Ships At Sea - Misc Games
In our latest Ships At Sea patch, we have implemented various improvements and fixes to enhance your gaming experience. Unfortunately, we had to temporarily disable net fishing because players were unable to complete it. We are currently reworking the net fishing mechanics and will reintroduce it in an improved and working state very soon.

  • Adjusted cargo areas in Værøy
  • Balanced burning and towing missions
  • Net fishing disabled
  • Fixed problem accessing electrical cabinet on Conquest
  • Fixed problem where the boat was not docked after loading savegame
  • Fixed problem where client would rejoin savegame and end up jumping under the surface after the second time
  • Fixed bug where actor component was creating duplicate entries in savegame
  • Fixed pier issue on Teist where the player could fall through the world

Thank you for your patience and understanding as we work to improve the game.

- Team Misc Games
May 27, 2024
dotAGE - Catman
UX
  • Bonus research points in the Research Tree are now added to the currently selected building blueprint
  • Events that remove a profession will now mention what profession was lost (Finally!)

Bugfixes
  • Fixed getting back from a dropdown with a controller also getting out of the whole sub-settings menu
  • Fixed settings titles not being re-clickable with a controller
  • Fixed radial menu opening on Pips using the wrong button (now correctly uses the same as the building radial menu)
  • Fixed placing pavements showing a "dismantle" icon
  • Solved cases where the circular logic solver would not work between a Brothel and a Relaxing Stand
  • Fixed bug with placing a Hunter's Lodge in-between both Rabbits and a Wild Fowls causing the Hunter to sometimes get stuck
  • Localization fixes
Boba Bar: Bubble Tea Tycoon - Kwaussie Studios
  • Ice no longer completely melts every day, Now only half of the remaining ice will melt each day.
  • Fixed minor bugs including changing Satisfaction Points to round correctly.
Drug Dealer Simulator - Alyss
Yo, Dealers. Time to talk about the more technical side of DDS2, one we’re sure you’ll love! In DDS2, you can customise your gameplay.

Want a casual run to get to know the game? No problem. Prefer a more difficult run focused on economics? Done. Wanna go out and bash some skulls in? Also doable. In short, you can customise your gameplay (or your cartel, as we call it) to suit your own playstyle or game goals at the moment.

This Cartel Config replaces the difficulty levels from the first game.


So what exactly can you change?

Each of the players can choose the speed of XP gain, reputation gain (or loss) or the speed to crafting stations. If you prefer a more chill approach, you can switch off the raids and adjust the damage you deal and take from the NPCs. And more!

You can configure your game either when you create a new cartel or later on in the gameplay after you interact with the boss desk.

There are 4 available presets in the game.

Default – recommended settings for your first game

Economic – preset best suited for players wanting to explore the economic side of the game. It lets you focus on your crime business without the worry of getting punched in the face (meaning the thugs will be easier to deal with)

Gangsta – this preset is for all of you who prefer a more difficult gameplay filled with combat. Thugs will hit harder and you need to watch out for raids

Chillout – it’s the best preset for casual gamers who want a nice chill experience while growing their business. If you simply want to enjoy the views of Isla Sombra, this preset is for you. Game progression is faster, thugs are easy to deal with, and raids are disabled

You can also create your own custom rule set to apply for later games.


So, what preset will you be choosing? Or are you gonna make one from scratch?

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/
Drug Dealer Simulator 2 - Alyss
Yo, Dealers. Time to talk about the more technical side of DDS2, one we’re sure you’ll love! In DDS2, you can customise your gameplay.

Want a casual run to get to know the game? No problem. Prefer a more difficult run focused on economics? Done. Wanna go out and bash some skulls in? Also doable. In short, you can customise your gameplay (or your cartel, as we call it) to suit your own playstyle or game goals at the moment.

This Cartel Config replaces the difficulty levels from the first game.


So what exactly can you change?

Each of the players can choose the speed of XP gain, reputation gain (or loss) or the speed to crafting stations. If you prefer a more chill approach, you can switch off the raids and adjust the damage you deal and take from the NPCs. And more!

You can configure your game either when you create a new cartel or later on in the gameplay after you interact with the boss desk.

There are 4 available presets in the game.

Default – recommended settings for your first game

Economic – preset best suited for players wanting to explore the economic side of the game. It lets you focus on your crime business without the worry of getting punched in the face (meaning the thugs will be easier to deal with)

Gangsta – this preset is for all of you who prefer a more difficult gameplay filled with combat. Thugs will hit harder and you need to watch out for raids

Chillout – it’s the best preset for casual gamers who want a nice chill experience while growing their business. If you simply want to enjoy the views of Isla Sombra, this preset is for you. Game progression is faster, thugs are easy to deal with, and raids are disabled

You can also create your own custom rule set to apply for later games.


So, what preset will you be choosing? Or are you gonna make one from scratch?

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/


Swordai - castavernas
Update 0.5.3 is out and contains a lot of polish as well as a few significant gameplay tweaks for the next playtest which will start later this week. Be sure to follow the game and to click "Request Access" for the playtest on the main steam page. You'll get an email when you get access to the playtest.

Here are the full patch notes.


  • When you run out of tower time, rather than being removed from the tower immediately, you get the "Final Fury" status effect which drains your health continuously. The effect is removed if you do something to gain tower time (eg kill an something, loot a chest, etc). This allows you to potentially recover if you run out of time.
  • All red portals now send you to the same spawn point if you follow someone within 30s of them teleporting
  • You can now hold F or press and release F to interact with things like portals / chests / etc, before holding didn't work as one might expect
  • If you tap an offhand ability and immediately release the button to cancel it, it only has a 1s cooldown, to prevent you from accidentally blowing your cooldown
  • Significantly increased the time limit for inputting the code on puzzle doors
  • Made it more clear that you should leave your home and go to the trail of initiation after completing the first stage of training
  • Significantly increased the amount of tower time the killing most npcs gives.
  • Fixed a bug where chests weren't scaling the tower time given based on how long it had been since they were looted
  • Fixed a bug where leaving the tower server and rejoining could make your tower time not display properly
  • Added a slider to change the overall game volume
  • Added a new shrine buff that grants life steal on combo attacks only
  • You now steal shrine buffs with their remaining duration as well as soul keys if you kill a player who has one and loot their crystal
  • Made the initiation trial door only require 60 essence to open
  • A lot of decoration / minor cosmetic improvements
  • Increased shrine buff durations to 15 min
  • Increased the absorption and reflection on the molten edge buff to 3
  • Added achievements
  • Many minor bug fixes

Super excited for the next playtest to start. It should be just a few days!
May 27, 2024
Demonheart: The Cursed Trial - Lamb
Hello, demonhearts ːDevilHeartː


I'm excited to announce that the latest update is now live! Here's what's new:

  • Chapter 5 has been added to the game, taking the total word count over 110.000!
  • There has been a slight redesign of the user interface, including displaying your character's name on the "Character" screen (previously "Alignment".)
  • There have been some small changes to Chapter 4, in particular the approval values.
  • In a previous update, I added the new opening video to the game.
Thank you for your continued support and feedback. I hope you'll enjoy the new chapter!
May 27, 2024
School of Magic: Deck & Slash - KeySam
This update primarily aims to enhance the demo experience.

  • Enhanced tutorial with voice overs
  • Reworked visual effects for some enemies
  • Visual improvements to the Druid area
  • New dialogue and voice over for the end-of-demo encounter
  • Minor bug fixes
  • Reduced lag spikes
Enlisted - [CM] Ungorisz


You haven't seen Enlisted like this before. For the next major update, we've prepared a whole range of significant improvements to our game's visuals, and we debated for a long time whether we could fit them all into one devblog. We couldn't, so in this devblog, we'll talk about the graphical changes that will be noticeable to every player.

We present to you a huge improvement to the Global Illumination.

What is a Global Illumination?

In short, Enlisted uses Realtime Global Illumination to calculate light scattering from surfaces. This technology does not require an ultra-modern video card with ray tracing support, yet it creates a realistic look, softly illuminating even areas that are not directly exposed to light. The reflected light changes its characteristics depending on the texture and shade of the surface it is reflected from. This works both indoors and outdoors.

GI in Enlisted works even on the low quality graphics preset, since it does not consume a lot of resources, but it dramatically transforms the visuals for the better. It is easier to appreciate the contribution of this technology by watching a video from an early version of the game.


Enlisted was among the first games to use Global illumination! And it has proven to work well, even with the limitations of older consoles (Xbox One/PlayStation 4) for which it was designed (because the game must run at 30/60 FPS on these platforms).

For example, the early version of Global Illumination did not support detailed reflected light (specular lighting), only diffuse lighting was calculated. Its display distance was significantly limited (GI was calculated in detail up to about 60m, and a simplified calculation was used beyond that). Its resolution did not allow for lighting details smaller than about 50cm, which in some cases caused light to leak through walls. Hardware ray tracing (RTX/DXR) was not supported, and so on.

Updated Global Illumination

In the upcoming major update, the technology that is visible on your screen all the time will impress you even more. We have improved all aspects of the GI - the propagation of light has become even more realistic, and the game is visually richer: we have added specular lighting, increased its display distance, and also added detailed reflections.



We have almost completely eliminated the issues related to light propagation (light and dark leaking), like in this example of light leaking through the ceiling.



The display distance and calculation of Global Illumination has also improved. You will notice this, for example, in the corridors of the Reich Chancellery or inside Lehrter Bahnhof.



Improved reflections to better represent the properties of surfaces and the distribution of reflected light. In other words, in rooms where at least some light enters, more details will be visible and navigation will be easier.



Additionally, smooth surfaces now also reflect objects that are not on the screen (f.e., where Screen Space Reflection does not work).



Performance will remain the same!

We managed to keep the updated Global Illumination within the current performance parameters (depending on the settings). You will be able to appreciate the updated visuals of Enlisted without any performance loss on most settings, except for the highest GI quality setting. There, the impact of the changes may be noticeable, but the visuals will also please the most avid graphics enthusiasts.

Local tone mapping

These additional changes are related to other aspects of Enlisted's graphics. They do not affect the performance, and are made based on your "improve visibility in the dark" feedback. So we do! Now, exposure is not calculated globally, for the entire frame, but locally, allowing both bright and dark areas to retain details. This is somewhat similar to HDR, without the need for such technology in your monitor, or the work of a photographer.

Check the difference:





We have also improved the bloom effect – the glow from bright light sources, making it softer and more diffused.



Do you like the changes? These are the most noticeable graphical improvements of the upcoming update, which will also introduce new features and improve old ones. Stay tuned for more devblogs, leave feedback, and share the news with your friends.

We continue improving the game!
May 27, 2024
Millennia - Firefly
Hello there! Update 3 with Build Number "1.0.34.F" is finally here. We have also updated the roadmap image to include some of the features confirmed for Update 4, which is currently scheduled for release during June. (The Open Beta is just around the corner!)


Link to 2024 Roadmap image

Update 3 Changelog

Featured Changes
  • Added a Restart option. The ESC menu now includes an oft requested “RESTART”, which will re-launch the game with the same settings but a new map seed.

  • Added the Game Rules system. Much like the Restart options, the ability to set game rules is a frequent request. This is now available in Custom Game Settings.

  • Speaking of the new Game Rules system and things that are frequently requested – the first three options presented in Game Rules are settings that allow you to adjust the Barbarians. This is the initial implementation of the feature and new options will be added in future updates.

  • Added a new map – Ring. As the name suggests, this new map generates a ring-shaped continent with a large center sea. The starting positions generally mean that you have only two neighbors to really worry about (until someone gets wise with naval transport, anway).

  • A new Nation default has been added – Nigeria is now available.

  • Implemented an on-map razed Improvement indicator. Much like Improvement upgrades, this appears if one of your Improvements has been razed and allows easy repair of the Improvement.


Balance

PLEASE REMEMBER THAT BALANCE CHANGES WILL ONLY APPLY TO NEW GAMES.

  • The Pay Homage Innovation now adds +1 Government XP (in addition to +4 Wealth) to Farming Towns.
  • Catapult Bireme HP increased from 50 to 100.
  • Bomb Vessel HP increased from 50 to 100.
  • Galleon HP reduced from 60 to 50.
  • Voltaic Pile Power increased from 1 to 2, workable Power increased from 1 to 2.
  • Mercenary changed from 40 Attack, 32 Defense to 45 Attack, 35 Defense.
  • Mercenary spawn at maximum Veterancy level.
  • Mercenary Morale increased from 20 to 50.
  • Mercenary no longer Type: Ranged (this Unit is outside of normal Unit RPS), also no longer has combat bonus against Type: Line itself.
  • Privateer changed from 39 Attack to 47 Attack.
  • Privateer spawn at maximum Veterancy level.
  • Privateer Morale increased from 40 to 50.
  • Privateer no longer Type: Line (this Unit is outside of normal Unit RPS).
  • Old Guard Grenadier HP reduced from 60 to 50.
  • Old Guard Cavalry HP reduced from 60 to 50.
  • Drone Carrier HP reduced from 90 to 50.
  • Knowledge value of Exhibition increased from 3 to 4, removed the additional Worker slot so that you can make only one Exhibition.
  • Jaguar Unit promotion cost set to 50 XP, regardless of Unit being promoted from.
  • Changed Electricity Ideal of Inventors National Spirit to make Inventions worth an additional Knowledge, removed the +1 worked Inventions.
  • Added scaling cost to Guild Training.
  • The State Religion Office in the Age of Harmony now provides 1 Arts XP (instead of 1 Diplomacy XP) and generates Faith (.5 per population with the State Religion) instead of generating additional Diplomacy XP.
  • Reduced Power Score value of Vassal Population from 10 to 8 per Pop.
  • Increased Power Score value of Towns from 10 to 15 per Town.
  • Seismic Imaging Technology now rewards Specialists (was rewarding IP).
  • Subway Capital Building now rewards Specialists (was rewarding IP).
Gameplay
  • Using an Archangel Laser Strike now negatively affects your diplomatic opinion with the targeted Nation. The reduction is based on whether you are de-shielding, damaging, or destroying a region, with the last of those being almost unrecoverable, diplomatically.
  • All custom Nations were selecting the Revolutionary personality; these now select a random personality at game start.
  • Adjusted Chaos so that it cannot accumulate unlimited negative amounts. Now capped at -5 income and -20 accumulated Chaos. (Propaganda can no longer be used if negative.)
  • Lighthouse of Alexandria is now a possible Innovation Event reward (Age 3).
  • Renamed the Energy Good (generated by things like Power Plants, Deep Sea Hydrothermal Generators, Aether Refineries) to “Stored Energy.”
  • An indication is now shown on the Capital nameplate if there is an Outbreak in the Region.
  • If a Nation has been eliminated, killing any of their Units that were left behind no longer counts for progress toward the Age of Blood.
  • The previously disabled Barbarian Resurgence Chaos Event (disabled because multiple AI Nations getting them could result in unfortunate circumstances for players), have been fixed, re-enabled.
  • When viewing attack range for a City Attack, we no longer show Region nameplates (to avoid making enemy Units that could be attacked obstructed by display of the Region name).
  • Previously, Conquest would reset Integration at a Vassal. That is, you might Vassalize a Minor, wait and invest in Integration until you can convert it into a Region, have an enemy conquer this Region, liberate that Vassal immediately after losing it, and you’d then control a Vassal that needed 50 Integration again before you could restore it as the Region it was previously. This has been changed so that the Integration required scales over time – if you re-capture a Vassal that was taken from your Nation shortly after it was lost, it now requires very little to reintegrate.
  • Noncombatant Units (like the Merchant) can no longer cause “Under Siege” conditions.
  • Changed Biplane Bomber, Airship, Propellor Bomber, Jet Bomber, Low Orbit Photon Bomber, and AI Bomber to select targets randomly.
  • Removed the Biplane Fighter from Age of Harmony.
  • Merchants, Envoys can now be deployed from anywhere within a Region, not only when adjacent to a Capital City.
  • Deployed Merchants now generate wealth for the host where they are deployed (30% of what they gather for their owner).
  • Disabled the Siege Defenses Unit Ability on Naval Units (this is designed to work with some things that are not yet in the game and is currently not worthwhile compared to just attacking directly).
  • Changed how Bribe works. Previously, this applied to specific Unit types (the Barbarian Units). It now looks for ownership. As before, you cannot Bribe Aliens (or Rogue AIs), but you can now use Bribe on a variety of Units that can end up under Barbarian control. Notable here is that the Units remaining when a Nation is defeated switch to “Barbarian.”
  • Landmarks in your territory were not applying the intended bonuses. They do now.
  • Promote Cultural Exports was unlocked in Age 2, now unlocked in Age 1.
AI
  • Adjusted AI to better understand how to build Supermonuments.
  • Adjusted AI to be smarter about attacking when it has noncombatant Units in an Army.
  • Made some changes to how the AI approaches getting Knowledge and using Knowledge-related Culture Powers like Eureka. Effectively, at Adept and below, this makes the AI Nations take longer to progress into the next Age.
  • Improved AI in Age of Departure, now more competitive in this Age.
  • Fixed and issue with AI’s use of Merchants. Previously, they would consider Vassals at full Prosperity as targets for their Merchants.
Multiplayer
  • Fixed an issue in the multiplayer lobby that caused problems when players were using nicknames (or changed their Steam name).
UI / Art
  • Updated tooltips related to Technology discounts when other Nations have researched the same Tech for clarity.
  • Added mention of next level of Unrest in the Unrest tooltip.


  • Expanded Diplomacy tooltips to show what will happen when going to war when Alliances are involved.






  • Revised numerous Chaos and Innovation Events, improved related text.
  • Sorted and categorized the start bonuses to make it easier to find what you’re looking for.
  • Tooltips for Chaos and Innovation Events now include explicit mention of the percent chance of an Event on the next turn.
  • Revised tooltips for Religion; now much clearer about who follows what.
  • Added display to show if Apprentices (from the Great Masters National Spirit) have been recruited at a location
  • Added a new mappable hotkey for ending the turn. This allows you to essentially move that functionality off of the existing key (assigned to “Enter” by default). When mapped to a different key than the existing “next”, you can quickly step through a number of Armies with multi-turn moves without accidentally triggering the next turn.
  • Added hover effects to some UI buttons in the Infopedia and new Age UI.
  • Improved how tents are displayed (for Units that have moved during the turn). Adjusted tent and Unit placement so that the tents and Units do not intersect. Added new idle animations for some Units.
  • Adjusted the location of the “Destroy Vassal” button, changed it to red.
  • Adjusted National Spirit Ideal tooltips to not repeat what is one the Ideal.
  • Adjusted the display of turns remaining in tooltips showing buffs.
  • Added animation to Treaty button in Diplomacy.
  • Adjusted Goods icons on the map to not block movement or selection clicks.
  • Added visual effects that appear on Units that are created because of a Chaos event to make it more obvious where these came from.
  • Changed Archangel attack so that the visuals are not hidden under fog of war.
  • Updated a number of Unit tooltips to use “Unit Type:” formatting consistently.
  • Made Siege a “full” Unit type and applied this to relevant Units (as they behave differently than Type: Support), added Infopedia entry on Type: Siege.
  • Created a Commando Unit type and applied this to Mercenary / Privateer Units (as they behave differently than standard types).
  • Many Unit sub-types are now shown in the Unit tooltips, including Armored, Assault, Projectile, Siege, Militia, Alien, Barbarian, Rogue AI, Cultist, Naval, Transport, Air Fighter, and Air Bomber.
  • Added a new Power Score entry to the Infopedia, added references to Power Score in several places.
  • Region Capital nameplates no longer stop map scrolling when passed over.
  • Layout fix for Clone Farm.
  • Moved display of game settings to a pop-up (instead of showing this in the Options Menu itself), and added to the details shown.
  • Outliner state now persists between game sessions.
  • Changed the Game Log so that it starts with the most recent entry at the bottom.
  • Added Noncombatant Infopedia entry and tooltips.
  • New art for Dark Forest Landmark.

  • New art for Tropical Rainforest Landmark.

  • Added warnings and notification in Age of Revolution spotlight the Rebels.
  • Renamed the Museum in Age of Discovery to “Museum of Archaeology” to make it distinct from Museum appearing in Enlightenment.
  • Added a notification for the Open the Gates Domain Power to let a target Nation know this has happened to them.
  • Adjusted position and color of ESC menu buttons.
  • Instead of showing game information (like map seed) in the ESC menu, there is now a Game Information button that opens a panel with game information, including the new game rules.

  • Changed how the Combat Alerts appearing in the right-side column function. Previously, selecting these would open the Combat Viewer for the related fight. Now, selecting these jumps to the location of the combat on the map, making what happened easier to see.
  • Added a new icon for Regional Efficiency when showing a debuff (the green icon looked like a buff in all cases).
  • Changed Coup “buff” to use the Chaos icon.
Bugfixes
  • Fixed an error with the tooltip on Docks with the Colossus buff.
  • Fixed an error with the tooltip shown when attempting to rebuild destroyed Towns that are not adjacent to your territory.
  • Fixed some errors in translation of German loc lines.
  • Fixed Dedicate Monument (Arts) using the wrong icon.
  • Fixed air Units not being destroyed when the Town they are stationed at is destroyed (by Archangel strikes, for example).
  • Removed “can be built on” in tooltips where unnecessary.
  • Fixed water Regions (Utopia) showing expansion when they should not.
  • Fixed air overlay display showing incorrect information when air Units with different move ability were selected.
  • Fixed valid / invalid moves showing incorrectly on the air overlay in some cases.
  • The Sundarbans Landmark now correctly appears only once.
  • Fixed error with Castle Armory and Castle Town having the wrong terrain requirements (switched these so that Castle Town requires Grassland).
  • Fixed an issue where movement range was not shown correctly in some cases when selecting an Army with zero movement points.
  • Fixed text overflow issue with tooltips for key remapping in some languages.
  • Fixed an issue where other progress toward victory for other Nations was not showing correctly if you had not entered the Age already.
  • Fixed Unit upgrades resetting movement status (which allowed double moves / attacks).
  • Fixed tooltip on Rush to be consistent.
  • Defending air Units no longer get terrain bonuses.
  • Fixed an issue where attacking (destroying) broken enemy Units always caused a move into the tile where the enemy Unit was located.
  • Fixed an issue where banners and Unit formations did not correctly show that they had already moved during the turn after reloading a savegame.
  • Fixed unlocalized text appearing in the tooltip for Space Center in some languages.
  • Fixed an issue with incorrect label appearing on the Vassal UI.
  • Fixed Divine Spark Innovation to give +1 Innovation income instead of +1 Innovation on-build to the Inventor’s Lab.
  • Fixed typo in the Seasoning Innovation.
  • Added missing tooltips for Tropical Forest and Dark Forest Landmarks.
  • Fixed many instances of Type: Support Units being shown as Type: Ranged.
  • Fixed the Crossbow Guard targeting incorrectly (it was picking targets like a Line type Unit).
  • Fixed the Khan targeting incorrectly (it was picking targets like a Support type Unit).
  • Corrected references to Artillery in Infopedia.
  • Corrected incorrect starting bonus information for Archer, Warband, and Scout.
  • Fixed typo in Diplomacy tooltip.
  • Corrected Diplomacy Upgrade Line Buildings tooltips.
  • Corrected Call Banners Domain Power tooltip.
  • Corrected Unjustified War Diplomacy tooltip.
  • Clarified the Trade Help Topic to explain using Envoys to initiate Trade.
  • Fixed “Has Embassy” tooltip.
  • Added nested tooltip to Create Shoen Ideal.
  • Corrected Outpost Infopedia entry.
  • Fixed Great Library tooltip to include count of Open Borders.
  • Corrected Pyramid Temple tooltip.
  • Corrected Education Help Topic and several related tooltips.
  • Fixed an issue that could occur with restoring defaults keybindings in some situations.
  • Corrected an issue that was causing compounding growth in the value of some Buildings (Congressional Halls, Diplomatic Facility).
  • Reduced the flickering seen in Multiplayer when a player joins.
  • Fixed issue with the Think Tank Capital Building ceasing to provide benefits of the building.
  • Fixed an issue with targeting noncombatant Units never causing the attacker to move into the hex occupied by the noncombatant.
  • Fixed naval Units attacking Units on land incorrectly requiring Movement sufficient to (theoretically) move into the hex occupied by their target to attack.
  • Fixed an issue where the undo UI would not refresh in some circumstances.
  • Fixed an issue with keyboard input not being blocked correctly in some situations (which could cause things like closing menus accidentally).
  • Fixed an issue that would allow AI Armies to overstack under some conditions, causing them to form and use Armies larger than possible for the current Age.
  • Fixed an issue where high “turns to complete” numbers could cause display of the count to show incorrectly.
  • Fixed an issue that could cause a missing string to appear for an AI Nation’s personality in Diplomacy tooltips.
  • Fixed some situations where right-clicking to dismiss a combat notification could cause a move order.
  • Fixed an issue with the Horses tech not applying Influence gain correctly.
  • Fixed progress being displayed in the Faction screen showing up at the wrong location on the progress bar.
  • Fixed an issue where Units that had been moved and were displaying their “exhausted” state would return to showing their normal state when the map was scrolled away and back.
  • Corrected tooltip for World Fair.
  • Fixed issue with tooltip for Horses Tech expansion buff.
  • Fixed an issue with combat notifications on the map sometimes conflicting with the Goods icons on the map, which prevented the combat notifications from being dismissed.
  • Fixed some conditions where UI could fail to update correctly when Regional Efficiency was changed.
  • Transporting Units into a Capital now updates Unrest correctly (using Undo also reapplies Unrest correctly).
  • Fixed several scenarios where you could avoid being at War in an Age where everyone is supposed to be at War (such as Blood) by using Diplomatic options immediately before the Age.
  • Fixed some cases where Units killed by air attacks would continue to appear on the map.
  • Sawmill line Improvements (Forester, Saw Pit, Saw Mill, Powered Saw Mill, etc.) now correctly supply a bonus to the Lumber Town Specialization.
  • Fixed a variety of errors in localized text.
  • Fixed a case where the tooltip for Under Siege could show an incorrect value.
  • Fixed an issue where rush completion did not cause “Idle City” to show.
  • Fixed tooltips for Age 6 Chaos Events (Learned Ones and Stubborn Students).
Misc
  • Performance improvements to decor spawning.
  • Performance improvements around selection and next action button updates.
From us at Paradox Interactive & C Prompt Games, we hope you love the game! <3
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