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1.04.00 (not released)

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

  • no changes yet

1.03.75

Balancing/Gameplay changes: / QoL

  • Unnecessarily large textures have been reduced. There should be no noticeable loss of quality. RAM optimization between 300MB and 1GB, depending on the map.
  • The gladiator school made strange noises even though the sounds were turned off: fixed.
  • The medium bathhouse made strange noises even though the sounds were turned off: fixed.
  • The small mill (gap filler) made strange noises even though the sounds were turned off: fixed.
  • The small bathroom made strange noises even though the sounds were turned off: fixed.
  • Improvements on the streets tiles to reduce the GPU usage.
  • Improvements on the forum square tiles to reduce the GPU usage.
  • Improvements on the citywall tiles to reduce the GPU usage.
  • Improvements on the wells to reduce the GPU usage.
  • Improvements on Level 1 buildings and GapFiller level 1 to reduce the GPU usage.
  • Improvements on Level 2 buildings and GapFiller level 1 to reduce the GPU usage.
  • Improvements on Horreas to reduce the GPU usage.
  • Optimized the Ambient Occlusion Code.

I discovered a bug in the Unity code regarding ambient occlusion and was able to reduce draw calls by 35% with this fix alone. Weaker graphics cards will especially benefit from this. Because the Unity engine had a security issue, I had to release the patch now. Further performance optimizations will be added in the next update. I’m working on optimizing the game every day.

Bugs:

  • no changes yet

Story (and story related bugs):

  • no changes yet

1.03.50

This patch was only released because there are still players reporting broken savegames. Because I have a hunch as to what’s causing the issue, I’ve released a preliminary patch. The problem may now be fixed. Unfortunately, I can’t simulate the error myself, so I don’t know if the fix actually helps.

IMPORTANT: Savegames are corrupted when saving. So, if you saved with an older version and load it with this patch, the savegame won’t be restored. The savegame is broken. However, this patch should prevent newly created savegames from being corrupted.

Balancing/Gameplay changes: / QoL

  • The AZERTY keyboard had the wrong rotation: fixed;

Bugs:

  • Fixed an issue where the bridge monument’s construction marker was always visible, even if the monument had already been built.

Story (and story related bugs):

  • no changes yet

1.03.00

Balancing/Gameplay changes: / QoL

  • The ability to cross aqueducts was disabled because it irritated too many players.
  • The prices for personal slaves increased 10 times.
  • A decoration building (Sedan) gave 150 instead of 1 respect point: changed from 150 to 1.
    https://discord.com/channels/795928814180892673/1064828814150094908/1373492580842606594
  • Resource markers on the map have been increased by 50%
  • The Slave Supplier is now also available in the Marble menu. Some players were confused and couldn’t find it (it’s still available in the Slave menu).

Bugs:

Story (and story related bugs):

  • Under certain circumstances, the story gets stuck in Britain: fixed.
  • In certain story missions, the pause mode was interrupted and the game continued. What’s new is that only the game speed is set to normal if, for example, it was previously played at 3x speed. If the game was previously in pause mode, it will remain in pause mode.
  • Some players were trapped in the fire mission in the story and were always catapulted to Northern France: fixed.
    https://discord.com/channels/795928814180892673/1373779938955628604

1.02.00

Balancing/Gameplay changes: / QoL

Bugs:

Story (and story related bugs):

1.01.01

Balancing/Gameplay changes: / QoL

  • New icon for full screen mode (Settings/Graphics), icon also available on the home screen.
  • Buttons in the settings renamed from „close“ to „save“.
  • Built-in autosave function. Set to 15 minutes by default. Can be adjusted in the settings menu.
  • Adjusted the loading behavior for a saved city. It now shows how many buildings still need to be loaded until the savegame is fully loaded. Previously, the map was simply blank, and you didn’t know if something was still loading or if the savegame had an error.
  • If you already have a contract with a merchant on the world map, the merchant’s marker will no longer be displayed. Therefore, you will only see the merchants with whom you don’t have a contract.

Bugs:

Story (and story related bugs):