The redone Journey is a campaign-like mode with a persistent turn-based continent map linking each game played. The world map brings new strategic challenges, and each game's objectives are determined by your long-term goals.
New Features and Improvements- Added Journey world map and reworked all Journey mechanics
- Added coastal map type
- River maps with high water density can have multiple rivers
- Improved the shape of large rivers
- Unmounted humans are pushed backwards when damaged in melee
- Improved collision and pushing in large groups of units
- Various minor optimizations
Corrections and Fixes- The available count of an equipment set was wrong when warriors equipped with that set switched to a tool to gather
- Carts and oxen had problems delivering resources to build fortifications
- Humans could become stuck attempting to reach resources in a stockpile to which they had no land path
- Fixed pathing issues for humans attacking and moving around walls
- AI scouts could become stuck and never explore new areas
- Units did not find a new path in response to gates opening or closing
- Units sometimes struggled to go through a single wall section opening in a wall
- Ships could be stuck on the edge of the map as if beached
- Humans removed from a building sometimes did not walk to its edge
- Animals ordered to leave a pasture did not exit the building in the direction of the order
- The skill gained by apprentices at a smelter was higher than intended
- Fixed a stutter that could occur on island maps
- Aggressive human warriors did not capture partially built enemy buildings
- Corrected some cases in which wall chains could not be joined
- Replacing a destroyed wall in a chain could result in an unnecessary extra wall section
- Gates and towers attached to walls could sometimes be captured from outside the walls
- The AI could attempt to build too many galleys or place them in boulders
- Corrected some issues with AI launching attacks with galleys
- Renaming an equipment preset and clicking 'Save' did not keep the new name
- Rally buttons sometimes displayed the wrong count of units that would rally
- The cursor responded to world objects behind the quick group buttons
- Existing houses did not emit smoke after loading the game
- Technology from the end of the queue that had made progress could be removed
Balance- Warriors gain fatigue from attacking in melee, reducing their speed and melee hit chance; fatigue decreases over time
- Adjusted the balance of different melee and ranged weapons
- Making weapons and ammunition with better metal increases melee damage less and armor piercing more
- Most items take more time to craft
- Slightly reduced population growth speed at low food rations
- Economic hardships are more consistent for the selected difficulty level
- Limited the distance that capturing a fortification spreads to attached fortifications
- Gates cannot be opened or closed from their outer side if attached to a wall
- Ignition of wood fortifications caused by flaming projectiles and melee partially spreads to attached fortifications
- At least two herds of every enabled animal type are guaranteed on every map
- Siege Galleys can carry a maximum of 12 crew, not including the siege weapon and its operators
- Smelters use less wood
- Smelters require 200 stone
- Mines require 20 of any metal
- Pastures require 50 food
- Walls require 50 stone or wood
- Large boulders contain less stone
UI/UX- The Scenario and Quick Battle menus can save and load preset settings
- The Map Parameters screen allows direct selection of land, coastal, rivers, and islands map types; water density no longer determines the map type
- Humans ordered to capture or burn a building spread out to nearby buildings
- Spotting and range ring dots update much more smoothly
- World icon groups respond faster to unit and camera movement
- Added warnings to save on the Map Parameters and Equipment screens
- The Pause Menu objectives list shows an icon for each objective
- Changing the resolution in Options -> Graphics requires confirmation or it will reset
- Added Journey sections to the Manual and How To pages
- Added new loading screen art
- Added a saturation slider to graphics options
- Added tooltips to the rally buttons
- Added tooltips for the weapons and armor on the Equipment screen