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Territory: Farming and Fighting News

[Official branch major update] Added racial gameplay and feed system, and a lot

Good news! After two months of development, receiving bug feedback and optimization improvements on the testing branch, the major update focused on "race" gameplay is officially released today.



Main updates:
- Added "race" gameplay
- Implemented a feeding system that determines the hunger level and lifespan of animals
- Introduced 9 new races with their own strengths and weaknesses
- Added 4 mage units and 1 melee unit
- New buildings: teleportation gate, toilet, banquet table, underground huts (for communal living)
- New monster: mosquitoes (may cause malaria)
- Increased output of gold mines, silver mines, and rare metal mines in certain mountainous areas of other territories

Compatibility notes:
This upgrade is compatible with old save files, but there are three significant issues to consider:
1. The distribution of population and power relations among races on the world map has been reconfigured, resulting in the reset of vassal territories obtained through conquest.
2. Due to the demand for animal feed, animals at the carriage station may refuse to go out for transportation temporarily if there is no grass available, leading to a temporary halt in the logistics system.
3. The calculation of lifespan increase for residents with the "longevity" trait has been fixed, as longer lifespans may cause a large number of long-lived residents to reach their maximum age upon loading saved games.

Other optimization updates:
- Bug fix: Fixed the issue where cannon shells had a smaller hit detection area on ships.
- Bug fix: Resolved the problem of ships running out of the shipyard before they were fully built.
- Optimization: The cannonball selection list for ships no longer displays "**fruit**".
- Optimization: Improved pathfinding for merchants leaving to avoid terrain obstacles.
- New feature: Sunk ships become shipwreck relics and spawn UFO octopuses during the summer and autumn seasons.
- New feature: Added new crop "sugarcane" and new item "sugar".
- Bug fix: Changed the savings amount to 64-bit storage to avoid overflow and negative values.
- Value adjustment: Increased the duration of single student study sessions to improve learning efficiency.
- Optimization: Displayed unit information and traits in military camp entries.
- New feature: Magicians can generate shields to protect nearby allies and become immune to cannonball attacks.
- New feature: In the wilderness, chests and graveyards will generate corresponding numbers of ghosts in their original locations when returning to the map after switching.
- New feature: Ghosts are immune to **certain effects**.
- New feature: Added numerical information for soldiers and monsters in the help menu.
- New feature: Displayed "Miss" mark when shielded soldiers block attacks.
- New feature: After a laborer changes professions, the total number of laborers is recalculated to avoid counting errors.
- Bug fix: Fixed the issue where the blueprint building could not be rotated by clicking the mouse wheel.
- Optimization: Set rescue option for passengers rescued by the logistics soldier and rewarded them accordingly. Players can choose whether to rescue them.
- Optimization: Orders from military camps are now only effective for soldiers within the same camp.
- Optimization: Collapsed notifications for dismissed workers.
- Optimization: Exiled soldiers no longer need to return to the military camp. They can stay on the ground and transition into laborers after returning equipment and supplies.
- Value adjustment: Titan's skill attacks against other Titans receive a 10% discount.
- Optimization: Gathering and logging workers are no longer allowed to plant near building exits.
- New feature: Blueprint constructions (including move or copy operations) can be moved again and display arrows.
- New feature: NPCs using toilets and the transportation of excrement from toilets to outside.
- New feature: The harm caused by gastroenteritis has been changed to diarrhea (frequent visits to the toilet affecting efficiency) instead of shock.
- Optimization: Adjusted the priority for carrying precious items such as golden eggs and dragon's blood.
- Optimization: Added indication of pot handle orientation on cooking stove.
- New feature: Displayed banquet information in the help document.
- Optimization: Allowed adjustment of the number of workers at gathering camps to maintain consistency.
- Bug fix: Fixed the issue where deer that were previously separated would pass through walls when regrouping.
- Optimization: Increased the maximum number of facility workers for direct input.
- Optimization: Added sorting function to the resident list.
- Optimization: Added navigation buttons in the building facility window to locate the next building of the same type and open the building list.
- Optimization: Border traders now accept rare metal ingots.
- Optimization: When border trading posts are moved, related settings and records are copied.
- Optimization: Changed the timing of autosaves to the 15th day of late summer.
- Bug: Fixed the issue where crops started to be harvested before all fertilizers were applied.
- Value adjustment: Completed adjustments for livestock animal values.
- Optimization: Probability-based occurrence of infectious snails.
- New feature: Old horses at carriage stations are taken back to the ranch if available; otherwise, they are left to roam there.
- New feature: After returning to the carriage station, horses need to eat grass before the carriage can move.
- New feature: When cavalry returns to the military camp, if their mounts have reached the end of their lifespan, they will be sent to the ranch. Aging animals will have reduced movement speed.
- New feature: Unoccupied areas with a large amount of manure will grow wild grass when the manure disappears. Wild grass will grow on its own and disappear after 5 years.
- New feature: Trapped animals will also be caught and killed.
- Optimization: When duplicating facilities, the population limit is also duplicated.
- Optimization: Repairing beehives, crab traps, and animal traps is now done by the corresponding profession.
- Optimization: Clicking on large crates or shelves when operating soldiers will immediately initiate supply actions.
- Optimization: Added a button for Titan skill release in the UI.
- Optimization: Inspiration bursts no longer depend on time but on the number of work actions.
- Optimization: The resident window is displayed above the resident's head to avoid obstructing the view.
- Value adjustment: Fixed the levels of castle soldiers and Titans to a higher level.
- Value adjustment: Replaced the cost-free tribute from occupied villages with discounted trade offers. Players can choose whether to trade.
- Value adjustment: Maximum bridge span is limited to 50 units.
- New feature: Deep water areas cannot be filled to create land.
- New feature: Soldiers can embark and disembark from ships.
- Value adjustment: Two-wheeled carriages have slightly less capacity but faster speed, while four-wheeled carriages have greater capacity but slower speed.
- Bug fix: Configured the drop rate for the Titan Heart in outdoor ancient tombs.
- Optimization: Local ancient tombs now drop four types of Titan Hearts randomly.
- Optimization: Carriage stations can now specify the type of carriage used.
- Value adjustment: Two-wheeled carriages have faster speed, while four-wheeled carriages have larger capacity.
- Value adjustment: Increased the harvesting efficiency of farmers and added mass fertilization function.
- New feature: Population control policy can now be implemented by all races.
- New feature: Inns can recruit travelers who may have special traits.
- Optimization: When duplicating facilities, attribute settings are copied as well.
- New feature: Other villages may have individual mountainous areas that yield rare metal ores.

[Test branch] Optimization and BUG fixing

BUG: There is an error when opening the construction interface of the Noble Bed
BUG: Cat people still live together after divorce
Numerical adjustment: Calculate the investment results at the beginning of the year to avoid settlement at the end of the year and keep reading files after an investment fails.
Optimization: Logistics soldiers go to seek help for hungry and faint passengers and feed them after returning to the military camp. Prevent travelers from eventually starving to death
Optimization: Compared with animation, attack judgment is delayed in execution, which may lead to occasional BUGs. Check them all together.
Optimization: Add a "Don't prompt next time" button in the prompt pop-up box of the trading desk.
BUG: Problem with using magic rings and necklaces as a non-mage class

[Test Branch] New features, optimizations and bug fixes

BUG: When miners come out of the mine, their bodies or hands are not displayed.
Optimization: In the passenger list, mouse prompts display passenger material needs
Numeric adjustment: Reduce the price of rare ores and increase the materials required to synthesize rare metal ingots. The value of the metal ingot remains unchanged
Numerical adjustment: Border trade, rare minerals are added in the south, but merchants increase the price to 200%
BUG: Border trade, after deleting items in the configuration, the trading desk still has items.
New feature: The amount of fish resources in deep water areas is 150%
New function: Rare minerals can be mined in the mountains of villages where rare metals are located.
BUG: After one's soldiers beat the crazy werewolf, they attack each other.
BUG: After the fixed line is changed to free transportation, the prompt that the line is blocked does not disappear.
Optimization: Save the window status of the minimap to the archive
BUG: After the pulpit is moved, or after a large number of moves, there is an issue that the job positions are not filled properly.
Optimization: When setting the production upper limit of the building window, first display the small interface and modify the upper limit of the corresponding product. There is a button on the interface that can open the overall upper limit setting interface.

[Test branch] Optimization and BUG fixing

BUG: Problem with overcrowding of porters
BUG: Wall display misalignment problem
Optimization: Show revenue and GDP every year
Numeric adjustment: Other lords’ castles initially have a development level instead of 1 star.
Optimization: If the merchant members are not in place and have not started trading, they will be forced to leave after waiting for 200 days.
Numerical adjustment: The amount of iron ore dropped by ground frame selection is doubled.
Value adjustment: Purchasable supplies in the trading desk and port: iron ingots changed to iron ore

【Test branch】BUG fix

BUG: Mage rings and necklaces do not consume durability.
Optimization: In the armament statistics, the weapons and equipment used by the militia are also included.
Optimization: Optimization to reduce archive file size
BUG: The problem of overcrowding in the carriage driver position
BUG: The shadow of the big tree is displayed in the wrong place
BUG: Incorrect inventory management of cargo ships