- Update v1.1.0.3:
- NPC (Non-Player) FACTION CHANGES
- Changed NPC Factions to use a points-based scoring system,
- Adding a framework for diversity, using the point system for making it possible to give the different NPC Factions "personalities", acting differently in different situations
- “War Objectives†are introduced, so the NPC Factions can commit a group of units to a single target, making it more likely that they succeed
- NPC Factions will "sacrifice" units to reach a "War Objective", if the sum of the group will kill the enemy unit. Typically while defending a city or similar
- NPC Factions can now build roads to reach a target in order to attack it, if that makes a difference to kill the unit
- The hard AI is now a lot harder
- When playing Skirmish, you are in war with all hard AIs from the start. Friendly with easy AI and neutral with normal AI
- NPC Factions now will prioritize special units of the factions
- NPC Factions now will prioritize upgrading king
- NPC Factions now will use the “Attack & Move†skill to get back to safety
- NPC Factions now will prioritize to build elites (The Don, Moore, Shams) when available through policies
- NPC Factions now have some priorities regarding going "tall" (fewer cities, that are bigger) or "wide" (a lot of cities, but smaller)
- NPC Factions now use the "keep attacking" skill plus a lot of other improvements.
- Co-op
- Added possibility to play on a team (multiplayer) with other humans against the NPC Factions
- NPC Factions can also be part of a team now
- Multiplayer Sync Issues
- Fixed all known issues with de-synch
- Campaigns
- Some of the campaigns were incredibly hard, and sometimes the NPC Factions could finish the mission goal within a few turns, this has now been fixed. The AI is still strong and difficult to compete against, but it will not win the mission in a few turns
- Smaller Bugs
- A lot of smaller bugs in addition have been fixed as well