Update 117r2 (04 April 2020)
- Fix key for speeding camera motion up not working
- Fix rare issue where vikings could on occasion not be targeted by defenses
- Fix rare pathing issue vikings/military troops
- Fix issue first time demolish warning ui pops up
- Fix memory leak on map editing
- Improve performance during map editing
- Improve performance on maps with lots of fish
Fish & Pigs Update -116r4 (07 November 2019)
We’ve got a big new update for you that adds new buildings, food types, and mechanics. We had been planning to launch this all packaged together with the upcoming AI Rival Kingdoms update, but after chatting with the community, we decided to launch this early! We’ve been wanting to add all this stuff to the game for a long time. We’re glad we got to launch it sooner than later.
Why did this update take longer than usual to release? There are two reasons: first, it’s a pretty “meaty” update (pun intended); second, my (Pete) second daughter was born right after we launched the Warfare Update, so I took some time off. Thanks for your patience!
Now, onto what’s new!
We’ve added fish as a new food source. New maps now have areas where fish will spawn. Old maps will be automatically upgraded to have fishing grounds when loaded. Fish will spawn more fish, and can expand a little from their initial fishing grounds, but will mostly stay in the same region.
To catch the fish, build a fishing hut nearby. It comes with a little boat that will go out and catch fish, but will take shelter during storms. Be careful not to overfish; fishing grounds can become depleted if too many fishing huts are built nearby. Peasants can take fish directly from the fishing hut to eat.
This building takes fish from the fishing hut and prepares them for eating. Using 1 tool and 1 fish, the Fishmonger will output 3 fish. Fishmongers can store 75 fish. This building will be an important part of keeping fish supplied in your kingdom. Peasants won’t want to live too close to it though, due to the smell.
The new Produce Storage building can store 125 apples, and their workers can carry a double apple load. But why do we need this new building, when we can already store apples in the Granary? Previously, wheat and apples were treated as the same resource and apples would mysteriously transform into grain when placed in a Granary. We were never quite satisfied with that, so now apples are their own distinct resource type. Apples must now be stored in markets or in this new building. Peasants will need to eat apples along with the other food types for maximum health.
We’ve now added a 1x1 Market. It employs fewer people and stores less, but it should be easier to fit into some city layouts than the existing 2x2 Market. It also costs less to build.
You can now build Swineherds, a 3x2 building that raises pigs. Pigs consume wheat and can be slaughtered for meat. If there is no wheat to feed the pigs, like peasants, they’ll get hungry and eventually die off.
Butchers will take tools and 1 unit of meat from Swineherds and turn it into 3 servings of meat. They function a lot like Fishmongers. They can store up to 150 meat. Peasants won’t want to live too close to the butcher either, due to the smell.
To incorporate all these new food types, we’ve added a new Health mechanic for your kingdom. Hovering over the Health number will explain all the factors impacting it. For maximum Health, peasants need a varied diet and enough Clinics and Hospitals open and operating. Peasants will want access to fish or pork, apples, and wheat or bread. You’ll be able to click the Health overlay to see which houses need better access to the food types.
As your kingdom grows, your peasants will care more about their Health and will want it to be better and better. Health will affect their happiness, the likelihood of a plague, plague virulence, and average life expectancy. If your kingdom is in poor Health for too long, peasants may die prematurely!
Note that for existing cities, you will get a 5 year grace period before your peasants become unhappy with their Health.
As mentioned in our previous development update, we have implemented some performance optimizations targeted at large cities with lots of resources. In our benchmark city, we were able to improve performance 30% from 17-18fps to 22-25fps, though results vary depending on city size/composition and your computer specs. Let us know if you see an improvement! More optimization is coming in future updates.
- Added configurable keyboard controls
- Added a confirmation dialog if you are demolishing more than 25 buildings
- Added a way to disband Troop Transport Ship
- Heads of household will limit their gathering to a 30 tile radius of their home. That means if their only source of wheat/bread is more than 30 tiles away, it will count as ‘too far away’ and they won’t go out to gather it
- Markets now collect apples, bread, wheat, fish, and ham
- Tavern has been re-tuned slightly and now consumes both wheat and apples but provides a little extra happiness if you can supply both
- Neighbor and road access happiness bonuses adjusted
- Houses too close to Iron Mines suffer a happiness debuff (the same as Quarries and Charcoal Makers)
- Large and manor houses too close to a Swineherd or Fishmonger also suffer a happiness debuff
- Added some in-game tips on picking a starting position for your Keep for first time players
- Field flooding now only happens within a few tiles of the shoreline. Chance to flood is displayed in the building UI when clicking on a Farm.
- Aqueducts can now be built over the top of Iron Mines, Quarries, and Charcoal Makers
- Stone Walls, Gates, and Bridges can replace Wooden Walls, Gates and Bridges without having first demolished them
- Rock removal now automatically removes the rock after construction has finished
- Attempted to fix bug where drag-to-demolish triggers erroneously
- Fixed an issue with gold income info not adding up correctly
- Fixed Twitch integration (twitch had changed their API since our last update)
- Fixed closed/unconnected Bathhouses from contributing to peasants’ Bathhouse satisfaction
- Fixed bug where ships were not using Moats to sail through when possible
- Fixed issue where you could not place a Dock adjacent to Moats
Warfare Update - v115r3 (12 June 2019)
Military System Revamp
We have streamlined the military system. Barracks now produce a full 1 tile fully functional 16 footman unit complete with a general with one click (rather than the old way of having to separately train a general, then individually train and recruit units at the barracks). This should feel a little more like an RTS. If you have an old save with bigger armies it will be split up into individual units and we have removed the 3 unit cap. Additionally:
- Left click and drag will select multiple units, shift and ctrl click work as well.
- Chamber of War no longer recruits generals, instead it can activate a ‘Hazard Pay’ bonus which doubles all unit damage in exchange for higher soldier wages while active.
- Units can walk on walls and towers (more on this below)
- Units can be queued up at a barracks/archer school (like in an RTS)
- Units can be disbanded
- Partial strength units can ‘recuperate’ at the barracks to return to full strength
- Military units now need to be paid wages (previously only tower emplacements were paid wages) and will disband themselves if they aren’t paid for a few years.
New Unit - Archer
We’ve added an archer school building that works just like the barracks except it produces archer units. They can attack enemies with their ranged attack but are very weak when engaged hand-to-hand. They also gain the same range bonus when stationed on walls that normal archer towers get. And on that note…
Units Can Walk on Walls - Castle Stairs
You can now build castle stairs which allow units access to walking on your castle walls and towers. We’ve completely revamped the pathfinding tech to make this work and set up little doors automatically when a tower meets a wall. One set of stairs will allow access to any contiguous piece of wall, but you’ll probably want multiple sets of stairs for quick access.
Troop Transport Ships
You can now build troop transport ships and use them to move your armies across deep water and on to other landmasses. Each ship can carry three units. To load units, select them and order them to move to a transport ship. To unload, select the transport ship and right click anywhere on land.
New Viking Unit - Thief
Viking thieves move faster and don’t start fires, but if they make it to your treasure room they will steal 100g. Make sure to kill them before they escape back to their ship to reclaim the gold!
Viking Raid AI Improvements
Viking raids can now launch on multiple fronts and they can also leave on any viking boat, not just the boat that brought them. Viking boats are more reactive to picking up escaping vikings. Viking raid escalation tweaked to better adapt to player skill.
Note: if you are using an old save the next few raids will be weak until it catches up with your progress.
You can now click and drag to place multiple roads, farms, orchards, aqueduct, castle blocks, cemeteries, and piers. You'll be able to place up to 100 buildings per drag placement.
Drag Chop, Rebuild, Demolish
You can now click and drag to order peasants to chop multiple tiles of wood, rebuild large areas of rubble, or demolish lots of buildings at once.
We have flipped left and right mouse click. Instead of moving the camera on left click, now left click is used for select and drag select. Right click and drag moves the camera and issues troop orders. Middle click and drag is still camera rotate. If you hold down the alt key, the controls will revert back to functioning like the old version.
Note: If you’d prefer the old method permanently, you can toggle ‘legacy mouse controls’ in the options menu. In legacy mode click and drag selecting and placement require holding the alt key to start the drag.
Rebuild now works as expected on castle towers and tiles with aqueducts
Aqueducts can be built over hovels
Fixed gates not visually closing when vikings were nearby
Map generation tweaked to better guarantee viable amounts of stone and iron
Fixed some load/save exploits with the witch
Fixed cemetery orientation getting lost after a load/save
Fixed generals not attacking ogres
Reduced gravekeeper walk speed from 2x to 1.5x
Military units get same speed bonuses on roads that villagers do
Roads can be placed anywhere and do not need to be connected to other roads
Other small fixes
Update Infrastructure II - v114r3 (24 January 2019)
New Map Generation
- We've reworked map generation algorithm. Now distinct landmasses will be farther apart (no more landmasses separated by just 4 tiles). Additionally maps have a chance to spawn with shallow water rivers. Map island shapes should in general be more interesting. All landmasses are guaranteed to be above a certain tile count and wolves also won’t spawn on small landmasses. Finally, maps got a bit bigger! The number of build-able tiles increased by 20-30% per map size.
- These will match up better with wooden walls, and are cheaper than stone gates.
- These bridges fit together with stone roads and provide the same movement bonus. They are impassable by ship so be careful you don’t box in your transport ships. Viking ships can't pass through them or destroy them.
- You can augment the automatic volunteer peasant firefighters with actual firefighters who hang out at the Fire Brigade building until needed. These professional firefighters run very quickly and put out fires much quicker than normal peasants. With the right Fire Brigade placement, you’ll now be able to put out fires that would have destroyed buildings when the peasant volunteers were too far away to arrive in time.
- If you'd like, you can turn on streamer mode in the settings. A twitch icon will appear on the side of the screen, enter your username there, start streaming and viewers can vote on what befalls your kingdom: bonuses, disasters, and other events!
- The tax rate used to go from 1 to 3. Now it can do half increments (so 0.5, 1, 1.5, etc). As a stylistic choice we’ve changed the display to show a percentage so if you had a tax rate set at 3, it’ll now show as 30%, but all the internal math will remain the same. This will allow you finer grain control over taxation vs. your kingdom’s happiness.
Windmill Bonus Tweak
- Windmill bonuses no longer stack with adjacent windmills and instead each does a flat +3 per tile. It turns out with overlapping bonuses a really strange formation of farms and windmills is optimal (long rows of windmills with a row of farms in between). We wanted to make it so you don't have pack windmills in a line to get optimal food output.
- For older mac users who weren’t able to see trees, you can now turn on ‘Mac Compatibility Mode’ in the settings to address that.
- Optimization pass
- Dragons are less punishing in terms of how many people they kill (especially large dragons)
- Stockpiles are treated as stone roads regarding peasant walk speed
- Added dirt under the stone roads so they match up with regular roads/gardens better
- Baker bakes faster (10s per bread from 15s)
- Right click now also deselects tower range UI
- Previously viking ships would phase through drawbridges, now the drawbridges go up when any ship comes through
- Display charcoal maker yearly output
- Reduced costs on castle blocks
- Tweak castle tower ballista/archer ranges
- Reservoirs can be built anywhere (ignores road territory)
- Fix issue where vikings spawned in creative mode wouldn’t always leave on their ships properly
- Fix mason not repairing walls
- Fix case where peasants could end up in deep water
- Fix case where doctors could end up in deep water/floating in air
- Fix garden not receiving adjaceny bonuses if under aqueduct
- Fix armies not able to stand in town squares
- Fix not being able to build castle blocks on top of a gate that had a garden underneath
- Fix issue where delivery workers could carry their goods with them if they switched jobs
- Other small fixes/tweaks
Cemeteries, Witches, and Wolves Update - 113r5 (29 October 2018)
We've got a Halloween themed update for you with a bunch of new game mechanics! If you've got questions, ideas, bug reports, come chat with us on discord: https://discord.gg/kingdomsandcastles, or email us at firstname.lastname@example.org. Here's what's new:
Now when peasants die, their bodies will need to be taken to a cemetery by a grave keeper. We’ve added a grave keeper’s hut which employs three grave keepers. We've also added a cemetery tile that will fill up with gravestones as grave keepers bring people back to be buried. You’ll need to find the right balance of grave keepers and cemeteries for your town layout. If bodies are left on the ground they will have a chance of starting a plague, plus it’ll make your peasants unhappy.
Maps now have a witch hut. The witch can be talked to and depending on how the relationship goes she’ll work with you and provide access to powerful spells, or she’ll curse your kingdom. Old saves will get a witch placed as well (if there is room).
Maps now spawn with empty caves. After you place your keep, caves farther away from your keep will populate with wolves. Wolves will eat anything that comes near them (including vikings), except for peasants employed by foresters. They can be killed by archer towers, ballistas, and armies. Once empty, caves can be removed with the rock removal building. Like the witch, old saves will get caves and wolves when loaded.
Plague now can spread over time from its starting location, and most often will start in residential areas. You’ll need to make sure your doctors have good and fast access to your kingdom, especially the heavily populated or high traffic areas.
The clinic is a 1x1 building that houses two doctors. It costs less than the hospital and is a good way to get doctor coverage early and a good way to provide doctor coverage on the edges of your kingdom where a full hospital might be overkill.
Town Square Halloween Edition
We did a visual revamp to the town square so it links with stone roads better, and added some festive jack-o-lanterns.
- Charcoal maker, Forester, Iron Mine, and Quarry now come with delivery people who can take their output to a stockpile on their own.
- Lots of tweaks and tuning to building costs and wages
- Archer towers are less effective vs. ogres and dragons, but more effective against vikings
- Ballistas are less effective vs. vikings, but more effective vs ogres and dragons
- Increased noria water pressure by 50%
- Noria requires all three tiles for its wheel be in water (instead of just one)
- Increased amount of water bathhouse uses from noria
- Gardens can provide ‘road access’ bonus for houses
- Reduced speed bonus for gardens, it’s now faster than nothing, but slower than a real road
- Add hot key for rebuild (r)
- Fix issue where you could build anything on top of rubble which was on top of a castle block
- Fix irrigated gardens not clickable on piers
- Fires go out faster in rain/snow
- Roads, stone roads, and gardens can all be built on top of each other without first demolishing
- Fixed armies jittering like crazy at low fps
- Foresters will plant faster if they have access to tools
- Tweaks to how resources are counted - if they are being transported in someone's hand they are not counted until they are deposited back in a stockpile.
- Other small fixes and tweaks
Hope you enjoy! Excited to share some rival AI progress soon!
-Pete & Michael
Beautification Update - 112r2 (7 September 2018)
- Added gardens, they provide happiness in a radius and provide bonus happiness if they’re on irrigated soil or near other gardens. The gardens work like roads and they change appearance based on if other gardens are adjacent.
- Added a new statue, Lord Nextraztus, a monument to the mighty dragon!
- Added small and large fountains. They provide all the benefits of a well, but in a larger radius with extra happiness. However, they must be on irrigated land to function.
Skill System Tweaks
- Workers will slowly forget skills they aren’t using. The person UI now shows this and better shows what skill they are currently learning. Archer Towers and Ballista Towers also now have some visual decoration when their workers are highly skilled (see the tower on the right who are grandmaster archers vs the left who are apprentices).
- You can now build aqueducts through castle walls and castle walls on top of aqueducts. No longer will your irrigation system be a hole in your defenses!
- Added happiness bonus for killing vikings
- Adjust tax happiness curve
- Some performance improvements
- Reorganize building menu, now at the bottom center of the screen and the ‘Town’ category is split into ‘Town’ and ‘Advanced Town’
- Archer Tower and Ballista Towers won’t shoot unless the workers are actually there.
- People working at Archer and Ballista Towers won’t leave their jobs during combat (unless you manually disable that job) even if a job is placed above it in the priority list.
- Granary workers will now pick up wheat dropped by other workers
- Fixed issue where w or s could scroll the kingdom log
- Fixed issue with bakeries reporting inflated food amounts in the food report
- Some performance improvements
Grand Buildings Update - 111r1 (19 June 2018)
After incorporating lots of your feedback, the Grand Buildings Update is now out for everyone! If you've got questions, ideas, bug reports, come chat with us on discord: https://discord.gg/kingdomsandcastles, or email us at email@example.com (or post on the forums here).
Thanks to all the beta testers, we really appreciate your efforts. And another super special thanks to our translators - a bunch more languages have been added!
Here’s what’s new:
- You can now build cathedrals, which are very expensive and provide happiness in a large radius. Cathedrals can also strike awe into invading vikings who get near and convert them to peasants. If this happens you’ll notice a bolt of lightning hitting the viking army.
- Great libraries are also available to build. They too are very expensive but provide a lot of happiness in a large radius. They also increase the maximum happiness of small libraries within their radius. And perhaps most importantly you can research upgrades to your kingdom from the great library.
- When towns reach a certain size the peasants will start wanting a place to bathe. So once you’ve got a noria and aqueducts set up, pipe some water over to a town center and build a bathhouse! Bathhouses aren’t as expensive as the new cathedral and great library, but provide lots of happiness in a pretty big area.
Happiness Overlay Revamp
Now when you click to show/hide the happiness visuals, you’ll see the happiness of each tile displayed from red to green.
We’ve also reworked the happiness radius and overlay system to feel a little more natural. The happiness provided by wells, churches, libraries, etc is now a gradient.This means a house right next to a tavern will get more happiness from that tavern than a house far away from the same tavern. The overlay visuals now show this as well. While placing or clicking on a happiness building you can see the coverage gradient that type of building provides.
- Dragons are now more of a threat. They do more damage and escalate their attacks over time. We’ve added some new burning behaviors and you’ll find them much more of a threat to contend with. Since this makes the game a bit harder, please let us know your thoughts on the tuning here.
- 7 new languages (Italian, Japanese, Korean, Norwegian, Polish, Romanian, Russian)
- Added health bars to ogres, dragons, player and viking armies
- Rubble has a button that will rebuild what was once there. (Only works on rubble created after this update)
- Added info to show when the next dragon and viking attacks will arrive. This can be turned on and off in the settings.
- Taxes collected depend on working tax collectors
- Forester is now a prerequisite for charcoal maker
- Performance optimizations
- Lots of small tweaks and other fixes
One request that comes up a lot is AI controlled rivals. This would be a big change with lots of new code, design, and possibly art, so our next focus will be investigating how feasible this is and what we can do. If it does turns out to be feasible, it would end up being one of our larger updates, so there could be smaller updates in the meantime, but we’ll keep you posted.
As always, direct chat on discord is the fastest way to get in touch with us: https://discord.gg/kingdomsandcastles
Until next time,
-Pete & Michael
Update 110r5 (20 April 2018)
- You can now choose between standard mode and creative mode. In creative mode you can modify your map before you play, and tweak all kinds of settings and spawn all sorts of things while in game. Note that achievements won’t be triggered when playing in creative mode.
- If you’ve chosen creative mode, once you pick a seed you can edit your map however you wish. Use the brushes to paint land, water, rocks, and more.
Tweak and Spawn
- During gameplay you can toggle all kinds of settings that will take you as far from (or as close to) standard play as you want, everything from building for free to whether people eat or not. You can additionally spawn things like dragons (I spawned a whole bunch in the screenshot above), vikings, trees, ogres, and resources of any type.
- You can now use your own banners, just add an image file to the banner folder (which you can find when selecting a banner) and chose it. We’ve included a template image file which you can use to make your banners fit correctly.
Other Fixes and Improvements:
- Armies can now target ogres
- Armies do double damage to ogres
- Fix issue where it looked like armies weren't damage ogres at 3x speed
- Fixed storage calculation issue with stockpiles/docks
- Added option to open or close a dock to foreign merchants
- Added new attack tower range indicator
- Attack tower ranges stop increasing after 8 blocks high (while you can still build ultra tall towers if you want, this eliminates the degenerate strategy where a super tall central tower covers the entire map)
- Re-tune viking invasion progression, will also appear a little earlier
- Fix input boxes mysteriously taking keyboard focus
- Ability to rename transport ships
- Added more new sound effects
- Libraries cost more gold to build
- Small optimizations
- Add Portuguese, Spanish, and Dutch localization (thank you translators!)
- Going forward we’ll be prioritizing new content for the mid and late game experience. Right now we’re working on some new large buildings for our next update (cathedral, bathhouse, great library).
Update 109r1.1 (05 March 2018)
Bigger Maps and Deep Water
- You can now play on small, medium, or large maps. Medium maps are slightly larger than the original map size, and large maps have about twice the buildable tiles that medium maps do. You can also choose between island biased or land biased maps. There is also now a concept of deep water vs. shallow water. Deep water cannot be built on or crossed except by boat. We’ve reworked the simulation code so you can now have multiple settlements completely separated by deep water.
New Building: Outpost
- You can now build outposts on land that is separated by deep water from your original settlement. You’ll find the Outpost in the new Maritime tab. Placing an Outpost is how you start a new settlement, and it comes with some starting wood, stone, and food - much like when you place your first keep.
- Note: Outpost are not available on maps with just a single landmass (i.e. all old maps without deep water).
New Building: Dock
- Docks can be placed adjacent to or in shallow water. You can set the amount of resources you want the dock to prepare to ship out (and also lock the resources so other workers won’t take stuff you intend to export).
- Every so often merchant ships from afar will arrive at one of your docks. You can buy and sell them goods from you dock. Occasionally they will offer special permanent upgrades to your kingdom, so keep a lookout!
- Once you have at least two docks, Transport Ships can be used to move goods from dock to dock. You can program them with your docks as destinations and what to pick up and drop off. Use them to set up shipping routes to transport goods around your kingdom.
New Building: Draw Bridges
- These automatically open to allow ships to pass through.
Job Priority System
- Re-prioritize jobs per island by dragging and dropping the the jobs in the order you want them filled. Jobs at the top will be filled first by idle workers, or if you have no idle workers, people will leave jobs at the bottom. You can also mass open and close entire building types per island.
- You can now rename any building, just click on the little edit button next to its title
- Reworked UI a bit and how resource tooltips are accessed (now you click on them to view the info).
- Tax rate is now set on the UI in the bottom left rather than on the Treasure rooms
- Lots of new sound effects
- You can now specify specific desired amounts of resources per stockpile. Anything above the amount you have specified will be removed by people seeking resources.
- Granaries now employ more people, but those people help bring in the grain and can carry twice as much as farmers (much like market workers).
- Library, Church, and Tavern provide bonus happiness in a radius as before, but you just need to build a certain amount of them rather than requiring you to provide total coverage. The happiness ui explains more in-game.
- Other small tweaks and tuning to worker counts and bonuses
- Fixed bug where villagers would sometimes not collect bread from bakers even if they were hungry
- Fix for Gates not visually closing when vikings are near
- Lots of other small fixes and tweaks
- Optimizations to loading time for save games.
- Optimizations to many other game systems, most notably pathfinding (and more on the way)
Update 106r3 (21 September 2017)
- You can now build wooden walls. They have a height limit of 3 and cost 7 wood a piece. They can help keep vikings out early, but they are vulnerable to fire and ogres.
- Stone roads are now available to build and can also be placed over the top of existing roads. They increase peasant movement speed 50% over normal roads.
New Statue - Queen Barbara
- A new statue is available to impress your peasants. We also added a happiness bonus to both statues.
Noria, Aqueduct, and Reservoir
- You can now irrigate the land (soil enrichment)! Build a noria near fresh water to pull water up. Use aqueducts to transport it to your fields, and reservoirs to provide irrigation. An irrigated tile allows you to farm it regardless of underlying soil type and provides a bonus crop yield to tiles that are already fertile. You can chain norias together in the same aqueduct system to push water further across the map.
- We've also added the concept of 'salt water' vs 'fresh water' and you'll need place your norias in fresh water.
- Now only buildings with fireplaces can spontaneously catch fire, and if you have good well coverage you can reduce the risk of fires spreading to zero.
Tune Food and Time
- We’ve increased the length of an in-game year by 50%. We’ve also re-tuned food production and consumption rates. This has the effect of allowing people more time to transport food, which should reduce the cases where heads of household can’t get food back to the houses in time.
- The building information UI is now docked at the left corner of the screen (speed controls are in the top left now) and has received an overhaul. You can now see how much a building is at risk of catching fire if a something is burning nearby. We also added a list of everyone living and working in the building as well.
Tweaks and Fixes
- Z now pans camera down as well as s, so wazd works now too.
- Added more names to the villager pool
- Town squares count as roads for house happiness bonus
- Pressing Escape closes any visible UI
- You can now see and edit your map generator seeds
- Added expanded tooltip info for all resources
- Added hotkeys (delete for demolish, and c for chop)
- Houses now count neighbors across the street
- Generals can regen while out of battle
- Fix issue where viking raid would always happen shortly after loading a save
- Fixed bugs where vikings could kidnap people on the other side of walls
- Ogres can now disembark their ships and attack even if your land is completely walled off
- Viking ships now have catapults
- Fix bug where generals could die before the rest of their army
- Running multiple festivals at once yield diminishing returns with each stacked festival
- Fixed bug where demolishing an in progress wall section would cause walls below to have strange life values
Update 105r1 (2nd August 2017)
- Statues will no longer catch of fire, and tuned fire spreading in general. Still more to do here but it should be better.
- When fully staffed, foresters now also replant trees on tiles without trees (instead of tiles only with) and employs one more person.
- Added setting for camera keyboard pan speed.
- Added v-sync setting.
- Fixed math bug in food info tooltip.
- Fixed issue where ogre and dragon were still moving when paused.
- Fixed issue where viking raids could happen back to back.
- Fixed issue where vikings and armies would sometimes freeze.
- Fixed issue where roads/bridges couldn’t be built sometimes.
- Fixed issue where you could get more than three generals by destroying and rebuilding chamber of war.
- Fixed issue where you could place a rock removal on top of an existing rock removal.
- Fixed issue where heads of household could also erroneously join the army
- Fixed performance issue if you had a lot of jobs requiring wages and your gold was greater than 0 but less than the amount it took to page a wage