Ahoy surveyors - today the brand new Architect and Accuracy update has made its way from the Evolving Beta branch into the main game - and been implemented both here and across all other platforms! Take a look at the new features, visual improvements and more in the trailer! [previewyoutube=OKLuPJO35X4;full][/previewyoutube] This update focuses on making the combat feel punchy, tighter and more rewarding, whilst altering how resources and population work along with brand new high tier Faction buildings, all combining to give more options when it comes to painting your civilisation across the Great Ursee. [h2]Full patch notes can be found here :[/h2] [h3]New Architecture Content[/h3] ● The Mancer Order have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Mancer population of 2500 and higher. ● The Mancer Order now have floodlights on some buildings as a flourish. ● The Mancer Order’s leader, ‘Lord Illuminator’, palace building has been improved. ● The Imperial Remnant have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have an Imperial population of 2500 and higher. ● The Imperial Remnant now have flags on some buildings as a flourish. ● The Bannerless have a new alternative second citadel type. ● Bannerless round walkways and foundations now have faction props. ● The Bannerless have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Bannerless population of 2500 and higher. ● The Bannerless now have flaming braziers on some buildings as a flourish. New Mechanics ● Commanders and Captains unlocked within a scenario save are now available in free build. ● Demolishing buildings now recycles resources. ● Resource access is taken into consideration when workers build their houses. ● Workers will downgrade their houses if resource access is lost. ● Workers will upgrade their houses if resource access is gained. ● Special buildings give 40 splinters. ● All trade ships now give 1 splinter per journey, and merchant Princes give 30. ● Requirements for higher-tier houses are now more stringent (Stone cannot be built upon wooden foundations for instance) ● 1 splinter is given per population increase into your treasury. ● Splinters from trade and population growth can be added to your treasury from within the inventory or it’s automatically collected after dawn. ● Splinters from trade and population are shown separately in the inventory. ● Captains and Commanders from vassalised factions will work for you, but not if a rejected Captain is assigned to the same route. ● Turrets can be individually destroyed on a ship or airship. ● The ‘I’ key, LB or L1 buttons now open the inventory. ● The worker cost for command towers is now only applicable when a commander is installed. It is equal to the tower's “power” and related to the number of units it spawns. Balancing and Accuracy ● Late-game combat splinters should now always be at least 200 splinters. ● Hostile or neutral settlements have a reduced impact on trade-route security. ● Rebuilding surveyor cost has been reduced to 500 splinters. ● Speed and trigger distance have been increased for projectiles to improve accuracy/lethality. ● Unit amounts have been increased for most Commanders. ● Unit repair cost halved. ● Combat Captains have an increased impact on trade-route security. ● Traderoute length has an increased impact on trade-route security ● Ballistics prediction has been adjusted to aim tighter on the target (less predictive) to account for closer distances and higher projectile speed. ● Turrets re-acquire targets in front of their sights rather than general vicinity (less downtime). ● Turrets no longer fire when obstructed by friendlies. ● Turrets will engage with an enemy if it is firing directly at them (defend themselves). ● Enemy raid formations have been tightened to ensure that they stay closer together. ● Turrets part of a hostile settlement are double-checked as targets (prevent them from being targeted). ● Reduced the chance for Bannerless houses to spawn. ● Several Captains have expanded cargo manifests to help in managing large colonies. ● Unrest amongst factions will only lead to war if you have a sizeable war battlegroup, with the Bannerless being the easiest to trigger and Mancer the hardest. [h3]Steam Deck[/h3] ● Improved readability on Steamdeck. ● Steamdeck starts with an increased UI scale. ● Twitch integration has been removed from Steamdeck. [h3]Visual improvements[/h3] ● Horizon clipping is set further in the distance to prevent an ugly cutoff. ● Minor post-processing and sky colour changes. ● Increased bloom and AO a bit. ● Houses may sometimes have a tiny amount of tilt. [h3]Improvements[/h3] ● The Soultree now has a golden colour when you align with a faction. ● Increased the size of the tier 1 pirate foundation. ● Skybridges no longer block ships from moving. ● Patrol units spawn higher up. ● Improved the Bannerless citadel foundations to spawn houses better. ● The Advisor now explains extractors when one is selected when resource flow mode is enabled and disabled. ● Ships are no longer blocked by small obstacles. ● Ships move to one side if near other ships. ● The scenario menu now fades out when exiting to the main menu. ● You cannot build for half a second after a menu to prevent accidental builds. ● Houses younger than 30 seconds cannot be de-populated or upgraded by the system. [h3]Bug Fixes[/h3] ● Trade posts no longer accidentally give resources without the appropriate Captain. ● Fixed that NPC settlement houses don't despawn over time. ● Trade harbour connections no longer get removed when in the scenario menu. ● Fixed resources not being transported along pathways more than 20 towers away (due to trade routes for instance). ● The Advisor no longer pops up in the settings, controller, game help or Twitch menus. Splinters aren't shown or triggered in freebuild. ● Houses don't upgrade or downgrade in free build dynamically. ● Removed some conflicts in the resource network, where superior resource access wasn't given to a tower because it was closer to a lesser resource route. ● Prevented a half-working pause menu from appearing over the scenario selector menu ● The descriptive text of the inventory screen is now correct and shows text for all extractor types. ● Rewind animation in photo mode now doesn't affect the population. ● Removed advisor saying "new units available" when the battlegroup is full. That's a lot of updates! Thank you all for your feedback from the evolving beta branch that helped shape this update - and we can't wait to see what you create with this new sandbox! Tomas will be looking to update the Evolving Beta branch with start of the next big 'Naval Command' update in the near future, we'll let you know when you can dive in and see how The Ursee is getting even bigger! As always, continue to share your creations with us on all the socials, be sure to join Tomas Discord, and keep that feedback coming! Have a great week! - Gary from Wired Productions [url=https://www.facebook.com/wiredpro/]Wired Facebook[/url] | [url=https://twitter.com/WiredP]Wired Twitter[/url] | [url=https://www.youtube.com/channel/UC-9EJ9ddA6kC7H2czmwFvbA]Wired Youtube[/url] | [url=https://discord.gg/wiredp]Wired Discord[/url] | [url=https://www.instagram.com/wired_productions_games/?hl=en]Wired Instagram[/url] | [url=https://www.twitch.tv/wiredp]Wired Twitch[/url] | [url=https://www.tiktok.com/@wiredp?lang=en]Wired Tiktok[/url] | [url=https://www.instagram.com/wired_productions/?hl=en]Wired Instagram[/url]