New Map Pack
Stronghold: Warlords v1.3 Hotfix - 21 May 2021
Build Number: v1.3.20992
Update Size: 25.4 MB
Updates
Stronghold: Warlords v1.3 Updates Notes - 18 May 2021
Build Number: v1.3.20928
Update Size: 1.4 GB
Updates
General fixes
AI Improvements
Map Editor
Achievements
Build Number: v1.3.20992
Update Size: 25.4 MB
Updates
- Removed time limit from mission 1 and 5 of the Sun Tzu DLC campaign
- Fixed an issue where buffs were not applied to surrounding troops from save games or when pre-placed in maps.
- Note: The healthbar indicator for buffs will not show when loading saves or if the General/Imperial Bannerman are pre-placed in maps, but the buffs are active. We will address the healthbar indicators in a future update.
Stronghold: Warlords v1.3 Updates Notes - 18 May 2021
Build Number: v1.3.20928
Update Size: 1.4 GB
Updates
- Added icon to diplomacy map showing progress of ongoing castle upgrade orders
- Icons above Warlords keeps now show active orders
- Roads now appear through gatehouses when connected
- Multiple troops can now be recruited with one-click
- Hold SHIFT when recruiting to recruit up to 5 troops
- Hold CTRL when recruiting to recruit the maximum number of available troops
- Hold SHIFT when recruiting to recruit up to 5 troops
- Added 3 new skirmish maps
- Thunder Strikes - Thick jungle, heavy rain and dark skies await for two rivals to carve a path into the annals of history.
- Flows Like Time - Troubled waters, past grievances and dissent among local lords paint a picture here. Will you side with old enemies to oppose larger foes, or take on all enemies with the aid of your subjects?
- Lost Kingdoms - Nature has reclaimed this long forgotten land, where empires once stood and wars of the ages were fought.
- Thunder Strikes - Thick jungle, heavy rain and dark skies await for two rivals to carve a path into the annals of history.
General fixes
- Fixed a bug with the way the Tiger’s perk was being applied
- Buildings in warlord castles no longer build below ground if the warlord isn't placed on an exact plateau
- Fixed an issue with roads counting as connected between buildings when road tiles are diagonally adjacent
- Fixed a bug that would allow troops in invasions get stuck on the edge of unpathable areas after spawning
- Troops standing on keeps, walls and towers will no longer auto-attack enemy troops which are at the same height but on a different building
- Laddermen and siege towers can no longer dock at walls broken down to an unpathable level
- Troops ordered to target enemy docked ladders are much better at deciding whether push the ladder off the wall or attack it from the ground
- Fixed a bug that would allow troops to push ladders from walls even if they failed to reach the correct position on the wall
- Fixed an incorrect shader assignments with Bastions
- Fixed river and sea around map edges
- Fixed incorrect graphics on goods panel
- Fixed Japanese text to be left-aligned in several places
- Fixed saved games with wide character names not saving correctly
- Fixed a bug where siege equipment sounds would loop permanently
- Added handling for French-Canadian keyboard input
- Fixed a crash that could occur when a Warlord kneeled
AI Improvements
- Skirmish AI no longer gets stuck when using the West spawn point in Lord’s Peak
- Fixed a bug where cavalry and siege weapons in invasions could end up stuck on top of gatehouses if they spawned very close by
- Invasions moving to a target now look further ahead to see if there are obstacles in the way
- Invasions which spawn close to their form up marker will now immediately move to attack their final target
- Fixed some issues with AI armies sometimes not checking for nearby enemies correctly while travelling. We have further improvements in the pipeline here to make the AI more intelligent about how far to scan based on which units it has in its army.
- AI troops that are attacking walls will now consider re-targeting to other attack targets
- Fixed some issues where blocking walls would not always be picked up by AI armies during combat
- Melee troops in AI armies will now consider attacking more kinds of buildings in combat, reducing the likelihood they will have to wait for ranged or siege units to finish attacking. They will also no longer target enemy fire oxen, rocket launchers or any target where there’s a fire close by.
- If there are ladders or siege towers in an AI clan which are moving up to enemy walls to dock, foot soldiers will now move up to where they expect the walls to be docked rather than standing still
- Invasions with trebuchets are less liable to get stuck waiting for the trebuchet to finish attacking a target while the army is still a long way away from the enemy
Map Editor
- Scenario editor events are no longer capped at Day 100
- Added a new “Player has Lord” scenario condition
- Added a new “Purge Estates” scenario action. This removes all buildings and units belonging to the player, just as if the player had been defeated in a skirmish game.
Achievements
- We have set ‘Some Men Just Want to Watch the World Burn’ to hidden for now. This will be reworked and replaced with a different achievement in a future update.