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Imperial Ambitions News

Patch 0.4.16.953 is online!

=Patch notes= (0.4.16.945+0.4.16.953)

Gameplay:
Units can be garrisoned in towns. They can be reorganised and assembled again in towns.
Shadow Master can start smuggling routes. They are identical to trade routes but requires criminals, cost more, and cannot be blocked by boycotts.
Trade routes can be pillaged by regiments containing shadow master and units
Scores show up correctly in Diplomacy tab.
Ottoman, Mamluk, Russia, Prussia, Poland-Lithuenia, Spain, Hungary, HRE and Portugal are also added to the game. Current AI model blocks creation of new units. Future update will fix AI.

Visual:
VFX: Smoky chimney
VFX: Birds flying when units enter forest tiles
VFX: civilians running away upon enslavement or massacring
VFX: fire upon enslavement, massacring or pillaging
Whale animations on sea tiles
Town buildings are set by the citizens and garrison


Bug fixes:
Fixed: Some settings were not persistent between scenes and sessions.
Fixed: The UI setting would not set in the main menu.
Fixed: Tutorials are improved. Trade tutorial is fixed.
Fixed: Merchants can now properly trade between capitals.
Fixed: Shadow Master can no longer import from capitals, but can still export to.
Fixed: Unit colors not varying is now fixed.

Save and Load system is now available in Playtest!

This patch focus on introducing a Save N Load system for Imperial Ambitions.
Now players can save their progress in the Playtest in-game menu. This feature will not work in the tutorial scenes!

[h3]Patch Notes[/h3]

=UI=
Load and Save options are now available in Playtest game menu.

The menu options are separated into three groups, UI, Graphics and Sound.

Updated UI design for window frames and HUD.

How to simulate society in 4X games

An brief introduction to how citizens interactions and states are simulated in Imperial Ambitions

[previewyoutube][/previewyoutube]

General introduction to how society works in IA

Dear Strategy Lovers!

We have just released a new update on the playtest.

Not just that, I am also happy to share the latest youtube video about society in IA.

Please Enjoy...
[previewyoutube][/previewyoutube]

Battle and Siege Overhaul is here!

=Patch Notes=

[h3]Citizens will now defend their homes![/h3]
  1. Town occupation mechanics completely modified. When trying to enter an enemy town, the citizens can assemble to form militia and defend the town as long as they have reasons to do so. Another reason to keep them happy.
  2. Seize Town ability has higher chance of success to balance the aforementioned. (More changes here in the upcoming updates.)
  3. Entering towns now cost 20 extra Action Points to balance.
[h3]More complex battles![/h3]
  1. The melee attack, ranged attack, armor and other factors are now considered to calculate damage.
  2. The melee attacks now damage in both ways. Also costs action points to both parties.
  3. For ranged attack, if the line of sight is partially blocked, only half of the damage will be inflicted.
  4. Regiment strengths and expected damages are now shown before the battle.
  5. Post battle indicators will show the damage inflicted.
[h3]Searching for resources is now more rewarding![/h3]
  1. When geologist finds a resource, +3 of that resource is added to the warehouse as a reward.
  2. If there is only resource nearby, then players are informed about its trace. If the trace of the resource is found, +1 of that resource is added to the warehouse.
  3. Resource rewards are now shown above the geologist.
[h3]More information will be flowing onto the screen[/h3]
  1. All events will show information on the top right of the screen.


Fix: Selecting regiments in same tile won't cause vertical shift.
Fix: Exiting game while End turn is running no longer cause stuck units in the next game session.
Fix: Other rare errors.

You can test these patches in Playtest now!