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Fall of an Empire News

Dev Diary: Next Updates and Roadmap

[p]Hi all,[/p][p]Now that most of the biggest issues with the game have been fixed (mainly stability and performance-related), I'm going to start working on fleshing out some more features in the next update. This one is definitely going to take a few more days than the previous few, since it's adding quite a bit more (also includes a ton of balance and bug fixes).[/p][p]First off: I'm expanding the religion system so that you can appoint Bishops to each Land where your religion is at least 10% (even outside your borders) if you've got the highest population of that religion in the world. These bishops will be able to perform various actions with the player and will make up the Clergy power bloc (rather than random characters filling up these roles) - the Patriarch will have to be a Bishop as well. Clergy-related goals will also be tweaked to work with this new system.[/p][p]I'm adding the ability to manually control battles: you will be able to select one of your battle formations, right-click and drag to move them around and attack the enemy in the flank. Battles will still be controlled by the AI until you take charge of a formation, so you won't need to manually handle every battle in the world.[/p][p]I'll also add an optional set of victory conditions - similar to Total War, the game will have multiple win conditions that are progressively more difficult, focused around holding on to the Empire as long as possible. Different factions will have different goals (when they are added).[/p][p]The patronage system is getting expanded: currently I think it's a bit lacking and doesn't have very much gameplay relevance, so I'm going to add a ton of stuff to make it more interesting. You'll be getting demands for favours from your clients and will be able to use them to get favours yourself. It'll also work with the Power Bloc system: your patronage networks will affect the blocs, and you will be able to push them to do certain actions.[/p][p]Difficulty levels will also be added. These will affect various stats, making the AI more difficult to play against and weakening your own faction.[/p][p]Trade is getting redone. In addition to the base resources produced, you'll also get income generated from merchants paying tolls and levies based on resource production, and from agreements to allow merchants from other factions. This will make it so that trade and tax income is comparable, and make the trade-focused buildings more viable.[/p][p]I will also be updating the events model with a larger 9B version (as free DLC due to the size), as well as two smaller replacements for the current models based on Qwen 3.5 which should result in higher-quality random events and less issues where logical errors occur in the outputs.[/p][p]This week I'll also be setting up Steam Workshop and continuing work on the mod kit to make it easier for the game to be modded. This will be what I'm working on after the next patch's release.[/p][p]In the patch after that, I will be adding in the ability to play as a Dux of a province: since you can already play as a province of the Empire in the tutorial, this won't be too much of a change, it will mostly be focused around disabling certain features, adding the ability to join and influence power blocs and start rebellions to take your rightful place as Emperor.[/p][p]Now on to the future of the game's development: a lot of people have asked for the ability to play as other, minor characters in the Empire, the ability to play as barbarian factions and for a campaign based on real life. Of course, these are all secondary to making sure the game is as fully fleshed out and fun as it can be, so I don't want to announce any dates yet.[/p][p]The first three expansions will be:[/p][p]- Barbarian factions: Choose a barbarian faction to play as. Turn into a migratory horde with no settlements. Conquer territory from the Empire. Create fusion cultures with dynamic naming for characters, settlements and factions. Adopt Rephsian traditions as feudalism begins to form.[/p][p]- Custom start: Start the game as a minor character you design, a Magister Militum of the army or a complete nobody and rise up through the ranks to the position of Emperor.[/p][p]- Majorian: With a whole new, historical map of Europe play as Emperor Majorian, the Eastern Empire, the Sassanids or any barbarian ruler of the time.[/p][p]Of course, these are just preliminary ideas on what could be included: it's hard to say what's actually fun until you've designed and played it. [/p][p]Thank you,[/p][p]Joe[/p]

Patch 1.243

[p]Hi all, I've got a new update for you.[/p][h2]New Features[/h2][h3]Diplomacy & Politics[/h3]
  • [p]Pay Ransom -- new interaction to pay gold to retrieve imprisoned courtiers from foreign factions [/p]
  • [p]Diplomatic Marriage & Reassert Authority -- added to peacetime negotiation options, giving more tools during diplomacy [/p]
  • [p]Province Build Focus -- set build focus directives on vassal provinces to guide AI construction priorities [/p]
[h3]Military[/h3]
  • [p]Unit Encyclopedia -- full encyclopedia entries for all army and navy unit types [/p]
  • [p]Instant Embark -- armies automatically board navies when both are garrisoned in the same settlement [/p]
[h3]UI & Quality of Life[/h3]
  • [p]Pinned Items -- bookmark settlements, characters, and armies to a persistent bar at the top of the screen for quick access [/p]
  • [p]Rename Militaries, Settlements & Children -- rename your armies, vassal settlements, and player dynasty children [/p]
  • [p]Disease Info -- settlement sidebar now shows active diseases and their effects [/p]
  • [p]Redesigned Building Browser -- tabbed category filter replaces the old list, with tutorial hints for new players [/p]
  • [p]Building Icons on Economy Map -- economy map mode now shows building icons and highlights built structures [/p]
  • [p]Smooth Camera Panning -- camera edge-panning now uses eased movement for a smoother feel [/p]
  • [p]Clickable Governor Map -- governor map mode is now interactive; clicking highlights all provinces under the same governor [/p]
  • [p]Settlement Sidebar -- now displays region, land area, and domain information [/p]
  • [p]Monthly Income Breakdown -- all gold changes are tracked in the monthly income snapshot with handpicked colour-coded graph segments [/p]
  • [p]Diplomacy Hints -- province tooltips show diplomacy status for foreign factions [/p]
  • [p]Unit Tooltips -- now show tier, speed, and build time [/p]
  • [p]Open Save Folder -- button on the load game screen to open the save games folder in Explorer [/p]
  • [p]Domain Name Display -- regional power blocs now show their domain's name [/p]
  • [p] Family tree and patronage terminology updated throughout the UI [/p]
  • [p] Encyclopedia hint and building tooltips now explain the click-to-build mechanic [/p]
[h2]Balance Changes[/h2]
  • [p] Cities can now grow beyond 100,000 population with diminishing returns [/p]
  • [p]Naval Transport -- replaced abstract unit weight system with manpower-based capacity, making naval logistics more intuitive [/p]
  • [p]Kyrnos Rebellion Navy -- the Kyrnos rebellion now spawns with a navy, making the tutorial island conflict more dynamic [/p]
  • [p] Cultural integration now restricted to cultures within other culture groups, preventing same-group integration [/p]
  • [p] Removed wood resource cost from Shipyard [/p]
  • [p] Removed gold resource cost from Sacred Cairn [/p]
  • [p] Initial units in new formations now cost gold [/p]
  • [p] Disloyal governors only cause unrest when they also personally dislike the ruler [/p]
[h2]Bug Fixes[/h2][h3]Military[/h3]
  • [p] Fixed armies attempting instant embark in the same frame as ungarrisoning [/p]
  • [p] Armies no longer get stuck in settlements or at sea [/p]
  • [p] Spawned armies now snap to the landscape surface, preventing the stuck-in-ground bug [/p]
  • [p] Armies and navies deselect immediately when they rebel [/p]
  • [p] Siege action only appears on settlements at war with the player [/p]
  • [p] Formation templates sync correctly and handle missing target settlements for replenishment [/p]
  • [p] AI war blocs no longer force automatic white peace [/p]
[h3]Diplomacy & Politics[/h3]
  • [p] Dynasty extinction now correctly triggers game over when the player ruler dies without a same-dynasty heir [/p]
  • [p] Patronage status no longer shown for dead characters [/p]
  • [p] Garrisons are expelled on peace treaty rather than destroyed [/p]
[h3]UI[/h3]
  • [p] Edicts display as disabled rather than hidden before the throne is claimed [/p]
  • [p] Automation checkbox states refresh properly after loading a save [/p]
  • [p] Popup widgets no longer play close animation when reopened [/p]
  • [p] Imperator trait gain and loss notifications now use custom event text [/p]
  • [p] Melancholy trait renamed to Despondent to avoid confusion with the Melancholic personality [/p]
  • [p] Encyclopedia respects the current language setting and supports Escape to close from the main menu [/p]
  • [p] AI-generated event text no longer uses faux-subtlety patterns [/p]
[h3]Other[/h3]
  • [p] Landing site markers replaced with instanced mesh rendering, reducing draw calls during naval operations [/p]
  • [p] Fixed crash-causing issues: dangling pointers, null faction references, and out-of-memory edge cases [/p]
  • [p] Deterministic new game initialisation for consistent world generation [/p]
  • [p] Prevented bulk-syncing locally saved achievements to Steam on startup [/p]
  • [p] Sea routes generate per-level meshes instead of a single shared asset [/p]
  • [p] City bell ambient sounds reduced in volume and frequency [/p]
  • [p] Improved save game error logging with specific failure reasons [/p]
  • [p] New event artwork for several interactions [/p]
[p][/p][p]Thank you,[/p][p]Joe [/p]

Patch 1.242 - Performance & Tutorial Improvements

[p] This update focuses heavily on eliminating stutters and freezes, especially in longer campaigns, and also doubles the size of the tutorial campaign to explain more. [/p][h3]Stutter Removal [/h3]
  • [p]Monthly income no longer causes a frame spike -- the game previously processes every faction's maintenance, income, and upkeep in a single frame at the start of each month. This work is now spread across multiple frames so there is no visible hitch on the monthly tick [/p]
  • [p]Opening a battle for the first time no longer freezes the game -- the battle screen and all its widgets used to be created on demand when the first battle starts, causing a noticeable pause. The screen is now pre-built during the loading screen and reused for every subsequent battle [/p]
  • [p]Navy route calculations no longer freeze the game -- plotting a sea route previously runs a pathfinding query on the main thread that can stall for over 300ms (roughly 5 lost frames at 60fps). This now runs asynchronously in the background while the game continues [/p]
  • [p]Opening any screen for the first time is now instant -- all major UI screens (diplomacy, military overview, character finder, etc.) are pre-constructed and warmed up during the loading screen, so the first time you open them there is no stutter [/p]
  • [p]AI military decisions no longer cause late-game hitches -- the AI's pathfinding, tactical assignment, garrisoning, and naval landing queries are optimised and spread across frames so that large empires with many armies do not cause periodic freezes [/p]
  • [p]Military path updates are now spread across frames -- armies previously recalculate all their paths in a single burst, causing brief freezes in campaigns with many active armies. Paths now update incrementally each frame [/p]
  • [p]First-tick stutter after loading removed -- several startup tasks (court validation, daily maintenance) that previously run on the very first in-game tick now run during the loading screen instead [/p]
  • [p]Sea navigation precomputed -- the connections between sea navigation points are previously calculated at runtime every time a ship needs to move. These are now baked at editor time, making every naval pathfinding query faster from the start[/p]
[h3]Battle Performance[/h3]
  • [p]Large battles no longer drop frames -- the battle tick system is overhauled with cached combat values, faster dead-unit removal, and short-circuited effectiveness checks. Battles involving hundreds of units are now significantly smoother [/p]
  • [p]Formation change cascades eliminated -- when multiple formations update at once (e.g. at the start of a battle), each change triggers a full UI rebuild. These broadcasts are now batched and flushed once, preventing the stacking frame drops [/p]
  • [p]Battle collision and targeting optimised -- collision cache invalidation is now deferred rather than immediate, and ineffective attack checks bail out early instead of running full calculations [/p]
[h3]UI & Interaction Performance[/h3]
  • [p]Mouse hover and UI hit-testing optimised -- the per-frame cost of moving the mouse over the map and UI elements is reduced, which adds up to meaningful savings across an entire play session [/p]
  • [p]Character Finder opens faster -- the character list no longer rebuilds from scratch when the default view is already populated [/p]
  • [p]Military Overview no longer causes a hitch when opened -- stale data handling and the rebuild process are optimised [/p]
[h3]Memory & Stability[/h3]
  • [p]Memory watchdog improved -- the system that monitors memory usage now uses a dynamic threshold and tracks growth rate, catching memory leaks earlier before they cause a crash rather than only reacting when a fixed limit is hit [/p]
  • [p] Memory watchdog crash diagnostics added[/p]
[h2]New Features [/h2][h3]Encyclopedia [/h3]
  • [p]In-game encyclopedia -- a searchable knowledge base accessible from the HUD that covers game mechanics, combat, economy, diplomacy, and more. Articles are rendered from Markdown with a sidebar, search, and clickable cross-references between entries [/p]
  • [p]Link tooltips and navigation -- clicking links within encyclopedia articles navigates directly to the relevant entry, and hovering shows a preview [/p]
  • [p]Combat stats documented -- dedicated encyclopedia entries, glossary definitions, and screen hints now explain what every combat stat does and how battles resolve, so players no longer need to guess what "Shock" or "Pursuit" mean [/p]
[h3]Glossary & Tooltips[/h3]
  • [p]Interactive glossary terms -- highlighted words throughout the game's tooltips now show an inline definition popup when hovered, explaining game concepts without leaving the current screen. These appear across building tooltips, power bloc descriptions, military panels, and warning messages [/p]
  • [p]Nested tooltips -- glossary popups and entity links can now appear inside other tooltips. Hovering a term inside a tooltip opens a second tooltip on top, so you can explore related concepts without closing anything or navigating away [/p]
  • [p]Clickable entity links -- references to characters, settlements, factions, and power blocs in tooltips and warnings are now clickable, taking you directly to that entity's screen [/p]
  • [p] All locked buildings now display a reason explaining why they are unavailable, rather than silently being greyed out[/p]
[h3]Tutorial[/h3]
  • [p]Post-victory objectives -- the tutorial now continues after the player's first military victory, guiding them into mid-game mechanics like diplomacy, power blocs and the Imperial Court [/p]
  • [p]Battle tutorial briefing -- a briefing screen now appears before the player's first battle, explaining the battle system and what each phase does so new players are not dropped into combat blind [/p]
  • [p]Tutorial campaign events rewritten -- the introductory campaign events are reworked with improved pacing and clearer guidance through the early game [/p]
  • [p] Tutorial sequence-breaking improved so players who complete objectives ahead of the tutorial are not blocked by it [/p]
[h3]Diplomacy & Politics [/h3]
  • [p]Prisoner ransom system -- captured characters can now be ransomed back to their faction, with price based on their rank and importance [/p]
  • [p]Attempt Escape -- imprisoned characters can attempt to escape captivity, with success based on their skills [/p]
  • [p]Call to War -- a new diplomacy interaction to summon allies and subjects into an ongoing conflict [/p]
  • [p]Grant Subsidy -- send resources to a subject faction using a gift selector, helping them build up or recover from war [/p]
  • [p]Provinces now build buildings in their settlements using their own gold[/p]
  • [p]Abandon Foederati and Abandon Province -- new interactions for releasing unwanted foederati obligations or giving up distant provinces that are too costly to hold [/p]
  • [p]Province vassals rebel when surrendered -- if the player cedes a disloyal vassal's unoccupied territory in a peace deal, that vassal now rebels rather than quietly accepting the loss of their homeland [/p]
  • [p]Disloyal governors rebel when replaced -- replacing a governor who is already disloyal now triggers a rebellion, matching the existing behaviour when imprisoning disloyal characters [/p]
  • [p]Power bloc de-escalation -- power blocs that have escalated their demands now de-escalate when faction happiness recovers[/p]
  • [p] Power bloc type descriptions now shown in the sidebar, so players can understand what each bloc wants at a glance [/p]
[h3]Military[/h3]
  • [p]Imperator trait -- Rephsian rulers who hold subjects now receive the Imperator trait, reflecting their imperial authority and providing associated bonuses. Characters without the trait are titled Dux instead [/p]
  • [p]Auto-assigned battle actions -- battle actions are now automatically assigned based on the commanding general's traits, so players no longer need to manually pick actions for every battle (but can edit them) [/p]
  • [p]Battle-damaged army warning -- armies that have recently taken heavy losses now show a warning icon on the map, making it easy to spot which forces need time to recover [/p]
  • [p]Command radius visible when garrisoned -- the command radius overlay now appears for garrisoned armies, not just armies on the map [/p]
  • [p] Unit tooltips overhauled with a cleaner rich text grid layout for combat stats [/p]
[h3]Map & Visuals[/h3]
  • [p]Construction stripes on settlements in Economy map mode show at a glance which settlements are actively building, with tooltips showing what is in the queue[/p]
  • [p]Rioting settlements highlighted with stripes and a warning tooltip so players can spot unrest on the map without clicking every settlement[/p]
  • [p]Province tooltips added for Trade, Corruption, and Region Governor map modes, showing relevant province-level data on hover [/p]
  • [p]Religion conversion modal added with stage images showing conversion progress through distinct visual phases [/p]
[h3]UI & Quality of Life[/h3]
  • [p]Display settings confirmation dialog -- changing resolution or display mode now shows a confirmation dialog with a countdown timer, automatically reverting if the player does not confirm (preventing being locked out by a bad resolution change) [/p]
  • [p]Auto-assign governors -- a checkbox on the diplomacy screen that automatically assigns governors to provinces that lack one [/p]
  • [p]Event frequency setting -- a new slider in Settings > Events controls how often LLM events appear [/p]
  • [p]Dismiss button in Imperial Court -- court members can now be dismissed (leaving the position empty), with clearer indication of which positions are subordinate to others [/p]
  • [p]"Not produced" label -- resources that a settlement does not produce now show "Not produced" instead of a confusing 0 [/p]
  • [p] Culture and religion filters added to the Character Finder for narrowing down large character lists [/p]
  • [p] Console command output (for cheats) now routes to the in-game console, not just the log file [/p]
[h2]Balance Changes[/h2]
  • [p] Default resource buy/sell ratio adjusted to 2:1 rather than 20:1 (it changes based on buy/sell) [/p]
  • [p] Negative income dampened when in debt to prevent unrecoverable economic death spirals where debt generates more debt [/p]
  • [p] Aristocracy stability goal now scales with war score and war type, so aristocrats are less demanding during small wars [/p]
  • [p] Several building upgrades that are statistical downgrades from their parent buildings are corrected [/p]
  • [p] Dyeworks production rates reduced significantly (are far too high relative to other production buildings) [/p]
  • [p] Foederati vassalage reluctance doubled in treaty negotiations -- foederati are harder to vassalise through diplomacy [/p]
  • [p] Migration distance halved and foederati territory blocked from migration [/p]
  • [p] One-time gold tribute capped by the sender's actual treasury (no more promising gold you do not have) [/p]
[h2]Localisation[/h2]
  • [p] Encyclopedia articles translated across all supported languages with proper noun glossaries [/p]
  • [p] All languages retranslated with consistent proper noun glossaries for place names, faction names, and character titles [/p]
  • [p] Korean retranslated with consistent speech levels throughout [/p]
  • [p] Korean and Chinese translation prompts improved for more natural-sounding output [/p]
[h2]Bug Fixes [/h2][h3]Crashes & Saves[/h3]
  • [p] Fixed 4 crash types identified from player crash reports [/p]
  • [p] Fixed faction auto-destruction during save loading causing missing factions [/p]
  • [p] Fixed army embarkation state not persisting across save/load (armies forget they are on ships) [/p]
[h3]Military[/h3]
  • [p] Fixed battle war score not being recorded when the losing side retreats, which can make wars impossible to end [/p]
  • [p] Fixed navy paths not updating while the game is paused [/p]
  • [p] Fixed "cannot garrison - under siege" tooltip incorrectly appearing on enemy settlements instead of friendly ones [/p]
[h3]Economy[/h3]
  • [p] Fixed treasury display flickering during monthly income processing [/p]
  • [p] Fixed economy map mode not updating when the building queue changes [/p]
  • [p] Fixed duplicate build queue change notifications causing unnecessary UI rebuilds [/p]
  • [p] Fixed settlement renames not persisting [/p]
  • [p] Fixed max-level and sibling building exclusivity not enforced in the build queue [/p]
  • [p] Fixed building tooltip hover inadvertently adding garrison units and fortification to the settlement [/p]
[h3]Diplomacy & Politics[/h3]
  • [p] Fixed power bloc happiness changes not broadcasting after interactions, which can leave the UI showing stale happiness values [/p]
  • [p] Fixed rebels not being treated as defeated when all their settlements are occupied by a foreign power [/p]
[h3]UI[/h3]
  • [p] Fixed same-faction imprisonment edge cases[/p]
  • [p] Fixed Steam achievements not syncing [/p]
  • [p] Fixed battle notification not navigating to the battle when clicked [/p]
  • [p] Fixed governor portrait becoming unclickable after certain interactions [/p][p][/p][p]Thank you and I hope you enjoy the update! [/p][p]Joe [/p]

Patch 1.241

[p]Hi all, I just pushed the first post-release patch for the game.[/p][h2]New Features[/h2][h3]Military[/h3]
  • [p]Delete and attach formation templates -- templates can now be deleted (with confirmation), and unassigned militaries can attach an existing template or create a new one directly from the sidebar[/p]
  • [p] Strength tooltip on the military sidebar explains formation status (no formation, over/under target, at target)[/p]
  • [p] Units now provisioned with 3 months of resources when added to an army, preventing immediate attrition[/p]
[h3]Power Blocs[/h3]
  • [p]Rich text and clickable links in power bloc demands and goal descriptions -- references to the Imperial Court now link directly to the relevant tab[/p]
  • [p] Weak power blocs (below 25% of player military power) can no longer issue demands[/p]
  • [p] Foederati and Personal power blocs form after game start[/p]
[h3]Map & Visuals[/h3]
  • [p]Map labels now have borders for improved readability[/p]
  • [p] Hover indicator on settlement glances hints that they are clickable[/p]
  • [p] Descriptive location text for armies and navies not near a settlement[/p]
[h3]UI & Quality of Life[/h3]
  • [p]Auto-Resume setting -- the game now stays paused after dismissing events and diplomatic notifications by default; a toggle in Settings > Gameplay restores the old behaviour[/p]
  • [p]Blocked cursor and tooltips for besieged and blockaded settlements, preventing invalid actions[/p]
  • [p] Per-tab hints added to the diplomacy screen[/p]
  • [p] Edict UI improved: countdown shows remaining days, gold cost deducted on enactment, clicking a new edict cancels the active one[/p]
  • [p] Camera speed settings moved from Gameplay to Controls tab[/p]
  • [p] Current language name shown alongside flag in the main menu[/p]
  • [p] Vacant court position warning now opens the Imperial Court tab[/p]
  • [p] Garrisoned army widgets now stack vertically instead of horizontally[/p]
  • [p] Notification widgets now have tooltips[/p]
[h3]Console & Modding[/h3]
  • [p] 14 new console cheats covering military, characters, diplomacy, settlements, economy, and map[/p]
[h2]Balance Changes[/h2]
  • [p] Increased war enthusiasm penalty to prevent trivial early peace deals[/p]
  • [p] Capped Kyrnos to 2 armies and Vituria to 4 armies maximum[/p]
[h2]Localisation[/h2]
  • [p] War names, rank names, and court position titles now fully localised[/p]
  • [p] Event grammar and character info localisation updated for CJK languages and Russian[/p]
  • [p] CJK text wrapping enabled in rich text tooltips[/p]
  • [p] Settings controls, notifications, DLSS, FPS, and model names localised[/p]
  • [p] Resource tooltip "/mo" suffix localised[/p]
  • [p] Stat names in event effects localised[/p]
  • [p] Replaced "wild ass" with "torsion engine" in Onager unit description to avoid literal animal translation in Chinese[/p]
  • [p] Proper noun glossary added to the translation pipeline for consistent translations of proper nouns[/p]
[h2]Bug Fixes[/h2][h3]Crashes & Saves[/h3]
  • [p] Fixed time freeze at high FPS after day 262,144 by changing date from float to double precision[/p]
  • [p] Fixed use-after-free crash in tutorial event system from dangling reference during broadcast[/p]
  • [p] Fixed crash from GC-collected retreated armies leaving dangling pointers in battle result arrays[/p]
  • [p] Fixed crash from stale culture references in GetFormattedName[/p]
  • [p] Fixed crash from stale entity references in link-building functions[/p]
  • [p] Fixed crash from null faction in tax breakdown map legend[/p]
  • [p] Fixed army formation state not restoring correctly on save/load (build queues, settlements, resource stockpiles)[/p]
  • [p] Fixed sieges not restoring correctly when loading from main menu[/p]
[h3]Military[/h3]
  • [p] Fixed army movement speed and walk animation mismatch[/p]
  • [p] Fixed garrisoned army attachments remaining visible after leaving[/p]
  • [p] Fixed barricade meshes persisting after siege surrender[/p]
  • [p] Fixed map mode and selection not clearing after army creation[/p]
[h3]Diplomacy & Wars[/h3]
  • [p] Fixed stale occupation on vassal settlements blocking building permanently after vassalisation[/p]
  • [p] Fixed annexable territory highlights showing during rebellion wars[/p]
  • [p] Fixed map not refreshing when vassal status changes[/p]
[h3]Tutorials[/h3]
  • [p] Rewrote tutorial polling to fix stuck campaigns and save-load issues, with sequence-breaking for players who complete objectives ahead of the tutorial[/p]
[h3]Power Blocs & Politics[/h3]
  • [p] Fixed spotlight event handling in HUD[/p]
[h3]Economy[/h3]
  • [p] Fixed build queue crash when OnBuildComplete was called before removing the completed item[/p]
  • [p] Fixed tooltip hover inadvertently demolishing all buildings when hovering Fortress/Hermitage[/p]
[h3]UI[/h3]
  • [p] Fixed missing icons from soft reference assets not loading correctly[/p]
  • [p] Fixed sieges not restoring correctly when loading from main menu[/p]
[h3]Performance[/h3]
  • [p] Optimised sea pathfinding[/p]
  • [p] Optimised battle tick performance[/p]
  • [p] Throttled court validation to every 7 days to reduce frame hitches[/p]
  • [p] Reduced lag when starting battles[/p]
  • [p] Prevented freezing when editing military templates [/p]
[h3]Settings[/h3]
  • [p] Fixed Steam achievement platform init deferring until EOS login completes[/p]

Fall of an Empire is now live!

[p]Hi all! This one's going to be short, because I'd rather you spend the time playing the game than reading about it.[/p][p]Fall of an Empire is now live.[/p][p]I'll be continuing to update the game with patches and new content going forward, and these dev diaries will keep coming as things develop. For now, go and play the game. The barbarians aren't going to crush themselves.[/p][p]Thank you,[/p][p]Joe[/p]