Update #35 - The Architects

Update #35 - The Architects

Hello there!

The time has arrived: the time to release The Architects, our latest update before 1.0 release.

HIGHLIGHTS

You will find that there is plenty of bug fixing, as it is the main priority for the team, but do not worry, as we have some surprises as well 👀

🤖 Modding Support

We just opened the Steam Workshop to everyone! Now players will be able to do their own mods
> Cannot wait to see what players will create

Derek, the Game Director, put together a guide for those of you who want to give it a try

  • 📜 Find the guide here

Already saw that the community and some of our devs, created some mods!

How does it work?

  • Find a mod that you like

  • Click on "Subscribe"

  • Open the game

  • You will notice that is active on the Management Tab

Some Clarifications

  • If you want to play without the mods, you will need to close the game > Unsubscribe > reopen the game

  • When loading the game, it indicates, with tags, the mod you were playing

👩‍💻 Tech tree

Quite a few tweaks and changes on the tech tree! Also including some specific Major Factions dedicated techs.

People were frustrated with how expensive researching " old techs " was, so we have tweaked the formula to tackle that.

Here a summary 

  • Decrease the exponential increase in the total number of technologies researched 

  • This balance change makes the technologies of a new era more expensive than the total impact of all the technologies researched.

Example:

Number of technologies researched

Era

Next Tech cost before

Next Tech cost after

2

1

24

24

3

1

36

31

8

1

156

97

9

2

264

291

Once you get access to Era 2 techs, you will notice we increased the science requirement for a tech of era 2 (264 > 291), but the cost of researching a tech from era 1 is reduced from 156 > 97.

Let us know your thoughts after giving it a trial

🐙 Aspects

We noticed players were struggling early game with Aspects and decided to make some changes to buff them in the early game.​

  • Building a coral will be free > No dust

  • We included the trait “Friends of Saiadha” (+3 protectorate slots) from the start

  • Updated Tendril's Dance faction trait from +2 dust on coral spore to +10 dust on coral spore, city center, and ministry

✨ Special Mentions 

  • Updated Keeps to provide free foundations around it.
    We have seen a really positive reaction since we introduced it to the Kin and decided that could be this way for all factions. But do not worry, for the Kin, the Keeps count x2 for leveling up. 

  • There are several balance tweaks for Minor Factions

  • Added the district type map layer by default when in the city construction menu
    It will make it clearer to the player when thinking about their needs for additional districts and also when thinking about potential synergies

  • Improved AI expansion in higher difficulties

  • Small tweaks to victory conditions based on feedback 
    We saw your comments saying that upgrading Horrors into Doomwraiths was super cheap, so we tweaked it to be more in line with what it should be (in terms of difficulty/effort players should dedicate)

  • Fixed Industry surplus not working > long-awaited fix 🔧

  • We added more and more illustrations for quests 💖


Updated Roadmap


CHANGELOG

\[Version: 0.86.229]

Modding

  • Added moding support with Steam Workshop, see the guide to create mods!

  • Added a tab for currently activated mods in the Content Management screen from main menu

Economy

  • Updated Keeps to provide free foundations around it

  • Fixed Industry surplus not working (Finally!)

  • Updated the improvement “Fish Farm” to add with synergies with rivers (Thanks Horatio Prime for the report!)

  • Fixed “Xenos” councilor trait (Thanks Drunkman and Daniel Sas for the reports!)

  • Updated Natural Wonders' description to make it clear that most of their effects only apply to the city they are in, and not all the cities in the empire

  • Fixed food consumption not updated in tooltips when having modifiers

  • Improved texts in council to better understand the feature

  • Improved texts for the population vocations and strategies

  • Improved texts in the trade post tooltips

  • Fixed the icon for the "Hoy salvage depot" improvement

  • Removed useless placement prerequisites in leveled up districts' tooltips

  • Fixed extractors not counted correctly in the city menu

  • Improved the feedback of “Nutrient extractor”

  • Fixed tooltip for the level 2 bridge

  • Fixed adjacency malus not displayed when placing districts

  • Added the district type map layer by default when in city construction menu

  • Updated the roads mechanic to only one type of roads (paved roads) and improved the description to understand the mechanic better

  • Fixed shanties creation in older saves

  • Reduced the number of suggestion displayed when placing a district (it was showing not so good placement when leveling up districts)

  • Fixed an issue where Treaty effects would not be feedbacked properly in Empire breakdowns

  • Fixes an issue where Population Collection effects would not be feedbacked properly in Unit Stats breakdown

  • Improved the breakdown for science improvements in the city’s tooltips

Minor Factions

  • Updated “Ametrine's Arcade” from +2 dust and science on Merchant house districts to +3 dust and +2 science

  • Updated “Foundling Apothecary” to cost less industry to build

  • Updated “Scion greenhouse” from "+10 food per city level" to "+10 food and +4 food on level 2 district"

  • Updated the Ochlings' Den effect from +3 dust on scribes to +2 dust on scribes. Updated its other effect to +20 dust per war. It is one per city, and its cost is 10 Glassteel and Industry.

  • Updated the “Sollusk Imperatium” improvement effect from +200 dust on ransack and +400 dust on raze to +100/+200

  • Improved the tooltip of the “Sollusk Imperatium”

  • Updated the “Consortium's Bazaar” improvement effect from +1 influence and +3 dust on extractor to +1/+3 per ressource produced, and updated its cost

  • Updated “Xavius night's Watch” improvement effect from fortification bonus to +5 approval on military district

Technologies

  • Increased the cost of technologies in the eras, but decreased the exponential increase in the total number of technologies researched

  • Updated Stellar Astronomy second effect to +2 science on observatory per Holy Oculum level

  • Updated Quarry oversight improvement from +25 dust on extractor to +15

  • Updated Mining Rights improvement from +5 science on extractor to +10

  • Removed tech requirement on other tech

  • Switched around Grand Treasury and Field studies improvement from Scientific Prizes and Research Institute tech

  • Switched around Tea House and Imperial Secretariat improvement from Imperial Bureaucracy and Glory of empire tech

  • Moved shield manufactory from Armor Design to Military Engineering

  • Removed the stats gain from Scavenging Techno. Instead, it give consumables: 1 Poison Salt and 1 Flask of dust fire

  • Added +150 exp on new unit on city on Garrison improvement (Shock tactics tech)

  • Updated Memory Well improvement from Matriarch Glory tech to Matriarch Orison tech. Updated its cost to 5 Glassteel and 5 Hyperium

  • Updated Memory Well improvement effect to +5 science and +5 science on ministry

  • Updated Deeper Cavern improvement effet to +10 dust, +3 dust on district at least level 2

  • Updated Mycology Lab improvement effect to +4 food and industry on ministry

  • Updated Clearing Mountains to spawn a +2 science tile instead of a +1

  • Necrophage

    • Removed access to Creed and Urban Planning

    • Added +10 approval on City Hall to Stonework

    • Fixed “Chitinous Matriarch” improvement to give +1000 fortification on city hall and +1000 fortification on ministries

    • Added +15 approval on Chitinous matriarch improvement

  • Aspect

    • Updated “Tolls and taxation” effect from adding dust equal to food production on farm to +8 dust production on farms

    • Updated “Consular Mission” improvement's effect from -15% food consumption to -25% food consumption

  • Kin of Sheredyn

    • Changed “Legionary Workshop” wording to say that infantry specialization cost no strategic ressources

    • Added +200 fortification on city hall to "Garin temple" improvement

    • Added "-20% cost on military district" to "martial discipline" improvement

    • Updated Citizenship from unlocking Open stage to giving +5/+3 on City Hall and Ministries instead of +2/+4

    • Updated Public Works to give +2 influence on Divined Monument instead of forum

    • Updated Dramatic Arts to give -25% industry cost on Divined Monument instead of forum

    • Updated Glory of Empire to give +2 influence on Divined Monument instead of forum

  • Tahuks

    • Fixed "Meteorite Studies" symbol’s color

  • Last Lord

    • Updated “Knightwatch” improvement category from money to Public Order

    • Updated “Knightwatch” effect from "+1 approval on citizen" to "+1 approval and +2 dust on citizens"

    • Added "Prediction II" effect from “Aquadynamics” to “Penitent shrine

    • Removed access to “Aquadynamics” to Last Lords

Diplomacy

  • Fixed the surrender cost not matching the formula initially designed

  • Removed Luxury resource from the public opinion status “Resource Desperation” (only strategic resource counts)

  • Fixed the “go to” button in the tooltip of the required technology for a treaty

  • Updated the text when a treaty is unavailable because another is needed to better understand it

  • Removed the "neighbor"-related empire bonus displayed on the Empire Bonus screen for the Kin and the Aspects

  • Improved texts for Public Opinions

  • Updated Public Opinion costs when it's maxed out: Compliments, Insults, Send Called Away, and Embrace Coral Symbiosis now cost a minimum of 5 influence

  • Fixed compliments and warnings not revoked when war is declared

  • Fixed transparency in the background when there is a white peace

  • Fixed missing tooltip when you can’t declare war

  • Fixed wrong influence cost displayed in the tooltip of the revoke declaration button

Victory Conditions

  • Increased Lost Monuments cost to 5000 industry, 35 Hyperium and 5 Thalitine

  • Increased all doomwraiths promotion from 1000 dust to 3000 dust

  • Updated Stalking doomwraith promotion cost from 50 Hyperium to 25 Eradione

  • Fixed the display of traits acquired from victory paths in the victory conditions screen

Tahuks

  • Fixed Tahuk’s festival tooltip (it does not increase the cost after each use) (Thanks suiseitanist for the report!)

  • Fixed the chapter 3 dialog of the Tahuks main quest

  • Fixed possibility to sold an item that needs to be used in the quest

  • Fixed wrong biographies for Talak Emburu

Kin of Sheredyn

  • Fixed the improvement “Legionaries Workshop”

Necrophage

  • Fixed the Altar not leveling up with the Matriarch’s eye

  • Fixed the extractor districts not leveling up with the Matriarch’s eye

  • Fixed the tooltip about level up for the Necrophage

  • Fixed Necrophage quest “Brave New World” failing if the army is defeating using the Matriarch's Eye or Tail

Last Lords

  • Updated texts for the Knighting to better understand

  • Fixed wrong speaker in the Chapter 6 of the Last Lords main quest

  • Improved the feedback of the Lord’s Estate

Aspect

  • Updated building a coral to be free

  • Added the “Friends of Saiadha trait” (+3 protectorate slots) from the start

  • Updated early quest objectives

  • Updated Tendril's dance faction trait from +2 dust on coral spore to +10 dust on coral spore, city center and ministry

  • Fixed Eudi’Emil impossibility to build a haven

  • Fixed the feedback of the “Asceticism” technology

  • Fixed the feedback of the “Tendril’s Dance” improvement

Military

  • Fixed units overlapping when queuing multiple actions in battle

  • Fixed melee units can retaliate through cliffs

  • Fixed river source displaying infinite movement point whereas it cost 2 in battle

  • Improved the battle aftermath window

  • Fixed battleground grid disappearing when selecting units on the battlefield

  • Fixed “Line Breaker” skill tooltip

  • Fixed the UI battle footer to work with all langages

  • Fixed the skills “Harmonic Tactics” (Thanks Drunkman for the report!)

  • Fixed impossibility to browse through enemy’s reinforcements

  • Fixed the order of the units in the army (heroes are always first)

  • Fixed the skill “Dust Burst” not granting shield correctly (Thanks Trimx for the report!)

  • Fixed the “Exotic Trainer” skill tooltip

  • Fixed the “Terror I” skill

  • Removed legendary items from the rewards of the fortresses (Thanks to amberhawk for the report!)

  • Fixed the “Peak Health” skill

  • Fixed a soft lock due to a battle in between AI (Thanks to Tnecniw for the report!)

  • Updated the militia armies in minor faction villages for more variety

  • Fixed the “Secured Position” skill tooltip

  • Fixed the skill “Fast Learner” by giving 20 experience to all units in the army whenever curiosity is collected

  • Fixed debug text shown when hovering the pin of a fortress before combat

  • Fixed the skill “Death Touch”

  • Fixed impossibility to start a subjugation of something that is in the territory of a third-party empire which you are not at war with

World

  • Balanced the rift closing time from 2 per tile to 1 per tile

  • Fixed the reward from doomwraiths events that modifies the cost of hiring hunters

  • Removed the closing rift action cost reduction from "Mercenaries" technology and replaced it by a +10 defense bonus on non-hero units

  • Added the "random" option in the "territory resource amount" game option

  • Improved the starting positions of factions so they are more suited for immediate settlement

Heroes

  • Fixed wrong text in the equipment screen when a hero is wounded

  • Removed wrong icons to hero traits rewarded in quests

  • Increased the default size of the heroes in the equipment screen

  • Improved the hero equipment window

  • Updated the Nemesis tooltip

  • Removed debug text when defeating an enemy hero

Quests and events

  • Scaled difficulty of the battles in quests with game progression > it will take into account the amount of Tidefall that happened into the game

  • Added a lot of illustration for quests

  • Fixed long list of rewards when it was affecting all the units of a faction, instead it will show one line for all units

  • Fixed the objective text of the Kin’s chapter 6 main quest

  • Fixed the objective text of the “Best Intentions” quest

  • Fixed the objective text of the “The Missing” quest

  • Fixed locate objective button not working for the quest “Remains of the Ancients”

  • Fixed randomization of quests steps and objectives

  • Fixed the objective and reward of the “A Clean Break” quest

  • Fixed renaming your city won't update it in your ongoing quests

  • Fixed the quest “The Dishonest Soldier” (Thanks Jair and PieFiend for the reports!)

  • Fixed “Begin quest” displayed again when replaying a finished quest dialog

  • Fixed wrong icon shown in the end turn button when handling an event

  • Fixed lone wolves events and their triggers

  • Fixed narrator texts not affected by the text speed setting

  • Fixed wrong icon used for armies to defeat in quests

  • Fixed the quest “Rust and Rot” not failing when selling the item

  • Fixed missing faction names in the quest description

  • Fixed loading a save with the quest “The Missing Youth” ongoing would change the objective

  • Fixed dialog of the “The Dishonest Soldier” quest

  • Fixed the quest “The Night Terrors” not taking into account the Last Lords population

  • Fixed the objective text for the quest “The Holy Grail”

  • Fixed tooltip for the “Rust and Rot” equipment reward

  • Fixed the army in the quest "A Mortal Life?" (Thanks KillAll for the report!)

  • Fixed the locate button not working in the quest “A Fine Feast”

  • Improved the reward of the quest “The Disciples”

  • Fixed “The Strangers Call” quest asking for a missing territory

  • Fixed Awakening quests triggering too soon

  • Fixed the quest "Fresh Lead" where it would become incompletable if the hero was scarified (Thanks Someguy842 for the report!)

  • Fixed locate button not working for the quest “Murder Most Foul”

  • Fixed the description of "Archivist's Zeal" reward from "A Sublime Belief" Tahuks chapter 6 faction quest

  • Fixed the “A Relic of the Sages” objective in the Aspects quest

  • Fixed quests continuing although the Empire is eliminated

  • Fixed the objective text for the quest “A Matter of Honor” (Thanks Nempthis for the report!)

  • Fixed an issue where two quest’s point of interests could spawn on the same tile

  • Missing a debug text present in a Council event

AI

  • Improved how AI handles economy with Last lords

  • Improved how AI handles choke points in battle

  • Fixed AI accumulating too much Influence

  • Added a cooldown on AI to declare war on players in the easiest levels

  • Improved how AI collect curiosities

  • Improved AI expansion in higher difficulties

  • Fixed an issue where the AI would use 'Raze' instead of 'Consume'

  • Fixed an issue where AI would ask for a surrender although it was losing the war

General UI

  • Added an icon for the improvements “Ascetic Existence” and "Commercial Hub"

  • Moved Interface Layout setting in 2nd position and in the accessibility tab

  • Fixed placeholder image when looking at the Necrophage’s ministry tooltip

  • Improved tooltips placement when hovering pins

  • Replaced “+1000” by an infinite symbol

  • Fixed monsoon effects missing from the notification

  • Fixed missing text when you cannot use a luxury resource booster

  • Added booster effects to the Luxury deposit’s tooltips

  • Fixed visible text in the effects of the Tahuks' councilors

  • Added a nested tooltip for “Ministry”

  • Fixed missing lock key shortcut in terrain tooltips

  • Updated the tooltips of the technologies in the faction selection screen

  • Fixed councilor tooltips not showing on Steam Deck and Gamepad interface layout

  • Fixed the icon for the improvement “Larva Pulp”

  • Added tooltips on army actions in the technology tree

  • Fixed missing tooltip for “Illuminated Foes II”

  • Fixed the navigation between tabs in the victory screen on Steam Deck and Gamepad interface layout

  • Fixed selector disappearing when selecting a path on Steam Deck and Gamepad interface layout

  • Fixed the icon for the Insights victory path

  • Moved Terrain Details and Settlement Darkening lines from Gameplay tab to Video tab in Settings

  • Fixed wrong prompts displayed when using a gamepad

  • Fixed the selected era in technology screen is carried over between games

  • Fixed new technology notification not shown when completing a quest

Visual

  • Fixed district layer still visible during cinematics

  • Fixed the color of the heroes in the equipment screen

  • Fixed Approval icon not changing its color in colorblind mode

  • Improved the size of the Ochlings to be able to see them better

Audio

  • Fixed missing sounds after clicking on the show illustration button

  • Fixed missing sounds in the trade window

  • Fixed missing sounds for the Necrophage

  • Fixed missing sounds in the first menu

Multiplayer

  • Fixed the battle timer disappearing when executing actions

  • Fixed world heroes are interactable with while they are in battle

  • Added missing multiplayer options in the game options menu in the pause menu

  • Fixed one of the main desync happening because of sieges

Custom Factions

  • Fixed the “Trade War” custom faction trait and updated it to +5 % damage per trading post on non hero units and +10 Health per trading post on non hero units

  • Fixed clicking outside a text box making lose the entered texts in the creation menu

  • Fixed “Military Expenditures” trait description in the Empire screen

  • Fixed overlapping technologies when using “Hive Society” affinity

  • Switched the “Suburban Dream” trait to -1 City cap and +1 territory cap

  • Fixed the description of the “Active Reader” Custom Faction trait

  • Fixed the “Relic Seekers” trait by replacing it to giving 1000 science reserve

  • Fixed “selected traits” not showing the traits at all times

Misc

  • Added Aspects to the tutorial map for more fun!

  • Added a new and improved introduction video to the tutorial

  • Fixed the lone wolves achievement not triggering at the end of turn (it was triggering at the end of the game instead)

  • Added missing texts in a lot of places

  • Fixed impossibility to load older saves in specific cases

  • Fixed a lot of missing texts

  • Fixed random spawning for the Aspects and Necrophages in tutorial

  • Improved the tooltip of the scour terraforming action

  • Improved the error message when the installation is corrupted

  • Fixed LOTS technical issues

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