start dying of hunger when the city produced insufficient food for everyone.
- Servants will account for resources still in building stockpiles or ripening in the fields to bring them later to the lords in the hall.
- Hall servants will reserve food and medicine for lords who cannot walk.
- Homeless lords who cannot walk will still receive medicine from the hall's stockpile.
- Fixed a bug where AI archers would not engage in combat even if the player attacked their squad.
- Fixed a bug where large tooltips would not fit on the screen and would constantly disappear and reappear at certain GUI scale and resolution combinations.
- Fixed a bug that prevented the Emperor's coronation if the player had only one lord.
- Fixed a bug where a quest to defend against a rebellion against oneself could appear over the player's city.
- Fixed a bug where the player could not make a trade agreement with an AI if the player's king's relationship with the AI king was hostile.
- Fixed a bug where the number of slaves was not updating in the finance menu.
- Fixed a bug where the "Decline in Trade" modifier stopped working correctly after the first game load.
- Fixed a bug where an AI lord with low loyalty could spontaneously join the player's faction.
- The music in the ending cutscene has been replaced.
- Battle music will now play during manual battles on the global map.
- Pop-up messages about gaining experience during combat will no longer appear.
- Soldiers will no longer receive thoughts about the commander or enemy soldiers fleeing or dying if the enemies are animals.
- The value of resources ripening in the fields will update once an hour.
- After an AI city is destroyed, all its plans to attack other settlements will be canceled.
As always, we welcome your comments, suggestions, and reviews on the game’s page!
Thank you!