Grand Ages: Medieval
Version 01.04
- fixed an error in internal project settings
Version 01.03
NEW FEATURE: CITY WALLS
Towns and cities can now be fortified with palisades and city walls to slow the decline of citizens' morale during sieges. Construction is commissioned at the workshop, so they become available as soon as the workshop is unlocked.
Palisades and walls only need to be constructed once per city, and grow automatically as the city gets larger.NEW FEATURE: TREBUCHET MASTER
To capture cities fortified with town walls more rapidly, trebuchet masters stands ready to assist you as a new military unit. They can set up their trebuchets near hostile cities and bring down city walls. However, they should never venture out without protection, because being unable to defend themselves, they are a popular target for enemy troops.NEW FEATURE: MILITARY LEADER
Previously, a competitor obtained the title for a region as soon as he controlled a certain share of that region. This makes the entire region visible to the competitor.
We have supplemented this region title mechanism: each time a competitor obtains a new title, the region's military leader joins his ranks. Each military leader affects a particular bonus on nearby friendly troops. Military leaders cannot die - however, once defeated they flee to the nearest town. A region's military leader will also defect if you lose the title. Let the fighting for the regions begin!NEW FEATURE: COLONY SHIPS
In addition to settlers, you can now build colony ships. These - very expensive - ships can sale an unlimited distance and found a new settlement on any coast. It can extend your existing empire as a port town or become the first town of a new colony.NEW FEATURE: BATTLE OPTIONS
You can now command your troops to take a particularly defensive or aggressive stance when a battle is underway. You can also order an automatic withdrawal when a troop has declined to 20% HP.
Battle options only apply to the battle at hand. The options are deactivated as soon as a battle and adjacent skirmishes are over.NEW FEATURE: PIRATES
After a prolonged playing time (no earlier than the rank of Grand Duke), pirates will begin to appear sporadically and loot merchant vessels. They can be hunted and destroyed with warships.IMPROVEMENTS, BALANCING AND BUG FIXES
- Fixed an error that involved AI growth. It now grows more slowly in the early stages of the game.
- Regional map under "Your Empire" tidied up and revised to show military leaders.
- Minor adjustments to fighting power of several troops (Sabres Fighter, Beserker, Flailsman, Crossbowman, Spearman, Horse Archer, Knight, Mounted Warrior).
- Scouts now have twice their previous HP.
- If the fast-forward button is activated via the Options menu and pause is deactivated during dialogue, fast-forward will remain activated even when opening a dialogue window. This speeds up multiplayer games (particularly in the beginning).
- Resolved two issues involving the alerts "Excess production" (city dialogue) and "Balance" (cash).
- Manual merchants now emit an acoustic signal upon reaching their target town.
- Diplomacy: Revised the demand to attack an enemy's town. Players can now only select the demand if the other party is willing to comply.
- For example, if one is to attack a hostile competitor by diplomatic means, the competitor's colour will be displayed in the dialogue.
- Resolved a number of minor text issues and bugs.
- Resolved an issue that occurred when taking over trade routes after taking over a competitor. The captured trade routes are now shorter and more efficient.
Version 01.02
GAMEPLAY:
- Quick build feature for buildings: Multiple business types can now be built or destroyed simultaneously
- Warning on low gold reserves added to the gold window.
- New information is now shown when L2 is pressed:
- When a troop is selected, all military buildings being built will be shown next to the town name for all towns. Furthermore, the available troops and troops currently being constructed will also be shown
- If a trader is selected, the current events will be shown for the town, as well as the number of carts and the number of carts being built
- Quick build feature for troops and carts when pressing L2 and selecting the town to immediately order the construction of the last troop built or to order the construction of a cart
- Trading routes: New "Route analysis" display shows which commodities are in surplus or in demand along the route.
- Trading routes: Active trading routes can now be toggled in the 3D view, too
- Options menu: Added toggle option for fast forward lock on/off
- Reduced upkeep costs for soldiers in normal and advanced difficulty level
- Fixed a bug with too many bandits in normal and advanced difficulty level
- Better prices when selling goods in surplus in normal difficulty level
- Now military troops attack towers
- It is now possible to order up to 99 carts in one inn
- AI-trade routes are now shorter and with less loadTWEAKS:
- Numerous small tweaks and interface improvements
- Fixed various text issuesTOWN MANAGEMENT:
- Maintenance cost check: If the maintenance costs are too high, there will be a warning when hiring new troops and units
- In the city-overview the help cursor (L2) can now be used on events to show a small info-text, which informs about the causes of the event
- Revised: Worker Trek
- Church: Actions in church now have a significantly greater effect
- Fixed: wrong calculation of taxes. All newly-founded cities now have a higher prosperityDIPLOMACY:
- New capital city feature: Each competitor who has reached the rank of "Emperor" must now choose a capital city. If this capital city is captured by an opponent, the competitor will lose his entire empire to the opponent
- Troops given as a gift can no longer be dismissed retroactively
- Mediation: The diplomacy demand "Attack on town" is now better executed
- Blackmails have been revised
- Diplomacy costs for ending a war have been significantly increased
- The chances that troops are used in a diplomacy offer have been increased
- Player now may offer ships
- The AI will now give additional feedback when the offer is much too low or much too high
- Fixed: Sympathy is now also gained when the AI demands a correction of a previous offerDEVELOPMENT:
- New "Academy" development: Stronger troops available at rank "Emperor" and above.
- Settlement construction I + II + III revised
- When “Trade III“ is unlocked, the player can set an amount of carts to traders, which they pick up on their route on their ownBATTLES:
- Sieges revised
- Combat speed between troops, animals and bandits vastly increased
- The experience troops earn from combat is reduced
- Units in the watchtower can now flee during a fight as well
- Upgrading the business office to a castle is more valuable now, due to increased autonomous range-defense3D MAP & EXPLORING:
- Building squads can now interact with POIs
- Animations and smoke for businesses are now switched off when production = 0%
- A building squad can now plan new roads when it is still on the move
- Fixed a graphical issue with large cities
- Unit animation will now remain smooth after many hours of gameplay
- Added leaf coloring in autumn
- Fixed: Ship animation
- Fixed: display of road quality in far distance camera
- Darstellung der Straßenqualität bei entfernter Kamera geändertMULTIPLAYER:
- Fixed: Nat type 1 no longer required to host a game
- Improved taking over of AI slots
- AI balance is now shown correctly at the end of a game
Version 01.01
- fixed an error in internal project settings