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Ara: History Untold News

Version 1.1.1 Update

The latest update for Ara: History Untold introduces gameplay adjustments to enhance balance and pacing, alongside several bug fixes and improvements. These updates aim to refine the overall player experience, with continued improvements based on player feedback.


[h2]Gameplay Adjustments[/h2]
[h3]Health Impact on Cities: [/h3]
  • Low health in cities now further reduces population growth.
  • Population requirements for leveling up cities have increased, encouraging better health management for advancement.

[h3]Research and Growth Pacing:[/h3]
  • Research output at lower city levels reduced by 1, improving the pacing of scientific progress.
  • City level 3 no longer grants a new claim, slowing geographical expansion and reducing the ease of blocking other cities.

[h3]Eyeglasses Buff Adjustment: [/h3]
  • Science building bonus from eyeglasses reduced from 2 to 1, maintaining their usefulness but with more balance.


[h2]Multiplayer[/h2]
  • Multiple issues with trade agreements have been fixed.


[h2]Resolved Issues[/h2]
[h3]Trading Prompt Fix: [/h3]
  • A "Goodbye" prompt now replaces the "Confirm" prompt when multiple trade items are selected.

[h3]Worker Placement: [/h3]
  • Logging Camp workers will now spread out appropriately rather than clustering in one place.

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]

[hr][/hr]
[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.

[hr][/hr]
[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.

[hr][/hr]
[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.


[hr][/hr]
[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.


[hr][/hr]

[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.

[hr][/hr]
[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.

[hr][/hr]
[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.

V1.1 - The Invisible Hand gameplay stream

Join creative director Brad Wardell as he demonstrates our first game feature update - The Invisible Hand.

Ara, the huge strategy game and Civilization 7 rival, is about to get way better

Whether it's Civilization 6, Cities Skylines 2, or even Stellaris, I expect economic management in strategy games to be difficult - I want some level of real-world accuracy, and I can only imagine that organizing the finances of an entire city, star fleet, or planet is pretty tricky. But there's a middle point. Detail is good, but repetitive busy work is not. Until now, Ara History Untold has struggled to find a balance. Too much of your time is taken up with micromanaging individual workshops, farms, and other amenities. But that's all about to change. Alongside a superbly designed new world map, a new leader, an overhauled battle system, and myriad other improvements, the new Ara update makes the entire game way, way better.


Read the rest of the story...


RELATED LINKS:

Ara History Untold review - Microsoft's grand strategy game is a hit

Ara History Untold is a 4X game that's "optimistic about history"

Ara History Untold is the Civilization 7 rival to watch

Patch 1.0.6 is now available!

General
  • Additional localization updates across most languages.
  • Sappho’s tenth Muse buff description updated to more clearly explain the regions it affects. The update states now that Coastal Land Regions are where the buff will impact.
  • Catherine the Great's Siberian Expanse trait is reduced from +2 moves to +1 move per turn.
Improvements/Triumphs
  • Farm textures that were not appearing in Act 2, now show up correctly.
  • Barracks security buff increased from 15 to 25.
  • Mines of Rammelsberg buff now affects both workshops and their upgrades.


Techs/Research/Items
  • Beer recipe only requires 1 Pottery to accelerate.
  • Herbal medicine wealth acceleration brought in line with production.
  • Wine recipe only requires 1 Pottery to accelerate.
  • Trade Goods now provide +10 security, +5 happiness, +10 knowledge.


City Management
  • The Population growth from buffs cap is increased from 100 to 1000.
  • The cap has been removed on Happiness, Health, Knowledge, Security, Prosperity City buffs.
  • The Feast recipe has been updated to have money(wealth) for all three accelerator slots by default.


UI
  • The build Queue now correctly expands to show all items rather than just one.


Units/Combat
  • Siege units’ strength is now substantially reduced. Their benefit is in bringing down walls and bombardment in general, not as an all-purpose attacker.
  • Chariots are now changed from Melee Cavalry to Projectile as they have ranged weapons.


Modding
  • A crash that was found to affect the AI after modding the game has been fixed.


Multiplayer
  • After creating a multiplayer game, players are no longer locked into that difficulty setting on subsequent new games.