Lorenzo is going 1.0!
Howdy, people of Florence!
With today, we reach a long-awaited milestone on Lorenzo's journey: the game finally goes out of Early Access. Let's dive into the news!
[h2]
What's new[/h2]
Polish, polish, polish! We spent a considerable amount of time catching up with some evaded - yet important - tasks, such as making the colors more readable or fixing up some texts that were misbehaving.
The game should now be as stable as possible (with the exception of few graphical glitches that we'll fix soonish) and compatible to all screen resolutions. We hope you'll enjoy playing as much as we do!
For a complete list of changes see the end of the post - let's discuss more interesting things first.

[h2]
To Err is human - but the AI knows better[/h2]
Version 1.0 allowed us to make some minor improvements to the medium AI; our goal was to make it a decent battleground to prepare players to the awesome world of multiplayer matches.
However, as you may recall from our latest blog post, we are still working on a Hard AI to challenge the most skilled players in offline mode. With this latest version comes a new tracking system which will give us a ton of information on how top tier players play - all the data will help our new AI to figure out the best way to build up a more efficient economy engine. So expect an update in the future - the moment our newborn baby is fed enough gameplay data, we will release the coveted new difficulty level.
[h2]
Post-launch roadmap[/h2]
We are still using Trello to keep track of what we are working on, so you can see there's still plenty of room for improvement.
Building a hard AI is still our top priority, and what will go into our next big release.
We do hope this release will bring in plenty of new feedback on how the game works, so that we can tinker with a new roadmap to share with you in the future according to how Lorenzo is perceived by our growing community.
[h2]
Special thanks[/h2]
Guys, gals, you know half of the success of this project belongs to you, our precious supporters - from the original backers to everyone who spent their time giving us their impression and point of view. We know you've been very patient and trustful. We do hope you will share today's moment of happiness with us, amidst this weird year that impacted all of us, one way or another.
Thank you for being part of this project! We hope you'll keep following us in the next steps of development, and share the joy of this little big German goliath with your friends. :3

[h3]Version 1.0 Changes and Fixes[/h3]
Here's the full list of improvements from the latest update:
With today, we reach a long-awaited milestone on Lorenzo's journey: the game finally goes out of Early Access. Let's dive into the news!
[h2]

Polish, polish, polish! We spent a considerable amount of time catching up with some evaded - yet important - tasks, such as making the colors more readable or fixing up some texts that were misbehaving.
The game should now be as stable as possible (with the exception of few graphical glitches that we'll fix soonish) and compatible to all screen resolutions. We hope you'll enjoy playing as much as we do!
For a complete list of changes see the end of the post - let's discuss more interesting things first.

[h2]

Version 1.0 allowed us to make some minor improvements to the medium AI; our goal was to make it a decent battleground to prepare players to the awesome world of multiplayer matches.
However, as you may recall from our latest blog post, we are still working on a Hard AI to challenge the most skilled players in offline mode. With this latest version comes a new tracking system which will give us a ton of information on how top tier players play - all the data will help our new AI to figure out the best way to build up a more efficient economy engine. So expect an update in the future - the moment our newborn baby is fed enough gameplay data, we will release the coveted new difficulty level.
[h2]

We are still using Trello to keep track of what we are working on, so you can see there's still plenty of room for improvement.
Building a hard AI is still our top priority, and what will go into our next big release.
We do hope this release will bring in plenty of new feedback on how the game works, so that we can tinker with a new roadmap to share with you in the future according to how Lorenzo is perceived by our growing community.
[h2]

Guys, gals, you know half of the success of this project belongs to you, our precious supporters - from the original backers to everyone who spent their time giving us their impression and point of view. We know you've been very patient and trustful. We do hope you will share today's moment of happiness with us, amidst this weird year that impacted all of us, one way or another.
Thank you for being part of this project! We hope you'll keep following us in the next steps of development, and share the joy of this little big German goliath with your friends. :3

[h3]Version 1.0 Changes and Fixes[/h3]
Here's the full list of improvements from the latest update:
- Added new tracking system for Players actions. This is a report tool to track anonymous data on how assets are chosen throughout the game, to analyze players strategies in order to improve the AI
- Implemented a new rule-based AI system on top of the current one, to allow future updates and data collection
- Improved AI - Medium basic ruleset (slight upgrade in score median)
- Full support for wide and ultra-wide aspect ratios; fixed many bugs related to popup visualization on 16:10+
- Improved color coding on Actions Log
- Fixed a soft-lock during Leaders Tutorial
- Polished some graphics during the gameover sequence and in some leader-related popups
- Some texts were reviewed and better localized
- Minor refactors, bugfixes, and code optimization