0.4.9: Bug Fixes and Balance


This build addresses a few problems.

Our community found a game-breaking bug that happened when attacking the single player enemy tribe. This is fixed!

When trying to understand the cause of that problem, we did a lot of testing with massive forces engaging each other. During this testing we found several other annoying bugs as well that mostly had to do with ranged units finding new targets and attack mode. We fixed these, so ranged combat should be more predictable now. No more ranged units just hanging around or behaving (too) weirdly.

Lastly, this build includes some balance changes. Militia should hopefully be a slightly more appealing choice in the early game now. For example, Militia and Slinger had (by mistake) their training times reversed so that Slingers could outproduce Militia, but this is now sorted out.

You will not be able to play online against anyone with an earlier version.

Check out the full change log below for details.

Change log 0.4.9

General improvements
- If units are already close enough to attack or attacking then attack mode won't make units do an unnecessary additional move before proceeding to attack
- Groups of units are in some cases better at finding a path around other groups of units
- AI defenders will follow your units slightly further outside their base
- AI defenders who spot one of your units will ask all defenders who are moving back to their guard position to engage again

Balance
- Axeman starts with 4 siege attack damage (up from 3)
- Militia starts with 3 siege attack damage (up from 2)
- Militia costs 15 food and 5 wood to train (down from 15 food and 10 wood)
- Militia training time is now correctly 12s (down from 15s)
- Slinger training time is now correctly 15s (up from 12s)
- Copper Arrowhead now correctly costs 50 metal and 25 wood (down from 75 metal and 25 wood)

Bug fixes
- Fixed a common bug that would crash the game when playing against AI
- Fixed a bug that happened when an enemy unit within vision range suddenly wasn't within vision range anymore; this caused a huge performance leak and the unit would also never attempt to find another target
- Fixed another bug that would also cause a ranged unit to just hang around and do nothing, even if an enemy target was within attack range
- Fixed a bug that could cause a group of units to get stuck when attempting to get past a bunch of other units
- Fixed a bug that caused an error message

Files

The Fertile Crescent 0_4_9 Linux.zip 43 MB
Jun 18, 2019
The Fertile Crescent 0_4_9.zip 42 MB
Jun 18, 2019

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