What changed
1 fix0 additions1 change0 removals
changedThe next update will be a purely technical one: finally changing the broken built-in networking of the engine by my "own" networking which should be more stable and fix the issues some people have with constant disconnections or failed loading.
fixedMinor Patches v0.5.0.x - always display free trader buy orders even if locked - increased silver & gold ores production skill material bonus by +2% per level, decreased efficiency bonus by 5% - fixed UI bug in building menu production summary - decreased victory cycle reduction factors (server age & active players) - fixed bug with social access quality not supporting decimal values - added new state resource tag making state backing automatic for free services like administration or intimidation - fixed bug of administration and state power state backing not working - fixed bug of deer hunting spots being deletable - removed primitive spawns on swamps - reduced 1st brickworks efficiency and mudbricks workforce needs - allowed bricks to be produced by 1st brickworks - reduced difficulty triggering kiln tech idea - removed need for prodskill lvl 1 for bricks and mudbricks - monies cost of Aristocracy decreased from 100 to 40 - trade orders mmust now be of minimum 10 monies worth. - fixed critical money exploit - increased workforce per production of gold & silver to make foundry management easier - fixed no-worker buildings (forum, wells...) from appearing as idle - fixed issue of buildings becoming unprofitable when upgrading - rebalanced difficulty scaling of innovation projects - added research points reward to mission prior of sedentarity to prevent waiting - lowered required work of metallurgy project - fixed bug of 0% chance projects still suceeding sometimes - fixed bug in supply/demand calculation for state backed productions when storage variation is negative - removed need for doctor prodskill lvl1 - fixed UI bug in natural production sources in building menu - lvl 1 market no longer needs axes or builders - implemented option to for servers to auto-wipe & restart after victory - fixed bug in treaties where being in debt prevented any treaty to be signed - implemented territories auto-reverting to outpost if no longer meeting contiguous conditions - fixed privileges wealth gains not being decimal - added missing life quality influence in the UI of breeding rates - added -30% basic breeding rates to regional territories - Fixed UI bugs with "max subordinates" of other nation members preventing nation reorg - techs council & tributes gives +1 subordinate. treaties reduced to +7. - implemented territories auto-reverting to outpost if attached to overexpanded regional capitals deeply in administrative debt (-100) - increased 'loot' from barbarian wolves and bears to 100% of killed animals. - fixed bug where upgrading buildings in regions assumed you passed over the limit of production buildings - rebalanced fisheries efficiency - changed fishing boats project material from iron to bronze - fix attempt of crashes caused by prospection data loss on some clients - fixed bug where territories of occupied city are accessible to occupant - fixed bug causing wrong prices in gift economy - fixed UI bug with wrong available formation types in territories - fixed UI bug in annexes - fixed bug with Cultural level having an incorrect speed - increased work cost for "village" project - fixed bug not allowing to destroy ruins of unavailable buildings - increased culture XP gain speed - fixed bug of regional territories not providing full movement cost reduction like other settlements. - fixed bug with inactivity timer being too low for newly created characters - fixed issues with spawning close to another character through invite - allow recruitement of settlers in territories - fixed price issue: industrial market study can't be lower than 'minimum price' - fixed bug with project haste action having no effect in some cases. - added missing tax services as "state resource" - reduced hunt action difficulty - fixed hamlets missing possibility to get 1 territory
Ymir changes
changedThe next update will be a purely technical one: finally changing the broken built-in networking of the engine by my "own" networking which should be more stable and fix the issues some people have with constant disconnections or failed loading.
fixedMinor Patches v0.5.0.x - always display free trader buy orders even if locked - increased silver & gold ores production skill material bonus by +2% per level, decreased efficiency bonus by 5% - fixed UI bug in building menu production summary - decreased victory cycle reduction factors (server age & active players) - fixed bug with social access quality not supporting decimal values - added new state resource tag making state backing automatic for free services like administration or intimidation - fixed bug of administration and state power state backing not working - fixed bug of deer hunting spots being deletable - removed primitive spawns on swamps - reduced 1st brickworks efficiency and mudbricks workforce needs - allowed bricks to be produced by 1st brickworks - reduced difficulty triggering kiln tech idea - removed need for prodskill lvl 1 for bricks and mudbricks - monies cost of Aristocracy decreased from 100 to 40 - trade orders mmust now be of minimum 10 monies worth. - fixed critical money exploit - increased workforce per production of gold & silver to make foundry management easier - fixed no-worker buildings (forum, wells...) from appearing as idle - fixed issue of buildings becoming unprofitable when upgrading - rebalanced difficulty scaling of innovation projects - added research points reward to mission prior of sedentarity to prevent waiting - lowered required work of metallurgy project - fixed bug of 0% chance projects still suceeding sometimes - fixed bug in supply/demand calculation for state backed productions when storage variation is negative - removed need for doctor prodskill lvl1 - fixed UI bug in natural production sources in building menu - lvl 1 market no longer needs axes or builders - implemented option to for servers to auto-wipe & restart after victory - fixed bug in treaties where being in debt prevented any treaty to be signed - implemented territories auto-reverting to outpost if no longer meeting contiguous conditions - fixed privileges wealth gains not being decimal - added missing life quality influence in the UI of breeding rates - added -30% basic breeding rates to regional territories - Fixed UI bugs with "max subordinates" of other nation members preventing nation reorg - techs council & tributes gives +1 subordinate. treaties reduced to +7. - implemented territories auto-reverting to outpost if attached to overexpanded regional capitals deeply in administrative debt (-100) - increased 'loot' from barbarian wolves and bears to 100% of killed animals. - fixed bug where upgrading buildings in regions assumed you passed over the limit of production buildings - rebalanced fisheries efficiency - changed fishing boats project material from iron to bronze - fix attempt of crashes caused by prospection data loss on some clients - fixed bug where territories of occupied city are accessible to occupant - fixed bug causing wrong prices in gift economy - fixed UI bug with wrong available formation types in territories - fixed UI bug in annexes - fixed bug with Cultural level having an incorrect speed - increased work cost for "village" project - fixed bug not allowing to destroy ruins of unavailable buildings - increased culture XP gain speed - fixed bug of regional territories not providing full movement cost reduction like other settlements. - fixed bug with inactivity timer being too low for newly created characters - fixed issues with spawning close to another character through invite - allow recruitement of settlers in territories - fixed price issue: industrial market study can't be lower than 'minimum price' - fixed bug with project haste action having no effect in some cases. - added missing tax services as "state resource" - reduced hunt action difficulty - fixed hamlets missing possibility to get 1 territory
Here are the changelogs of the multiple minor patches that have been applied since the last update.
The next update will be a purely technical one: finally changing the broken built-in networking of the engine by my "own" networking which should be more stable and fix the issues some people have with constant disconnections or failed loading.
Minor Patches v0.5.0.x - always display free trader buy orders even if locked - increased silver & gold ores production skill material bonus by +2% per level, decreased efficiency bonus by 5% - fixed UI bug in building menu production summary - decreased victory cycle reduction factors (server age & active players) - fixed bug with social access quality not supporting decimal values - added new state resource tag making state backing automatic for free services like administration or intimidation - fixed bug of administration and state power state backing not working - fixed bug of deer hunting spots being deletable - removed primitive spawns on swamps - reduced 1st brickworks efficiency and mudbricks workforce needs - allowed bricks to be produced by 1st brickworks - reduced difficulty triggering kiln tech idea - removed need for prodskill lvl 1 for bricks and mudbricks - monies cost of Aristocracy decreased from 100 to 40 - trade orders mmust now be of minimum 10 monies worth. - fixed critical money exploit - increased workforce per production of gold & silver to make foundry management easier - fixed no-worker buildings (forum, wells...) from appearing as idle - fixed issue of buildings becoming unprofitable when upgrading - rebalanced difficulty scaling of innovation projects - added research points reward to mission prior of sedentarity to prevent waiting - lowered required work of metallurgy project - fixed bug of 0% chance projects still suceeding sometimes - fixed bug in supply/demand calculation for state backed productions when storage variation is negative - removed need for doctor prodskill lvl1 - fixed UI bug in natural production sources in building menu - lvl 1 market no longer needs axes or builders - implemented option to for servers to auto-wipe & restart after victory - fixed bug in treaties where being in debt prevented any treaty to be signed - implemented territories auto-reverting to outpost if no longer meeting contiguous conditions - fixed privileges wealth gains not being decimal - added missing life quality influence in the UI of breeding rates - added -30% basic breeding rates to regional territories - Fixed UI bugs with "max subordinates" of other nation members preventing nation reorg - techs council & tributes gives +1 subordinate. treaties reduced to +7. - implemented territories auto-reverting to outpost if attached to overexpanded regional capitals deeply in administrative debt (-100) - increased 'loot' from barbarian wolves and bears to 100% of killed animals. - fixed bug where upgrading buildings in regions assumed you passed over the limit of production buildings - rebalanced fisheries efficiency - changed fishing boats project material from iron to bronze - fix attempt of crashes caused by prospection data loss on some clients - fixed bug where territories of occupied city are accessible to occupant - fixed bug causing wrong prices in gift economy - fixed UI bug with wrong available formation types in territories - fixed UI bug in annexes - fixed bug with Cultural level having an incorrect speed - increased work cost for "village" project - fixed bug not allowing to destroy ruins of unavailable buildings - increased culture XP gain speed - fixed bug of regional territories not providing full movement cost reduction like other settlements. - fixed bug with inactivity timer being too low for newly created characters - fixed issues with spawning close to another character through invite - allow recruitement of settlers in territories - fixed price issue: industrial market study can't be lower than 'minimum price' - fixed bug with project haste action having no effect in some cases. - added missing tax services as "state resource" - reduced hunt action difficulty - fixed hamlets missing possibility to get 1 territory