Beta Patch 2.06 - New Faction Selection, Bugfixes

Fall of an Empire · build 24967250 · published

On SteamNotes only · this build shipped before we watched the app

Hi everyone,

I've got a new update out now in beta. Faction selection is now on a 3d tabletop map, you can split armies again after merging them, and I've gone through a lot of the recent bug reports and sorted them out.

Cheers,

Joe

Faction selection

  • New games now start on a 3D tabletop with a paper map and banners at each capital.

  • Click a capital name in the sidebar (or on the map) to zoom the table onto that settlement.

Military

  • You can split a player army or navy from the Units tab. Select the companies you want, and they form a new force at the same location with their share of supplies, morale and veterancy. The original commander stays with the original force.

  • Personal Guards, levies, rebels, foederati, embarked armies, and fleets in port, on blockade, or carrying troops cannot be split.

  • Player armies and navies can be renamed from the sidebar, the same way settlements can.

  • The military sidebar header now shows the force's identity, current order, supplies and commands as labelled rows instead of unmarked icons.

  • Forced march says why it is locked, including while garrisoned, and unlocks again once the army leaves the settlement.

  • Armies next to a friendly settlement refill immediately from its stockpile, including after a capture. Armies further out in the province still take field supply gradually.

  • AI factions gather enough strength and siege equipment before they sit down outside a walled settlement, and armies under a commander join that commander's siege instead of standing around nearby.

Campaign

  • Foreign factions declare war again. Hostile opinion makes war more likely, friendly opinion makes it less likely, and neighbours now count occupied and subject land on both sides.

  • Population growth follows food production, not just stored reserves. Matching what people eat stops growth; a real surplus is needed for it to climb; and growth tapers off as a settlement fills up.

  • Limitanei officers are all male.

Characters and events

  • Newborns keep their father's family name instead of overwriting it with a generated surname.

  • Double-click a character portrait to jump to their faction capital. Single-click still opens the character. Commanders in the field still zoom to the army.

  • If you have a local event model installed, the game picks a working one instead of leaving events on scripted with models sitting unused.

  • Mod campaigns can show their own effect icons on event options.

Map and movement

  • Armies and navies no longer get stuck at water boundaries. Landing approaches use the navy's connected sea, and a failed movement path ends the order instead of retrying forever. Tutorial fleets use the same fix.

  • Clicking province territory at close zoom opens the settlement. Clicking the city itself still selects the settlement mesh.

  • Overlapping armies pick the one whose marker is closest to the cursor, not whichever is furthest back in camera depth.

  • Ground-cover grass takes map decals like the rest of the terrain.

  • Army strength numbers and capital stars on map glances are larger.

UI

  • Buttons, tabs, list rows and map glances now fire on mouse release, so you can abort a click by dragging off the control. Drag handles, sliders, scrollbars and camera orbit still start on press.

  • Clicks pass through the empty parts of round HUD chrome onto the map.

  • Building-sidebar scrollbar thumbs keep dragging after the cursor leaves the thumb.

  • War notifications use the right have/has for tribal names, and flavour quotes sit on their own line.

Modding

  • World Editor campaign rasters now use PNG.

  • Content-pack event effects can carry their own icons.

Performance and stability

  • Loading a save no longer advances extra startup days, so the campaign date stays where you left it.

  • Saved battles restore their formations properly, and destroyed formations are cleaned up without leaving stale attacks behind.

  • Upgraded buildings count as their earlier buildings for prerequisite checks, including for the AI.

  • Texture streaming uses the VRAM you actually have, instead of a pool that was too small for the campaign map.

  • Campaigns hitch less while the AI is reviewing its armies, and character/calendar lookups are cheaper.

  • The game should no longer crash after long sessions and when loading.

  • Starting or loading a campaign no longer opens a second UI view behind the loading screen.