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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