Singleplayer
Crashes
Fixed a crash that occurred when the player successfully defected a lord through barter.
Fixed a crash that happens when the player character was walking on the campaign map after creating their own kingdom.
Fixed a crash caused by villager parties that don't have healthy troops.
Fixed a crash that occurs on the campaign map due to a problem with tournament renown gain.
Fixed a rare crash with AI thinking behavior in the “Need access to village commons” quest.
Fixed a rare crash that occurred due to log entries when a player battle ended.
Fixed a crash that occurred when attacking caravans without a leader.
Fixed a crash that occurred when a clan leader died and the selected heir was a lord that had recently been released or escaped from captivity.
Save & Load
Prevented the main storyline epilogue pop-up from reappearing every time the game was loaded.
Fixed a save system backwards compatibility problem with saving primitive data types.
Game now loads skill levels correctly from save games created with versions prior to 1.1.0
Campaign Map
Added a middle layer for nameplate visibility on the campaign map. We now have a stage where players can see both towns names and castle names.
Battles and Sieges
If a player’s fortification is besieged, they are warned by a text that appears in the top center of their screen. (Beforehand it only happened when the assault was already underway. Now we have 2 warnings - one when the siege begins and one when the assault starts.)
Clan and Party
If a player’s clan party is attacked, they are now informed with a center top notification.
The recruiting frequency of lords who are in a good financial situation was increased. They will now try to fill their party limits more frequently.
Fixed a bug that caused the consumption of more than 1 horse when we upgraded a troop to a mounted soldier while having several types of horses in our inventory.
Kingdoms and Diplomacy
Executions now also cause negative relations with honorable lords (if the executed is honorable too) and negative relations with friends of the executed. Additionally, we added further notifications for these consequences.
Mercenary minor factions no longer join kingdoms they are at war with.
Players can now fire mercenary factions they hired previously via dialogue. Players are asked to pay an appropriate wage per remaining influence. (Normally, we convert 20% of their earned influence to wage per day.) If the player rejects payment, they lose relations with the mercenary clan leader and the contract is cancelled.
Player’s mercenary payment per influence was stable after they entered a kingdom. Now it is refreshed every 30 days.
In some cases after a kingdom had been eliminated, the lords continued to spawn in a map location that is not reachable (near Rhesos Castle). They now spawn at a random settlement gate of their culture.
Economy and Trade
Caravans are now seen as more valuable targets by bandits and minor factions, which means that they will be attacked more. This will increase the number of battles that involve caravans. Previously, caravans were a nearly totally safe investment. Now bandits and minor faction lords sometimes attack caravans even if they are a bit stronger.
The pottery shop was very profitable - by creating 2 pieces of pottery (80 denars each) from one clay (20 denars) and doing this 4 times a day. Now one clay produces 1 pottery and pottery demand is halved to make its0 price more stable.
Other
Fixed the age of the player's brother.
Further fixes for NPC weight and build parameters as well as some NPC age fixes.