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Summa ExpeditionisNews0.3 Update Out Now! ⚔️
Major update

0.3 Update Out Now! ⚔️

Summa Expeditionis · published 19 Jun 2025, 16:30 UTC · build 18193625

All newsPlayers around this dateRead on Steam

Salve, Centurion,

Update 0.3 is now live ⚔️ Roma Aeterna!

This update marks a major step forward in the evolution of the game, with substantial improvements across the board: gameplay, atmosphere, narrative, and immersion.

Here’s what you’ll find:

🔥 New Narrative Tutorial: The Camp Before the Ambush
We’ve introduced a brand-new tutorial that places you in a fully functioning Roman camp, just before the ambush. This new beginning adds a narrative twist, allowing you to better understand the world, its characters, and the core mechanics in a more vibrant and dramatic context.

🌿 Visual Improvements: Nature Reimagined
We’ve redesigned vegetation, trees, and harvestable resources to create a denser, more vibrant, and more detailed world. Every expedition now feels more alive, more beautiful, and more dangerous.

🧠 Smarter NPCs, More Dynamic Interactions
NPC behavior and AI have been completely overhauled. They now follow more realistic routines, react more consistently, and show greater environmental awareness — making every interaction feel more natural and immersive.

🧭 Next Phase of Interface Improvements
We’re continuing to refine the interface based on your feedback. This new phase enhances both functionality and aesthetics, delivering a smoother experience without sacrificing immersion.

💬 Thank You for Your Patience
We sincerely thank the entire community for your support and patience while we worked on this update. Your feedback and trust have been key in taking Summa Expeditionis to the next level.

Update 0.3.0 is now available, ready for you to dive into a new chapter in the story of Rome.
Pack your gear — what lies ahead is not just an expedition, but the beginning of something much greater.

— The Summa Expeditionis Team


Full Update 0.3 Patch Notes

NEW CONTENT

  • A training camp has been added, acting as a completely new tutorial.

  • Continued visual overhaul of various items and buildings.

  • Two new armors have been added.

  • Canes have been added to better set the atmosphere around the lakes.

  • Added a fixed guard post at the entrance of the Tier 1 commander’s tent.

  • Added a new Tier 1 production building: “Esparto Stripper” for mass esparto production.

  • Added a new Tier 2 production building: “Rope Maker” for mass rope production.

  • Redesigned the start game menu, campaign creation, options, and load game interface.

  • Overhauled the in-game main menu and help system.

  • All environmental decoration elements have been revamped. Forests are now denser and more proportionate, with new models for rocks, clay, salt, and decorative patches of vegetation.

  • Optimized performance on systems that were suffering from bottlenecks and FPS drops even with powerful hardware.

CHANGES

  • NPCs now run during work time if their destination is more than 10 meters away and they’re outside the camp’s main area.

  • NPCs now chain their tasks more efficiently, prioritizing tools they’re already holding or collecting production when no other tools are needed.

  • NPCs assigned to Faber duties now also craft items at the carpentry table.

  • Faber NPCs will now craft any items needed in production lines—for example, if a bonfire has clay vanga canteens in the queue or set to infinite, they will craft them and deliver them to the final step.

  • Some armors and helmets have been modified to be more historically accurate.

  • The idle animation has been changed

  • Faber NPCs will now also produce all required storage items for the camp—for example, if a sack storage is built and only 5 sacks exist, they’ll craft the missing ones if resources are available.

  • The HUD has been updated based on player feedback: texts, icons, and colors have been improved. Additional HUD components like radar, contubernium management, notifications, and alerts have also been completed.

BUG FIXING

  • Fixed a bug that rendered some object storage units unusable after placing the first item—for example, sack or stone storage.

  • A bug that slowed down the game in the starting chunk has been fixed.

  • Fixed several bugs that caused the AI to freeze, such as when dropping or crafting new items.

  • Fixed multiple errors related to guard AI and guard post behavior at gates and walkways—they now execute patrol routines more reliably.

  • Fixed a bug related to item transfers between storages, which sometimes caused NPCs to store items at production output points.

  • Various general performance improvements have been added.

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