Advancing Fronts · public · first seen
Note - if you load a pre-patch save and your manpower is above the pool limit - this is intended! Your manpower will be fixed once it is spent.
This patch includes a couple decently significant changes to the game - a retreat rebalancing and a nerf to city manpower - both of which will affect existing saves to an extent. This would normally be a minor patch to indicate that the game will play noticeably different but due to the currently small playerbase and the code changes being very minor I'm just releasing it as a hotfix.
I've currently been dissatisfied with how the game is biased towards attacking. From my experience playing, it seems that attacks snowball as units put into retreat are basically guaranteed to be destroyed, leaving the defending side greatly weakened.
To improve this, I've made two changes to retreating:
(1) Battalions will now move at 2x Speed in retreat. This means they can get to safety faster.
(2) Retreat tactics (generally) now reduce damage taken, whereas before it was an increase. e.g. the default Retreat tactic had a damage taken multiplier of 3.0 - it is now 0.33. This should help ensure that retreating units can safely escape combat and have a chance to recover.
Manpower has been a tricky number to balance for me since its so sparse early on but it quickly becomes unusably large. I've reduced the manpower gains for all city levels except the level 4 you get on your starting province. This should help reduce bloated manpower pools while maintaining something close to the original early game manpower balance.
Expect more changes in the future since this will require a fair bit of fine-tuning
Added ellipsis truncation to unit names in the Selected Units window
Fixed the dropdown positioning for equipment slots in the Template Designer
Units with no attack now auto-stance to Passive
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| 5204861 | 4978100075750730262 | 4464579769965872149 |