Full notes
Full Veil of Crows update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Maps
Overview
Hey all! Today's patch brings not only a tonne of polish, but much-needed updates to the UI, and terrain changes. We are getting closer and closer to our ultimate goal! Hope you enjoy!
Campaign map
Town total population (In town info panel) now displays whole population, not just peasants. - Beards now always show on the campaign map if the character has one. - Depth of field removed, as no longer necessary. - 'Unit Cards' now display what each unit type is when transferring and hiring. - Fixed army rep hair popping through the helmet. - LODS now used in campaign map. Controlled by Armoury so no longer loaded in each battle scene. - Can now transfer resources between your owned towns by using the trade panel. - Town lord now displayed in town info panel. - Town split forces panel disabled if a town is under siege. - Checking for needed steel for siege equipment now working properly. - More chance of hero's in taverns after scene load. - Only one trade caravan should be sent at once. - Light levels adjusted - should avoid blinding snow in the daytime. - Some grammar issues fixed. - Town/village/Markets etc trade scroll bars enlarged. - hero purchase panel will now close when clicked off-screen. - Player town Ai should now be more likely to upgrade villages. - Hero level cap removed - points needed are now calculated based on hero level. - More hero stats added - Keep track of their kills! - Auto battle panel now shows if a battle is over the sea. - Battle unit text now uses proper localization names. - Merging armies walk animation should correctly play. - AI village upgrade improved. - Resources are correctly removed from origin town when using the trade panel. - Button properties take off town automation options - only toggle is interactive. - Expenses ledger now take into account the town tax setting. - Keep upgrade gold cost increased massively. - Ai will upgrade towns slower while the player has no towns. - Stables final upgrade resource cost slightly reduced. - The hair on units is now removed and pooled properly, preventing hair sticking through helmets. - Ending war with a faction now resets your faction relation to 0 as opposed to just adding 10 relation (War could soon be declared if it was below -20). - The player can now interact with camps with only 1 population. - Heavily optimized army navigation - improvement to game FPS included. - All party gold is now available, Negative faction gold is no longer included when checking. - Game quests are more available when a new game is started. - Hunt Deserters quest available. - Quest armies faction is now set depending on quest type. I.e Hunt barbarians quest faction is now set as barbarians. - Rescue prisoners quest added. Armies have a high amount of prisoners to rescue that will be added to your army as peasants. - Campfire interaction now depends on your relation to the camps faction. - Rank needed to declare king has been raised to 13. - Fixed issue when taking control of quest auto-complete battle victory not being recognized for quest completion. - If tracking a quest, the finder arrow will automatically update if you complete an auto-resolve battle. - Localisation added to campfire names and descriptions. - Campfire available unit types have been adjusted. - Collect prisoners amount now set per difficulty Tier. Also moddable. - Peasant carts model replaced with LOD support. - Fixed issue where resources were not being checked against unit equipment, and not allowing the player to purchase units. This will become more apparent when custom equipment is introduced. - Campaign map AI town progression will match the players current level more closely. - All scroll panels can now be scrolled with the mouse. - An issue with progress not being saved properly before the player defends a siege has been fixed. - Issue with siege equipment not transferring when players take over an auto resolve battle has been resolved. - Tutorial bandit army colour issue fixed. units changed to Bandit unit types. - 'All heroes' button added when creating armies. - Asking quest location should now clear village available quests until you ask again. - Issue where you couldnt complete a quest if you are at war with the owning town resolved. Can now complete the quest to improve relations.
Armoury
New quiver model - Lods added.
Battle scene
Siege equipment should now trigger AI log traps. - Log traps should be properly triggering and causing damage to units. - Units should now look in the direction of a sorted formation once they reach their target. - Nomads will now skirmish instead of standing and firing arrows, unless in formation. - Unit cards textures outlines/horse darkened. - Unit types displayed in forces selection panel. - Optimised peasant clothes unit LOD. - Crowsperch map starting look directions fixed. - Loading progress now shows after a battle. - The issue with AI not responding during some village battles has been resolved. - When AI is defending, persuing archers will now fall back into formation if they are too far away from the rest of the army. - Ranged weapon range no longer decreased due to weather, just accuracy. - An issue with siege equipment sometimes floating has been fixed. - Reinforcement generation slightly optimized. - Improvements to archer height distance issues. - Highstone map had a building hidden underground - Units would spawn here preventing the battle from ending. Fixed. - View the battle in a first-person perspective from any one of your soldiers by pressing the F key. - Reinforcement unit hair and beards now positioned correctly. - New battle terrains added x 5. - Log trap audio now connected to SFX audio controller. - Cavalry animation speed will adjust properly when moving information. - Newly improved algorithm for calculating terrain textures. Improved terrain visuals. - Higher grass detail (Available in the options menu). - New mud texture. - New stony ground texture. - Prebaked all blood particles - slight increase to load times.
Main menu
Female hair placement fixed. - Six more coat of arms have been added. - Unit types displayed in custom battle and sandbox panels. - Should no longer need to restart VOC after confirming new mod. - An issue in custom battles with bandits and deserter factions unable to be allied resolved. - Trade index updated. - Advanced attack selection index added. - More coat of arms added. - Added option to increase grass/terrain detail amount. Recommended for higher performance PC's only. - All loading and helper text assets sharpened. - Player faction colors will once again show in the main menu.
Mod Support
Barbarian starting condition should now be available in startingconditionsxml.xml. - A Barbarian friendly bool now available in startingconditionsxml.xml. - Changed file names for unit equipment, default equipment, and player start equipment. - Hero points needed, strengthxml, agilityxml & constxml obsolete. Now calculated internally.
Summary
Thank you all for your support, and welcome to all new players! Enjoy - Kerry
Source
Changelog.gg summarizes and formats this update. How we read updates.
