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Hello guys,

While the main focus is currently on the beta version, we are releasing a technical update to the main branch that fixes a number of annoying bugs.

This way, the stable version will remain in good shape while we finalize things in the beta channel.

As usual, most of these changes are based on your feedback and bug reports, so thank you very much for them. We look forward to your further feedback and reviews on the page.

Changelog:

- A character will no longer attempt to get medicine if there is no warehouse in the town.

- Fixed a bug where x12 time acceleration could activate during the day.

- Fixed the sorting of mercenaries in the recruitment menu. Mercenaries whose contracts have ended will now appear at the top of the list.

- No more than 3 peasants can become vagabonds in a single day.

- Vagabonds will no longer appear among migrants unless there is a prophecy or active smuggling event allowing it.

- The new king's personal rings are now transferred to the treasury.

- Increased the size of the tooltip for the crime trait.

- If a lord goes missing, the city menu will now display the appropriate tooltip.

- Not only knights will now appear among mercenaries. This give you more cheap mercenaries.

- Fixed a bug where the dynasty tree would appear in the top-left corner of the world map.

- Fixed a bug where the absence of a bishop at the start of a religious rebellion caused all lords to join the rebels.

- Fixed a bug where manual combat on the global map could not be initiated if there were no standing enemies in the enemy squad.

- Fixed a bug where a guest duelist provoking the player’s lords into a duel triggered the matriarch’s anger.

- The chance to bribe a bandit camp to attack the player’s city or village has been increased from 15% to 25%.

- The chance of bandit camps being attacked by AI factions has been halved.

- Troop morale no longer affects army strength calculation.

- The soldier count in the top UI panel now includes those located on the world map.

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