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Steam News3 August 202615d ago

Update #4

Additions Added garrison dispatch as a button to the town details panel. Added a per-town recruitment toggle to the Recruit menu. When checked, units recruited by the specific town will be sent to the selected squad.

In this update6

Full notes

Full Arinoa: Conquest update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

25 fixes3 additions22 changes1 removal
  • UI and audio
  • Gameplay
  • Maps
  • Balance
  • Fixes
addedAdditionsAdded garrison dispatch as a button to the town details panel.
addedAdditionsAdded a per-town recruitment toggle to the Recruit menu. When checked, units recruited by the specific town will be sent to the selected squad.
addedAdditionsAdded spectate button to the game over screen.
changedFaction Strategic Behavior ChangesFactions now form armies that gather and march to their target together, instead of attacking one unit at a time as they arrive.
changedFaction Strategic Behavior ChangesFactions now commit to a war plan such as defending, raiding, attacking, or going all in and will hold to it instead of changing their minds every few seconds.
changedFaction Strategic Behavior ChangesFactions now concentrate their attacks on a few valuable targets instead of spreading across every enemy building on the map.

Arinoa: Conquest changes

addedAdded garrison dispatch as a button to the town details panel.
addedAdded a per-town recruitment toggle to the Recruit menu. When checked, units recruited by the specific town will be sent to the selected squad.
addedAdded spectate button to the game over screen.
changedFactions now form armies that gather and march to their target together, instead of attacking one unit at a time as they arrive.
changedFactions now commit to a war plan such as defending, raiding, attacking, or going all in and will hold to it instead of changing their minds every few seconds.

Additions

  • Added garrison dispatch as a button to the town details panel.

  • Added a per-town recruitment toggle to the Recruit menu. When checked, units recruited by the specific town will be sent to the selected squad.

  • Added spectate button to the game over screen.

Faction Strategic Behavior Changes

  • Factions now form armies that gather and march to their target together, instead of attacking one unit at a time as they arrive.

  • Factions now commit to a war plan such as defending, raiding, attacking, or going all in and will hold to it instead of changing their minds every few seconds.

  • Faction personality now affects how a faction fights. Expansionists attack with a smaller advantage and keep fewer troops in reserve, while Cautious factions want a clear edge before committing.

  • Factions now concentrate their attacks on a few valuable targets instead of spreading across every enemy building on the map.

  • Factions now judge an enemy's strength by their actual army. Previously they were counting every unit including workers.

  • Factions that are losing a war will now seek peace instead of fighting to the last town.

  • Factions are much less likely to declare war soon after achieving peace.

  • Factions under pressure at home are now more willing to accept alliances.

  • Factions now prioritize upgrading the resource buildings for whichever resource they are currently low on.

  • Factions now stop producing settlers while fighting for survival or fully committed to a war.

Faction Diplomatic Behavior Changes

  • Factions now weigh each neighbour individually when deciding what to do. Previously a faction would decide to go to war and then pick who to fight at random, so it could just as easily attack the strongest faction on the map as the weakest.

  • Factions fighting a common enemy now think more favourably of one another.

  • Alliances will send troops to help defend each other's towns.

  • Alliances are more likely to declare war on factions that are at war with their ally.

  • Expansionist factions will have more warlike voters, while cautious and diplomatic factions will have more restrained ones.

  • War weariness will cause units to vote for peace more often when their faction has been at war for a significant amount of time.

Changes

  • Removed bonuses to garrison experience, and reduced the upgrade cost discount for AI factions to compensate for the improved intelligence.

  • Changed supporters so they gain experience for effective healing instead of just casting.

  • Changed attack move for garrison dispatch to Shift.

  • Changed towns to have a max level.

  • Changed Caravans to transfer more significant amounts of cargo more often.

  • Towns now send their closest available units to defend a structure under attack, rather than whoever happens to be picked first.

  • Workers are more likely to be spread across a faction's towns instead of collecting in whichever town is wealthiest.

  • Factions will start retiring settlers when there is no available space to settle.

  • Changed factions so that they aren't producing settlers all the time.

  • Adjusted attack size of some units to better fit the sprites.

  • Adjusted minimum distance between dungeons.

  • Changed game over screen to not trigger if the player still has combat capable units or settlers alive after losing all towns.

Balance

  • Increased skill damage of Magicians and Archers.

  • Reduced overall defense effectiveness.

  • Increased the amount of defense that can be acquired from being hit.

  • Increased defense stat on items.

  • Changed rank of Skeleton Soldier from 2 > 3

  • Changed rank of Skeleton Guard from 1 > 2

  • Increased health and damage of Undead Dragon, and Bone Colossus.

Bug fixes

  • Fixed Supporters healing allies that were already at full health.

  • Fixed healers locking onto whichever ally stood closest instead of one that was actually low health.

  • Fixed equipped items losing their stat bonuses after dying, which could leave a unit with negative stats once the item was unequipped.

  • Fixed save files failing to load after entering a dungeon in some cases.

  • Fixed research in progress being lost when loading an older save.

  • Fixed caravans not behaving properly.

  • Fixed units staying in a captured town's garrison.

  • Fixed towns spawning units from a previous faction after being captured.

  • Fixed Principality of Aeternum and Harmony Sect traders not dropping their resources when killed.

  • Fixed units gaining unusually high amounts of exp from kills in some cases.

  • Fixed factions recruiting a large amount of workers that bypassed the worker cap in some cases.

  • Fixed towns switching back to bandit control after loading in some cases.

  • Fixed units re-entering the garrison when there are enemies right next to the town.

  • Fixed units abandoning a fight when they were called back to a garrison.

  • Fixed units repeatedly moving in and out of garrisons during long wars.

  • Fixed units becoming permanently idle after the raid or attack they were part of ended.

  • Fixed factions only reacting to one enemy at a time while at war with several.

  • Fixed factions attacking regardless of the odds, instead of falling back when outmatched.

  • Fixed a faction receiving two proposals from the same faction at the same time.

  • Fixed a faction being unable to agree to peace if all of its eligible voters had been killed.

  • Fixed factions not properly developing their structures during an active war.

  • Fixed missing translations for 2 items.

  • Fixed being kicked out of a dungeon when loading.

  • Fixed automated behavior for the command unit when using Supporter, Magician, and Archer classes.

  • Fixed automated command unit aiming its skills at the mouse cursor instead of at its target.

Source

Steam News / 3 August 2026

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