- Update 1.100 - 11 October 2023
New Features and Improvements Added a contextual hint box, showing basic gameplay hints based on what is selected Workers at crop farms are automatically managed; this can be disabled in options Stockpiles automatically create resource move orders for common situations; this can be disabled in options After constructing a building, humans and carts build the next nearby building if they have no other orders Humans gathering periodically upgrade their current tool if possible Idle warriors periodically upgrade their assigned equipment if possible Added more messages about various economic inefficiencies Corrections and Fixes Fixed a rare crash The expected number of workers returning to a farm could be incorrect Workshops sometimes did not use any metal to make metal items The display of armory move orders could be incorrect when showing combined metals Balance Gathering food without a t…
- Update 1.096 - 22 August 2023
Corrections and Fixes Carts constructing a building were not included in its current workers count Journey world map metal production used more wood than intended Workshops did not upgrade copper items to the best available metal when no copper was available Balance Humans on a wall directly connected to a gate can open and close the gate Ships do not require food to build Farm crop grow time increased UI/UX Putting the cursor over an enemy dog shows the sword attack icon
- Update 1.095 - 12 August 2023
Corrections and Fixes Corrected and improved various AI logic Mines gathered ore much slower than intended Galleys could drift while boarding Ships sometimes did not obey an order to beach Fishers moved around too much while gathering in narrow streams The order display overlay for galleys with siege weapons could be duplicated Fletchers carried ammunition to armories too little at a time The displayed number of humans constructing a building could be incorrect Unit world icons did not group and ungroup when paused Balance Maps with large rivers have fords Population growth is faster at a low population and slows as it increases Warriors far from any armory can replenish ammunition at a limited rate Humans far from any stockpile use the lowest food ration Buildings are constructed faster There are more prey animals relative to wolves on the map Wood gather rate is slower; trees contain…
- Update 1.094 - 6 August 2023
New Features and Improvements Adjusted the AI's economic and tech priorities to produce more warriors Improved the AI's scouting and shipbuilding decisions on coastal maps Improved the drifting of unmanned ships towards the nearest land; increased drift speed Corrections and Fixes Units would attempt to go through some closed gates as if they were open At very low framerates with many units in game, units could occasionally stop moving A fishing boat could be pushed too far from shore for its crew to return after dropping off food Artillery mounted on galleys sometimes did not fire when they should Corrected some issues that reduced the effectiveness of AI scouts The AI could attempt to build an excessive number of farms An AI attack sometimes failed to respond to encountering small numbers of enemies A human's world icon could be visible when they were not Sometimes a dead human cast a…
- Update 1.093 - 5 August 2023
New Features and Improvements In Journey, any tribe's settlements can surrender and defect to a nearby enemy tribe when the settlement and its tribe are very weak compared to the enemy Humans can surrender and defect to the enemy if greatly outmatched in combat Aggressive ranged warriors move closer than maximum range to their target to have better accuracy Corrections and Fixes Humans gathering would occasionally stop Reduced the delay of units responding to move orders After loading the game, units could be moving to the wrong destination UI/UX Added sound probability slider; lowering this will reduce the number of simultaneous sounds
- Update 1.092 - 4 August 2023
Corrections and Fixes Fixed a crash related to pathfinding Unit pathfinding could occasionally double back to the previous destination Reduced stuttering in unit movement Fixed errors in the AI's logic related to building and launching galleys The gather rate of copper and iron ore was much higher than intended Balance Tools made of iron and steel gather slightly faster UI/UX Blood disappears over time Added arrows around the screen pointing to selected the units or building that are off screen The map parameter selection backwards arrow on the Free Build, Scenario, and Quick Battle screen cycles back from the first to the last map parameter preset
- Update 1.091 - 2 August 2023
New Features and Improvements The area of water on coastal maps is more consistent with the water density settings Improved the shape of large rivers, coastline, and lakes Galleys that impact head on rotate to give more room for boarding melee Corrections and Fixes Unit spotting and range dots were not removed during a game when changed to 'Off' in options Farm crops could be duplicated when loading the game Owned or friendly constructs or animals captured by the enemy could briefly disappear Siege ladders and towers did not obey orders to attack walls Fixed a crash caused by units dying during naval boarding Ranged warriors on galleys did not fire at enemy galleys until very short range When boarding, one galley's warriors did not charge the enemy Galleys made too much noise In rare cases wild animals could spawn in deep water and drown The Journey load screen description count of rema…
- Update 1.090 ~ Journey World Map - 30 July 2023
The redone Journey is a campaign-like mode with a persistent turn-based continent map linking each game played. The world map brings new strategic challenges, and each game's objectives are determined by your long-term goals. New Features and Improvements Added Journey world map and reworked all Journey mechanics Added coastal map type River maps with high water density can have multiple rivers Improved the shape of large rivers Unmounted humans are pushed backwards when damaged in melee Improved collision and pushing in large groups of units Various minor optimizations Corrections and Fixes The available count of an equipment set was wrong when warriors equipped with that set switched to a tool to gather Carts and oxen had problems delivering resources to build fortifications Humans could become stuck attempting to reach resources in a stockpile to which they had no land path Fixed pat…
- Development Blog ~ Journey Mode Overhaul - 3 July 2023
The next major update will include a complete overhaul and rework of the Journey gamemode. The goal of these changes is to expand Journey with new features that give a better feeling of progress and motivation to continue the journey. There are several things that will make Journey a more complete and engaging mode. First is improving the persistence of the player's actions and the results of every game across the journey as well as making that progress visible. Next, the player can choose from what they have earned in previous games to bring to the next journey game. Instead of being isolated each game, everything done previously contributes to the strength of your tribe. Managing, growing, and drawing from your tribe's population and resources creates a higher level strategy across the entire Journey. This requires a strategic layer that has its own logic and challenges; it has to mak…
- Update 1.081 - 7 May 2023
Corrections and Fixes Fixed AI bugs with managing its equipment, warriors, and attacking The AI did not assign pigs and reindeer correctly Units could be facing a different direction after loading the game Spotted enemy horses with riders did not have shadows
- Update 1.080 ~ Skirmisher AI - 22 April 2023
New Features and Improvements Added the Skirmisher AI Many other improvements to the AI's logic Corrections and Fixes Many AI bugs corrected Some properties of ships were not restored after loading the game Ammunition could not be taken from a packed cart or galley in some cases Galleys could have difficulty beaching on some shorelines Fishers did not find stockpiles very far away to drop off their food Fishers sometimes gathered slowly when near the shoreline Wild animals chased ships sailing close to shore Aggressive human warriors did not automatically capture beached ships The galley's intended maximum carried weight was not enforced or displayed correctly An artillery galley ordered to fire at a building did not move into range Ships with no crew did not drift towards shore at the intended speed Resources in allied AI's stockpiles and unbuilt buildings were not shown Pastures could…
- Update 1.074 - 16 March 2023
New Features and Improvements The AI can now use scorpions and trebuchets The AI can now use carts to construct its buildings Various minor improvements to the AI's economy management Corrections and Fixes Fixed a bug with picking up and dropping of resources from a smelter Fishing boats sometimes did not leave the shore automatically to fish Fishing boats do not wander too far from a stockpile when , if possible The amount of food carried by a fishing boat was displayed incorrectly on their full icon A fishing boat did not return to idle state if its crew were killed while dropping of food on land Balance The 'Full' AI start no longer has their barracks, pastures, and mines built
- Update 1.073 - 9 March 2023
New Features and Improvements Domestic animals run from burning buildings Ships with no human crew drift towards nearby land Optimized loading times Corrections and Fixes Fixed a freeze caused by the AI scanning the terrain Humans could become stuck while doing some jobs, especially gathering Beached ships could be pushed into the water by units colliding with them Ships could move across shallows in some rivers The display of food gain or loss did not count fisher boats correctly Units did not always rotate at the intended rate when not moving Gates set to auto close mode closed for enemy domestic animals Fixed various minor bugs with galleys and naval combat Balance Slightly increased the wood used by smelters Player's 'Mining' start begins with some ore UI/UX A gate's auto close distance can be set in the 'Gate' subtab when selected
- Update 1.072 - 28 February 2023
New Features and Improvements The AI can now tame wolves and use dogs; improved the AI's management of breeding its horses and dogs Optimized shadows Corrections and Fixes A galley's stockpile and armory could be visible when the galley was not in some cases Units disembarked from a galley were not placed around it on land as intended A beached galley did not unpack its stockpile and armory in some cases Selecting a ship did not show the 'Carried' subtab Fisher boats could move too close to land when searching for areas with more fish Fixed a rare crash related to pathfinding The AI could send its galleys to attack before loading all intended warriors Artillery galleys did not turn to face some targets automatically Balance Reduced fisher boat food gathering rate UI/UX The Unit-Attached subtab shows units as categories when more than ten are selected The 'Items' subtab is not shown when…
- Update 1.071 - 24 February 2023
New Features and Improvements Units in deep water drown after a short time; humans and animals can be rescued by nearby owned ships Optimized unit pathfinding Corrections and Fixes Fixed a glitch in which ships could be moved across land Siege weapons mounted on a galley could not be detached Fisher boats could fish too close to the shore Siege weapons could fire before they faced their target A galley moving to board an enemy galley could attempt to board a friendly galley it hit first Ramming damage to a ship was not as intended The AI gave their warriors horses on island maps The offensive siege quick battle spawned too few stockpiles for the resources given to the player Selected a building and its workers then switching to the Unit tab would sometimes show no units Units rotating when not moving could occasionally spin away from their intended direction Fixed a shadow flicker when…
- Update 1.070 ~ Ships and Islands - 20 February 2023
Added river maps and island maps ~ Sail across the water to reach new resources and crush your foes Added galleys ~ Transport resources and units to new lands, fight enemy ships, and land your warriors to raid and conquer Added fishing boats ~ Boost your economy by harvesting the fish of lakes, rivers, and sea Added naval quick battles ~ Embark your warriors on galleys and face a randomized enemy on the open ocean Corrections and Fixes AI scouts could become confused and inefficient AI attacks could become confused after loading the game The accuracy of catapults and trebuchets against other siege weapons was not as intended Further reduced cases of units becoming stuck on the edges of buildings Reduced cases of units being able to cross narrow rivers where there is no visible ford An enemy human operating a siege weapon could be spotted and appear before the siege weapon itself Buildin…
- Update 1.066 - 31 January 2023
Corrections and Fixes Humans mounted on a horse could become stuck when looting the dead Domestic animals left their farms and pastures in response to other domestic animals being slaughtered A human walking along a wall could fall off the wall The starting resources for a 'Nomad' player start were not as intended The time for a pasture to tame a wild animals was not as intended Reduced instances of units becoming stuck when moving through gates After loading a game in which humans were walking along a wall, they left the wall and moved on the ground In an offensive quick battle siege, the defending AI did not make use of any new peasants in its defense The AI did not open captured enemy gates to let its warriors in when attacking The density of sparse trees was not adjusted for the land area of the map Buildings could be placed too close to the edge of the map Pressing the 'All Stop/Id…
- Update 1.065 - 24 January 2023
New Features and Improvements Add Quick Battle mode; choose your warriors and siege machines to fight on the field or in a siege Add technologies 'Concealment' and 'War Hammer' Constructed buildings have a pebble street texture around them when placed on grass, dirt, or snow Improved AI scouting and attack coordination Domestic animals, except dogs, run away from combat Dogs patrol and follow humans randomly when idle Corrections and Fixes The 'Nomad' AI's base was not spawned correctly The AI could overlap their buildings in rare cases The building placement preview did not always turn red when hovered over swamp, ice, and water The 'Nomad' player start was missing an axe Fixed an exploit in which humans could use a crossbow while mounted Humans sometimes used the wrong attack or gather animations after mounting or dismounting a horse A scorpion could be pushed faster than its operator…
- Update 1.064 - 8 January 2023
New Features and Improvements All units turn smoothly and have a minimum turn radius Humans and dogs following and guarding a friendly unit spread out around it Improved the AI's base building layout Improved the AI's base defense logic Corrections and Fixes The AI did not attack with the intended number of warriors A cart or ox ordered to construct a building did not take the required resources from a stockpile they were very close to when given the order The simple world icon for single crafters did not show their crafter type The simple world group icon for crafters displayed the wrong skill value Wild horses used the wrong textures Balance Farms and pastures placed on sand and snow suffer a large penalty to crop yield and animal breeding and training times Building foundations with no delivered or built resources cannot be spotted by the enemy and do not block enemy building placeme…
- Update 1.063 - 20 December 2022
New Features and Improvements Scenario games can have up to 7 AI Significant optimizations for larger maps and many units Units collide with other units and buildings Carts show the model of the their most carried resource Improved the siege ram model Corrections and Fixes Many corrections and improvements to the AI's logic AI attempted to capture domestic animals, constructs, and buildings already captured by their allies The difficulty of Journey AI enemies was not as intended in some cases Changing the game speed affected camera pan, zoom, and auto move speeds Humans sometimes would not switch to their assigned set weapon to fight if carrying a tool Units could be stuck when moving around obstacles Humans gathering resources sometimes went unnecessarily far from stockpiles After partially disassembling a building, that building's graphics showed as built The predicted gain of ore and…