1. Thrive: Heavy Lies The Crown
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  3. Thrive: Heavy Lies the Crown - Full Launch Out Now!

Thrive: Heavy Lies the Crown - Full Launch Out Now!

[p][/p][p]Greetings fair Nysians,  [/p][p]Our team at Zugalu, alongside our friends at PlaySide are so incredibly proud to announce that our 1.0 release is here! I want to send a single, heartfelt thank-you to everyone who tested those early builds, offered candid feedback, translated patch notes, shared stunning kingdom screenshots, and kept our spirits high throughout Early Access; your patience, honesty, and generosity have shaped every system, every line of dialogue, and every late-night hotfix. We couldn’t be prouder or more excited to cross this milestone with the community that made it possible. [/p][p]Update your game now to experience our extensive list of bug fixes, quality of life improvements, plus brand new Steam Achievements, new mode to disable the narrative and more. If you’re new here, get it with 65% off for a limited time only. Whether you're revisiting the city of Nysamor or experiencing it for the first time, now is the perfect moment to secure your copy and lose yourself in a mythical world of honor, betrayal, and epic battles. [/p][p]Read our comprehensive list of patch notes of what you can expect below. [/p][p]– Branden, Founder[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]1.0 Patch Notes[/h2][p][/p][h3]Steam Achievements[/h3]
  • [p]32 Achievements now available to unlock[/p]
[h3]New mode to play without narrative [/h3]
  • [p]Add path selection to Tome of Knowledge tier 3 when narrative is off[/p]
  • [p]Enable Waelgrim fill on new game with narrative off[/p]
  • [p]Unlock Grim Stores on new game with narrative off[/p]
  • [p]Unlock all three starting edicts on new game with narrative off[/p]
  • [p]Unlock ability on path selection with narrative off[/p]
  • [p]Unlock late game unit production on path selection with narrative off[/p]
[h3]Balance notes[/h3]
  • [p]Increase pork production from the pork ranch[/p]
  • [p]Decrease wheat requirements at pork ranch[/p]
  • [p]Increase wheat production from wheat farms[/p]
  • [p]Increase hemp clothing output from the outfitters[/p]
  • [p]Increase lumber yard output of planks[/p]
  • [p]Slow the spread chance of fire[/p]
  • [p]Fire pit and fighter pit are jobs for labourers not thralls[/p]
  • [p]Make trade with towns possible at 0 friendship[/p]
  • [p]Increase iron output at mines [/p]
  • [p]Increase coal output at mines [/p]
  • [p]Increase production of both ingots to 2 at the Foundry[/p]
  • [p]Change change recipe of lanterns to glass instead of steal[/p]
  • [p]Bathhouse to unlock at 0 curators[/p]
  • [p]Move trade port to Curators/Acolytes build tab[/p]
  • [p]Increase output of all resources at foundries[/p]
  • [p]Increase the influence of the Bathhouse and garden of bliss [/p]
  • [p]Increase the output of wine from winery[/p]
  • [p]Increase production of gems at Gemsmith[/p]
  • [p]Lower storage of bows at the bow and fletch to 50[/p]
  • [p]Lower storage of weapons and armour similar to bows[/p]
  • [p]Increase flax oil production at the mills[/p]
  • [p]Decrease maintenance fees for thrall buildings[/p]
  • [p]Increase gold output from mines [/p]
  • [p]Increase gems output from mines[/p]
  • [p]Increase rope output from craftsman[/p]
  • [p]Add a one day cooldown on respawn of militia[/p]
  • [p]Increase output of all resources at the artisan[/p]
  • [p]Increase furniture from craftsman slightly[/p]
  • [p]Increase iron tools from blacksmith slightly[/p]
[h3]Reworks and Additions to the Adderbeast[/h3]
  • [p]Added bounty for killing Adderbeast and a stat for keeping track of amount killed[/p]
  • [p]Added graphic and Tome of Knowledge item for Adderbeast kills[/p]
  • [p]Updated Adderbeast spawn changes[/p]
  • [p]Fixed animation issues with adder beast and other military units,[/p]
  • [p]Fix Adderbeast health bar colour[/p]
[h3]Additional caravan fixes[/h3]
  • [p]Fix for caravan not picking up crates when right clicking[/p]
  • [p]Added fix for caravan trading get invalid data in its building slots,[/p]
[h3]Further Save stability[/h3]
  • [p]Fix for deleting save game with autosaves open not clearing autosaves ui[/p]
  • [p]Fix click objectives automatically completing when loading an earlier save through the in-game menu[/p]
[h3]Strategy map tweaks[/h3]
  • [p]Added click to move to strategy map[/p]
  • [p]Dropped grace time on strategy map click to move to 0.5 seconds[/p]
[h3]Improved Stats page[/h3]
  • [p]Turned off Finances on stats page[/p]
  • [p]Fix absurdly incorrect numbers in unit spawn logs[/p]
  • [p]Fix missing logs in timeline (mostly immigration and military logs, but all logs were affected)[/p]
  • [p]Fix doubled logs in timeline on narrative end[/p]
  • [p]Change how logs are collapsed in the timeline, and made logs display chronologically[/p]
[h3]Wyrmaxa changes[/h3]
  • [p]Adjusted Wyrmaxa assault Triggers, logic to not attack if Wyrmaxa tithe is active[/p]
  • [p]Got rid of population check for Wyrmaxa assault from Wyrmaxa[/p]
  • [p]Changed Wyrmaxa assault settings to take difficulty into account[/p]
[h3]Various visual fixes[/h3]
  • [p]Fix for water bars showing up after a building is already destroyed[/p]
  • [p]Fix for fire graphics not always showing up[/p]
  • [p]Fix for resource flags leaving a 1/0 in the jobs board when their resources are depleted[/p]
  • [p]Fixed graphical issues with worker units[/p]
  • [p]Fix Damage particles playing on heal,[/p]
  • [p]Numerous typo fixes in onboarding, help panels, UI, and narrative, full local refresh[/p]
  • [p]Fix for merchant trader not playing animations correctly[/p]
  • [p]Fix for constructors animations when constructing walls[/p]
[h3]Gameplay changes/fixes[/h3]
  • [p]Player can revisit tutorial from pause menu[/p]
  • [p]Fix for construction sites reporting they are not in the range of a stockpile[/p]
  • [p]Increased space required for resource flags to activate from 2 to 20[/p]
  • [p]Fix for happiness needs changing font text colour when clicked on[/p]
  • [p]Removed major revolts[/p]
  • [p]Updated territories to all have rough stone that are not on the beaches[/p]
  • [p]Added auto placing rally point for armoury... to help with military units spinning around at the front of the armoury when created,[/p]
  • [p]Changed the way workers get interaction positions. So that walls don't get trapped in,[/p]
  • [p]Changed crop plots to take into account workers to grow crops[/p]
  • [p]Changed onboarding behaviour to wait for major popups to be dismissed before skipping to the next step.[/p]
  • [p]Onboarding goal display formatting fixes, now caps display number at max for objective[/p]
  • [p]Fixed vineyard to now show at the start next to all the other crops and lock when it is not available in the current territory[/p]
  • [p]Fixed ghost archers[/p]
  • [p]Fixed Wall Building Rubble Fix Bug (units clipping through walls)[/p]
  • [p]Set Guard tower flag to proper height[/p]
  • [p]Changed Stable to only show food market area of effect when placing[/p]
  • [p]Adjusted wall heights to have units not sink up to their knees[/p]
  • [p]Fixed issue on fence corners having invalid interaction position[/p]
  • [p]Fixed a AOI building placements (Sheep, Farms, Barracks)[/p]
  • [p]Fixed thrall job board jobs not updating properly[/p]
  • [p]Assault upgrades so they will re-target if the intended target is untargetable[/p]
  • [p]Fix for military units getting stuck on walls[/p]
  • [p]Updated rough stone and grapes to be available over more provinces [/p]
[h3]Multiplayer Fixes[/h3]
  • [p]Fix ability for multiple players to be set as Team Captain,[/p]
  • [p]Fix online matches showing path selection on Tier II,[/p]
  • [p]Fix tech tree not updating in multiplayer co-op,[/p]
[h3]Localization[/h3]
  • [p]Amended numerous typos in Help panels[/p]
  • [p]Amended numerous typos in pop-up windows[/p]
  • [p]Amended numerous typos and formatting issues in Narrative[/p]
  • [p]Improved some control-specific language to be more precise[/p]
  • [p]Improved consistency of goal objective strings[/p]
  • [p]Updated Goal display to handle longer strings[/p]
  • [p]Fixed formatting of productivity module to account for long resource names in certain languages[/p]
  • [p]Improved spacing on resource displays for certain languages[/p]
  • [p]Fixed armoury troops displaying their internal placeholder names[/p]
[p]—[/p][p]Now is your time. This is your land. Long may you reign, and long may you thrive. Quest Complete - we’ll see you next time!  [/p]