You all know how candies are bad for your teeth. Therefore, we think that it would be for your own good to stay home and play Endless Legend instead of trick or treating...Just kidding obviously. What's true however is that we have released an exciting Halloween Mini Add-On for you. Here's what it includes:
Modding support, more info on this can be found HERE
A new side quest
A new Broken Lord hero and an item
Various bug fixes
RELEASE NOTES [1.0.12]
CHANGES AND ADDITIONS
Added the mod support
Added a new side quest unlocking a new Broken Lords' Hero and a new item
Reduced base XP gain per turn on Hero as Governor from 3 to 2 (now identical to XP gain on Hero as Leader)
IMPORTANT FIXES
Fixed an issue where the host receives an unskippable assert during a session
Fixed an issue where the player receives an assert message and remains stuck in combat after ending the targeting phase
OTHER FIXES
Fixed an issue where the AI does not take the Founder's Memorial improvement into account
Fixed an issue where the AI factions do not build Watchtowers
Fixed an issue where the village dust ray indicator from the quest "Too Many Chiefs" does not disappear when the quest is failed
Fixed an issue where custom factions with the "Make Trade Not War" trait were asked to declare war in a side quest
Fixed an issue where armour quest items were Tier 2 instead of Tier 4
Fixed an issue where quest items makes Tier 3 items obsolete (because effects are not always better)
Fixed an issue where the Ardent Mages main chapter 8 cannot be completed
Fixed an issue where the custom Cultists affinity factions without "Weapons of the Enemy" trait cannot raze captured cities
Fixed an issue with custom Vaulters improvements that could be build multiple times
Fixed an issue with the "Strength of the Vault" tech position when used in a custom faction
Fixed an issue where the technology allowing to explore again ruins does not reset the FX and 2D icon
Fixed an issue where some buildings show completion in 1 turn regardless their position in the queue
Fixed an issue where the minor factions can be assimilated in colonised regions even when never discovered
You all know how candies are bad for your teeth. Therefore, we think that it would be for your own good to stay home and play Endless Legend instead of trick or treating...Just kidding obviously. What's true however is that we have released an exciting Halloween Mini Add-On for you. Here's what it includes:
Modding support, more info on this can be found HERE
A new side quest
A new Broken Lord hero and an item
Various bug fixes
RELEASE NOTES [1.0.12]
CHANGES AND ADDITIONS
Added the mod support
Added a new side quest unlocking a new Broken Lords' Hero and a new item
Reduced base XP gain per turn on Hero as Governor from 3 to 2 (now identical to XP gain on Hero as Leader)
IMPORTANT FIXES
Fixed an issue where the host receives an unskippable assert during a session
Fixed an issue where the player receives an assert message and remains stuck in combat after ending the targeting phase
OTHER FIXES
Fixed an issue where the AI does not take the Founder's Memorial improvement into account
Fixed an issue where the AI factions do not build Watchtowers
Fixed an issue where the village dust ray indicator from the quest "Too Many Chiefs" does not disappear when the quest is failed
Fixed an issue where custom factions with the "Make Trade Not War" trait were asked to declare war in a side quest
Fixed an issue where armour quest items were Tier 2 instead of Tier 4
Fixed an issue where quest items makes Tier 3 items obsolete (because effects are not always better)
Fixed an issue where the Ardent Mages main chapter 8 cannot be completed
Fixed an issue where the custom Cultists affinity factions without "Weapons of the Enemy" trait cannot raze captured cities
Fixed an issue with custom Vaulters improvements that could be build multiple times
Fixed an issue with the "Strength of the Vault" tech position when used in a custom faction
Fixed an issue where the technology allowing to explore again ruins does not reset the FX and 2D icon
Fixed an issue where some buildings show completion in 1 turn regardless their position in the queue
Fixed an issue where the minor factions can be assimilated in colonised regions even when never discovered
Reduced the arrival of roaming faction armies in Newbie and Easy difficulties.
Updated the strategic resources costs on city improvements.
Reduced Subterranean Gardens Food bonus in Winter from 15 to 10 (per exploitation tile).
Changed "Scientific Envoy" strategic cost from 20 Glassteel to 20 Titanium (since that improvement gives more science on trade routes and Science improvements require Titanium, not Glassteel like Dust improvements)
Changed "Army Manual" strategic cost from 5 Mithrite to 5 Hyperium (XP bonuses are linked to Hyperium)
Changed XP gains:
Doubled Hero XP gains for Search, Bribe, Conversion, Siege and when defending against a Siege.
Slightly increased Hero XP gain as governor when an element in the city construction queue is built/recruited.
Removed Hero XP gain when colonizing.
Rework the Broken Lord formula: now the cost increases way slower depending on the empire scale.
Lowered effect of regeneration: 5 /10 / 15 => 2 /4 / 6 per level
Removed additional +1 vision on city center gained in Roving Clans' "Tower defense" improvement
Tweaked the values and prerequisites of two Necrophages quest city improvements.
Tweaked prerequisite of side quests asking to reach 40 of science or industry during 10 turns.
Tweaked Conversion trait to make sure additional cities pay 5 times less than the main city per converted village within the empire.
Changed the whole formula for the military power AI evaluation: the AI makes a better evaluation before attacking an army.
Reduced the heuristic for weapon technologies: the more the AI has weapon/armor technologies, the less it wants more of them.
Allowed multiple attacks for AI empires.
Improved the opportunistic AI behavior when near a ruin.
Increased the diversity of units used by the AI empires.
Added a new influence trend rule: the influence points gained per turn from an alliance now increase in time.
Removed invalid term when a contract is counter proposed.
IMPORTANT FIXES
Added more information to the logs provided by the World Generator.
Changed the way the World Generator is compiled in order to fix issues with some configurations.
Fixed an issue where a NullReferenceException assert is displayed when teleport is used on sieged city with battle.
Fixed an issue where the Besieger tag on an army are not properly removed.
Fixed an issue where AI garrison does not keep more than one unit.
Fixed an issue where Auto battle takes place instead of Manual battle if there is an fleet nearby that could come as reinforcements.
Fixed an issue where Trade Routes cause a desync.
OTHER FIXES
Fixed an issue with the AI when the pacified village are too far.
Fixed an issue where AI conversion does not work when the village is pacified.
Fixed an issue where AI does not convert enemy villages.
Fixed an issue where AI does not complete quests.
Fixed an issue where a level up notification is displayed even if the unit has reached the max level.
Fixed an issue with side quests asking to build an "Only One Per Empire" city improvement in a specific city.
Fixed an issue with the prerequisite of the "Master of Luxury" quest.
Fixed an issue where the Ardent Mages Era 6 "Sacrificial amplifiers" technology is counted for Scientific Victory.
Fixed an issue with the Cultists Faction color.
Fixed an issue where building a settler for the Broken Lords cost 2 populations.
Fixed an issue where the "Food efficient" and "Agriculturally Challenged" traits can be added to the same custom faction.
Fixed an issue where Villages pacified by force do not grant vision when converted by the cultists major faction.
Fixed an issue where the bonus displayed for Necrophages "Roadside picnic" and "Iron constitution" skills was wrong.
Fixed an issue where a city is created without settler.
Fixed an issue where units cannot be transferred onto city tiles.
Fixed an issue where the army names are not properly displayed for some languages.
Fixed an issue where the retrofit cost does not take care of speed and empire bonuses.
Fixed an issue where shared vision treaties grant vision to allies from Privateer armies.
Fixed an issue where the Diplomatic relation state chaos now doesn't applied at the beginning of the game and at the first encounter.
Fixed an issue where it is not possible to change the technology selection state of a previously canceled technology after a save/load process.
Fixed an issue where the movement path changes color when drawn across hostile armies hidden in fog of war.
Fixed several localization issues with the Polish version.
Reduced the arrival of roaming faction armies in Newbie and Easy difficulties.
Updated the strategic resources costs on city improvements.
Reduced Subterranean Gardens Food bonus in Winter from 15 to 10 (per exploitation tile).
Changed "Scientific Envoy" strategic cost from 20 Glassteel to 20 Titanium (since that improvement gives more science on trade routes and Science improvements require Titanium, not Glassteel like Dust improvements)
Changed "Army Manual" strategic cost from 5 Mithrite to 5 Hyperium (XP bonuses are linked to Hyperium)
Changed XP gains:
Doubled Hero XP gains for Search, Bribe, Conversion, Siege and when defending against a Siege.
Slightly increased Hero XP gain as governor when an element in the city construction queue is built/recruited.
Removed Hero XP gain when colonizing.
Rework the Broken Lord formula: now the cost increases way slower depending on the empire scale.
Lowered effect of regeneration: 5 /10 / 15 => 2 /4 / 6 per level
Removed additional +1 vision on city center gained in Roving Clans' "Tower defense" improvement
Tweaked the values and prerequisites of two Necrophages quest city improvements.
Tweaked prerequisite of side quests asking to reach 40 of science or industry during 10 turns.
Tweaked Conversion trait to make sure additional cities pay 5 times less than the main city per converted village within the empire.
Changed the whole formula for the military power AI evaluation: the AI makes a better evaluation before attacking an army.
Reduced the heuristic for weapon technologies: the more the AI has weapon/armor technologies, the less it wants more of them.
Allowed multiple attacks for AI empires.
Improved the opportunistic AI behavior when near a ruin.
Increased the diversity of units used by the AI empires.
Added a new influence trend rule: the influence points gained per turn from an alliance now increase in time.
Removed invalid term when a contract is counter proposed.
IMPORTANT FIXES
Added more information to the logs provided by the World Generator.
Changed the way the World Generator is compiled in order to fix issues with some configurations.
Fixed an issue where a NullReferenceException assert is displayed when teleport is used on sieged city with battle.
Fixed an issue where the Besieger tag on an army are not properly removed.
Fixed an issue where AI garrison does not keep more than one unit.
Fixed an issue where Auto battle takes place instead of Manual battle if there is an fleet nearby that could come as reinforcements.
Fixed an issue where Trade Routes cause a desync.
OTHER FIXES
Fixed an issue with the AI when the pacified village are too far.
Fixed an issue where AI conversion does not work when the village is pacified.
Fixed an issue where AI does not convert enemy villages.
Fixed an issue where AI does not complete quests.
Fixed an issue where a level up notification is displayed even if the unit has reached the max level.
Fixed an issue with side quests asking to build an "Only One Per Empire" city improvement in a specific city.
Fixed an issue with the prerequisite of the "Master of Luxury" quest.
Fixed an issue where the Ardent Mages Era 6 "Sacrificial amplifiers" technology is counted for Scientific Victory.
Fixed an issue with the Cultists Faction color.
Fixed an issue where building a settler for the Broken Lords cost 2 populations.
Fixed an issue where the "Food efficient" and "Agriculturally Challenged" traits can be added to the same custom faction.
Fixed an issue where Villages pacified by force do not grant vision when converted by the cultists major faction.
Fixed an issue where the bonus displayed for Necrophages "Roadside picnic" and "Iron constitution" skills was wrong.
Fixed an issue where a city is created without settler.
Fixed an issue where units cannot be transferred onto city tiles.
Fixed an issue where the army names are not properly displayed for some languages.
Fixed an issue where the retrofit cost does not take care of speed and empire bonuses.
Fixed an issue where shared vision treaties grant vision to allies from Privateer armies.
Fixed an issue where the Diplomatic relation state chaos now doesn't applied at the beginning of the game and at the first encounter.
Fixed an issue where it is not possible to change the technology selection state of a previously canceled technology after a save/load process.
Fixed an issue where the movement path changes color when drawn across hostile armies hidden in fog of war.
Fixed several localization issues with the Polish version.
It has now been 3 weeks since we officially released Endless Legend. Thanks again for your involvement, warm words, constructive criticism to help us make this game a success. It has been a challenging adventure, and the release has allowed us to catch our breath and lick our wounds for a few days. We have not been idle, though, and have continued tracking the technical issue to allow you all to play the game in good conditions.
But as we stated in the past, release was just a stage in the life cycle of the game, so it is time to speak of the future.
First of all, a new patch is imminent, which will incorporate fixes on the gameplay, AI, typos, more of a collection of small items than a big change. But I am confident the release note will be impressive as usual. :)
Next, the first step for modding will be released. The system is here, along with the UI to select/activate a mod, and it allows to override the full simulation, AI, and GUI bitmaps to create new city improvements, new factions and traits, overhaul the tech tree with new icons, and tune the AI. What we want to achieve before we release it is a set of examples to guide you in the process of creating mods. You can expect to get this first version of modding in a matter of weeks, as soon as our modding instructions and samples are ready. Depending on the success of modding, we will extend it to incorporating new 3D models and textures.
After that we are going to work on free add-ons and expansions, much like what we did for Endless Space.
The focus right now is on a free add-on which we want to release before the end of this year. In order to be efficient, we have restarted our agile process with 2-weeks sprints, meaning that it will be difficult to deliver intermediate versions of the add-on before it is all done and reviewed by the VIP and our QA. Also we want to make a consistent package for each add-on (as we did on Endless Space) rather than a series of smaller updates.
Here is a list of the subjects we will process during the development of the coming add-ons. It is possible that not everything will fit in it, and that we will have several add-ons.
Some cool stuff involving weapon visuals (I cannot say more)
Advanced world generation options, as well as fixing the remaining generation issues on the exotic operating systems
New outgame view (the 3d scene behind the menus)
New side quests
A new minor faction
Advanced notifications (idle cities, unassigned heroes, end of pillars, etc.)
Loading tips to clarify some deep game mechanics which cannot be explained in the tutorial
Market improvement
Battle UI improvement
AI War management: attack (more parallel attacks, opportunistic interceptions)
AI War management: defence (more units in garrison, regrouping of armies inside cities, better frontier defence)
AI War management: threat evaluation and region scoring (threat of rising players, minor factions, mission interruption)
AI Empire Plan Management: avoid hurting the economy to achieve higher tiers at all costs
AI Resource Management: tweaks and tuning, better use of luxury boosters
AI Overall Balancing: tech priorities, improve militia
And more AI improvements on Battle, Unit Design, and Economy
It has now been 3 weeks since we officially released Endless Legend. Thanks again for your involvement, warm words, constructive criticism to help us make this game a success. It has been a challenging adventure, and the release has allowed us to catch our breath and lick our wounds for a few days. We have not been idle, though, and have continued tracking the technical issue to allow you all to play the game in good conditions.
But as we stated in the past, release was just a stage in the life cycle of the game, so it is time to speak of the future.
First of all, a new patch is imminent, which will incorporate fixes on the gameplay, AI, typos, more of a collection of small items than a big change. But I am confident the release note will be impressive as usual. :)
Next, the first step for modding will be released. The system is here, along with the UI to select/activate a mod, and it allows to override the full simulation, AI, and GUI bitmaps to create new city improvements, new factions and traits, overhaul the tech tree with new icons, and tune the AI. What we want to achieve before we release it is a set of examples to guide you in the process of creating mods. You can expect to get this first version of modding in a matter of weeks, as soon as our modding instructions and samples are ready. Depending on the success of modding, we will extend it to incorporating new 3D models and textures.
After that we are going to work on free add-ons and expansions, much like what we did for Endless Space.
The focus right now is on a free add-on which we want to release before the end of this year. In order to be efficient, we have restarted our agile process with 2-weeks sprints, meaning that it will be difficult to deliver intermediate versions of the add-on before it is all done and reviewed by the VIP and our QA. Also we want to make a consistent package for each add-on (as we did on Endless Space) rather than a series of smaller updates.
Here is a list of the subjects we will process during the development of the coming add-ons. It is possible that not everything will fit in it, and that we will have several add-ons.
Some cool stuff involving weapon visuals (I cannot say more)
Advanced world generation options, as well as fixing the remaining generation issues on the exotic operating systems
New outgame view (the 3d scene behind the menus)
New side quests
A new minor faction
Advanced notifications (idle cities, unassigned heroes, end of pillars, etc.)
Loading tips to clarify some deep game mechanics which cannot be explained in the tutorial
Market improvement
Battle UI improvement
AI War management: attack (more parallel attacks, opportunistic interceptions)
AI War management: defence (more units in garrison, regrouping of armies inside cities, better frontier defence)
AI War management: threat evaluation and region scoring (threat of rising players, minor factions, mission interruption)
AI Empire Plan Management: avoid hurting the economy to achieve higher tiers at all costs
AI Resource Management: tweaks and tuning, better use of luxury boosters
AI Overall Balancing: tech priorities, improve militia
And more AI improvements on Battle, Unit Design, and Economy
Thank you very much for the feedback on Endless Legend: it's helped fix tons of issues as you will find below. We are aware of some remaining issues and are still investigating, however, please make sure you report all your issues in the right section of the forum (here) and that you attach your files (as explained here) and give as much info as you can.
RELEASE NOTES [1.0.2]
CHANGES AND ADDITIONS
Added data to randomly change the AI's personality at the beginning of a new game
The game speed value is used to modify the AI building scoring
Players can now exchange resources when negotiating an open borders treaty during a Cold War
Through the Diplomacy, the Alliance relation between 2 empires allows you to attack a tierce Empire army within the territory of your ally, if you are protecting your own territory
Disabling multiple GUI elements during end of turn
Available improvements are now sorted by category, then industry cost, then custom sort (based on the new GuiSorting.xml file)
Improved the feedback of the active/activable luxury resources
IMPORTANT FIXES
Fixed an issue where the Founder Pack bonuses (Ice Wargs minor faction, Namkang hero and "A song of ice, only ice" custom faction trait) are not available for the owners of the EL Founder Pack
Fixed an issue where game remains stuck during the Battle simulation phase of the Manual battle when setting the "Encounter sequence" to "Advanced"
Fixed an issue where armies disappear when going on water tiles surrounded by terrain tiles
Fixed an issue where a skippable assert is generated when the user selects and then deselects multiple times a faction in the Diplomacy screen right after ending his turn
Fixed an issue where a skippable assert is generated when the user rapidly presses the Escape button several times while being in the faction selection screen
OTHER FIXES
MP
Fixed an issue where clients joining sessions while the host is in the loading screen remain stuck if the host closes the game
Fixed an issue where session does not appear for the previous host after a server migration
Fixed an issue where the host receives a skippable assert resulting in being stuck when resyncing the multiplayer session
Fixed an issue where if a client times out in a MP lobby, the host loses the session server and receives a "Failed to connect" notification
Fixed an issue where the client doesn't receive a message that the connection with host was lost if the Ethernet cable is removed or the uplink is lost
AI
Fixed an issue where AI Empires do not build borough streets if they are custom factions with the Cellulose mutation trait
Fixed an issue where AI Empires have a very low priority for rebuilding minor villages
Fixed an issue where the AI is stuck when the frontier tile is a non stoppable one
CUSTOM FACTIONS
Fixed an issue where the "Deep Generator" technology is available for custom factions without the "Vaulters" or "Mezari" affinity
Fixed an issue where several technologies are unavailable for custom factions with the "Mezari" affinity
Fixed an issue where the "Rookery" and "Mercenary Market" technologies are treated as separate technologies in the faction editor
Fixed an issue where the "Advanced Filigree" starting technology trait is available in the faction editor selection
Fixed an issue where custom factions can be created with the "Language Square" starting technology and the "Pitiless" trait
EMPIRE / CITIES
Fixed an issue where Settler can cost more than one population
Fixed an issue with the Winter additional effect "-1 resource on strategic resource deposit"
Fixed an issue where Winter River effect does not mention the dust malus in the Empire management screen
Fixed an issue where contradictory information is displayed in the "Empire bonuses" on the slow game speed
Fixed an issue where the notification for starvation will be displayed even when the city has 1 population
Fixed an issue where the "Imperial Kennels" city improvement does not increase the experience units gain per turn
Fixed an issue where the "Self-repairing Defences" city improvement does not grant an XP bonus
Fixed an issue where there is a inconsistency of the values of the different market tabs
BATTLE
Fixed an issue where the "Stun" capacity is always successful
Fixed an issue where the "Ardent Fire" capacity is not functional
Fixed an issue where the "Increased Fire 3" capacity of Ardent Mages heroes does not function properly
Fixed an issue where the "Increased Fire 3" capacity of the Ardent Mages heroes does not have a visual effect when used
Fixed an issue where the "Increased Fire 3" capacity status effect is not displayed on the supported unit
Fixed an issue where the "Improved Movement" combat effects do not apply
Fixed an issue where the "Confidence" bonus does not function properly
Fixed an issue where the "Sharp Sense" bonus does not function properly
Fixed an issue where the "Higher Ground" bonus does not function properly
Fixed an issue where the "Higher Ground" effect does not appear in the unit status effects during manual combat
Fixed an issue where support class heroes do not have the "Ranged" capacity
Fixed an issue where Roving Clans heroes do not have the "Ranged" capacity
Fixed an issue where the Preacher's "Unleashed Potential" support ability does not have any sound effects
Fixed an issue where the Ardent Mages pillar buttons remain functional and do not become greyed out when ending the turn
Fixed an issue where the battle FX of the Ice Wargs are missing
DIPLOMACY
Fixed an issue where First Encounter between Empires occurs without mutual vision
Fixed an issue where a user is not prompted with the First Encounter notification when discovered using the "Vision and Map Exchange" treaty
Fixed an issue where no encounter notification is generated at the start of the session when playing against a Drakken empire
QUESTS
Fixed an issue where building multiple "Verda's Temple" at the same time breaks the Ardent Mage questline
Fixed an issue where the chapter 7 of the Roving Clans major faction is too difficult to complete compared to other major faction questlines
Fixed an issue where the reward for the "Power and Prestige" side quest is too low for the first era
GRAPHICS
Fixed an issue with the walk animation of the Urces units
Fixed several issues with the animations of the Vaulters and Mezari ambassadors
TEXT CONTENT
Fixed several issues with the French, German, Russian and Polish localisations
Fixed an issue where spacing between words cannot be noticed due to the font choice in quest descriptions (modification of the kerning values)
Thank you very much for the feedback on Endless Legend: it's helped fix tons of issues as you will find below. We are aware of some remaining issues and are still investigating, however, please make sure you report all your issues in the right section of the forum (here) and that you attach your files (as explained here) and give as much info as you can.
RELEASE NOTES [1.0.2]
CHANGES AND ADDITIONS
Added data to randomly change the AI's personality at the beginning of a new game
The game speed value is used to modify the AI building scoring
Players can now exchange resources when negotiating an open borders treaty during a Cold War
Through the Diplomacy, the Alliance relation between 2 empires allows you to attack a tierce Empire army within the territory of your ally, if you are protecting your own territory
Disabling multiple GUI elements during end of turn
Available improvements are now sorted by category, then industry cost, then custom sort (based on the new GuiSorting.xml file)
Improved the feedback of the active/activable luxury resources
IMPORTANT FIXES
Fixed an issue where the Founder Pack bonuses (Ice Wargs minor faction, Namkang hero and "A song of ice, only ice" custom faction trait) are not available for the owners of the EL Founder Pack
Fixed an issue where game remains stuck during the Battle simulation phase of the Manual battle when setting the "Encounter sequence" to "Advanced"
Fixed an issue where armies disappear when going on water tiles surrounded by terrain tiles
Fixed an issue where a skippable assert is generated when the user selects and then deselects multiple times a faction in the Diplomacy screen right after ending his turn
Fixed an issue where a skippable assert is generated when the user rapidly presses the Escape button several times while being in the faction selection screen
OTHER FIXES
MP
Fixed an issue where clients joining sessions while the host is in the loading screen remain stuck if the host closes the game
Fixed an issue where session does not appear for the previous host after a server migration
Fixed an issue where the host receives a skippable assert resulting in being stuck when resyncing the multiplayer session
Fixed an issue where if a client times out in a MP lobby, the host loses the session server and receives a "Failed to connect" notification
Fixed an issue where the client doesn't receive a message that the connection with host was lost if the Ethernet cable is removed or the uplink is lost
AI
Fixed an issue where AI Empires do not build borough streets if they are custom factions with the Cellulose mutation trait
Fixed an issue where AI Empires have a very low priority for rebuilding minor villages
Fixed an issue where the AI is stuck when the frontier tile is a non stoppable one
CUSTOM FACTIONS
Fixed an issue where the "Deep Generator" technology is available for custom factions without the "Vaulters" or "Mezari" affinity
Fixed an issue where several technologies are unavailable for custom factions with the "Mezari" affinity
Fixed an issue where the "Rookery" and "Mercenary Market" technologies are treated as separate technologies in the faction editor
Fixed an issue where the "Advanced Filigree" starting technology trait is available in the faction editor selection
Fixed an issue where custom factions can be created with the "Language Square" starting technology and the "Pitiless" trait
EMPIRE / CITIES
Fixed an issue where Settler can cost more than one population
Fixed an issue with the Winter additional effect "-1 resource on strategic resource deposit"
Fixed an issue where Winter River effect does not mention the dust malus in the Empire management screen
Fixed an issue where contradictory information is displayed in the "Empire bonuses" on the slow game speed
Fixed an issue where the notification for starvation will be displayed even when the city has 1 population
Fixed an issue where the "Imperial Kennels" city improvement does not increase the experience units gain per turn
Fixed an issue where the "Self-repairing Defences" city improvement does not grant an XP bonus
Fixed an issue where there is a inconsistency of the values of the different market tabs
BATTLE
Fixed an issue where the "Stun" capacity is always successful
Fixed an issue where the "Ardent Fire" capacity is not functional
Fixed an issue where the "Increased Fire 3" capacity of Ardent Mages heroes does not function properly
Fixed an issue where the "Increased Fire 3" capacity of the Ardent Mages heroes does not have a visual effect when used
Fixed an issue where the "Increased Fire 3" capacity status effect is not displayed on the supported unit
Fixed an issue where the "Improved Movement" combat effects do not apply
Fixed an issue where the "Confidence" bonus does not function properly
Fixed an issue where the "Sharp Sense" bonus does not function properly
Fixed an issue where the "Higher Ground" bonus does not function properly
Fixed an issue where the "Higher Ground" effect does not appear in the unit status effects during manual combat
Fixed an issue where support class heroes do not have the "Ranged" capacity
Fixed an issue where Roving Clans heroes do not have the "Ranged" capacity
Fixed an issue where the Preacher's "Unleashed Potential" support ability does not have any sound effects
Fixed an issue where the Ardent Mages pillar buttons remain functional and do not become greyed out when ending the turn
Fixed an issue where the battle FX of the Ice Wargs are missing
DIPLOMACY
Fixed an issue where First Encounter between Empires occurs without mutual vision
Fixed an issue where a user is not prompted with the First Encounter notification when discovered using the "Vision and Map Exchange" treaty
Fixed an issue where no encounter notification is generated at the start of the session when playing against a Drakken empire
QUESTS
Fixed an issue where building multiple "Verda's Temple" at the same time breaks the Ardent Mage questline
Fixed an issue where the chapter 7 of the Roving Clans major faction is too difficult to complete compared to other major faction questlines
Fixed an issue where the reward for the "Power and Prestige" side quest is too low for the first era
GRAPHICS
Fixed an issue with the walk animation of the Urces units
Fixed several issues with the animations of the Vaulters and Mezari ambassadors
TEXT CONTENT
Fixed several issues with the French, German, Russian and Polish localisations
Fixed an issue where spacing between words cannot be noticed due to the font choice in quest descriptions (modification of the kerning values)