When we launched Humankind, we already knew we wanted to support the games for a long time with free updates. Today, we are releasing the next of these, the Vitruvian Update. As a recap, here are the main improvements included in this update:
Notifications can now be set to not automatically expand even if the ribbon is open
Improved the tenet screen to make picking a Historic Religion easier and enabled the AI to do so
Restricted Builder and Scientist active abilities to one city at a time, increased payout of Aesthete and Merchant active abilities
In addition to the update, we are launching the DaVinci event, another set of in-game challenges that let you unlock a new persona to play against: None other than Leonardo DaVinci himself! Since DaVinci was a remarkable artist, engineer, and “natural philosopher,” the challenges are focusing on these themes.
The event runs until May 16th, and on this occasion you will have both chapters available to complete from day 1.
Chapter 1:
Science and Industry: Own a city netting over 1000 Industry and 1000 Science per turn
Machines of War: Destroy the fortifications on 10 tiles during the same game.
Flight of Birds: Own a Biplane as an Early Modern Era Culture.
Chapter 2:
Live with Passion: Max out all 4 Ideology Axis, on either side.
Eternal City: Own a city with Cultural Wonders from all six eras
La Serenissima: As Venetians, trigger the Science End Condition
As usual, completing each chapter will unlock player symbols and decorations for you to use, while completing both will earn you the Leonardo DaVinci persona.
We hope you will enjoy this new challenge, and the improvements of the Vitruvian Update. If you want to know more about what else we have in mind for Humankind in the next few months, be sure to check out the post about What’s Next. We’ve already started working on many points on that list, like the improved War Support and Surrender system for example, and if you look closely at the previews for the Vitruvian Update, you might even spot a few teasers...
Note: modding tools will require an update that will arrive soon. The modding tools update has been released.
Important changes and additions
Improved historical religions discoverability
Reworked the Religion panel, to make the choice of historical religions more visible.
Improved the way the AI chooses historical religions, so that it does not stick to its first choice anymore.
Balanced Affinitites
Increased the payouts for Merchant affinities, to give substantially more Money per Trade Route and per Era.
Increased the payouts for Aesthete affinities, to give substantially more Influence per adjacent Territory and per Era.
Limited the "Collective Minds" action (Scientist affinities) to be applied only one City at a time, with a cooldown.
Limited the "Land Raiser" action (Builder affinities) to be applied only one City at a time, with a cooldown.
Improved the way game speed settings are taken into account for the "Power Investor" Merchant's active ability.
Added control over notifications, so that only relevant ones are displayed.
Added game options to show or hide themes of notifications.
Added a "show/hide" button directly on notifications.
Other changes and additions
Improved the way the AI manages cities, to avoid Stability penalties and a deficit of Influence, which should make it more competitive mid/late game, prevents it from spamming Common Quarters and Garrisons, and should avoid waves of "zombie AIs rebels" attacks.
Improved the way the AI manages its economy, with refinements on resource needs and an Industry and Money focus, which makes it more competitive mid/late game.
Improved the way the AI handles affinities actions for Scientists, Builders and Expansionists affinities: AI armies will tend to annex Territories more often.
Improved AI culture choices mid/late game: the AI performs a better analysis of its current situation when changing Eras, and how it takes culture bonuses into account.
Improved the way the AI manages settlers: AI empires will tend to produce more Settlers and give them smarter colonisation missions.
Added the possibility to build Trebuchets until the end of Industrial Era.
Increased the maximum number of opponents on tiny maps to 4.
Added information about pollution malus when clearing a Forest.
Merged veterancy Combat Strength bonuses in the attack preview UI.
The "placement details" tooltip is now anchored on the bottom-left of the screen to avoid overlapping with the cursor.
Added feedback to highlight tiles where the Clear Ruins can be built.
Fixes of issues spotted by the community (thanks!)
[CMTY] Fixed an issue where Germans Legacy Trait "Iron Ordnance" Combat Strength bonus was not applied properly.
[CMTY] Fixed an issue where the Lighthouse of Alexandria Combat Strength bonus was applied to all unit types.
[CMTY] Fixed an AI odd behavior when placing a unit on the tile the AI wanted to turn into a City.
[CMTY] Fixed an issue where Cultural Wonders in separated Territories were no longer exploiting adjacent tiles.
[CMTY] Fixed an issue where the game could be stuck at the end turn on rare occasions.
[CMTY] Fixed several issues where the International Trading Civic was not functioning as intended.
[CMTY] Fixed an issue where Japanese Reisen emblematic air Unit had an invalid Upkeep cost.
[CMTY] Fixed an issue where the Stormborn Legacy Trait Combat Strength bonus of the Norsemen was applied to land Units once Naval Transport was unlocked.
[CMTY] Fixed an issue where sea curiosity pins were visible only after researching Trade Expeditions in some occasions.
[CMTY] Fixed an issue where the "placement details" tooltip could displayed inconsistent information for tiles adjacent to Mountains, depending on the position of the cursor.
[CMTY] Fixed an issue where inconsistent information was present in the Noble Javelineers range description tooltip.
[CMTY] Fixed an issue where Armies could not move through a passable terrain tile in rare occasions.
[CMTY] Fixed an issue where upgrade path for the Dragoon Unit in Contemporary Era was inconsistent.
[CMTY] Fixed an issue where outpost and ruin 3D models were not displayed when placed on the tile of a partially completed and ransacked Outpost.
[CMTY] Fixed an issue where the player could not exit the religion mode using the Escape key or right-click if the mode was accessed using Alt+5.
[CMTY] Fixed an issue where the Machu Picchu Cultural Wonder Food effect was stronger than intended.
[CMTY] Fixed an issue where false information could be displayed in the "Pay" Grievance demand included in the surrender terms in some occasions.
[CMTY] Fixed an issue where the City's Population counter could reach a negative -1 value on rare occasions.
[CMTY] Fixed an issue where the empire referenced by the description of the "The Propaganda Machine" narrative event was incorrect.
[CMTY] Fixed an issue where debug text was displayed in the description of the "Left out" narrative event.
[CMTY] Fixed an issue where debug text was displayed in the description of the "Based on a true story III" narrative event.
[CMTY] Fixed an issue where the effects of the first choice in the "Lost Souls I" narrative event was not taking effect if your Units were engaged in a battle.
[CMTY] Fixed an issue where the effects of the "Lost Souls II" narrative event was not applied in a specific situation.
[CMTY] Fixed an issue where Independent People's siege of an AI never got resolved in very rare occasions.
[CMTY] Fixed an issue where "Crusader" persona strength was applied on Units in the Neolithic Era.
[CMTY] Fixed an issue where emblematic Units could not be constructed if their technology was researched in the previous Era, in some occasions.
[CMTY] Fixed an issue where the player would not receive the Independent People defender Armies when assimilating them in a specific situation.
[CMTY] Fixed an issue where the pathfind algorithm would lead ships to be lost at sea without taking into account "Coastal ship" or "Navigator" attributes in some occasions.
[CMTY] Fixed an issue where the "Be Virtuous As Water" Tenet was applying a malus effect instead of bonus in some occasions.
[CMTY] Fixed an issue where misleading information was present in the tooltip for the "Lumber Yard" infrastructures in some occasions.
[CMTY] Fixed an issue where false information was displayed in the siege battle preview in specific situations.
Other fixes
Fixed an issue in multiplayer where attempting to load a save file caused the session load to fail in rare occasions.
Fixed an issue in multiplayer where sessions were redirected to the main menu after ending the first turn in some occasions.
Fixed an issue in multiplayer where the host was unable to change the AI Persona from the Lobby Competitor Settings panel.
Fixed an issue in multiplayer where placeholder empires were displayed in the loading screen when the session has less than 10 empires.
Fixed an issue in multiplayer where instabilities could occur for the host when ending a turn in some occasions.
Fixed an issue in multiplayer where instabilities could occur for the host after they selected a Biplane squadron.
Fixed an issue where the session would not end when the Era limit reached end conditions were met.
Fixed an issue where Army Upkeep was not properly lowered for Armies with more Units.
Fixed an issue where the player received War Support when declaring any type of war on an empire that has the materials procurement first Civic choice active.
Fixed an issue where the "Hamlet" District would not replace other Districts previously build on a tile.
Fixed an issue where the "Lord of the Flies" achievement was not unlocked when the prerequisites were met.
Fixed an issue where a stuck situation could be encountered when launching 2 simultaneous nuclear strikes over 2 ongoing battles.
Fixed an issue where the UI of the player which accepts a demand that leads to their elimination would disappear.
Fixed an issue where the player was unable to perform an "instant resolution" in some battles.
Fixed an issue where the Natural Wonders narrator lines were triggered only after pressing the locate button from the Natural Wonder discovered notification.
Fixed an issue where a graphical corruption could be present when accessing the profile screen when booting the game.
Fixed an issue where no audio feedbacks were present in several places (empire statistic panels, liberate action, etc.)
Fixed an issue where the sound effect that triggers when reaching the end-game screen after resigning was not affected by any volume option.
Fixed an issue where AI attitude changes made by signing an open borders Treaty required multiple turns to register.
Fixed an issue where an upgraded Unit's Upkeep was not displayed inside the tooltip that appears when hovering the cursor over the Unit's "Upgrade" button.
Fixed an issue where the mute button help layer had a missing information line.
Fixed an issue where videos of technologies discoveries were sometimes hiding subtitles.
Fixed an issue where misleading information was displayed in the affinity panel for the "Land Raiser" and "Collective Minds" abilities.
Fixed an issue where the player was not informed in the City FIMS output tooltip about the "Land Raiser" and the "Collective Mind" abilities status.
Fixed an issue where the placement details tooltip could overlap the placement cursor.
Fixed an issue where the heads-up markers placed by the AI empires on the player's Territory were not clear enough on what the player should do for them.
Fixed an issue where confusing information was present in the violent Independent People "Indifferent" status description tooltip.
Fixed an issue where interacting with a tile pin while attempting to place a marker was opening the pin's associated UI.
Fixed an issue where the description of the "A meeting of minds" achievement was misleading.
Fixed an issue where the game options screen had a scrolling speed inconsistent with other menu screens.
Fixed an issue where the Japanese Culture's Legacy Trait description was containing an inconsistent period symbol.
Fixed an issue where debug text was displayed in the tooltips of the squadron actions whenever the squadron was placed in the area of an ongoing battle.
Fixed an issue where a text error was displayed in the tooltip of the Encyclopedia entry from the Mouse & Keyboard settings.
Fixed an issue where players could remain stuck on the "G2G Share Tools" screen if the "Upload" button was pressed right after pressing the "Edit" button.
Fixed an issue where an incorrect avatar icon was displayed for the Horatio Avatar (unforgivable!)
Fixed an issue where trait column mislabeled in the AI Persona would display in the Profile screen tabs.
Fixed an issue where multiple hairstyles presets presented missing textures when the player changed the avatar's gender.
Fixed an issue where Nayakuralu Nagamma's avatar preset could get facial features of other avatar presets.
Fixed an issue where Nayakuralu Nagamma's avatar was displaying inconsistent skin color between different body parts.
Fixed an issue where Nayakuralu Nagamma's name was not fully displayed in avatar customization.
Fixed an issue where La Catrina's avatar was no longer available in some occasions.
Fixed an issue where instabilities could occur upon toggling the UI visibility after choosing end game or concede defeat options.
Fixed an issue where instabilities could occur when attempting to buy resources via trade.
Fixed an issue where instabilities could occur attempting to use the "Air Strike" squadron action on a target.
Fixed an issue where instabilities could occur when attempting to move a Unit on the tile of an opponent Unit during manual combat.
Fixed an issue where instabilities could occur when when booting up the title while having a specific hair style on the avatar.
Fixed an issue where instabilities could occur when after loading a save file and an AI declared war on the player in rare occasions.
Fixed an issue where instabilities could occur when hovering over the Influence counter in the society screen or in the resource banner.
Fixed an issue where instabilities could occur when accessing the society mode in the Ancient Era.
Fixed an issue where instabilities could occur when destroying a resource extractor via artillery strike.
Fixed an issue where instabilities could occur when attempting to produce the Aksumite's emblematic District Great Obelisk.
Fixed an issue where instabilities could occur when the "Iron Reserves" Militarist affinity ability was used right after opening a screen using its hotkey.
Cultures of Africa Pack Fixes
Fixed an issue where the "Bandari" Swahili emblematic District did not replace the Harbor District.
Fixed an issue where narrator lines were not triggered when discovering "Cultures of Africa" Natural Wonders.
Mac
[Mac] Added an option in the Game Resolution settings to filter Mac native resolutions.
[Mac] Fixed an issue where terrain was incorrectly rendered and army panel were displaying graphical corruption in some occasions.
[Mac] Fixed an issue where several panels displayed font graphical corruption in some occasions.
The Holi Event is about to end. Many players were glad to see an in-game event based on a Hindu festival, while others were happy to return to individual challenges instead of community-based ones. But if we are honest, we have to admit that this second Humankind event was not without problems. Three challenges in particular were discussed at great length: Shrewd General, Smite the Wicked, and Houses of the Holi.
Shrewd General: Forcing another empire to surrender while they have a vassal is quite achievable for most of our players, but unfortunately the AI did not pick expansionist cultures as consistently as we expected based on our own experience.
Smite the Wicked: While getting a single Hero Badge is quite doable if you have a traitorous AI in your game, raising it to level three is much more difficult, and many players struggled with this challenge. Furthermore, some players have pointed out that the Mughals do not belong in an event themed on a Hindu festival, as they followed Islam. This was overlooked during our historical check of these challenges, and we apologize for this inappropriate choice of culture.
Houses of the Holi: Controlling 10 Holy Sites was a reasonable challenge to most players, but we noticed several discussions about this challenge, and it appears some Holy Sites were not properly counted towards completing this objective.
As a bug affected one of the challenges and two more were more difficult than intended, we will give the full set of rewards, including the persona, to any player who has completed at least three of the six challenges by Monday, so you still have some time to finish more of the challenges if you want to. The rewards will be unlocked early next week after the event ends, and you may still see the event at this time, but challenges completed after Monday will not count towards unlocking the rewards.
Going forward, we’ll be working more closely with our VIPs to make sure that future challenges are set at an appropriate difficulty.
Many of you have met nothing but various forms of Polytheism and Shamanism, leaving the religions followed by the different empires to blur together. The historic religions and their unique Holy Sites, meanwhile, remained largely unnoticed. In an earlier version of the game, these were adopted as a Tenet, so both players and the AI would pick them up as they developed their religion to get more Holy Sites. When we separated Historic Religions and Tenets to give players more flexibility, the Historic Religions unfortunately faded into the background. With the Vitruvian Update, we want to bring them back to the foreground.
To that end, we are introducing two changes:
Firstly, AI players will adopt historic religions, changing the name of their state religion and the appearance of its Holy Site accordingly. With this change, you should no longer see Shamanism and Polytheism everywhere in the world until the very end of the game.
Secondly, we noticed that many players had trouble finding where to adopt historic religions or did not realize this was even possible. To make this feature easier to notice and use, we have made some changes to the tenet screen. Adopting the name and Holy Site of a historic religion will now have a dedicated button, instead of turning the name of your religion into a dropdown menu as before. Furthermore, the tenet effects will be displayed in their own dedicated box to show their effects and description.
That’s it for the last of our previews of the Vitruvian Update, but this is by far not the last improvement we have in mind for the future of the game. So, stay tuned for news about future updates!
Affinities are a crucial part of the cultures you can play in Humankind. Their active abilities are meant to be powerful, allowing you to compensate for a weakness and informing your strategies. But while we want these powers to have an impact on your game, they should not be so strong that they do not require engaging decisions when using them, or harm the pace and overall balance of the game.
In the feedback we received about cultures, the Land Raiser and Collective Minds abilities of the Builder and Scientist cultures dominated many strategies and many discussions. On the one hand, these abilities allowed experienced players to complete their games much faster than intended. On the other hand, for many players these abilities were a question only of “when” and not “where,” turning them on across their entire empire when they wanted to rush a construction or research. These abilities were clearly much more powerful than the others, and much more powerful than intended.
In the Vitruvian Update, we are introducing some restrictions on both abilities:
The ability can be used only on one city at a time
The ability lasts at most 10 turns (scaled by game speed)
It can be deactivated after one turn
After the ability ends, you cannot turn it back on for 10 turns (scaled by game speed)
We think that with these new restrictions, you will need to think more about when and where to use these abilities. Should you quickly build new infrastructure in your capital, or keep the Land Raiser ability for an emergency when your aggressive neighbors come knocking? Can you afford to keep your most productive city on Collective Minds for the whole duration to get the most benefit, or should you use it on a smaller city instead so it can run its course?
Many of you have expressed some concerns about us nerfing these affinities instead of buffing the others. And we agree that it is more fun for players to improve weak abilities. This change was necessary because of how much these abilities could affect the pace of the game, but it is only a first step. With the Vitruvian Update, we are also improving the Merchant and Aesthete abilities. The “payout” of these abilities will increase more than before as you move through the eras, and the target of the abilities will have a much greater impact. With these changes, it will be easier to generate a burst of money of influence with these abilities.
We’ll continue to work on balancing the affinities.
The Holi event has been live for a week, and the second chapter has just arrived, alongside some tips on how to complete these challenges.
The second chapter, called Festival of Colours, includes the following challenges:
Seven Colours: Earn at least one Era Star in each category during the same Era.
Everybody Get Together: Use the Agrarian affinity 30 times in the same game.
Houses of the Holi: As the Leader of the Hindu religion, have 10 Holy Sites in your Empire.
With a little over two weeks left, how can you easily complete all these challenges, or any you have left from the first chapter? Well, we have some tips for you:
__ Chapter 1 __
Shrewd General: Set up a game with many AI players, two or three of which should be aggressive (e.g. Agamemnon, Beowulf) while the others should be peaceful (e.g. Tjilbruke, Midas, Makeda). You should also have about two to three times as many players as continents (don’t forget that the New World settings means one continent will be empty) to give the aggressive AIs a chance to vassalize their peaceful neighbors. Then you can declare war on them after they choose an expansionist culture.
Smite the Wicked: “Hero” badges are earned for declaring war against an empire with the “traitor” badge, so remember to include a Traitorous AI (e.g. Gilgamesh) in your game. Don’t forget, your war declaration must be justified, and you must not already be at war with somebody else! You only need to earn the third level of the badge as Mughals, and if you need more time, you can also transcend.
Famous: If you have trouble reaching the total Fame, consider playing on faster speeds to play an extra match or two.
__ Chapter 2 __
Everybody Get Together: Even if you use the Agrarian Affinity every chance you get, you will probably still need to play as Agrarian for multiple eras.
Seven Colours: Remember that you don’t have to immediately advance eras if you are close to earning the stars you still need. Otherwise, the Contemporary Era is a great time to earn at least one star in every category.
Houses of the Holi: Cultural Wonders that count as Holy Sites count for this challenge, but you may still not be able to reach 10 Holy Sites just through construction.
Cities, population, armies, research, trade... There’s a lot to manage in a game like Humankind. If you’re anything like us, you have probably missed some important game event at one point or another. Maybe you didn’t notice your neighbor cancelling all your treaties and were not prepared for war, or maybe some independent people slipped past your borders and ransacked that crucial iron mine before you could stop them. Noticing such crucial events can be difficult when many other messages about exploration or your economy demand your attention.
With the Vitruvian update, you will have more control about which information to focus on: You will be able to change which messages in the notification ribbon automatically pop up to get your attention, and which ones will only appear in the list.
You can do this directly on the message while playing, or you can change it at any time from the UI settings menu. You can also turn all of them on or off at the same time from this menu.
With these settings, you can make sure you never miss any events you care about, no matter how much happens in a single turn.
Stay tuned in the coming weeks for more sneak-peeks at the Vitruvian Update, and join us this Thursday at 17:00 CET on twitch.tv/Amplitudestudios for a chat with one of our UI designers.
Last November, we celebrated the Día de los Muertos with the first ever in-game event in Humankind. Now, after our recent community-based events, we are back with another in-game event, this time celebrating the Holi Festival!
One of the oldest recorded Hindu festivals, Holi is celebrated across the Indian subcontinent to welcome spring. Bonfires are lit to represent the victory of good over evil, and huge crowds gather to sing, dance, and engage in battles with colored powders. At its core, this is a celebration of love, life, friendship, spiritual purification, and the different colors of humankind.
The Holi event in Humankind will begin on March 17th, with the second chapter unlocking the following week, and will last for about three and a half weeks until April 11th.
The first chapter is called Holika Dahan, Holika's Death, after the story of Holika being burned instead of her devout nephew Prahlad when she tried to kill him. This story is celebrated through the lighting of bonfires on the night before Holi, as it is seen as a symbol of the triumph of good over evil. So most of the challenges in this chapter are related to opposing those who would take what is not theirs.
Shrewd General: Force an Expansionist Empire that has Vassals to Surrender
Famous Accumulate 40 000 Fame over several games.
Smite the Wicked: Earn a level 3 Hero badge while playing as the Mughals.
We know some of these challenges may seem a bit tricky, so here are some tips for you:
Shrewd General: Set up a game with many AI players, two or three of which should be aggressive (e.g. Agamemnon, Beowulf while the others should be peaceful (e.g. Tjilbruke, Midas, Makeda). You should also have about two to three times as many players as continents (don’t forget that the New World settings means one continent will be empty) to give the aggressive AIs a chance to vassalize their peaceful neighbors. Then you can declare war on them after they choose an expansionist culture.
Smite the Wicked: “Hero” badges are earned for declaring war against an empire with the “traitor” badge, so remember to include a Traitorous AI (e.g. Gilgamesh) in your game. You should play on slower game speeds so the badges last longer. Don’t forget, your war declaration must be justified, and you must not already be at war with somebody else! You only need to earn the third level of the badge as Mughals, and if you need more time, you can also transcend.
Famous: If you have trouble reaching the total Fame, consider playing on faster speeds to play an extra match or two.
As with the Día de los Muertos event before, you will unlock Symbols and Decorations for each chapter that you complete, and if you complete both chapters you will earn the Nayakuralu Nagamma persona, an astute ruler and strategist from a 12th century kingdom on the Indian subcontinent.
Since release, we’ve been working to improve the game based on reports and feedback from our community. In addition to the previous updates, we have recently shared our plan for the upcoming updates until the end of summer. The first of these, the Vitruvian Update, will arrive on late April.
What will be in the Vitruvian update?
Affinity Balancing: There’s been a lot of feedback about the different affinities, but Builders and Scientists are almost always seen as the strongest. This impacts most discussions about balance, so with this update we are placing some additional restrictions on their abilities.
Notification Options: Given how much can happen in Humankind, some of our players were disappointed that turning notifications on or off was rather all-or-nothing before. With this update, you will be able to change this for each type of notification individually.
Religion Improvements: Many players pointed out that after we separated Historic Religions from Tenets to give them more freedom, the AI no longer adopted historic religions. This has now been resolved, and the Tenet screen has been updated to show tenet effects and how to adopt historic religions more clearly.
Early Modern Sieges: While we’ve improved the AI around sieges, we’ve also been following other feedback about them. One of the problems our players pointed out was that you could lose access to your old siege engines while at war. With this update, your engineers should no longer forget how to build a trebuchet in the middle of a siege.
And many other smaller fixes and changes.
From now until the update release, we’ll be talking in greater detail about these points. Further improvements based on your feedback, like improved empire names and surrender, and more will follow in future updates.
Hello, we have released a new update for HUMANKIND™, here's the patchlog:
ADDITIONS
Added new movement markers in naval combat.
Tooltips for the Colony upgrades has been made clearer: it now specifies how they can be used, or which Units can use them, and players are informed that the Infrastructures build are limited by the Resources owned.
Players are now better informed about the reward they have gained upon completing a community challenge chapter.
IMPORTANT FIXES
Fixed an issue where players were unable to refuse demands from an AI Empire in some occasions.
IMPORTANT FIXES [Cultures of Africa]
Fixed a stuck situation in some occasions in multiplayer sessions when the AI was using Units from the Cultures of Africa pack.
Fixed a stuck situation when the player was launching a manual battle against a liberated Nigerian's Army.
IMPORTANT FIXES [EGS]
Fixed an issue on Epic Game Store where Trophies were not unlocked upon completion of required Achievements in some occasions.
Fixed an issue on Epic Game Store where the player would not have access to the rewards for unlocked Trophies in some occasions.
OTHER FIXES
Fixed an issue where no narrator voice lines were triggered when building recently added Cultural Wonders.
Fixed an issue where the bonus and malus of the Civic "Architecture" were also impacting exploitations in the Official Endless™ Mod.
Fixed an issue where the Expansionist Star counter was not updated after annexing enemy Territories through war resolutions.
Fixed an issue where the icon of a construction completed this turn remained displayed on the player's cursor if they started dragging it during the end turn sequence.
Fixed an issue where debug text may have been displayed as the name of a custom player Persona.
Fixed an issue where female Units with female voice-over have a male voice-over during the dying animation.
Fixed an issue where Units made solely of female pawns could be using male voices.
Fixed possible instabilities during gameplay when placing a Market Quarter.
Fixed possible instabilities when inspecting the influence tooltip breakdown from the Empire resource banner.
Fixed possible instabilities when hovering the mouse over the "Geosynchronous Satellite" shared project in multiplayer sessions.
Fixed (rare) possible AI instabilities when attaching an Outpost to a City.
Fixed an issue where multiple debug texts were displayed in the AI persona "Strengths" screen when coming back to it after gameplay.
Fixed an issue where information text was displayed outside the borders of the combined combat strength comparison bar in some situations.
Fixed an issue where text error was displayed in the air, artillery or missile strike aftermath pin and panels, when multiple strikes were used on the same target.
Fixed an issue where, if the maximum number of auto-saves was set to "1", some autosaves could be automatically deleted.
OTHER FIXES [Cultures of Africa]
Fixed an issue where texture clipping was present for the Nigerians male avatar outfit.
OTHER FIXES [Windows Store]
Fixed an issue where the players were receiving an unlock notification for the "Midas Touch" and "Millionaires Club" achievements every time when ending the first turn on a fresh boot.
We are still working super hard on solving the remaining bugs. Don't hesitate to share your thoughts on Games2Gether!