Empire Architect
Empire Architect 1.33
Version Date
Sept. 26, 2017
Patch Notes
Update 1.33: Level 6 and Release Date
Hi Everyone!
Well level 6 is in now, and it only requires level 4 to be completed to play it (meaning those that dont want to every play against an AI wont be forced to). The level gives you access to everything in the game, and had higher requirements than previous levels. There are also tons of bug fixes, and balancing tweaks in here that should help smooth out the game.
I Also want to announce that October 6th is the release date for the game. I still have quite a lot that I want to do with the game, but I also cant wait until after the holiday season to release the game. Before the release date I expect to have 2 more levels, the rest of the water and health system, t3 housing, and lots of balancing stuff done. If you want to help out on launch day there are a few things you can do:
1) Check the Forums and help to answer new people's questions.
2) Tell your friends :)
3) Put up a review for the game on or before the launch day.
Patch Notes:
- New Level: level 6, this level is a peaceful scenario and for the first time you have access to everything in order to complete the level requirements.
- New Achievement: beat level 6.
- All campaign levels have had their gold adjusted up for every difficulty below "very hard".
- Added a circular range finder for the Guard Tower.
- Added a circular range finder for the constable's offices.
- Increased Local merchants carrying capasity to 5 up from 4.
- Fixed a bug with last month's total. (hotfixed Wednesday).
- Slightly reduced the speed with which the constable streads its "Feels Safe" happiness buff.
- Fixed a wincondition on level 3 to say "Entertainment Coverage" rather than repeating religious coverage again…
- Muggings cooldown has been increased by 20%.
- Individuals build up "crime score" a bit more slowly (around 20% less).
- Fixed a bug in the campaign victory screen having to do with your name.
- Fixed a bug where a venus power was labeld as a minerva power.
- Fixed a bug where copper coins were not being deliveded to all Financial buildings (Forums in this case). Rather they were only being delivered to the Town Hall.
- Markets can now employ upto 5 merchants, 6 with upgrades (up 1 at both levels).
- Trading Posts can now employ 3 merchants down from 4.
- Clay is now produced faster.
- Pottery is now produced faster.
- Markets now store 100 resoureces up from 75.
- Food lasts people about 10% longer.
- Grapes are now produced about 20% slower.
- Sheep are now produced about 20% slower.