A new playtest session starts tomorrow!
Hello everyone,
Tomorrow we start a new playtest session.
It will last for at least 10 days, and we hope a little longer if feedback allows.
You'll find a link to a very short questionnaire in the game's general menu, and we'd be very grateful if you'd take the 5 minutes to fill it in.
There are a lot of fixes and a lot of new features in this new version, as detailed below:
Playtest V.0.193.58 ▶️ V.0.198.16
[h2]New features[/h2]
[h2]Improvements[/h2]
[h2]Fixes[/h2]
Tomorrow we start a new playtest session.
It will last for at least 10 days, and we hope a little longer if feedback allows.
You'll find a link to a very short questionnaire in the game's general menu, and we'd be very grateful if you'd take the 5 minutes to fill it in.
There are a lot of fixes and a lot of new features in this new version, as detailed below:
Changelog
Playtest V.0.193.58 ▶️ V.0.198.16
[h2]New features[/h2]
- Backup! You can now save your game. Yes, that's better...
- Added incidents (fire, epidemics, etc.)
Incidents are negative expressions of factions that have been neglected for too long. - Destinies added
You can now choose a representative of your dynasty to run your town. Their culture will bring you specific bonuses. You can change your destiny at the start of each age. You can then either accumulate the bonuses of a culture, or diversify your strategy. - Added the creation of ramparts in Antiquity.
Players can now create a rampart during Antiquity. These can only be made of wood and cannot be upgraded, unlike in the Middle Ages. - Corrected display of rampart evolution time.
- Correction to the wall construction preview.
- Correct display of rampart construction costs
- The rampart generates attractiveness within its perimeter
- Added ambient and building sounds
Dungeon
Escope Caron
Stable
Glazed Pottery Workshop
Grocery
Corderie
Mix of main environments (Land, Sea, Air) - Added a confirmation window for trade route unblocking and trade route departure.
- New system for creating and managing fields
From now on, the player sets up a farm and chooses the number of fields it will be responsible for. Each field produces a certain amount of food and increasing the level of the building increases this amount. - The Town Centre generates extra-territorial roads in addition to the connection to the main road.
When the first town centre is built, roads are created that connect to points outside the map. - New building from the Middle Ages: the reforestation workshop
This building can be used to recreate forests. - New building from the Middle Ages: the prospecting workshop
Used to regenerate resources other than trees. - Removal of the chest discovery system when constructing a building.
[h2]Improvements[/h2]
- Improved automatic road routing.
- Changed detection of nearest road
- Fix the road detection algo when placing a building
- Improved road rendering
- Smooth road layout to avoid angular roads
- Improved trade route interface
- Various visual optimisations and improvements
- Texture modification in MA
- Update facade textures
- Fix neutral normal map
- Fix sub-roofs on roofs
- Slightly lower camera
- Change the orientation of the light
- Changing the value of soft shadows
- Modify tree shadows
- Fix material trees
- Adjust road textures
- Brush adjustment for road layout
- Blur adjustment for terrain drawing
- Add a texture for terrains
- Adjusting the texture and opacity of the terrain under buildings
- Updating of town planning rules.
- With the arrival of territorial roads, the planning rules system that structures the way housing is generated has been revised.
- Music and sounds
- Fix one of the loops of music during the Middle Ages.
- Balancing GD
- Balancing ramparts (costs + construction time)
- Balancing Know-How (slot + value)
- Balancing stock CR MA
- Added a highlight on buildings at the hover of their card in the construction picker
- Modification of the "Quit Game" window
[h2]Fixes[/h2]
- UI fixes
- Repositioned building icons
- Correction to the display of the resource indication panel in the "resources" filter
- Correction to the description display for town centre evolutions
- Fixed alignment of town centre name and current level
- Ruin selection panel: The colour of insufficient resources did not match the player's resources.
- Building repair panel after age change: The "Decline" button is now active again.
- Building repair panel after age change: Accepting a repair without having the resources is no longer possible.
- Building validation panel: changed location and made top bar info inaccessible when clicking outside the top bar (fixed in a previous version)
- Onboarding: Added city centre levels in chapters requiring them.
- Global interface: Fixed incorrect placement of certain UI elements depending on resolution.
- Building selection panel: Added "More resources available" banner to the forest selection panel.
- Age transition: The "Time erosion" panel is hidden if there are no buildings affected by this feature.
- Main menu: Add call to action
- Main menu: Add welcome message
- Escape menu: Add call to action
- Settings panel: retake + add language change
- Selection panel: open the tech tree on the right tab depending on the type of function selected
- Remparts panel: display effects and upgrade information
- Added confirmation windows when exiting the game or returning to the main menu
- Sound correction
- Reworked the ground level soundscape (added cicadas & gusts of wind)
- Fix the water in the menu (unnecessary sound)
- Fix the height at which the muted ambience appears
- Fix potential trigger for beach ambience by moving camera backwards
- Mixing the ambience, buildings and music to achieve a level closer to industry standards.
- Correction to the description display for town centre developments
- Fixed alignment of town centre name and current level
- Correction of the upgrade of cultural buildings for which the feelings of the 2nd building are not yet chosen
- Optimised calculation of the final shape of houses and fields
- Town centre selection panel now closes on upgrade
- Selection panel: Added production information to architect selection
- Added satisfaction selection after repairing a ruin
- Ruins have an impact on satisfactions after repair
- Fixed various crashes
- Fixed FR and UK text