Patch Notes 1.0.5: Difference between revisions

From Ara: History Untold Wiki
No edit summary
No edit summary
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
__NOTOC__
{{PatchInfo|version=1.0.5|date=2024-10-22|type=Regular Update}}
{{PatchInfo|version=1.0.5|date=2024-10-22|type=Regular Update}}


Line 4: Line 5:
== From the developers: ==
== From the developers: ==
For this week - our focus remains on responding to '''audience feedback on pacing, balance, stability, and performance.'''
For this week - our focus remains on responding to '''audience feedback on pacing, balance, stability, and performance.'''


'''General'''
'''General'''
* Medium game length changed from 750 to 800 turns.
* Medium game length changed from 750 to 800 turns.
* Long game length changed from 1250 to 1500 turns.
* Long game length changed from 1250 to 1500 turns.


'''City Management'''
'''City Management'''
* Many types of resources are visible at the start of the game to provide players with more strategic options.
* Many types of resources are visible at the start of the game to provide players with more strategic options.
* Smaller cities provide less tax income to encourage taller gameplay.
* Smaller cities provide less tax income to encourage taller gameplay.
Line 19: Line 20:
* Starting areas are more likely to spawn an interesting resource nearby.
* Starting areas are more likely to spawn an interesting resource nearby.
* Map generation adjusted to start players in more fertile areas.
* Map generation adjusted to start players in more fertile areas.


'''Improvements/Triumphs'''
'''Improvements/Triumphs'''
* General increase in maintenance costs to tighten the late game economy.
* General increase in maintenance costs to tighten the late game economy.
* Factory wealth maintenance increased from 5 to 10.
* Factory wealth maintenance increased from 5 to 10.
Line 43: Line 44:
::Inns now require an expert to provide money.
::Inns now require an expert to provide money.
::Mint now provides a 15% buff to city Prosperity rather than 5 wealth.
::Mint now provides a 15% buff to city Prosperity rather than 5 wealth.


'''Amenities/Items/Resources'''
'''Amenities/Items/Resources'''
* Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats.
* Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats.
* Shoes amenity Prosperity bonus reduced from 15 to 5.
* Shoes amenity Prosperity bonus reduced from 15 to 5.
Line 54: Line 55:
* Treasury Bonds and Law Books are correctly consumed 1 every 10 turns.  
* Treasury Bonds and Law Books are correctly consumed 1 every 10 turns.  
* Looms now correctly provide 100% Craft Production as an Amenity.
* Looms now correctly provide 100% Craft Production as an Amenity.


'''Techs/Research'''
'''Techs/Research'''
* Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly.
* Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly.
* Antiquities research cost increased from 400 to 500.
* Antiquities research cost increased from 400 to 500.
Line 68: Line 69:
* Singularity age research cost increased from 3000 to 5000.
* Singularity age research cost increased from 3000 to 5000.


'''City Management**


'''City Management'''
* Many types of resources are visible at the start of the game to provide players with more strategic options.
* Many types of resources are visible at the start of the game to provide players with more strategic options.
* Smaller cities provide less tax income.
* Smaller cities provide less tax income.
Line 77: Line 78:
* Starting areas are more likely to spawn an interesting resource nearby.
* Starting areas are more likely to spawn an interesting resource nearby.
* Map generation adjusted to start players in more fertile areas.
* Map generation adjusted to start players in more fertile areas.


'''Events'''
'''Events'''
* "Decor & Devotion" now triggers correctly for Askia Muhammad.
* "Decor & Devotion" now triggers correctly for Askia Muhammad.


'''Localization'''
'''Localization'''
* We are continuing to update all localized languages.


* We are continuing to update all localized languages.


'''Units/Combat'''
'''Units/Combat'''
* Most first Act units have 1 material maintenance cost in addition to food cost.
* Most first Act units have 1 material maintenance cost in addition to food cost.
</blockquote>
</blockquote>

Latest revision as of 20:37, 22 October 2024

Patch Info
Version: 1.0.5
Date: 2024-10-22
Type: Regular Update

From the developers:[edit | edit source]

For this week - our focus remains on responding to audience feedback on pacing, balance, stability, and performance.


General

  • Medium game length changed from 750 to 800 turns.
  • Long game length changed from 1250 to 1500 turns.


City Management

  • Many types of resources are visible at the start of the game to provide players with more strategic options.
  • Smaller cities provide less tax income to encourage taller gameplay.
  • Smaller cities provide less production to encourage taller gameplay.
  • Larger cities consume slightly more food to compensate for lower food maintenance on improvements.
  • Starting cities are more likely to start in a fertile area.
  • Starting areas are more likely to spawn an interesting resource nearby.
  • Map generation adjusted to start players in more fertile areas.


Improvements/Triumphs

  • General increase in maintenance costs to tighten the late game economy.
  • Factory wealth maintenance increased from 5 to 10.
  • Foundry now has 1 material, 5 wealth maintenance cost.
  • Crafting Guild materials maintenance is reduced from 5 to 1.
  • Trading Post provides +10 prosperity to the city.
  • Forge wealth maintenance increased from 1 to 3, now has 1 material, 1 wood maintenance cost as well.
  • Refinery wealth maintenance increased from 1 to 5, now has 1 material maintenance cost.
  • Bazaar provides +10 Prosperity to city.
  • Grocer district happiness buff reduced from 5 to 1. Grocers are great but not generally a source of joy.
  • School knowledge buff reduced from 15 to 10 to make the supplies of them more impactful.
  • Pub wealth production per improvement reduced from 5 to 1 to emphasize the quality of life benefits.
  • Stonehenge Knowledge buff reduced from 25 to 20.
  • Foundry craft rate buff increased from 5 to 10.
  • Docks maintenance increased from 1 to 5 wealth.
  • Drydocks maintenance increased from 2 to 10 wealth.
  • Naval base maintenance increased from 3 to 15 wealth.
  • Dwellings line now has 1 wood, 1 material maintenance cost.
  • Industrial and Irrigated farms cost 1 material to maintenance.
  • Reduced flat wealth bonus from certain improvements:
Inns now require an expert to provide money.
Mint now provides a 15% buff to city Prosperity rather than 5 wealth.


Amenities/Items/Resources

  • Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats.
  • Shoes amenity Prosperity bonus reduced from 15 to 5.
  • Gourmet meal Health Amenity buff reduced from 15 to 5 to balance it with other amenities.
  • Meteors now provide Metal Ingots without the need for smelting.
  • Obsidian is more common.
  • Tobacco does not provide as much money as before.
  • Treasury Bonds and Law Books are correctly consumed 1 every 10 turns.
  • Looms now correctly provide 100% Craft Production as an Amenity.


Techs/Research

  • Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly.
  • Antiquities research cost increased from 400 to 500.
  • Early Middle Ages research cost increased from 600 to 700.
  • High medieval age research cost increased from 800 to 1000.
  • Renaissance era research cost increased from 1200 to 1500.
  • Enlightenment era research cost increased from 1500 to 1750.
  • Machine age research cost increased from 1800 to 2250.
  • Atomic age research cost increased from 2100 to 3000.
  • Information age research cost increased from 2500 to 4000.
  • Singularity age research cost increased from 3000 to 5000.


City Management

  • Many types of resources are visible at the start of the game to provide players with more strategic options.
  • Smaller cities provide less tax income.
  • Smaller cities provide less production.
  • Larger cities consume slightly more food.
  • Starting cities are more likely to start in a fertile area.
  • Starting areas are more likely to spawn an interesting resource nearby.
  • Map generation adjusted to start players in more fertile areas.


Events

  • "Decor & Devotion" now triggers correctly for Askia Muhammad.


Localization

  • We are continuing to update all localized languages.


Units/Combat

  • Most first Act units have 1 material maintenance cost in addition to food cost.