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  3. Ara: History Untold - V1.1 The Invisible Hand Update

Ara: History Untold - V1.1 The Invisible Hand Update

The Ara: history Untold team could not be more excited for today's release - our first major feature update. Below are comprehensive release notes detailing the new features as well as the balance changes and updates.

We've also addressed a large number of player reported bugs and issues with this update, and can't wait for you to give it a try!


Ara: History Untold

[h2]Version 1.1 - The Invisible Hand Update[/h2]

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[h3]Highlights[/h3]


  • National Economy Screen

    Manage your nation's crafting, supplies, and policies from a single screen, replacing the crafting panel for streamlined management.


  • New Amenities

    Over a dozen new craftable amenities added, offering additional strategic choices:


    • Anvil: Provide a 150% buff to improvements that can be supplied with them.

    • Biscuits: Grant players a +25 to food as an Amenity.

    • Mining Pick: Add +50% harvest rate to improvements.

    • Fuel Cell: Gives 150% craft rate at improvements, or 100% harvest rate to improvements, +3 City Health.

    • Sewing Machines: Sewing Machines add 200% craft rate to improvements.

    • Fresh Produce: Grant +200 food per turn, +5 health per turn as an Amenity.

    • Scrolls: Grant +15 City Knowledge as an Amenity.

    • Baked Goods: Give +50 Food/turn, -5 City Health as an Amenity.

    • ...and more!


  • Unit Upgrades

    Upgrade units within your army directly by issuing the new Upgrade Order, but be mindful of the resource and turn cost to complete the upgrade.


  • Advisors

    • Introduces a Sovereign Advisor.

    • Each advisor provides suggestions to enhance your strategy.

    • This feature will become more intelligent in future releases.


  • John A. MacDonald

    Canada joins the world stage, expanding your diplomatic and strategic options!


  • Earth Map

    Added as a pre-made map focusing on gameplay over strict geographical accuracy:


    • Britain and Ireland share an enlarged island.

    • Features like the Canadian Shield and Gulf Stream are accounted for.

    • Enhanced mountain ranges for natural barriers.


  • Redeployment

    Reform armies with units being sent back to your reserves for better strategic flexibility.

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[h3]Changelog[/h3]

[h3]Performance Enhancements[/h3]


  • Memory Optimization

    Improved game performance on lower-end hardware.


  • Rendering Optimizations

    Enhanced framerate stability for lower-end systems.


  • LOD Optimization

    Better visuals and object clarity while maintaining higher framerates.


  • General Performance Improvements

    Several performance enhancements have been made to improve overall game stability and experience.


[h3]UI Updates[/h3]


  • Region Yields

    Added region yields to the title bar in the city panel for better resource tracking.


  • Improvement Renaming

    Players can now rename their improvements for personalized management.


  • Supply Availability

    Improvements with available supplies now glow to indicate their availability.


  • Technology Display

    Items now display the required technology to unlock them.


  • Customization Slider

    Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.


  • Notification System

    Players receive notifications when they run out of crafting resources.


[h3]AI Updates[/h3]


  • Improved Prioritization

    AI better prioritizes city improvements and optimal dwelling locations.


  • Data-Driven AI

    Supports data driving, allowing designers and modders to enhance AI prioritization.


  • War Declaration Intelligence

    AI becomes more strategic and intelligent in declaring wars.


[h3]Map Generation[/h3]


  • Human Priority

    Humans are prioritized for mild climate locations during map generation.


  • Biome Weighting

    Adjusted to make starting positions more interesting with fewer snowy starts.


[h3]Gameplay Fixes[/h3]


  • Late Game Stability

    Fixed a crash bug occurring in the late game.


  • La Grand Place

    Resolved the issue of La Grand Place not appearing in Act 1.


  • Road Spawning

    Prevented detail roads from spawning underneath improvements.


  • Duplicated Unlocks

    Removed duplicate unlock of animal resources.


[h3]Event System[/h3]


  • Triggers Added

    Added triggers for improvements when they have no items in the queue and when they begin crafting.


[h3]Visual Improvements[/h3]


  • Road Textures

    Enhanced road texture fidelity for a more polished look.


  • Barracks 3D Asset

    Improved the 3D asset of Barracks for better visual appeal.


[h3]Modding Support[/h3]


  • Advisor Data Driving

    Added data driving capabilities for advisors to support modders.

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[h3]New Feature Details[/h3]

[h3]Earth Map[/h3]


  • Geographical Features

    Canadian Shield and Gulf Stream are now accurately represented.


  • Gameplay Connections

    - Britain and Ireland connected as a single enlarged island.

    - Italy and Sicily connected for enhanced gameplay dynamics.


  • Natural Barriers

    Tweaked mountain ranges to provide more natural (and slightly exaggerated) barriers for improved gameplay.


  • Real-World Locations

    Added real-world locations for nations, ensuring a balance between accuracy and gameplay.


[h3]National Economy Screen Feature Overview[/h3]


  • Centralized Management

    Replaced the crafting panel with the National Economy Screen for unified management.


  • Automatic Supply Allocation

    Set the game to automatically add supplies to various improvements as they become available.


  • Supply Order Management

    Define the order in which supplies are allocated automatically.


  • Global Harvester Management

    Control resource harvesting globally across all regions.


  • Crafting Management

    Manage crafting from the National Economy Screen without needing to visit each city.


  • Global Improvement Upgrading

    Upgrade improvements on a global scale for efficiency.


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[h3]Balance Adjustments[/h3]

[h3]Nation and Building Limits[/h3]


  • Print Shop

    Nation limit increased to 3.


  • Inns

    Limited to 1 per city instead of 1 per nation.


[h3]Building and Production Buffs[/h3]


  • Barracks

    Security set to 15 for level 1 and 25 when an expert is added.


  • Blacksmith

    Can now be supplied with Tools and Anvil Goods.


  • Citadel

    Construction no longer requires Concrete.


  • Docks

    Production buff after adding an expert reduced from 20 to 15.


  • Drydock

    Default production buff increased from 10 to 20.

    Production buff after adding an expert increased from 20 to 30.


  • Naval Base

    Default production buff increased from 10 to 30.

    Production buff after adding an expert remains 30 with additional benefits.


  • Workshops, Factories, Crafting Guilds

    Can build Anvils and Mining Picks.


  • Residences & Skyscrapers

    Residents can now use Soap, improving living standards.


  • Foundry & Forge

    Can use Anvils and Fuel Cells to increase production.


  • Hwaseong Fortress

    Available for construction throughout Act 2 and 3.


  • Library of Celsus

    Available for construction until Act 3, extending its utility.


  • London Eye Buff

    Corrected; Security buff changed to Prosperity.


  • St. Basil's Cathedral

    Now only provides 1 Security per Engineer or Artist Paragon.


  • Forge

    Can now be unlocked by Precision Engineering.


[h3]Metallurgy and Steel[/h3]


  • Metallurgy

    No longer unlocks Steel. Steel crafting is postponed until later ages when Forges are available.


[h3]Fuel Recipe Changes[/h3]


  • Production Cost

    Reduced from 1000u to 500u.

  • Production Bonus for the Second Ingredient

    Reduced from 750u to 500u.


[h3]Resource Adjustments[/h3]


  • Marble

    Now more common.


  • Meteors

    Now provide Metal Ingots instead of precious metals, eliminating the need for smelting.


  • Obsidian

    Now more common.


  • Tobacco

    Yields less money than before.


[h3]Unit and Population Adjustments[/h3]


  • Dragoons & Zamburaks

    Can now be produced in Act 3.


  • Prestige Reward

    Capturing an enemy city now provides a prestige reward.


  • Horses

    Take slightly longer to tame to balance availability.


  • Population Tier Requirements

    Slightly increased.


  • Stat Penalties

    Reduced for low-level cities to gradually introduce urbanization effects.


  • Tax Revenue

    Cities generate slightly more tax revenue to make governments more impactful.


  • City Leveling

    - Levels 7-13: Slower leveling for better pacing.

    - Levels 11-23: Receive an additional amenity slot.


[h3]Manufacturing and Production Changes[/h3]


  • Factories

    Can now manufacture Toys, PDAs, and Sewing Machines.


  • Workshops & Crafting Guilds

    Hourglasses can be produced here.


  • Ceramic Shops

    Can produce Mosaic Tiles, now an ingredient for many Triumphs.


  • Clothing Production

    More involved to produce but provides significantly bigger buffs.


  • Rope Usage

    Added as an accelerator for Barrel and Carriage production, and Festival setups.


  • Plows

    Substantially more expensive to produce without appropriate resources (e.g., horses or oxen).

    Harvest Buff increased from 50% to 100%.


    Furs
    Must be turned into Leather and can no longer substitute for leather directly.


  • Sneakers

    Can use Plastic instead of Leather.


[h3]Technologies[/h3]


  • Hourglass unlocked by Engineering.

  • Mosaic Tiles unlocked by Architecture.

  • Boots unlocked by Horseshoes.

  • Trousers & Sewing Machines unlocked by Industrialization.

  • Mass Food Supply Amenity unlocked by Synthetic Fertilizers.

  • Toys & Sneakers unlocked by Leisure.

  • PDAs unlocked by Internet.

  • Fuel Cells unlocked by Robotics.

  • Embarkation Pass moved to Navigation for better island nation strategies.

  • Ironworking unlocks the Anvil.

  • Precision Engineering unlocks the Forge.

  • Metallurgy no longer unlocks Steel; Steel crafting is delayed until Forges are available.


Additional Technology Adjustments

Haberdashery reclassified from religious to industrial.


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[h3]Events and Quests[/h3]


  • Forest Fort:

    Aesthetics debuff decreased from -3 to -2 for consistency.


  • Piercing Request:

    Option 2 now asks for Stone Tools and provides a small capital prosperity buff.


  • Honoring Their Memory:

    First option debuff updated to -1 force strength.

    Third option now imposes a -2 happiness debuff.


  • Political Piety:

    Removed happiness debuff from the first option.

    Wealth is now a required cost.


  • Workers of the World Quest:

    Removed duplicated reward buff.


  • Is It Hot In Here? Event:

    The +10 happiness benefit in all cities no longer appears twice.

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[h3]Armies and Combat Enhancements[/h3]


  • Dragoons and Zamburaks can now be produced in Act 3.

  • Capturing an enemy city now provides a prestige reward.

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[h3]Miscellaneous Improvements[/h3]


  • Customization Slider:

    Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.

  • Localization:

    Continued updates to all language localizations for better accessibility and user experience.

  • Other Improvements:

    Several performance enhancements have been made to improve overall game stability and experience.