- Update v1.11:
- World Map AI Reworked
- Major improvement to how AI handles diplomacy and attacks in mid to late game
- World map nations will now actively engage in politics, declaring war on each other and on the player in some situations
- AI players are now much more aggressive in late game, often resulting in several superpowers conquering other nations
- Major nations will actively fight among each other (for example, England can destroy France)
- Nations will form coalitions to attack the player in mid to late game if the player becomes too strong
- Late game diplomatic difficulty rebalanced to be much more challenging
- Fixed all situations where AI players had no enemies
- Fixed AI armies that would sit idle near cities
- Eliminated exploits allowing the player to remove all enemies through diplomacy
- Major Fixes and Improvements
- Restored windowed mode (patched to live earlier last week)
- Fixed major exploit allowing players to loot towns indefinitely
- Auto-resolved battles now consume food, similar to RTS battles
- Fixed major issue where building and unit pop-ups were missing information on required technologies
- Fixed occasional issue with large towns loading with zero resources
- Fixed issue with livestock and cavalry climbing onto palisade walls
- Fixed major diplomacy issue where AI nations could be at war with the player while the player was not at war with them
- Fixed diplomacy issues in Sandbox mode where some nations traded with enemies at campaign start
- Fixed Sandbox mode startup issue where some nations had no enemies
- Fixed issue with Oil Pot spawning on the ground
- Art Updates
- Added 12 new Slavic lords and Kings
- All Slavic Lords now have a proper Slavic culture portrait
- All 18 new Muslim lords and Kings added
- All Muslim Lords now have a proper Muslim culture portrait
- Minor Bug Fixes
- Fixed missing information on the RTS victory screen showing ? marks
- Player gates no longer open automatically after victory in RTS battles
- AI players will now retreat and stop attacks after losing an RTS battle
- Fixed delay in resource display when entering large towns
- Decks and bridges in large towns are now darker and more natural-looking
- Cavalry diamond formation now correctly increases trample damage
- Fixed twitching animation on destroyed fire carts
- Peasant "Gather Food" button now targets cows as well as chickens
- Updated descriptions for Fletcher building and research technologies
- Updated Pilgrim Hospital and Herbalist descriptions for clarity
- Fixed Ballista description mentioning iron requirement incorrectly
- Fixed Damascus lacking correct number of building plots, causing buildings to disappear
- Fixed a dozen other world map cities with incorrect building plot setups
- Balancing Changes
- Knight Command’s Rally Horn ability greatly boosted – now lasts twice as long
- Monk’s Pray ability greatly boosted – now lasts twice as long
- Market building in RTS mode now generates (and consumes) resources 30% faster
- Significantly reduced basic and elite Spear unit resistance to arrows
- Fletcher building now locked until researched
- Improved the effect of Herbalists and Hospitals on healing garrisons and nearby armies on the world map
- Update v1.10:
- Crash Fixes
- Fixed a loading screen crash that still affected players running the game at very high resolutions.
- Removed resolution options above 3840 (including 5120x1440) as part of fully resolving the final crash cases.
- Major Fixes and Improvements
- Cavalry no longer trample or damage units standing on gatehouses.
- Added notification when the looting phase begins after winning an RTS battle.
- Added a countdown timer showing how much time remains before the victory cinematic triggers.
- Removed the Swap button from the army transfer window and added clearer instructions at the bottom instead.
- Fixed multiple issues where wall-mounted siege weapons appeared off-position or on the ground when loading.
- Units now consistently line up correctly after reloading a saved game.
- Melee units will no longer attempt to attack wall-mounted siege weapons from ground level.
- Late Game Fixes
- Fixed major sources of world map lag affecting late game performance (takes a few in-game months to fully start working)
- Fixed diplomacy issues where a nation could be at war with you while you are not at war with them
- Fixed AI spawning dozens of armies without valid targets.
- AI armies are now significantly stronger in late game.
- Removed diplomatic relation listings with nations that are already eliminated.
- Allied nations no longer automatically share map vision (only your main nation does).
- In late game RTS battles, attacker AI will no longer send Horse Carts or Fire Carts.
- After completing the Crusades, players can now directly capture Jerusalem, Antioch, and Nicaea (instead of them always transferring to the Church).
- Balancing Changes
- Auto-resolve now deals less health damage across units.
- Auto-resolve no longer removes peasant livestock or siege units until the very end.
- Byzantium in Sandbox mode can now build stone walls.
- Removed healing ability from Elite Maceman unit (was added accidentally).
- Removed Shield Wall ability from Order Swordsmen (as it was non-functional).
- Minor Bug Fixes
- Fixed hotkey conflicts involving the pause key (P).
- Fixed birds flying in repetitive straight-line loops that looked unnatural.
- When selecting multiple types of siege weapons, only the correct type will respond to a movement command.
- When selecting Rams with other siege units, only the Ram will move when clicking on a gate.
- Slavic nations now correctly display the crossbowman portrait.