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Birthright News

v0.19.5 - Filters and Balancing

Lots of improvements have been done while working on next major patch World Extensions. These are the latest changes before we release World Extensions.

Crafting - Interface for crafting more than 1 at a time to speed things up
Character Panel - Added Filters and Heal/Repair buttons to speed things up
Army Transfer - Added several buttons for faster transfer in Bulk
Graphics Options - Added a button to run Hardware Test and let system set optimal settings

  • Fixed Formation and Filtering while adding Followers and Polearm as new Categories
  • Fixed Formation Hold/Follow/Charge with Filtering
  • Fixed Item Tooltip to show correct coloring of prices
  • Fixed several Sounds for Trolls and Bears
  • Fixed cleaning Season Effects that could have been Saved on Player
  • Building Extensions now give +5 Reputation with the Settlement
  • Battle Characters should now turn smoothly using Focus Targets
  • Weekly Army cost is now split to be Daily Cost and about 18% cheaper over a Season
  • Added Nuts and Oil Production
  • Added Chicken Coops Extensions that produce Eggs
  • Settlement Events should now correctly be Saved and Loaded
  • Hunting Extension now correctly produce Meat
  • Settlements item Need should now fluctuate less and different min/max depending on Item Type
  • Most Active Settlements have a Leave option now not forcing Player into fights
  • New Settlement Mission Heretic
  • New Settlement Mission Infamous Thief
  • New Settlement Mission Murdering Marauder
  • New Settlement Mission Mummies in the Oasis
  • New Settlement Event Ghoulish Business
  • New Settlement Event Animal Market
  • Farmers Market does no longer sell endless Food while being active
  • Lots of Missions had their Description updated/added

v0.19.4

  • Army Transfer in owned Settlements should now render properly in SP
  • Time and Weather System should no longer duplicate on Load World
  • Food and Medicine Consumption fixed to correctly remove Food/Medicine items
  • Manually using Medicine in Character Panel no longer consume 2 items in SP
  • All Food/Bird/Horse items now have a Max Stack amount of 100

v0.19.2

[h3]Minor fixes[/h3]

Settlements should not get starved of Coins as quickly with these fixes. But we will continue monitoring world behavior!

  • Enabled Event history in top left corner
  • AI should not declare War on a Faction currently at War with
  • Fixed World Events got replayed for new Players
  • Fixed Trade Convoys Agreed Payment Price to not be recalculated upon arrival. Instead Convoys now bring a trade contract with the agreed price
  • Doubled Target Settlement Markets margin of Coins when deciding trading


[h3]Dialogues & Quest fixes[/h3]

  • Celestial Wedding
  • Keith Hammon
  • POI Meadow
  • Berith The Prostitute

v0.19 - Dedicated Server support

[h3]Introduction[/h3]

Finally we are ready to release Dedicated Server support. Moving forward we will be back on our 6 week cycles of content patch releases. And everything will be supported both in Single Player and Multiplayer.

This change required changes in most of the code base. And the player bug reports before this patch helped tremendously to find, and fix, bugs while also completely rewriting parts of it to be better.

We use Steam integration and in the future plan to include Scoreboards for Kings & Queens and what not. For the actual Network code we heavily use Unreal Engines solution that is also driving Fortnite.

Special thanks for testing goes to SinDevourer, AresLegion, Ozzy "Meat" and Amarum.

[h3]Dedicated Server[/h3]

We will start hosting a first Official server with this release. But also continue hosting Test server before each Patch release.

To host your own Dedicated Server head over to this forum thread where we will answer questions, update the documentation and discuss the need for more config variables and what not:
Dedicated Server Forum

  • Chat Bubbles are added in a radius around Player on WM using Enter key
  • Players can open a Trade panel with each other
  • Players can join Ongoing Battles/Sieges on either Attacker of Defender side but not on Undead side
  • Players can join Ongoing Skirmishes but only on the Attackers side and help out
  • Players can join Ongoing Dungeons but only on the Attackers side and help out and each joined Player will increase Dungeon Spawns for their level
  • Players can join Ongoing Fight Pits because technically they are Skirmishes
  • Players can not yet join Ongoing Arenas but will come soon


[h3]Other Major Updates and Changes[/h3]

Audio has been remade and have a more correct Sound behavior and Air Absorption. All audio are subject to these changes.

Combat

  • Using a Shield now lets you check Parry before shield Block
  • Mounted Archery is added (still need better Animation for high rotation)
  • Parry animations and behavior is rewritten
  • Added more than 45 new Recruit troops from Settlement Extensions
  • Added more than 40 new Unique Champion enemies
  • All Spawn Tables are updated
  • AI behavior is more defensive
  • Stumbling or Falling to the ground is no more rag dolling


World Map

  • AI will Recruit based on their needs
  • AI will calculate both Personal strategies and Faction Leaders also bigger Faction Strategies
  • Navigation fixed on all Water areas
  • Added Navigation check for Spawning to avoid bad places
  • Many Seasons and Weathers have been reworked
  • Settlement Extensions have been updated, re balanced and with new Recruits and Production
  • Added over 20 new Avatars for Character Creation
  • Added over 10 new Herald symbols for Factions
  • 16 new Battle/Skirmish maps
  • 2 new Dungeon Themes
  • 25 new Point of Interests
  • 5 new Settlement Events


[h3]Upcoming Patches[/h3]

Moving forward we will be keen on patching bugs and problems that are discovered with smaller minor patches. And Content Patches will be aimed at every 6 weeks again.

Next Patch World Extensions

First will be the "World Extensions" Patch that introduce building on the World Map. Farms/Houses for your living and stashing important items, Fields for growing more Wheat/Fruits/Tobacco and other structures like Watch Towers that decrease chance of getting Raided.

This will also introduce Work Slots in all Extensions (Settlements too), where Prisoners can be dropped to increase production, or more imprisoned to lower Escape Chance.

All built World Extensions will become under Tax regulations from the nearest Settlement. Automatically paying parts of the harvests and income.

This will also make sure in Multi Player that Mid game Players have an interest in getting New Players to settle nearby their owned Settlements, rather than harassing them. But ofc the choice is up to every Player ;)

Second Next Patch Kings & Queens

This patch will focus on the End game Players fighting for total control of the Kingdom, and those who manage to take it.

Kings & Queens will introduce global Taxation on all Settlements to The Citadel where they reside. This money will be spent to make sure the Kingdoms overall Turmoil is low and Peaceful.
This will ensure harder times for other End game Players to make a move for the Throne.

This will be done thru paying Bounty Contracts for those who hunt down problems creating Turmoil and get others to help out with global Kingdom problems.

Low Morale Characters might get Player Bounties on them too.

v0.18 - Families, Birthright & Inheritance

[h3]Families[/h3]

Family system is now in full effect where your Next in Lineage can replace your character upon death. Carrying on the Family legacy and all it's values.

Personal reputation is lost but Family/Faction reputation stays.

As always this feature is added on Base Characters meaning all creatures also has it in effect. Trolls, Wolves, Bandits etc can all have their Family making bonds of marriage and growing in power.

[h3]Primogeniture[/h3]

Each Family has a set Primogeniture, rules for succession and inheritance. The three types are:

Agnatic Lineage is determined by Male in first order, Male Siblings precede Female children. The most common of all types.

Absolut Lineage is determined by seniority and age among all children. This only happened late in real history (Kingdom of Sweden first to adapt it in 1980).

Matrilineal Lineage is determined by Female first order, Female Siblings precede Male Children. Never done in human history only done by few animals. Someone got to be the first among humans ?
Beware playing a Family with such divergent ideas can be very hard. But those who succeed will write history.

[h3]Type of Wedding and Children[/h3]

For Humans there are basically two different types of marriages:

Common Wedding
These weddings usually involve a ring or a band of good cloth, that is placed on the bride to complete the ceremony. This can vary between families and culture but the more effort you put into it, the higher chance of getting a happy spouse and many children.

Lord Wedding
Made mostly between Lords and seldom does a Lord take a Commoner. But it has happened and many times because of great beauty and lack of better options. This is all about Political power and strength.
Usually have higher chance of bigger Family than Commoners. Due to better health care and a more protected environment.

Bastards
More evil Lords that use Prima Nocta are regarded as having Bastard Children who are regarded among the lowest of low ranking Family members. And oftentimes children are made from lofty nights during Festivals or women selling the warmth of the bosom. These are all Bastards though and sometimes have to fight for their rights, if any even exist.


[h3]Summer vacation and Multiplayer[/h3]
As we announced earlier most of the team is now on Summer Vacation trying to get back to more normal life post-covid here in Sweden :)
However the remaining ones will spend the coming month to crunch on Dedicated Server support. After this we will have better knowledge on how far off we are to start with public testing of Dedicated Server support.

As mentioned before all the big parts of hosting World Map, Trading, Dialogues, Replicated Characters, Starting Battles/Skirmishes/Dungeons etc are all working already.

Now the focus is tying everything up and fixing all the bugs and kinks that are left.

Happy Summer to everyone and hope it will be a Sunny one! :)