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Kingdoms RebornNewsDecember 1 Update
In-game event

December 1 Update

Kingdoms Reborn · published 2 Dec 2020, 01:38 UTC

All newsPlayers around this dateRead on Steam

Here is the patch many of you have been waiting for :)

Some of the more important improvements are:
- Improved AI player
- Improved improved citizen AI
- Tunnel
- Market revamp

This patch will break any saves.
You can switch to nov_9 branch to play your old saves.

I apologize for the delay. There were some critical bugs I had to fix on the experimental branch before merging it to the main updates.

Hope you enjoy the new patch :)

The full patch notes are below:
(This is a combination of multiple patches on the experimental branch.)

Update Nov 11, 2020
- Popup Explanation When Laborer count is 0 for the first time,
- Show food production/consumption per season on graph when hovering over Left UI Food instead of the count (prevent confusion about dropping food)
- disallow tree from spawning right next to building

- Click house will show connection to workplace
- In Citizen's Focus UI, label "workplace: Construction Site" properly (previously labeled as building type)

- Show Dirt Road Hotkey on its button.
- keyboard shortcut shows , , to prevent confusion

- Version Number display on main menu (top right)
- Join game's different version warning suggest steam restart and show host/local version

- Fixed: Single Player "New Game" Crash
- Fixed: Think there's a misplaced decimal point on the Food Usage graph, we're in year 14 but it shows as year 1.4

- Fixed: Demolished farm items won't be picked up
- Fixed: Set Delivery before finishing construction will make workers move resources away from the construction site.
- Fixed: Non-star Fruit Gatherer won't get expelled for winter

- Fixed: Clicking the row before the last row in Job Management UI sometimes cause the job row to disappear.

- Fixed: found out in lobby say multiplayer lobby for host but for non host say single player lobby lol

Update Nov 14, 2020
- Get nearer food: scoring system to decide which food pile to get
- People will go to workplace first if the workplace is too faraway.

- Gatherer's hut produce 20% less fruit
- Demolish ranch will just kill animals inside

- Disallow selling Townhall, Employment Bureau, Statistics Office
- Storage space warning reminds every 60 secs (previously 20 secs)
- Warning "Inaccessible" when building's gate tile is inaccessible by Citizens

- Combo bonus show as "Combo Level X" instead of level
- Add Upgrade Townhall to initial questline

- Support typing Thai, Chinese, Japanese on chat
- Chat command "ForceClickthrough"/"ShowDebugExtra" to help people with unable to click buildings issue. (until a proper fix is found)

Fixes:
- Fixed: Farm should not go into dormant state before finishing with drop pickup
- Fixed: Province UI Accidental copy of whole terrainGenerator every frame (slow down province UI dramatically)
- Fixed: Logistics Office placement bugged.
- Fixed: disallow placing books in other players buildings.
- Fixed: Crate card is gone temporarily after warning of not having enough storage.

- Fixed Text: Bakerys, brewerys, Winerys
- Fixed: Player Graph Color looks too similar

- Fixed: when moving home from long distance, citizens will check for proper path first before using forced path (through mountain/water)
- Fixed: hover over the housing count does not list the number of level 7 houses

- Prevent midgame joining (when session is left open)
- Prevent players from joining beyond 6 players..

- Possible fix for construction site not finishing
- Constructor will carry resource for longer distance

- Guard: SetDeliveryTarget crash
- Guard: workEfficiency100/taxHappinessModifier crash

Hotfix Nov 15, 2020
- Citizens try harder to put resources into storage instead of dropping them
- Citizens prioritize picking up drop instead of gathering when there are too many dropped wood/stone
- Fixed: Clicking down on Job Management row before last and the row disappear.

Update Nov 20, 2020
Gameplay:
- Tunnel
- Set target output (produce until X)
- Card hand stacking for later use
- Markets are now storage. Targets fulfilled by market workers
- Double the stone/ore in all nodes
- House Unlock Tech Rationalism gives 30% research bonus (previously 20%)

- Difficulty consumption adjustment changed to: Normal 0%, Hard +30%, Brutal +60%, King +90%, Emperor +120%
- Tooltip showing consumption adjustment for each difficulty level
- Difficulty level now also affect: sickness frequency, tools consumption (age)

Rebalance textile industry:
(Fabric mass-production late-game allow tailor to make clothes faster with finished fabric)
- Tailor can make clothes/Fashionable Clothes straight from cotton/dyed+cotton
- Tailor has 4 worker slots (was 5)
- Tailor nerfed Weaving Machine Upgrade
- Cotton Mill moved to unlock at 22 house lvl 6 (was lvl 7)
- Cotton Mill now produces Fabric at 1:1 input-output ratio
- Clothes cost: 30 (from 15)
- Cotton Fabric cost: 23 (from 7)
- Dyed Cotton Fabric cost: 43 (from 17)
- Fashionable Clothes cost: 50 (from 30)

Food Balance: (lessen storage need, easier to track goods going around)
- Food now cost 5
- 180 default initial food (instead of 240)
- less food consumption per year to maintain the same consumption value per year
- less food production in Gatherer, Hunter, Farm, other Producers accordingly
- Flour cost: 9 (previously 5)
- Beer, Furniture cost: 10

AI Player Improvements:
- AI defends itself
- AI will Upgrade townhall
- AI adjustment for building: Ranch, Farm
- More aggressive expansion

- AI doesn't spawn in Tundra/Desert
- AI spawn check for 5 expandable provinces

- AI Trade for tools, medicine, wood, stone
- AI sell unused luxury
- AI Build trading post/Furniture Workshop/Brewery/Tailor when applicable

Non-Gameplay:
- New main menu music from Alistair Lindsay
- Serialize FirstTime Popup states
- Save Game named after city rather than steam name.

Fixed:
- Fixed: Farm production shown as (per season) before any planting when it should be (per year)

- Fixed: UseMedicine() allow consuming resource into -1
- Load Saved will fix any negative resource from bugged build

Hotfix Nov 24:
- "Pass" instead of "Submit" when there is no card selected, and there are 2+ card hand queue
- After Passing a Card Hand, the next hand should be shown...

- Refactor preparation for job system (Soon, most Citizen AI won't change job unless kicked.)
- Doubles the minimum time people will work in a run

- AI upgrade buildings
- Immortal/Diety difficulty level (Consumption +160%/200%)

- Tunnel need to start on our land, but can end on province that hasn't been taken over.
- Tunnel create province land connection (allows taking over province after building a tunnel)
- Added Farm's "produce until"

Fixed:
- Fixed: Hunting drops on farm causes issues
- Fixed: ppl sat in building and does nothing when using "produce until"
- Fixed: Forester's "produce until" doesn't work
- Fixed: Bridge graphic bug when clicking..
- Fixed: Hover warning not refreshed for focus UI
- Fixed: Irrigation Reservoir should reset surrounding farm's productivity
- Fixed: Autosave name remove city name (so it doesn't overflow)
- Fixed: Statistics Bureau and Employment Bureau are highlighted when placing Banks
- Fixed: colony inaccessible

Update Dec 1, 2020
Gameplay:
- Citizens stay it their old job unless forced to leave it
- 75% tools penalty on work speed (previously -50%)
- Harder game at higher difficulty...

- AI less likely to Starve (better food management)
- AI farm herb
- AI farm on good fertility ground
- AI import iron for tailor
- AI emergency handling (food/medicine/tools)
- AI more storage

- trees can't spawn right next to rocks

- IsConnected cache (Performance improvement)

Non Gameplay:
- Tech no longer flashes once the last era is completed
- More AI Player names

- Clicking on building from mid range zoom

Fixed:
- Fixed: Mine and quarry doesn’t kick workers once output target is reached
- Fixed: Market shouldn't accept non-market resource

- Fixed: Wild Card has no bank
- Sorted wildcard list

- Fixed: Potter moving texture
- Fixed: Card doesn't top flashing once queued..

- Fixed: Leader boost can be spammed if clicked fast enough
- Fixed: influence income damp integer overflow
- Fixed: Farm meat/leather drop. (again +.+)

- Fixed: Colony production not included in the stats
- Fixed: "Happy bread day" card bonus trigger without the slotted card.

- Fixed: Market shouldn't show slots on focusUI
- Fixed: House's line connection to Townhall shouldn't be there.

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