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Territory: Farming and Warfare News

[Test Branch] Diplomatic Gameplay Part 1: Gameplay of Dependent Territories

New function: Subordinate territory management function: appoint governors or enfeoff nobles
New function: Governors manage subordinate territories
New function: Earls manage subordinate territories
New function: Winning or losing each battle will affect the loyalty of the earls in the subordinate territories
New function: Marrying with subordinate territories can increase loyalty
New function: Hide threat tags on the throne and add policy tags
New function: The nobles' "loyalty", "wisdom", "bravery", and "cowardice" characteristics take effect
New function: Detailed display of factors that change the nobles' attribute values
New function: When there is no lord, foreign affairs cannot be performed
New function: After the war, each soldier records the number of enemies killed, and can automatically reward soldiers every year to improve loyalty
Value adjustment: After the altar is used, the next cost will increase by 20% of the initial cost
Value adjustment: Cat people fishing and sheep people herding are not only naturally more efficient, but also have the same production increase BUFF as educated dwarves
Value adjustment: After the population exceeds 300, if there is no bed for a year, the residents will leave the territory
Value adjustment: The magic miracle "Soul Flying" is invalid for knights, lords, and wizards
Value adjustment: As a prophet, the three-eyed man doubles the speed of believers' faith increase
Value adjustment: Increased taxes on ports and castles
BUG: When the cell interface is opened, the default tab highlights the wrong display problem
BUG: In the map editor, each time the ancient tomb is moved, the treasure in the cemetery increases
BUG: The problem of God mode switch not being recorded in the archive
Hint: When God mode is turned on, the description of this function is displayed

Experience optimization

Optimization: Prevent the burrowing worms from running outside the map
Value adjustment: The mage's ultimate skill is affected by the mage's level
Optimization: In the trade interface, the seed information is displayed in the mouse prompt
Optimization: Shelves, trading tables, etc. can be set not to share porters with other facilities
Optimization: Allow the dock and the trading table to directly exchange transported items

Experience optimization

Optimization: The poisonous bees return to their nests in midwinter
Optimization: Population statistics, excluding captives
Optimization: Main menu, buttons add click guidance
Optimization: Item statistics filter, excluding gems in statues
Optimization: Shelves, treasury, etc. can set the interface of planned inventory, add item type filter

Experience optimization

Bug: After the anthill occupies the stone path, after the anthill moves, the stone path is still there, but the texture is not displayed
Optimization: Wine can be taken directly from the barrel for table meals and barracks
Optimization: Buildings with handymen performing tasks, all have the ability to adjust the priority of tasks in the upper part
Optimization: Graveyards automatically inherit from the previous graveyard
Optimization: You can quickly view the resources of each region on the world map

Experience optimization

New Feature: The ability to migrate domes
Optimization: Pots in Blueprints save their seed information
Optimization: During the female growth period, the lack of a large bed gives a hint
BUG: After the nobleman joins the army, the bed is not allocated
Stats adjusted: Monsters on the border, in each group of monsters, there are 1 or 2 high-level monsters
Stats adjusted: Mind-controlled soldiers are attacked by hidden bodies, resulting in the possibility that soldiers may appear abnormally in the lower left corner of the map