Full notes
Full Medieval Legacy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Performance
- Gameplay
- Compatibility
- Security
Major Additions:
Spanish localization
Balance Changes:
Stats below the base level (8/10/12) now have a multiplicative penalty instead of an additive one. Should make lower stat levels more impactful on performance
Character starting stats are now dependent on their age, with children having lower stats
Adjusted how starting stats are inherited from parents, stat spread should be closer to the average of parent's stats
Adjusted the amount of experience needed to level up stats, lowered experience requirements for lower stats and increased them for higher stats
The "Acceleration Elixir" now adds stat experience from the job
Old age now applies an efficiency penalty. starts at age 60 and increases as they age, the impact is affected by their max age (strength)
Adjusted the recipe of cloth to make it harder to get the craftsman skills with "Craft X items" requirement: 2 Wool: 1 Cloth -> 6 Wool:3 Cloth
Increased the gold cost of the large manor: 3000g -> 8000g
Increased the gold cost of the castle: 10000g -> 30000g
Decreased base price of wine: 25g -> 20g
Decreased base price of aged wine: 60g -> 50g
Changed the food reduction effect of the "Ring Of The Berserker" to be multiplicative instead of additive: Hunger-(2 * Injury) -> Hunger*(1 - (0.1 * Injury))
Changed the sickness reduction for the "Strong Genes" skills: -4 -> x0.8
The amount of human flesh generated by the "Cannibalism" skill now scales with efficiency
The efficiency bonus for the "Private Security" skill has been reduced: +100 -> +50
The "Toolkeeping" and "Refined Metals" skills now reduce durability loss per turn by 3 points each instead of 2
Increased base durability loss per turn: 14/15/16 -> 15/18/24
Minimum durability loss per turn increased: 1 -> 5
The effects of the "Diligent" and "Forgetful" traits increased +/-2 -> +/-3
The effect of the "Healthy" and "Sickly" traits have been adjusted to scale better over the course of the game: +/- 3% sickness chance -> x1.25/x0.75 sickness chance
Age now affects sickness chance, infants and the elderly have increased risk. The added risk for elderly members is influenced by their max age
Misc Changes:
Adjusted how efficiency, hunger, durability, pregnancy and risk are calculated, its identical from a gameplay perspective, but should have increased consistency, flexibility, and stability. future additions should be significantly easier.
Thanks to the structure change, there are now breakdown menus for hunger, durability, pregnancy and risk
The sell button on equipment will now open the sell slider if the combined stacks option is enabled
Updated the item sell dragging and item sell button to have consistent behavior
the sell screen will now appear if you sell an item with a count >= 2 instead of >= 4
clicking outside of a popup will close that window
pressing esc will close the top most menu
decreased base max age: 100 -> 80
The "Decrepit" and "Graceful Aging" traits now affect max life +/- 10 years.
Max age range is now 65(55 w/ "Decrepit") -> 105 (115 with "Graceful Aging" or "Full Of Potential")
Completing an entire run on the hard difficulty will give the scenario icon a larger crown
Changing difficulty mid run will render it ineligible for this extra challenge. This is shown by a crown on the difficulty option in the pause menu
The difficulty change is only locked in once the game is unpaused
Locked starting scenarios have a greyed out backing to better differentiate them from the unlocked scenarios
Bug Fixes:
Fixed an issue where medical herbs would appear in the shop even if the plague's medicine removal effect was active
Fixed an issue that prevented players from starting expeditions from the castle
Fixed an issue where the "Jury Rigging" skill always gave +100 efficiency
Fixed an issue where the state of the no medicine and no food indicators would retain their previous state if the shop closed
Fixed an issue where willpower wasn't properly influencing character food cost
Fixed an issue where the "King's Crown" item had the incorrect description
Fixed an issue where the "Coordination" skill counted non-laborer characters
Fixed a corrupted file that caused the "A Concrete Killing..." event to not function properly
Fixed the "Prevent Curse" option in the "Cursed!" event
Fixed the text on the second option in the "War bonds, we insist!" event
Fixed a handful of broken guide links throughout the game
Fixed an issue where the "Ring Of Seasons" and "Green Thumb" trait wouldn't change farms to their in season appearance
Source
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