Changes and improvements:
- [p]Improved visual appearance of rice field terraces[/p]
- [p]New way of using some “Wonders” purchased in the Divine Shop. Now we throw a potion at a target location in the city (e.g. at burning buildings to extinguish them).[/p]
- [p]Added a range-increasing improvement to the Shrine and Temple buildings.[/p]
- [p]Added tooltip to the output product icon in the production building window.[/p]
- [p]Visual improvements to the festival management window[/p]
- [p]Changes in the Market window related to Festival mechanics, changed selection method, rearranged elements, updated effect descriptions[/p]
- [p]Changed the layout of filter toggles near the minimap from horizontal (below) to vertical (next to it).[/p]
- [p]Improved the top resource bar.[/p]
- [p]Introduced fixes to first-person animations.[/p]
- [p]Introduced visual improvements to buildings.[/p]
- [p]Introduced fixes to trade events.[/p]
- [p]Improved animation of irrigation channel filling.[/p]
- [p]Added indication of water wheel connection before purchasing the improvement[/p]
- [p]Changed fire VFX during fires[/p]
- [p]Visual changes to Demon invasions[/p]
- [p]Added functionality to Religious and Decoration filters so that buildings that no longer affect the surroundings are marked with a red outline[/p]
- [p]Improved building upgrade tooltips[/p]
- [p]Added information to Gold currency tooltip about income and expenses from cyclical trade[/p]
- [p]Changed Blessing purchased in relation with Wukong, new one gives +10 happiness to all households in range[/p]
- [p]In the build menu at the bottom of the HUD, in the City category, building groups were added for better button organization:[/p][p] Roads - contains all types of roads[/p][p] Storage - contains all types of warehouses[/p][p] Emergency - contains disaster prevention buildings[/p][p] Scholarship - contains buildings related to Academies[/p]
- [p]Improved resource tooltip trends to include cyclical trade[/p]
- [p]Improved Coal tooltip trends to include consumption from enabled building improvements[/p]
- [p]Improved Oxen tooltip trends to include consumption from enabled building improvements[/p]
- [p]Added an icon reminding about the possibility to start a Festival[/p]
- [p]Locked more of the relationship tree for gods who are not our patron[/p]
- [p]In the Warehouse inventory, added functionality that clicking a resource moves the camera to the building producing it, making it easier to find[/p]
- [p]Increased loan amount at first bankruptcy to 50k[/p]
- [p]Added tooltip to storage capacity showing all warehouse types and their contribution to total capacity[/p]
- [p]Increased warehouse capacity gained from Warehouse building upgrade[/p]
- [p]Increased granary capacity gained from Granary building upgrade[/p]
- [p]Added warning above monuments reminding about placing a modifier in an empty slot that appears after building another monument[/p]
- [p]Changed technology tooltips in the Technology tree to better highlight building features[/p]
- [p]Improved sound of selecting buildings with selection, upgrade, or demolition tool[/p]
- [p]Visually changed locked nodes in the relationship tree with gods[/p]
- [p]Added tooltip in Trade Laws window to resource icons showing their current state[/p]
- [p]Added missing translations[/p]
[p][/p]
Balance:
- [p]Changed tax multipliers[/p]
- [p]Adjusted building upkeep costs to match their generated value[/p]
- [p]Several changes to construction costs[/p]
- [p]Changed ranges of some buildings[/p]
- [p]Adjusted production and consumption rates[/p]
- [p]Adjusted income generated by Cuju Field, Theatre and Chinese Gardens[/p]
- [p]Changed improvement bonus values[/p]
- [p]Changed regeneration speed of resources in trade settlements in Trade[/p]
- [p]Adjusted Festival bonuses and changed required resources[/p]
- [p]Each additional Outpost increases upkeep cost of all existing ones[/p]
- [p]Changed some technology costs - unlocking buildings and improvements[/p]
- [p]Adjusted difficulty level parameters[/p]
[p][/p]
Optimization:
- [p]Optimized Kites which caused significant CPU cost in large cities[/p]
- [p]Removed crash when placing fields or extensions to enclosures.[/p]
- [p]Optimization of trees and bushes using Nanite[/p]
[p][/p][p]Important! The balance of income and expenses in the city has changed. After loading a save, taxes for individual social groups may be set differently.[/p][p][/p]