We are continually striving to enhance the game to provide you with an ever-improving gaming experience. We are pleased to announce that [b]Patch 1.03[/b] has been rolled out and is now officially available. The Patch 1.03 adds [b]120+ new entries[/b] and introduces many updates. [url=https://clan.cloudflare.steamstatic.com/images//42371626/b39fa149e384869b0d7056d9b2c7b2b59e608b88.jpg][img]https://clan.cloudflare.steamstatic.com/images//42371626/64855663d6ddac91706a60d7d60d4bc21ca5b768.jpg[/img][/url] KINGDOMS 1.03.4 August 28th, 2024 Approximatively 120 entries. [b]SCENARIOS SETUP & FACTION SPECIFICS[/b] - Norman events now work for Humans in SP (only). Overall improvements made to it. - Al-Andalus AI can expand without restriction (was unable to cross the Pyrenees). - Paris gets its own flag. - When a law benefits the Emperor (of the HRE), all HRE members will be displeased. - Fix to Italian Maritime Republics losing the Large Merchant Fleet perk when they progress to Late Tier II (and higher) Realm. - Fix to a rare issue preventing Apulia from declaring the Kingdom of Sicily when Sicily is under control. - Wales starts as a Minor Kingdom, not a March (resulting in more Authority gain among other things). - Welsh culture now provides extra Military Expertise (instead of bonus XP). - Russian modifiers become Rus' modifiers. - The Byzantine Empire easily agrees to a passage rights treaty with non-hostile Crusaders. [b]UI/QOL[/b] - You can now search for any buildings using the Find tool (e.g., where is my master armorer or how many Venetian Fondachi are in my territory). - Province building queue enabled (see the tooltip on the right-hand side of the panel). - A message will be issued if you can't recruit and a unit queue is canceled. - Fixed wrongly formatted messages when a vassal gives you troops. - Fixed an issue with not seeing your token progress chance in some rare cases in the Nation Panel. - Scrolling arrows added in the unit queue (region panel). - More messages are now private to reduce clutter. - Provincial units are shown in single regions for reference. - Fixed a display bug for the end year of the last military reform. - No message is issued when you gain and lose a capital on the same turn. - Fixed PBEM Lobby display issue. - Fixed the visual bug of Devastating Charge showing only a +1 bonus. - Health prediction is correctly shown for all structures. - Selling a RGD will now be a request to sell and won't be immediate anymore, making it harder for cheaters to spoil the fun for everyone. - Multiplayer login improved (see button tooltip on the relevant screen). - Fixed Wales being described as part of Western England. - Fixed Norwegian adjective (from "Norweigan"). - Leaders' lists now have an indicator for loyalty. - The province panel shows stockpiles. - Fixed Georgian and Byzantine portraits having a mix-up for 'Sons'. - Fixed a possible rare crash when displaying a battle. - Added history in the Ledger for Military Expertise, Piety Ranking, number of wars, and Net Commerce. - The Legacy inter-turn display now shows gains in addition to totals. [b]WARFARE & UNITS[/b] Mercenaries Significant changes have been made to Mercenary distributions. The goal is to offer alternative mercenaries to the original owner of each Domain, reducing redundancy. For example, France will no longer have French mercenary knights in the Paris domain but will have Sergeants, while other nations will still have these knights. Overall, efforts have been made to propose plausible units (historical or from neighboring regions). Here are some examples: - Champagne: Brabançon Mercenary Spearmen - Cordoba: Christian Mercenary Knights - Edessa: Mercenary Turcopoles - Estonia: Western Mercenary Crossbowmen - Belaya Rus: German Mercenary Knights - Damascus: Frankish Mercenary Crossbowmen Turkish nations, notably the Seljuqs, get enhanced army lists Many nations now have better 'coverage' in unit types [b]The rest[/b] - Fixed some minor issues in Military Reforms bonuses. - All ships are now levies. - Fixed charge working in hills. - Levies units cost a bit more upfront in manpower but 50% less in money upkeep. - If a region revolts and the legitimate owner is under occupation, rebels will be of his nation. - Revised Light Cavalry and Horse Archers recruitment and upkeep costs, with Horse Archers aligning more toward the cost of Light Cavalry. [b]DYNASTY & COURT[/b] - Ruler's stats change by ±5% Court Expense, Conversion, Authority (was ±10%). - Court Expense reduction can't go above 75% (was 90%). - Court Expenses revised to be less punishing. [b]SYSTEM[/b] - Improved launcher logic when launching FoGM. - New functionalities added to PBEM chat. - In PBEM, files are always saved locally to reduce issues with cloud saves generating OOS. - Development Speed (faster game) / AI Aggressiveness PBEM options (works in SP too with more granularity). - Fixed terrain sounds rising the sound volume progressively. - AI Search depth option can't be changed in MP. - Handles DPI better and correctly when the options file is set. - Enabled forcing the game to open on another monitor. [b]RELIGION[/b] - First Muslim can also be Shia. - Fix to some religion names sometimes not showing correctly. [b]DIPLOMACY[/b] - Allied wars (i.e., triggered because of an alliance) will automatically trigger a white peace once the initial protagonists are at peace. - When in an alliance, the default is to help if relations are Amiable (was: Always). - More controls on invalid transactions. [b]VASSALS & PEERS[/b] - A vassal can only be absorbed by his liege. - Fixed: Peer of the Realm becoming vassals will not transform (uncommonly) to independent regions. - Vassals won't gift surrounded lands to their liege if the liege has reached Max Demesne. - Vassals will retrocede less easily isolated regions within a liege territory if these regions are adjacent to their capital. - When made vassal, return all regions not legitimately owned (in case of ongoing wars, for example). - Embezzlement is now more dependent on governor loyalty. - No money received in case of partial failure in a trial. [b]REGIONS & BUILDINGS[/b] - Buildings producing trade goods are more informative about the local availability of them. - Single Trade Goods display mode (in Trade Panel) works for all categories of Trade Goods and is more informative. - When an epidemic or a plague is removed in a region, an 'immunity' bonus is provided for 8 turns to prevent reoccurrence. - Fixed: Barracks never being allowed won't be listed as a 0 slot. - Added Clockwise Stairs and Dormant Bridge as new Fortification buildings. - Added Precious Stone Mine. - Slightly rebalanced temporary Fortifications. - Fixed: Paved Roads were not buildable. - Slave workforce will be properly removed by Orthodox populations. - Reworked slightly the Local > Town > City watch line of buildings. - Toll bridge won't be added if only one building slot remains. - If you disband buildings, in addition to lowered loyalty, revolt risk will also increase exponentially if non-zero. - Woad Harvest costs a single slot. - Detinet costs no slot. - Trench & Stakes provide 1 peasant unit (mini-event). - Reinforced Gate provides 2 peasant units (mini-event). - King's Herald gives twice as much Stewardship as there is Loyalty (doubled). - Shell Keep was not buildable, fixed. - Several buildings can store more Equipment (Notably, the Minor Stockpile 5>20). - Fix to Mentoring and Builder Halls having the wrong modifier. - Fix to Bulwark Tower not being buildable. - Horses Herd has no prerequisites for tribals. - Precious Stones Mine added. - Plague protection bonus doubled to +50 if you had an epidemic recently. - The blacksmith produces more equipment and does not cost any metal per turn (reminder: there is always a chance it becomes a master blacksmith over time). - Fixes to a few typos in structure bonuses. - Baronial vassals have an anti-raid strength of 25 (hefty). - Astronomer workshops produce slightly more. [b]DECISIONS & EVENTS[/b] - Recruit non-standard unit RGD is less generous by 1/3. - Fondachi can only be placed in coastal regions. - Some other changes to RGD. - Extra test for the free anchorage event. - Minor fiefdom can provide one of these 3 missing RGDs: Remove Civilized, Absorb Vassal, Form Vassal. - Promote to Clergy will always produce a clergyman of your state religion. - More explicit testing on Place Holding, relative to the gain of resources. - Knightly Orders can now be removed with 'Remove Civilized'. - Restore Order works in occupied regions. [b]AI[/b] - The AI is less likely to restart a war with someone it was recently at war with or someone who has beaten it several times. - AI will more often propose being absorbed or becoming a vassal if soundly defeated. - AI is less prone to propose peace for new wars. [b]MAP & ART[/b] - Cyprus harbor moved slightly. - Fixed a region connection near Wales. - Fix to a connection problem in Tabriz.