NOTE: At the moment, a number of players' stats appear to be frozen and XP is not being gained at the correct rate. Our developers are working on having this resolved as quickly as possible, and while we can't provide a timeline for this, we can assure you that it is a top-priority task. Thank you for your patience, and we apologize for any inconvenience caused. Until this issue is fixed, the minimum rank for several maps was reduced  - it will allow new players to join these maps.

 

Balancing changes

(effective only in the new game rounds)

  • Moral-based damage was adjusted
    • old behavior (Morale:Damage)
      • 100:100
      • 0:50
    • new behavior (Morale:Damage)
      • 100:100
      • 0:5

Reason: Before this change 2 infantry with 50% health would have been more efficient than 1 inf with 100% health. That led to the situation where the player would split their armies for defense so that all units get equal damage rather than using one strong stack where single units die. By changing the morale-based damage, in the given example, there would be no difference in the damage dealt.

Gameplay implication: High health units will be stronger as they drop slower in health thus keeping a higher efficiency for longer. Infantry and Cavalry will get weaker as their health is influenced by the province they are spawned in.

 

  • Cavalry is made an HP based unit instead of morale based one
  • Cavalry costs were increased
    • Food 1000 → 1200
    • Fish 1000 → 1200

Reason: Cavalry is the only produced unit that spawns with health equal to province morale. This is confusing especially for new players as all other produced units behave differently. Also, the morale-based damage change hit morale-based units much harder. Since making the Cavalry a health-based unit is a huge buff we still also increased the cost of them.

 

  • Transport ship naval damage was reduced 1.5 → 1

Reason: Transport ships are supposed to be protected by naval vessels and not the other way around. 

General

  • New checkboxes were added to the production overview panel. They will allow single-province selection as well as multiselection. This will make your province management process more convenient. 

Bug fixes

  • A bug was fixed that made idling armies attack back if they are attacked by an enemy without declaring war. As stated in the previous releases, the idling armies stationed in the cities or in province centers should always defend if no other command is given. 
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  • An issue that did not update construction and production time immediately after province morale changed was resolved.