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Oriental EmpiresNewsOriental Empires Release Update!
Game update

Oriental Empires Release Update!

Oriental Empires · published 14 Sep 2017, 09:44 UTC

All newsPlayers around this dateRead on Steam

Hello everyone,

After nearly a year in Early Access, we are finally here, it is release day! In a bit, the game will officially leave Early Access and the full version will become available. For our great community that helped us through Early Access, we just pushed the release build out to Steam, giving them access to all the goodness that comes with it. This includes better language support, full multiplayer functionalities and the Warring States scenario with new factions and some unique units!

We want to thank all of you guys who helped shaping the game during the final stages of development and we want to stress that the support of the game does not end here by any means! We will continue to support, update and expand Oriental Empires well after release.

-Surtur

The full changelog can be found here:

September 14 Release Update Details. (Actually says September 12 on game). Many of these fixes have been in the beta build for some time, but I've included them here for people not using the beta.

Major New Features

  • Multiplayer Mode
  • New Warring States Scenario
  • 4 New factions for custom games.
  • German, French, Russian and Polish language support.

and smaller fixes and improvements

UI

  • Right clicking or double tapping a unit card brings up a detailed stats display
  • Added tool tips on some unit card indicators
  • Added indicator on unit card to show when a unit can replenish
  • Added many new hotkeys and improved display of hot keys
    • 1 -8 Set battle plans
    • Ctrl 1 - 4 Set Formation
    • ,. and rotate stack
    • Keys for cancel move, delete, sleep and auto-explore
    • B to open construction panel
    • R To open recruitment panel
    • ,. To cycle between settlements
    • F5 - F10 to open major game windows
    • ,. To cycle between messages

  • Diplomatic offers from AI don't have to be decided immediately
  • Current number of settlements shown on authority tool tip
  • Added tool tip for why settlement can't be founded.
  • Increased range of settlement foundation locations shown
  • Extended tech card turn display to three digits
  • Added some more pieces of pop up advice.

Economy

  • Reduced upkeep for ports and shipyards
  • Level 2 shrine only produces level 1 piligrims
  • Copper increases value of bronze production
  • Reduced tech value boosts for ceramics trade
  • Reduced building upkeep for palaces temples and schools, foundry, weapon smith sword smith, bazaar, artillery workshop, cannon maker, silk weaver, granary,siege granary , bowyer and CB maker.
  • Added upkeep cost for cities and huge cities
  • Decreased trade value of copper, jade, ceramics, and silk
  • Increased trade value of bronze

Battle

  • Improved siege AI. Archers have better target priority, and assaulting units get into position sooner.
  • Implemented sword skill bonuses
  • Reduced effectiveness of land units against naval. Made naval skill bonus count against land.
  • Stacks with defensive battle plans can move adjacent to settlements
  • Battle plan defense modifiers don't count in settlements
  • Fixed some issues with dagger axe and halberd units [*}Added some nicer chariot textures for nobles and bodyguard.

AI

  • AI will construct roads
  • Improved AI for choosing settlement locations [^]Improved AI force composition, particularly in mid to late game.
  • Harder to get AI to recognize you as emperor. Harder to just buy SOH victory [*}AI can sack and destroy captured settlements.
  • AI won't overbuild infrastructure in peacetime such that it can't afford an army.
  • A few minor AI diplomacy tweaks. Less offensive alliance spam.

Misc

  • Roads on gentle hills allowed
  • Added edict to move capital
  • Added edict to cancel disaster effects
  • No bandits generated in first 5 turns, or on map edges
  • Increased time to act on offensive alliance to 7 turns
  • Added some faction special units for some factions.
  • Some Chinese text improvements
  • Noble units on foot can longer be recruited in Imperial Era, as it's grossly unhistorical. Must issue "Gentlemen Ride Horses" edict to get nobles in this era.
  • Reduced suppression effect of cavalry and chariots. No longer greater than infantry units.

Significant Bug Fixes

  • Fixed bug that breaks UI when a loaded game has units on ships
  • Fixed occasional freeze in AI during diplomacy
  • Fixed freeze due to units with withdraw orders in attacked settlement
  • Fixed an issue triggering a battle when moving adjacent to settlement with a stack that had moved in earlier in the turn
  • Fixed bug that reopened trade routes when at war or embargoed
  • Fixed issue with units not being available to defend breaches if settlement attacked twice in same turn
  • Fixed various issues related to roads and trade routes when upgrading settlements

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