← CHRONICLE PATCH NOTES
Alpha 2.8.0
Added Gunpowder and Niter trade good icons.
New
Added Autosaves.
- Added Gunpowder and Niter trade good icons.
- Settlers now show workable boundaries when selecting settler.
- Added religion icon to unit stacks for missionaries to display their religion type.
- Steam Cloud Saving Support.
- Load/Save dialog distinguishes between Single/Multiplayer games and support Cloud saves.
- Added ability to delete saves from in-game.
- Updated Minimap to render isometrically.
Tech Tree
- Merchant Guilds now requires Bureaucracy
- Enlightment requires merchant guilds.
- Gunpowder no longer needs merchant guilds.
- Clockwork now requires mechanical engineering.
- Steam Engine now requires Steel.
- Railroad now requires clockwork.
- Democracy now requires liberalism/economics
- Centralized banking now requires democracy/corporation
- Printing press no longer requires clockwork
Bugs
- Fixed city center tile not changing visible yields on map.
- Fixed city center tile yields not being correct. Added 2 Food, 2 Production, 1 Gold to center.
- Fixed being able to move units while they’re fortified.
- Fixed broken UI when backing to main menu from inside game.
- Fixed host sending map too fast to clients causing game to not load.
- Fixed PW unlocks not showing in build menu on the same turn a tech is unlocked via goodie hut.
- Changed Oasis from 1 food to 3 food.
- Fixed scenario “flooded fields” with incorrect science cost.
- Fixed Zoe Warlord unit being considered melee/frontline. Now stays in back line to do big flanking damage.
- Reduced culture output on city center tile from 4 to 2.
- Fixed terraforms not changing visually to the new tile type.
- Fixed trade goods being revealed by their bonus yields on map. Yields no longer apply until good is revealed.
- Fixed civilization bonuses not appearing on the map’s tile resource icons.
- Fixed unit stack flags showing duplicates when moving camera in/out of view.
- Fixed capitol relocation partially showing capitol UI through darkness and fog.
- Fixed Public Works construction sprites not rendering across mirror boundary.
- Fixed Clear Improvement not working and complaining about “not being within borders”
- Fixed mirrored goodie hut/camp UI showing difficulty skulls incorrectly above villages.
- Fixed bug leaking workers and map tile highlights for cities the player doesn’t control and when not inside the city inspector view.
- Fixed city UI is not updating correctly in darkness/fog of war.
- Fixed tribal village UI sometimes surviving after tribal village has been captured.
- Fixed pyramids effect granting forge not allowing iron to be smelted from iron ore.
- Increased Temple happiness bonus from 2 to 4.
- Increased Cathedral happiness bonus from 4 to 8.
- Units now walk on and off ships instead of teleporting inside them.
- Fixed religion spreading and AI religion tech prioritization.
- Fixed cities on rivers not being able to build ships.
- Implemented river vs coastal checks for certain buildings. Fishing docks now buildable on rivers.
- Implemented debug turn log stripping for release builds.
- Fixed missionaries not being consumed when spreading religion.
- Tribal villages, Ruins, and Warlord camps must now be cleared before Public Works can be built on their tiles.
- Fixed unfinished road counting as fully completed roads for trade good/resource connections.
- Fixed not all playable leaders showing up in single player quick start game panel.
- Fixed leader selection video sometimes playing the video in the wrong leader panel slot.
- Reduced size and verbosity of version text to make it readable in all main menus on 1080p.
- Fixed clicking on foreign cities opening dialog instead of allowing player to select unit stacks and city.
- Fixed halberdier having same stats
- Fixed pikemen not being able upgrade to halberdier.
- Fixed horsemen not upgrading into knights.
- Fixed not being able to overwrite save games.
- Fixed a performance problem with the TurnSimulation Update running while idle and eating FPS.
- Improved turn cycling performance.
- Merchant guilds now unlocks Knights.