Hello Everyone It has been a while, but we are finally bringing 1.3.2 Update out to everyone. This is a big one :D, with farming rework, 4 Historical Missions, elevations and biome variety etc. [i](NOTE: This will break previous saves unfortunately as it is quite a big change)[/i] So lets get started on what has changed: [b]1.3.2.a[/b] [list] [*] Added terrain elevation to maps, and included ramp-elements for roads, aqueducts etc. [*] Partitioned common housing into separate sequences for peasant-farmers and artisans [*] Updated tutorial sequence with new screenshots and instructions to match above features [*] Ensured that wages are only paid by the state for certain jobs (military, etc.) [*] Allowed minor villages to spring up around cities on the empire map over time [*] Added zip-file compression to reduce size of save-files [/list] [b]1.3.2.b[/b] [list] [*] Added support for multiple empire-maps depending on mission background [*] Added support for intro/outro sequences for campaign missions [*] Modified random terrain generation to incorporate rocks/trees around cliffs more often [*] Added custom flora for desert and jungle maps, expanded tree sprites for basin maps [/list] [b]1.3.2.c[/b] [list] [*] Fixed rendering errors in decorative walls and aqueduct causeways [*] Minor updates to tutorial text and access-preview for cisterns near springs [*] Small fix for registration of religious services at peasant huts [*] Some balance changes to housing evolution/requirements [*] Fix for inefficient construction when interacting with citizen fatigue [*] Fix for sizing of tutorial messages at larger screen resolutions [/list] [b]1.3.2.d[/b] [list] [*] Added first four historical-campaign missions [*] Added small market, plus wooden stockades, gates and towers [*] Restored fishing wharf [*] Simplified interface for formation-buttons in city UI [*] Simplified claim-placement for farms, wharves and gathering buildings [*] Modified trading posts to prioritize tribute-deliveries [*] Fix for traders entering/exiting the map from the wrong direction [*] Made entry-points for non-enemy cities sensitive to ambient danger map [*] Added new debug options to help diagnose pathing and entry-tile problems [*] Fixed bug where saves with non-standard file-names could not be deleted [*] Added deer, axolotl and coyote to the range of possible animal species [*] Hotfix for outros not playing after campaign missions played from start [*] Assorted hotfixes for trading, sacrifice and other behaviors [*] Made military features always-on [*] Other small fixes and adjustments [/list] [b]1.3.2.e[/b] [list] [*] Modified trading posts to implicitly limit volume of goods sent per year [*] Adjusted symmetry-evaluation to consider direction first and ambience second [*] Adjusted symmetry-evaluation to penalize homogeneity in pathing-types [*] Separated right-click and right-drag detection [*] Added right-drag for the minimap and empire-map [*] Removed mandatory spacing around shrines, updated chinampa sprites, renamed mud flats [*] Fix for error that could cause custom scenarios to freeze after initialization [*] Fix for crash on hueypochtlan map [*] Fix for walls-objective in epcoac and tecpayocan [*] Improved accuracy of claim-checks for fishing wharfs and farms [*] Improvements to reliability of sacrifices during festivals [*] Made artisan housing easier to upgrade [*] Other small fixes and tweaks [/list] [b]1.3.2.f[/b] [list] [*] Allowed farms to vary their number of farmers based on number of plots assigned [*] Restored automated testing suite, fixed errors in farming and rioting [*] Made rally-points for enemy troop formations visible [*] Added population-support readout for edible goods in the commerce view [*] Added visual alert for gather-buildings that lack nearby resources (water, trees, etc.) [*] Added empire-service toggle to military advisor and hotkey for rally-troops command [*] Other minor fixes and improvements [/list] That was a lot. This will probably be the last Major update to the prologue, apart from bug fixes, as we start moving towards Early Access soon. More news on that later. And again thanks to everyone who has been playtesting and helping out, much appreciated! Cheers!