
u/Matt_HoodedHorse

ENDLESS Legend™ 2 - Update #33 - Tahuk & Horror fixes
store.steampowered.comCorsair Cove - Patch #1: Tutorial Hint Fixes and Event Improvements
store.steampowered.comPlease leave a review!
Hi everyone!
I'm Matt, the Community Director at Hooded Horse. Congratulations to the team on the 1.0 launch of Corsair Cove! It's been a lot of fun seeing everyone discover the game, share screenshots, and talk about their favorite moments over the last day.
If you've had a chance to play, we'd really appreciate you sharing your thoughts in a Steam review. We read them all, and they give the team a much better understanding of what players are enjoying, what isn't quite working yet, and where you'd like to see the game go from here.
Steam reviews also make a real difference by helping more people discover them. Whether your feedback is positive, negative, or somewhere in between. It's all valuable, and we'd genuinely appreciate you taking a few minutes to share it.
Thanks for all the support so far. We hope you enjoy your time in Corsair Cove, and we're looking forward to seeing how the game grows from here.
NEBULOUS: Fleet Command - Patch Notes - 0.6.2.5:260727-1341
store.steampowered.comTerra Invicta Build 1.0.51 + Dark Skies DLC update
Hey folks, here is the first update following the Dark Skies DLC release. I'll include the Steam post's content for those of you who are keen to check it out while at work.
Terra Invicta Build 1.0.51 + Dark Skies DLC update
Greetings Terrans!
This is a patch to fix some base-game bugs and DLC issues. There are more fixes and DLC adjustments in the pipeline but this will cover several issues reported by players.
A
- Fixed bug where factionless army could crash the game by occupying the alien capital. Guess that's never happened before
- 6315 Update army IsMoving flag after operation removal. Also adds a Count > 0 guard to NationPeriodicUpdate where it was possible for an out of date IsMoving flag to allow indexing into an empty operations list.
- 6306 - Fixed crash when modding TIOrgTemplate when DLC is installed. Note this won't resolve all mod issues that have been reported.
- Fix a crash when the unrest tooltip is opened as the AA loses all its regions
- 6075: Attempt fix a rare, non-reproducible crash that seems to be the AI using stale data to consider targets for STO fighters
B
- Add some missing config commas that break some mods
- Previously ongoing 2022 campaigns no longer have their CP maintenance costs increased due to recent changes
- TINationState : Fixed bug where nations could acquire new regions, unlocking the MC priority with pips pre-assigned, but not update the control point weights. The results in the wrong number of IPs being produced per day.
Dark Skies DLC fixes
- Fixed bug where Project Exodus's special project didn't enable them to probe/colonize asteroids
- "Sensing Weakness" project now correctly requires Zabaykal to exist instead of Greece
Content
- Localization update
- add some flags
Steam Reviews: Your Feedback Matters
If you’ve been playing Terra Invicta and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve. It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.
Join the Terra Invicta Community
You can find the Terra Invicta community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord and our forums for those who want to follow changes closely, and there is a community-run wiki available if you are looking for reference material or answers to common questions.
Terra Invicta - Dark Skies DLC (A Look at the New Ships)
Many of you have been curious to see the new ships coming with Dark Skies, and Vol Noir (Senior Art Director) has put together a great showcase, which I've shared below. You can find more images on his website as well.
There are two new ship sets, each with twelve ships, for a total of twenty-four.
Dark Skies is out today with a 10% launch discount. As always, we're looking forward to hearing what everyone thinks once you've had a chance to play. If you enjoy the DLC, or have feedback you'd like to share, we'd really appreciate a Steam review for Dark Skies. o7
Credit: u/Vol_Noir
u/azazel_keter has also put together an updated hull type table covering all of the new cosmetic ship sets included in the DLC.
Terra Invicta - Dark Skies is Released
Greetings Terrans!
Terra Invicta - Dark Skies is now available with a 10% discount.
What if the world as we know it had already ended before the aliens arrived? What if humanity had twenty more years to prepare? Explore two new starting scenarios in Terra Invicta - Dark Skies and face the existential threat of an alien invasion with new challenges and opportunities. Drop into a world shattered by nuclear fire over a century ago, or rewind to 2003 and trade the rush to the stars for a longer, slower fight on Earth. The premise changes, but the threat doesn’t – aliens are coming, and it's time to fight back.
Make sure to check out the release-day trailer in the Steam post.
Terra Invicta - Dark Skies includes:
- 2003 Scenario - Take command of your faction during the US-led invasion of Iraq, as Earth's nations spiral into diplomatic turmoil and the true enemy begins moving in the shadows. With new projects and techs to research, and an alien force served by powerful sympathizers ready to counter your every move, you'll need fresh tactics to fight back. Learn to win a war few believe is happening -- long before the battle ever reaches the stars.
- Broken Earth Scenario - Step into an alternate history where the Cuban Missile Crisis erupted into nuclear war. Over a century ago, the world that emerged is unrecognizable – the great powers have fractured, redrawing borders and giving rise to new nations. A divided humanity must claw its way back to strength to stand a chance against an implacable alien force. The world is at its weakest, and the worst is yet to come.
- 2 New Ship Sets - Choose between two new visual styles, NASA-inspired or industrial hard sci-fi, to personalize your fleet’s appearance as you design it.
Steam Reviews: Your Feedback Matters
Dark Skies is now out, and we’d really like to hear what you think about it in a Steam review. Your thoughts help us understand what you like about the DLC, what isn’t working as well, and what you think could be changed.
So if you’ve played Dark Skies, please consider leaving a Steam review. It can be short. Even a few honest sentences about your experience are useful, both for us and for other players trying to decide whether the DLC is for them.
Join the Terra Invicta Community
You can find the Terra Invicta community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord and our forums for those who want to follow changes closely, and there is a community-run wiki available if you are looking for reference material or answers to common questions.
Terra Invicta - Dark Skies Releases Tomorrow - Here's the Timezone Release Map!
Hi folks, Matt from Hooded Horse here. I wanted to share our timezone release map so you'll know exactly when Dark Skies releases in your region.
And in case you missed it, the team has released two updates in preparation for tomorrow's release.
Terra Invicta Build 1.0.47 and Terra Invicta Build 1.0.49.
Anyway, that's all for now. I want to thank you for enjoying Terra Invicta and for sharing your thoughts in Steam reviews. It's a massive help to the team as they get ready for the release of Dark Skies. o7
Terra Invicta Build 1.0.49
store.steampowered.comTerra Invicta Build 1.0.47 - Getting Ready for the DLC
Hi folks, Matt from Hooded Horse here.
The team has released a new update in preparation for the upcoming DLC, Dark Skies. Here is the Steam post, but I'll also include the post's content below for those of you who may be at work and can't visit Steam. I'm here to help.
From the team:
Greetings Terrans!
This build adds a number of internal features for Monday's DLC release that enable a wider range of starting config in scenarios, as well as adjusting the AI to handle those scenarios and overall play better.
This build also significantly improves game performance in three areas: 1) campaign startup speed; 2) 2nd and later save loads or campaign starts in a single session; 3) during the mission planning phase for AI.
This build is compatible with earlier saves. There may be some balance changes that are more apparent in 2022 and 2070 scenarios. We have added a rollback branch in Steam Betas that allows you to revert to the prior (1.0.39) build.
Steam Reviews: Your Feedback Matters
If you’ve been playing Terra Invicta and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve.
It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.
Changelog
The full changelog for v1.0.47 and earlier beta builds is here or you can find it down below.
1.0.47
A
- 6294: Fix a crash when hovering the solar power tooltip in the ship panel before solar power modules have been invented. This only affects a DLC scenario.
B
- Fix an exploit where using the build-fastest button in construction manager could assign ships to depowered shipyards
- Fixed UI display of mixed project & tech alt prereqs in selected tech panel within tech tree
C
- More attempts to try to display tech modifier totals in the UI for when negative sign is best to communicate aggregate nature of the effect. It's not fixed yet though and we're gonna have to go through and individually mark each of 720 effects plus howevermany they came up with for the DLC for how it should display.
UI
- new councilor recruits and new orgs in the market will be put at the beginning of each list in their respective UIs (working on a visual indicator but that will take longer; this is just an internal sorting change)
Gameplay
- When orgs cycle around between faction marketplaces, the game will track which orgs just left a particular marketplace and ensure they don't immediately reappear there
1.0.46
A
- TIGlobalConfig.AI_AlienBaseQuietness() : Fixed bug where this method could return NaN and break starting alien councilors
- Fix a crash when a faction is disabled and goals affecting it are being processed
B
- ManageFleets() : Static fleet fraction merging logic now exits early if the static fleet fraction reaches the desired quantity
- SingleFleetOperation() : When cutting down the size of defense fleets, now ensures that any ships removed will not reduce the current static fleet fraction below the desired level. Prevents instance fleet flip-flopping between joining/breaking off from another fleet and associated notification spam.
- Fixed bug where map_RockyMountains was considered to be adjacent to map_Monterrey
- Fix a bug preventing AI factions from being disabled in some cases when they should have been
- Fix a new bug in 1.0.45 causing thruster audio to not stop during combat
- 6290 - Fixed ship designer transfer details not updating when leaving transfer planner after making changes
C
- Restored PCT VFX now that it turns off correctly after ship destruction
- 6291 - Select Project screen now updates when an active notification toggles favorite/obsolete status while it is open
- Fix org admin cap value in councilor UI to reflect that inactive orgs still provide admin for org-control purposes.
AI
- AI: If a faction's only inspire-capable councilor is known to be turned, fire that councilor
1.0.45
A
- Fix a bunch of potential crashes and add some UI handling for cases of trying to load DLC saves on TI without DLC installed
C
- Fix an issue where some of PCT's visual FX would linger after ship destruction
1.0.44
A
- fix a UI crash when a fleet is going toward a no-longer-existing station
- fix a crash when corrupted saves appear in the save menu and the game tries to read metadata from them. also prevent load of those saves.
- fix a weird bug experienced by me and one other guy back in December where the game would forget the path to the save directory after loading from a save ingame. it'll now remember it for the entire session.
C
- handle a case where multiple multiplying effects would display a positive instead of negative net effect in the faction modifiers UI
- adjust some notification behavior when a once-only-in-campaign project is completed
Performance
- Fiddled with some internal Unity UI memory behavior and gained significant performance improvement on 2nd and later load of a save or campaign start during a session.
Loc updates
1.0.43
A
- attempt fix two reports of a crash by DLC testers when generating a region tooltip and looking for intel data on alien activities
Loc updates
1.0.42
C
- Fixed certain 2d ship radiator images overlapping other UI elements
- Clean up of ProjectComplete notification display discrepancy. Removed unnecessary line and modified loc call in TINotificationQueueState to use a different one appropriately
- Some loc cleanup
1.0.41
B
- 6270, fix funding priority not going away when funding value is at cap
- 6266, fix gov't priority not immediately going away when democracy at 10 and last hostile claim is cleared
- 6264, fix some priorities not properly updating when re-activated by other advances (economy, education => mission control, tech advances => environment)
- 6272 Govt Favours and Criminal Favours events require councilor to be on Earth
- TIGlobalValuesState.globalGDP_CampaignStart : Fixed bug where system was using current GDP as oppose to starting GDP (new in 1.0.40)
C
- Fix Angola's starting GDP in 2026 scenario
- updated Geoscape icons for xenoforming progress for easier readability of progression
- Adding missing Djibouti army name.
- Fixed a Shading bug on the moon
Performance
- Cached best possible environment score for performance
1.0.40
This includes code to support Dark Skies DLC that will be released in the primary build.
A
- FactionGoal_BuildHab.SavingForTemplate() : Fixed crash from null module
B
- TIFactionState : Fixed bug where no-prereq projects wouldn't get triggers when starting a new campaign
- TICouncilorState.RandomizeStats() : Make sure attributes are not reduced below zero
- SolarSystemBootstrap.InitializeNations() Added code to merge together scenario wars into multi-state conflicts
- 6261: Fixed some issues with org logos and names
C
- Fix Hab monthly revenue calculation not including adviser multiplier bonus (mostly impacted trade evaluation)
AI
- 6223: Prevent fleet from continuous transfer to attack target hab if too many failures
- AICouncilorMissionPlanner : adjusted abduction payoff
- Added logic for the servants to grant nations to the aliens
- AICouncilorMissionPlanner : Added logic to force xenoforming
- AICouncilorMissionPlanner : Improved alien nation building logic
- AICouncilorMissionPlanner : Added logic to speed up alien facility construction
- AICouncilorMissionPlanner : limited the number of aliens that can be forced to abduct / enthrall
- Improved human AI's ability to track down aliens
- Added helper for checking if faction can count abductions
- ScoreRegionForAlienSearch() : added 2-step adjacency to recentAlienSite logic
- ScoreRegionForAlienSearch() : Adjusted logic
- PlanMissions : Avoid running the same alien detection missions with different councilors
- PlanMissions() : Improved alien tracking AI
- Added logic to make sure the aliens do a mix of abductions and enthralls if there are factions that still need both
- SingleFleetOperation() : Adjusted logic for breaking up fleets. Fleets can now be reduced from only one ship (to zero) under certain circumstances.
- Added logic for thinking about projects that make nukes easier to make for everyone
- Made AIs save more of their ops during mission selection
- SetResearchPriorities() : AIs now prefer to work on fastest objective project
- AI factions now save influence if they have empty councilor slots earlier in the campaign.
- Adjusted alien councilor transport importance
- Adjusted build station / base goal importance
- LegacyHabPlanner : Added logic to make sure aliens build shipyards at their main base (if they don't already have them)
- FactionGoal_TransportCouncilorWithFleet.DailyGoalMaintenance() : Added logic to upgrade transport goal importance if there aren't any councilors on earth or en route
- Adjusted defense goal importance to make sure it does prevent councilor transport.
- LegacyHabPlanner : Added better hab building logic
- SetResearchPriorities() : Added logic to avoid AI go all-in on extremely expensive techs (relative to their income)
Scenario options
- Added a scenario options to have orgs scale with the global research and GDP values
- TIStartTimeTemplate : Added alienProgressionModifier
- Added alien surveillance delay option
- TIStartTimeTemplate : Added alienStartingProgression_years
- Added "Quiet" aliens feature - Aliens will focus on less aggressive actions in space and on earth for a time
- Added optional wormhole ramp-up feature - Alien wormhole will start with less income and increase over time
- TIStartTimeTemplate.GDPDefenseModifier, CPMaintenanceModifier
Gameplay
- Added relative worldwide GDP scaling for unrest, cohesion, and CP maintenance. This is relative to the 2026 scenario
- TIControlPoint : priorities that have been reduced to zero or less efficiency do not receive diversity bonuses
- Added "Competition" AI category for techs. AIs will work extra hard on these
- Added option to have an alternative prerequisite for the second prerequisite of a project
- Added new UI to more clearly show tech/project alternatives
- Added template replacement feature - Can now add templates duplicate dataNames to replace existing templates
- TIDateTemplate : Added referenceAlias, referenceName - Allows connecting templates that have been duplicated/replaced
- Adding TIDataTemplate.scenarioAlias, scenarioName - Allows localizing templates that have been duplicated/replaced
Performance
- Turned AI mission planning into background task. Significant improvement.
- Optimized nation initialization in startup; removed some save-repair code that was needlessly firing and saved about 15 seconds total
- 6226: Memoize driveModule, powerPlantModule and radiatorModule in TISpaceShipState. This helps shave a couple of seconds off long running space combat simulation.
- Use one Random instance per simulated combat instead of per attack
- Memoize TIFactionState.playerControl. This was hitting a GetComponent call on each access unnecessarily. I found it when experimenting with migrating bits of code to background threads. Just a minor perf improvement, and will be set up better in case we do move more logic to the background.
Join the Terra Invicta Community
You can find the Terra Invicta community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord and our forums for those who want to follow changes closely, and there is a community-run wiki available if you are looking for reference material or answers to common questions.
Corsair Cove - Legends Before the Storm: Amara, the Pirate Hunter
store.steampowered.comXenonauts 2 - Full Release 7.27.0 Released! (Experimental)
store.steampowered.comNova Roma - Update 14 - QoL, Fixes
store.steampowered.comCorsair Cove - Legends Before the Storm: Rambullion, the Tavernkeep
store.steampowered.comExodus Returns to Guaranteed Pool, Template Pre-Picks Planned for the Future
ENDLESS Legend™ 2 - Hotfix 2 - "The fifth Chosen"
store.steampowered.com[Patch Notes] Manor Lords Major Update #7: Technical Overhauls
Hey folks, the main branch update 0.8.065–0.8.090 is now live.
The team has been hard at work bringing the recent beta changes over to the stable version, with a pretty big batch of fixes, pathfinding changes, UI improvements, gamepad controls, and more.
As always, we’d love to hear your thoughts in a Steam review if you’ve had a chance to play. Every review is read, and they really do help the team understand what’s working, what still needs attention, and where to focus next.
I’ve included the full post below too for anyone who can’t access the Steam post directly.
Patch Notes — Version 0.8.065–0.8.090 (Main)
Major Changes
- Major updates to the pathfinding system to reduce time spent waiting for a path.
- Added a proper “island” system that quickly rejects paths between different enclosed zones (Manor Castles, riversides with no bridge connection and so on).
- Further refactored character locomotion and collision to use proper substeps in order to reduce differences between different game speeds.
- Refactored Squad move commands: When moving multiple Squads by short RMB release, it defaults to forming a wide line when commanded in an open field, a 3 column line when commanded on a road and a scattered formation if commanded over a building area. To use the previous behavior (keeping relative Squad offsets), the player has to hold the ALT key when giving commands.
- Refactored the group pathfinding algorithm.
- Overhauled the Game Setup screen’s aesthetic.
- Added Gamepad controls.
Minor Changes
General
- Made it possible to select buildings that have ended up inside the Manor area. (temporary change until town walls are ready - it's still not intended to place normal town buildings inside the castle area and castles are still intended to get more of their own modules later in development).
- When fighting on roads, Squads try to align their combat formation to their shape.
- Straight army paths are now saved and will be restored when loading. Multi-waypoint paths (Ctrl+RMB+drag) are currently not supported.
- Sightings of neutral Squads happen less frequently and their messages are grouped together.
- Neutral Squads no longer stop or slow down game speed.
- Disabled the “always show region border under cursor location” functionality since it obstructed the view of the combat sometimes.
- Church Lv1 & Lv2 boundary has been increased to make space for future levels.
- Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.
- Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.
- Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.
Collision & Pathfinding
- Small improvements on collision avoidance around carts so that characters bump into them less often.
- Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.
- For characters that are large and it’s hard for them to turn in place, we added a minor preference to follow path points that don’t require extreme turning early on.
Balance
General
- Ale is no longer consumed by Lv1 Families.
- Ale crafting output reduced from 2 to 1.
- Threshing Priority default is now Low when constructing a Farmhouse.
- Threshing Priority at Medium now uses 25% workforce, rather than 50%.
- Raiders will attempt to fill up their inventory when looting, but will leave if 50% of the settlement’s loot has already been taken or 40% of the settlement has been torched.
- Reduced the startle distance for Wild Animals.
- Hunters and Hunting Hounds are less likely to startle Wild Animals.
- Changed Pasture Space to be based on area instead of border length.
Tasks & Behaviour
- Families become homeless only when their home burns down instead of when it catches fire.
- Unemployed husbands can help fetch fuel or water.
- Employed sons skip fetching fuel or water if there is an available woman in the same household.
- Trading Post Families husbands can stock the Trading Post if no one else can.
- Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid doing idle tasks around.
- Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.
- Workers will return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).
- Workers harvesting vegetables at home will now walk back to their shed to drop off the produce.
- Idle foragers may wait inside the Forager’s Hut during Spring and Summer instead of going home.
- Tuned construction worker behavior to focus more on the building parts that are currently progressing.
- Ungarrisoning is now forced when demolishing to prevent “asking person inside to leave”.
- Increased garrisoning speed into the Deep Mine.
Cosmetics
- Dirt cliff adjustments on Devil’s Hill Map.
- Environmental touch ups on various maps.
- Tuned the fog on High Peaks to fix overly brightly lit background mountains.
- Replaced the placeholder wallpaper in the main menu with a higher res texture asset.
- Added diversity to food assets in market stalls.
- Reworked models for food resources being transported.
- Switched cart loading animation to use the same good visualization that is later used on the carts.
- Added handcart good transform overrides so that we can fine tune the goods position in the carts and avoid clipping in the future. Experimentally added a small rocking effect when placing down items into carts, too.
- Items from the Construction category, as well as Leather, Hides, Shoes, Charcoal, and Clothes have had locations adjusted so they sit more naturally in a handcart.
- Added clay tile basket carried visualization. [WIP]
- Added a new “passing through” locomotion animation variation to handcart carriers.
- Fences now appear as intended for bigger Lv4 Burgage Plots.
- Refined edges between the buildings and the ground in a few spots.
- Adjusted Stone Gatehouse and Tower entrances to better fit the platforms.
- Lv2 Church Upgrade now displays scaffolding and ladders during the build process.
- Added more construction resources assets to Burgage Plots and Church.
UI & Text
Styling & Quality of Life
- Load screen styling adjusted to match the revised Game Setup screen.
- Updated Building Panel opening animation.
- Transition of the Building Panel categories are smoother.
- Ale consumption is now displayed in the Family Consumption UI in the People Tab.
- Added info about permanently assigned animals to building floaters (TAB key).
- Styling adjustments to Squad Tooltip to prevent stat text-cut off and improve consistency.
- Improved tooltip when the player does not have enough resources during Burgage Plot placement.
- Trade Category icons updated to be consistent with Resource Bar UI.
- Squad icons move more smoothly when distant character movement is optimized.
- Opening castle planner closes pinned building tabs, this prevents some potential bugs with demolishing manor.
- Popups for “Hunger” etc. will not appear while the player is holding LMB, to avoid interfering with some game mechanics.
Text
- Localization updated.
- Added missing strings for squad stances that may be prevented (can’t run because using Shieldwall etc.).
- Added new tooltips to Threshing Priority levels.
- Collapse chance tooltip updated to reflect daily chance and give more accurate info.
- Added logistics tutorial and shortened some early tutorials to prevent overbearing info.
- Reduced text for Market Supply Capacity and improved visibility on when it appears.
Bugfixes
General
- Fixed reentering into the Main Menu not spawning already enabled AI Lords.
- Fixed coat textures being broken after reentering the Main Menu.
- Fixed random starting season not working correctly on returning to the Main Menu and selecting a new game again.
- Fixed map edges not counting as any region when detecting region swaps.
- Fixed cross regional roads exclusively reading the starting regions obstacle data, ignoring obstacles in the connected regions.
- Fixed the ability to place a building in an adjacent region and skip construction requirements by holding the right mouse button.
- Fixed being able to place buildings with flexible borders on top of Wild Animal resource nodes without triggering migration.
- Fixed ALT+LMB not removing buildings in castle planner.
- Fixed game freezing during Cinematic Mode (Ctrl+C) after blocking popup appears.
- Fixed game freezing when popup appears while rotating building.
- Fixed issue with duplicated animation actions upon pause/resume leading to various issues.
- Fixed possibility of “Hunger” appearing while there is some food left due to transport tasks reserving food.
- Fixed Families not moving into a Burgage Plot if its construction process was paused right before completion.
- Fixed Homeless Tents not being removed if the last accommodated family died or migrated.
- Fixed fruit trees not being planted when the sown vegetable garden was replaced by an orchard.
- Fixed ox not abandoning their plowing task if the field switches to Fallow.
- Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).
- Fixed wrong logic of unmaintained building collapsing, that could potentially lead to collapsed building being in invalid state, without possibility to be rebuilt.
- Fixed broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space - disallowing placing other buildings in their position.
- Fixed animals killed by arrows emitting human death sounds.
- Fixed animals and civilians counting towards “Enemies killed”/”Soldiers Lost” for achievements.
- Fixed animals dying affecting "Lost Villagers" for achievements.
- Fixed workers not aborting their “pet” tasks when the animal stopped being idle.
- Fixed targeting animals to pet that aren't from the same region, are a mount, or are moving.
- Fixed characters sometimes not triggering actions after reaching their destination.
- Various character collision fixes.
- Fix peace option from second tab in letter creator not removing current claim while declaring peace.
- Fixed characters sometimes not waiting until another character finishes action, for example at the well, and trying to force their way through.
Production
- Fixed destroyed or unoccupied Burgage Plots still producing eggs and similar passive products.
- Fixed buildings with more than one upgrade not being properly refunded when demolished.
- Fixed Hunting Camp not reporting "storage full" for its generic storage.
- Fixed Hunting Camp not processing the last carcass when storage is full.
- Fixed faulty logic for Hunters that prevented the placement of animal traps.
- Fixed warning for no resources to harvest not disappearing when Berries/Mushrooms regrow.
- Fixed foragers going to get a basket even when there were no resources to harvest.
- Fixed Stone Gatherer Camp not logging its yield in the production tracker.
- Fixed Stone Gatherer Camp completely ignoring storage capacity.
- Fixed workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble.
- Fixed production buildings not adjusting their initial reserve based on if a deposit is Rich.
- Fixed wrong amounts of food being added to the production log when taking food from a unit carrying food.
- Fixed Collapse Chance due to proximity of mines for Mining Pit and Deep Mine not triggering unless they were missing Maintenance resources.
- Fixed Livestock Trader abandoning the animal they are importing if reassigned to another job.
- Fixed Sheep Herders leaving their home region to herd sheep that are being imported.
- Fixed sheep being targeted for shearing while being transported.
- Fixed sheep shearing being possible in Winter.
- Fixed workers fighting for the same crafting spot, e.g. in the Clay Furnace.
- Fixed Artisan Tailors not respecting production limits on Clothes.
- Fixed workers sometimes visiting a distant Church rather than the one closest to them.
Logistics
- Fixed incorrect calculation of how many more goods can be transported to a Granary or Storehouse.
- Fixed Granary and Storehouse workers not picking up unwanted goods from market stalls.
- Fixed Granary and Storehouse workers not prioritizing supply dumps enough.
- Fixed workers with handcarts walking slower on roads.
- Fixed Trading Post not respecting reservation and surplus limits.
- Fixed several instances of incorrect trading decisions when no target inventory has been set.
- Fixed some imported and exported goods not being taken into account when calculating available surplus.
- Fixed Trade Route Merchants only buying from a region once.
- Fixed wrong retinue armor price if plate armor is added to ignored goods in Trading Post.
- Fixed workers abandoning import livestock tasks when being reassigned to another building.
Military
- Fixed raiders being able to loot Timber logs.
- Fixed raiders not picking a random good in inventory to loot.
- Fixed raiders going after enemies outside the target region.
- Fixed raiders forgetting they were going home and starting to raid again.
- Fixed nearby squads outside the battlefield registering as part of the battle even while moving away.
- Fixed battles not ending when the last enemy unit left the battlefield.
- Fixed squads not tactically retreating when breaking off engagement if the enemy squad wasn’t previously targeted.
- Fixed AI squads sometimes “dancing around in place” during their attack instead of charging forward.
- Fixed formations sometimes reversing direction when sent to road locations.
- Fixed soldiers sometimes still ignoring building collision when moving in formation.
- Fixed polling of fighting skill availability (such as shieldwall in forest).
- Fixed squads recovering fully from fatigue when disbanding and rallying in quick succession.
- Fixed inability to place rally points on roads.
- Fixed villagers coming out of hiding during attacks to guide animals.
- Fixed presence of troops (such as retinues) preventing game over if every citizen dies.
Pathfinding
- Fixed collision logic sometimes treats streams as impassable obstacles.
- Fixed mismatch between pathfinding and collision logic that could cause workers to get stuck.
- Fixed collision logic not being able to handle a worker being stuck against an impassable obstacle like a bridge or cliff.
- Added an emergency push out if a character ends up inside an impassable obstacle, for instance after a castle wall section finishes construction.
- Fixed one more instance of characters being able to force their way through building collision.
- Fixed characters sometimes walking through walls after a failed task.
- Fixed characters not being able to connect to pathfinding even though they may stand right on top of a path point, due to the path point not having enough free space around it.
- Fixed one instance of an obstacle being missed by pathfinding.
- Fixed pathfinding links not always regenerating after demolishing a building, including when the Castle/Manor gets reconstructed.
- Fixed a problematic area on the Jagged Cliffs that caused pathfinding to fail sometimes.
- Fixed traders getting stuck on the Devil’s Hill map due to generated paths hitting the safety limits too early.
- Adjusted Lime Kiln layout to fix pathfinding issues.
- Fixed Manor Castle platform path points spawning on the wrong floor.
- Fixed Manor Castle not marking its obstacles as “impassable”.
- Fixed collision model for Manor LV1 Gatehouse.
- Fixed missing pathfinding links in the Stone Manor module, leading to workers getting stuck during construction resource transport.
- Fixed builders getting stuck in walls during Stone Wall construction.
- Fixed the castle construction being stuck if a module gets placed in the exact spot where the ox is expected to drop a log.
- Fixed workers stuck trying to exit Deep Mines continuing to extract more resources.
- Fixed one more case of characters stuck when facing each other perfectly en face.
- Fixed Task queue getting clogged on lower framerates, possibly leading to workers getting stuck.
- Fixed another instance of handcart workers being stuck.
- Fixed Free Merchants making additional stops and aborting going to their original target Trading Post.
- Fixed Free Merchants not going home if there is no Trading Post to visit.
- Fixed Free Merchants not stopping at Trading Posts along the way.
- Fixed traders not being able to dismount, making other workers at the Trading Post stuck.
- Fixed startled Wild Animals not returning to their Resource Node.
- Fixed bandits constantly getting stuck or failing pathfinding while being at camp.
- Fixed raiders moving erratically due to constantly picking a new location outside the map to return to.
- Fixed soldiers facing the enemy even when they are extremely far away.
- Fixed workers forever stuck drinking at the tavern.
- Fixed Gatehouse being opened and closed not relinking pathfinding properly, leading to soldiers getting stuck inside the castle.
- Fixed pathfinding sometimes returning an invalid path when selecting a target inside up on the walls while Gatehouse was opening.
- Fixed pathfinding points not getting recreated after rebuilding a Residential Plot, possibly leading to workers getting stuck during construction.
Save/Load
- Fixed unit stances and skills not being saved, always resulting in default values after loading the game.
- Fixed retinue equipment not being worn for rallied retinues on game loading.
- Units no longer run off from the rest of their squad on load from save if some are unsafe to move.
- Fixed “region under attack” and “squads present” not being recalculated after loading a save game.
- Fixed wall gates open/closed states not being supported in game saves.
- Fixed manor stone wall gates open/closed status not being restored on game loading.
- Fixed Artisan shops in Lv4 Burgage Plots not persisting when loading.
- Fences on Burgage Plots no longer disappear if loading from save during an upgrade.
- Fixed threshing priority not being saved properly.
- Fixed crops deleted during the "Burn Field" action being restored on save/load.
- Opening and closing pause menu while letter/quest is opened should no longer unpause days passing in game.
- Unread quests and letters are now properly displayed after loading a save.
Cosmetic/Visuals
- Fixed wrong rotation of hunters during shooting animation.
- Fixed bandits having wrong rotation while throwing torches.
- Fixed the wrong position and rotation of workers during tanning.
- Fixed invalid character rotation on bridges.
- Fixed animals and workers with wagons being rotated incorrectly when traversing bridges.
- Fixed ox and guide having incorrect rotation on higher speeds when plowing.
- Fixed Small Game carry animations.
- Fixed animation loops occasionally getting stuck after specific combinations of zooming out, zooming in and pausing.
- Fixed dead characters sometimes stuck in a walking cycle.
- Fixed a rare occurrence of characters being stuck in endless animation loops.
- Fixed characters visually still overlapping even though their positions were internally properly separated by dynamic unit collision due to a mistimed update.
- Fix attempt for characters sometimes levitating over unconstructed buildings.
- Fixed hunters glitching through the hunting camp table.
- Fixed Blacksmiths holding tools while going to collect goods.
- Fixed female Blacksmiths not having proper attire and not holding a hammer when crafting.
- Fixed snow not appearing on rocks and cliffs in winter.
- Fixed daytime visual state not resetting properly after disabling day/night feature.
- Fixed interior shadows not rendering.
- Fixed attack confirmation decals appearing in wrong locations.
- Fixed surface type under workers not being updated, trigger incorrect walking sounds.
- Burgage Plot fences now behave more consistently and don’t disappear when upgrading.
- Fixed issue where front gate could appear twice when upgrading Burgage Plots.
- Fixed Burgage Plot side shed spawning underground.
- Fixed fences not properly following slopes in Weaver's Workshop, Fisherman’s Hut, Livestock Trading Post.
- Fixed new or upgraded construction models blinking for a short while under some circumstances.
- Fixed buildings missing stairs on game loading.
- Fixed Artisan shops not being added if Lv4 Plot upgrade was built before choosing Artisan upgrade.
- Fixed Artisan store fronts showing goods other than those the Artisan produce or produced.
- Fixed several floating resource visualization meshes, for example in the Artisans shop windows.
- Fixed some resource pickup locations spawning inside obstacles.
- Fixed Farmhouse upgrade Ox cart spawning in the middle of the stable’s divider.
- Fixed hovering fishes in Fisherman’s Hut.
- Fixed floating cobblestone in one of the narrow townhouses.
- Fixed missing texture on some helmets in Armorer’s Workshop.
- Fixed stone walls with wooden platforms taking a ridiculous amount of time to be built.
- Fixed Stone Wall pieces not appearing during Castle reconstruction.
- Fixed Church preview model displaying a too small plot.
- Fixed a white square being visible after selecting Buildings from the Construction and Castle Planner tabs.
- Tuned lake collision in the Mandlach region on Lake Lemm to prevent fishermen going underwater.
- Fixed tree falling logic always executing at x1 speed.
- Fixed blacksmith extension gable levitating after fire.
- Fixed another case of Ox Guides limping.
- Fixed looping pig death animation.
- Fixed building parts sometimes becoming invisible upon finishing construction.
Text/UI
- Fixed walk/run squad UI button not updating when triggering run command via doubleclick.
- Fixed retinue customization button still being available after corresponding manor gets destroyed.
- Fixed unit selection circles not moving if the selected soldiers are very far from the camera.
- Fixed building UI being in a corrupted state when clicking the right mouse button immediately after releasing the left mouse button.
- Fixed some Burgage Plot UI elements being excessively recreated on new day.
- Fixed region panel data swap not working properly when another swap occurs during the animation of the first swap.
- Fixed game staying paused and edge panning not working after closing settlers camp UI.
- Fixed confirmation windows remaining on-screen upon closing the pause menu.
- Fixed game unpausing and map becoming scrollable on returning from “ESC menu” while blocking popup was present.
- Fixed a white square being shown instead of a proper icon for rubble and shrine after pressing TAB.
- Fixed missing icon for scenario-specific buildings (windmill ruins etc.) after pressing TAB.
- Fixed Mortar missing from resources list while constructing.
- Fixed wrong item categories for Flax, Wheat and Barley (Crops is now a subcategory of Crafting Materials).
- Fixed translation issue with the Tannery description in Polish.
- Fixed missing tooltip warning when buildings with flexible borders overlap Wild Animal resource nodes.
- Fixed “not enough pasture space” warning never disappearing.
- Fixed fertility percentage not updating in field UI.
- Fixed animals that ran away not being subtracted from regional livestock data.
- Fixed lambs growing into sheep not being correctly updated in the regional livestock data.
- Fixed exports of stable animals subtracting the count of the region's animals twice.
- Fixed flickering animal entries in building livestock UI tab.
- Fixed Trading Posts showing as not connected to the trade network.
- Fixed Trade Rules sometimes being ignored when a Trader recalculated their shopping list.
- Removed redundant linen, leather and yarn filters in the marketplace.
- Fixed transactions view not refreshing data automatically under normal circumstances after being opened for the first time.
- Fixed corrupted resource counter updating after switching between owned regions.
- Fixed building storage UI data not refreshing immediately on state change.
- Fixed Artisan produced goods being shown during construction of the workplace.
Crashfixes
- Fixed crash on attempting to redistribute supplies while some Burgage Plot had corrupted memory state.
- Fixed potential crash when demolishing Vegetable Garden Backyard Extension.
- Fixed crash when going into Manor building’s People tab while browsing the map after Game Over.
- Fixed crash when using visit mode while a unit was selected.
- Fixed crash from following unit that gets killed.
- Fixed a crash when raiders were targeting a building in an empty region.
- Fixed stall when fighting near cliffs.
- Fixed crash from save game descriptor file missing.
- Fixed uncommon crash related to workers returning handcarts to the shed.
- Fixed crash on pressing wall building button in castle planner while already in progress of building a wall.
Optimization
- Limited max game speed to 8x due to increased simulation precision having an impact on performance.
- Removed the optimization that caused some foot sliding, especially noticeable on horses.
- Optimized locomotion animation update frequency for civilians and animals.
- Improved performance of unscheduling events on animation changes.
- Fixed redundant data copy in the unit pathfinder.
- Added a better method for backyard animals to look for random idle spots to reduce pathfinding errors.
- Greatly optimized obstacle verification during squad attack formation projections.
- Optimized AI looking for a spacious enough location to move its armies to.
- Menu textures now unload upon transitioning to gameplay to free up memory.
- Optimized memory consumption by UI textures used during gameplay.
- Fixed Coat of Arms UI assets being loaded during the game after opening Main Menu.
- Removed expensive widgets from various game and menu UI elements.
- Reused tooltip widget between similar UI elements.
- Greatly reduced stutter when spawning Building Panels.
- Reduced performance drop on building removal caused by redundant Log Entry logic.
- Fixed performance degradation after buildings had been burnt down to rubble.
- Notably optimized harvest yield calculation performance when large amounts of sown field plants are present on the map.
- Fixed performance problems while trying to place a Burgage Plot plot point in the sky.
- Disabled shadow casting on Lightning during storms since it caused stutter when also using sharp shadows.
- Significantly improved performance when constructing manor with stone walls.
- Optimized usage of particle systems.
Heroes of Might and Magic: Olden Era Patch #12 - Fixes and Improvements
Hey folks, Patch #12 is now live. Check out the linked post for more details, but here’s the changelog for anyone who wants to see what changed right away.
Changelog
v. 0.80.34
Bug Fixes
- Jebus Tournament: The absence of a player’s starting hero at the beginning of a tournament battle no longer crashes the game.
- Fixed the hotkey for "Heroic Strike".
- Fixed a bug where the match timer incorrectly continued running for both players while simultaneous turns were stopped.
- An enemy hero executing a strike while under the effect of "Mirage" no longer crashes the game.
- An opponent leaving Arena Mode while selecting a target for an ability no longer crashes the game.
Balance
- Balance adjustments from the previous patch over-nerfed Magic heroes in Arena Mode; as a result, we are decreasing the starting unit counts offered during the draft phase.
- "Sorcery": Magic Damage bonus increased: 10/20/30% → 20/30/40%.
- Magic Damage specialists (Sorcery specialists) have been adjusted: they now gain a 15% + 5% bonus per 3 hero levels (previously 10% + 1% per 1 hero level).
- "Stables" have been completely blocked from generating on Sprint template (for good this time, good riddance).
- The size of the player starting areas on Jebus Tournament template has been slightly reduced. Guard strength for both standard guards and central area gatekeepers has been slightly decreased.
- "Point of Balance" objects can no longer generate in players' side areas on Helltide.
Localization
Fixed a translation memory error where the Chinese localization for Angels (and Archangels) was accidentally reverted to 光明者. The correct official term (天使) has been fully restored.
Patch #11 Hotfix: Battle Magic, Save Loading & Description Fixes
Hey folks, here’s a hotfix and the team’s message for anyone who can’t access the Steam post right now. This should fix the issue with loading saves that’s been reported recently.
Patch #11 Hotfix: Battle Magic, Save Loading & Description Fixes
Greetings, Heroes!
A quick hotfix is here to address a few issues discovered after the previous update — including a bug affecting Advanced-tier Battle Magic, a save loading issue, and some incorrect skill and law descriptions.
Full patch notes are below. See you on the battlefield!
Changelog
v. 0.80.33
- Fixed incorrect behavior of the Advanced Battle Magic.
- Fixed a bug where some saves would not load.
- Fixed an error in the description of the Summon Avatar skill.
- Fixed an error in the description of the "Dungeon Masters" laws of the Dungeon faction.
Thanks for your reports — keep sending in bug reports, it helps us make the game better!
With love,
💙 Unfrozen Team