In this update6
Full notes
Full Fall of an Empire update
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What changed
- Compatibility
- Performance
- Gameplay
- UI and audio
- Balance
- Maps
Fall of an Empire changes
Hi all, got a new patch for you that should fix some issues in the beta.
New Features
Native world glances - World-map glances are now composited natively by the engine through an offscreen atlas renderer instead of the web layer. They are smoother, flicker-free, cheaper to draw, and stay stuck to their location with no lag. Glances also load their detail on hover and stay centred and stable while you zoom.
Modder world glances - Mods can now register their own native world glances through the atlas renderer, with content-pack WebUI assets mapped automatically. The Sicily pack has been migrated to the new renderer.
Military command actions - Armies now have right-click context actions for issuing orders, and military commanders can be promoted straight from the command UI.
Settlement building management - You can now demolish and downgrade settlement buildings, reorder the build queue to an exact position, cancel construction with a right-click, and act on buildings from their tooltips.
Detailed battle results - Battles now record and report a full per-unit result, so after-action reports show what actually happened to each formation.
Integrate civil-war provinces - A new diplomatic action lets you integrate provinces occupied during a civil war.
Invitations from independent courts - Independent courts can now extend court invitations.
Faction icons in the ledger - The ledger now shows faction roundels.
Save overwrite confirmation - Overwriting an existing save now asks first.
Modding & Tools
Native world-glance extension support for mods (see above), with automatic mapping and emission of content-pack WebUI asset paths.
Mods can define character title rules.
SDK export now ships predefined AngelScript type definitions and build summaries for content packs.
Performance & Stability
Smoother world map - Native glance compositing removes the old glance flicker and input leaks, keeps input working without duplicate rendering, and costs less than the previous web-composited path.
Smoother campaign turns - Daily and monthly campaign processing does less work per frame and per tick, and Senate interaction queries are lighter - fewer hitches on day and month changes. This should look like dips down to 20fps from game simulation (basically regardless of your specs) should be fixed.
Leaner UI updates - Convoy render instances are reused, only changed province data is pushed to the map, glance snapshot payloads are smaller, and bridge and build-queue update churn is reduced.
Rendering - CEF paint uploads are simplified, and medium-quality runtime foliage density is reduced.
Gameplay Changes
Strengthened the Kyrnos economy.
Provinces can no longer raise instant levies.
Army routes are blocked across steep mountains, and naval movement is kept to valid sea routes.
Terrain attrition is now sourced from campaign data.
Appointment contests now refresh each day.
Conquered rebellions resolve sooner, and the Rephsian Empire is preserved after a rebel victory (if you're playing as the Western Rebels, you become the Rephsian Empire after winning).
Garrisoned armies can now receive AI orders, preventing them from keeping all their armies idle.
UI & Quality of Life
Organic frames on the faction-selection screen and treaty options, and framed warning notices in place of flat boxes.
Character lists now show the full liege realm and each character's actual title.
Distinct military unit-type icons, and military glances highlight on hover.
Localised building resource names, clearer separation of building level bonuses, and the coin icon for building gold spoils.
The build queue allows dragging, and the construction cancellation hint has moved to the tooltip footer.
Balanced ledger resource columns with correct paging of filtered rows.
Settings state syncs after apply, and faction-selection scrollbar dragging is restored.
Bug Fixes
Military & AI
Naval movement stays on valid sea routes and the land grid stays visible after saving a project.
Culled armies no longer show selection rings, and walking animations are smoother and quicker.
Battle attacks now render from their launch events.
Characters & Portraits
Character fertility is stable again.
Corrected character birth dates and spouse portrait rendering, and synced campaign leader and governor families.
Rebel leader names are preserved during uprisings.
Tutorial
Spotlight character sidebars now open, spotlight links keep their spacing, the council contest must be entered, military commands initialise correctly, and HUD assets are restored.
Saves & Menu
Fixed campaign saving, and campaign load failures are now shown on the main menu.
Main-menu bridge reads are preserved when changing modes.
Localisation
Localised authored display labels and building resource names, translated new building and WebUI text, restored complete WebUI text entries, and now validate localisation before version bumps.
UI
WebUI clicks no longer complete a map selection, and scenario startup bridge errors are fixed.
Rebellious diplomacy status styling is corrected and data map overlays are preserved at close zoom.
Water upgrades and the max port stay visible, the treasury refreshes after gold cheats, and the painted progress-bar texture is preserved.
The selected display resolution is preserved and the fullscreen backbuffer resizes when applying a resolution.
Cheers,
Joe
Source
Changelog.gg summarizes and formats this update. How we read updates.
