In fact, this is a combination of two patches, as the optimization required additional compatibility testing. We had to restructure the save files and ensure that they remain compatible with the new version.
Crossbows
A new ranged weapon specifically designed for armored targets. Unlike bows, which become relatively ineffective in the mid-game, crossbows have significantly more combat tickets. Not only do they pierce armor, but they can also break it. However, crossbows fire twice as slowly, making them less effective against unarmored targets compared to bows.
City Towers
Now, not only you but also your opponents on the global map can build archer towers (and at some point, crossbowmen will appear there too). The archer garrison always stays in the city, making city sieges more challenging.
Save Optimization
We spent a week fixing the issue where autosaves during a game session became progressively slower. Now, it no longer slows down, and the save speed has increased several times. Additionally, loading times have been reduced, and memory usage has been optimized.
We continue working on special guests (yes, there will be a dog). We won't be able to release them in September as promised, but when they arrive in a few weeks, there will be plenty of them at once.
At the same time, we are working on the balance and features of the global map: soon, trade, the knowledge system, army recruitment on the map, the balance of the horde and inquisition, as well as the ability to assemble armies of vassals and allies for offense (not just defense) will be improved.
New:
- Added new weapon: Crossbow.
- Added new knowledge for producing crossbows in the workshop.
- AI cities will defend themselves with defensive towers and archers. The number of towers and their armament depend on the city's population size.
- Added a display of the percentage of a building's fire progression.
- Changed the mechanics of building fires. Now, neighboring buildings have a chance to increase their own fire progression. This percentage resets after some time.
Balance:
- The "Longevity" knowledge will now only apply to the character who knows it, not all lords. The book's effect has been reduced from 10 years to 5 years.
- Player archers will only engage in battle if they are within 2 cells of the commander when the player's unit is attacking the enemy at close range without direct orders.
- The fire extinguishing mechanics have been changed. If there are enemy units on the map, residents will still attempt to extinguish fires, but with a much lower chance of success.
Optimization:
- Increased game saving speed.
- Increased game loading speed.
- Increased speed of starting a new game.
- Reduced memory usage by 10% when starting a new game or loading a save.
Fixes:
- Fixed a bug where attempting to build a road on the bottom or right edge caused the game to crash.
- Changed the algorithm for determining enemy factions on the global map to prevent issues where relations appeared hostile, but attacking that faction was still considered "unfair."
- The "Aggressor's Army" quest hint will now include soldiers both on the global map and in reinforcement quests.
- Fixed a bug where, after canceling a task in a global map object when the executor was already present, the player was not refunded for trade, bride ransom, slave purchases, etc.
- Fixed a bug where the culture listed in the "Cultural Terror" desire was incorrectly displayed as the character's own culture instead of the hated one.
- Fixed a bug that could cause a crash when a character burned in a building on fire.
- Fixed a bug where the Inquisition could turn back at 11:00 AM.
- Fixed a bug where relations with an AI king significantly improved instead of deteriorating after the "Exile" action.
Stay tuned, there's a lot of exciting stuff ahead (and we're still very interested in your feedback and reviews on the game's page).
Thank you.