It's been a while since we last updated, but as the recent release of an open beta probably hinted, we have been hard at work making some changes. We are proud to present version 1.3.6, The Βακτριανὴ Update! Your game should update automatically; for Slitherine users who are having issues with TrueUpdate, and there are always a few alas, you can grab the new version directly from here.
Notes about savegame compatibility are at the end. Over to Pocus for the long list of fixes and improvements...
Fixes
- Checking a specific trade good froze the game.
- Fix to capital region of defeated not costly enough in peace treaty.
- Late game loading optimisation.
- Units that can't be recruited because the region is not in the proper recruitment area will now be shown in the recruitment interface (click on said unit), provided the distance is not too great (max 3-4 regions away), as an indication of their potential interest.
- 2 merged stacks will keep the best general.
- Units show systematically their area of recruitment in province panel.
- You can now split a stack in half (combat power wise) by using shift-click on the split order or by having no unit selected in the army/fleet.
- Resource in the negative in the Province Panel are shown in orange, not black. Because OITNB.
- In the Building info panel, more details on garrisons that could be raised. 10 or so additional info provided on minor features of each building (Min Pop, Removed at Pop, protect against Raid, can damage at range, etc.)
- When a region modifier ends, a message is generated at low priority.
- In Regions list (Ledger), number of impediments shown next to number of structures.
- Regional decisions button pushed some pixels to the left.
- If under peace treaty (both sides), each side can resupply into the other territory. Intent is to not starve troops returning to their country.
- AI Governor: If many structures built, increase infrastructure allocation, even with low upkeep. Less penalty in choosing a costly structure. More interest in building higher tier structures. Refined evaluation of structures interest.
- DLC: Persia takeover of some regions/nations, is now dependent on the difficulty level. If under player control, there is an 80% chance to happen in Balanced difficulty, a 50% chance in Experienced, a 20% chance in Difficult and 0% if on very hard or higher. If under AI control, there is only 20% chance on Easy, 60% on Balanced. Play higher difficulty!
- Buffed Military Expertise bonuses.
- Ceding special units now cost much more. 75 gold for the receiver, and double base price for the gifter (in all 3 resources).
- ‘Hellenistic’ mostly replaced with ‘Hellenic’ in all texts. Applies to English and French languages.
- Bactria has significantly more Hellenistic, err Hellenic, population from the start.
- Bactria units roster changes: Can recruit one (Seleucid) Companion Cavalry. Can recruit Phalanx in Civilization Tier II and III. Bactrian mercenary unit is now the Iranian Armored Cavalry. Darbandand Taxila are valid regions to recruit War Elephants.
- Epirus can recruit one (Macedonian) Companion Cavalry.
- Iberia objectives redone (spread out).
- Seleucid capital and main army now in Chaldea (Seleucia city) and not Babylonia (Ctesiphon city)
- Orchards can now be built in arid regions (impediments ease-up)
- Campaign 550 BC: Removed elephants from nations units pool until tier III.
- Campaign 550 BC: Removed phalanx from Etruscii.
- Kolchis Fortress of Kartli mission requirement eased; a level 3 wall is enough.
- Rome Conflict of Orders mission requirement eased to 100 Loyalty.
- Getae can be played from the start.
- Compatibility with 1.34 version games: OK, not 100% guaranteed (lots of data format changes).
- Older versions: Not supported.
Vale!