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v0.24 - Spouses, Combat and UE upgrade

Not compatible with old save game versions

This version upgrades to UE5.1.1 and take several steps towards the end game Kings & Queens.

[h3]Spouses & Families[/h3]

The Family system has been updated both technically to handle massive relationship data to introducing Lineage UI. Finding a Spouse among Lords is revamped together with how Children are generated in Families

Number of Children, starting bonus Stats and Marriage Cost all depend on how well the Spouse Tarot Backgrounds match. Each of the 3 cards could be a Normal Match (both have same card) and a Perfect Match (also flipped the same).
More matches gives higher bonus to children.

Race on Children are random from both parents Race, matching the Portrait.

You can now open a Find Spouse UI by Right Click any family character and choose "Find Spouse" in the context menu.



This will show all the matches current Lords have for this Character. Keep in mind that Lords in Prison and similar are not offering any marriage until free.

Titles are everything in the Kingdom. And few Lords will make any offer unless you are at least a Lord in title. Building your first House (any level) will now grant you the first Lord Title. This is much lower in Rank than a Settlement Lord Title but gives you a foot in for marriages.
So don't expect a Council Member in the Citadel to offer you a marriage just because you built a House on the country side.

Alliances can influence strongly though and make Title Rank matter less when Lords decide on offering marriage.

[h3]Lineage Family Tree[/h3]

A new section in Family Panel called Lineage Tree is now added that renders the full Lineage of Player Character.



[h3]World Map[/h3]

AI now have a complete Private Strategy based on their Tarot Backgrounds and other factors such as army size, money, income, recruitment, reputations, world turmoil state etc.
They will now also take personal decisions to go Siege someone they really dislike.

Combat is now completely streamlined between SP & MP how it start and update result afterwards. This means SP now also shows the Ongoing Battle Marker on the World Map when AI vs AI is happening. Players and AI use this to coordinate and join different sides.

Because of this AI in SP can now make much better decisions when choosing side in battle.

[h3]Combat[/h3]

All Attacks are now using Draw-Hold-Release mechanics. This means it's easier to aim and time the attacks, while also being a important part for coming features to combat.

Attacks are also stopped on hit and bounced back, except killing blows. This change the speed and tempo of close combat.

AI has been updated with more complex movement patterns in close combat, and how they reason around attack directions. Unit Officers will use even more formation tactics.

Units are now limited to Officer + 11 Soldiers. And 4 Units per Lord/Army.

Characters with Hit Thru Attacks, such as a Trolls or Minotaurs, will give one hit per character on each swing to not one shot everyone under certain conditions.

Soldiers Health Bar Nameplates are now either Red for enemies or Blue for friendlies. Using Faction Colors became too messy in bigger fights and more confusing than anything.

[h3]Last Words[/h3]

There are too many bug fixes and adjustments to list but a big big thanks to Amarum as always for debugging and finding things :) And Zetchas Cain for helping with Combat!