Oriental Empires Release Update!Hello everyone,
After nearly a year in Early Access, we are finally here, it is release day! In a bit, the game will officially leave Early Access and the full version will become available. For our great community that helped us through Early Access, we just pushed the release build out to Steam, giving them access to all the goodness that comes with it. This includes better language support, full multiplayer functionalities and the Warring States scenario with new factions and some unique units!
We want to thank all of you guys who helped shaping the game during the final stages of development and we want to stress that the support of the game does not end here by any means! We will continue to support, update and expand Oriental Empires well after release.
-Surtur
The full changelog can be found here:September 14 Release Update Details. (Actually says September 12 on game). Many of these fixes have been in the beta build for some time, but I've included them here for people not using the beta.
Major New Features Multiplayer Mode
New Warring States Scenario
4 New factions for custom games.
German, French, Russian and Polish language support.
and smaller fixes and improvementsUI Right clicking or double tapping a unit card brings up a detailed stats display
Added tool tips on some unit card indicators
Added indicator on unit card to show when a unit can replenish
Added many new hotkeys and improved display of hot keys
o 1 -8 Set battle plans
o Ctrl 1 - 4 Set Formation
o ,. and rotate stack
o Keys for cancel move, delete, sleep and auto-explore
o B to open construction panel
o R To open recruitment panel
o ,. To cycle between settlements
o F5 - F10 to open major game windows
o ,. To cycle between messages
Diplomatic offers from AI don't have to be decided immediately
Current number of settlements shown on authority tool tip
Added tool tip for why settlement can't be founded.
Increased range of settlement foundation locations shown
Extended tech card turn display to three digits
Added some more pieces of pop up advice.
Economy Reduced upkeep for ports and shipyards
Level 2 shrine only produces level 1 piligrims
Copper increases value of bronze production
Reduced tech value boosts for ceramics trade
Reduced building upkeep for palaces temples and schools, foundry, weapon smith sword smith, bazaar, artillery workshop, cannon maker, silk weaver, granary,siege granary , bowyer and CB maker.
Added upkeep cost for cities and huge cities
Decreased trade value of copper, jade, ceramics, and silk
Increased trade value of bronze
Battle Improved siege AI. Archers have better target priority, and assaulting units get into position sooner.
Implemented sword skill bonuses
Reduced effectiveness of land units against naval. Made naval skill bonus count against land.
Stacks with defensive battle plans can move adjacent to settlements
Battle plan defense modifiers don't count in settlements
Fixed some issues with dagger axe and halberd units [*}Added some nicer chariot textures for nobles and bodyguard.
AI AI will construct roads
Improved AI for choosing settlement locations [^]Improved AI force composition, particularly in mid to late game.
Harder to get AI to recognize you as emperor. Harder to just buy SOH victory [*}AI can sack and destroy captured settlements.
AI won't overbuild infrastructure in peacetime such that it can't afford an army.
A few minor AI diplomacy tweaks. Less offensive alliance spam.
Misc Roads on gentle hills allowed
Added edict to move capital
Added edict to cancel disaster effects
No bandits generated in first 5 turns, or on map edges
Increased time to act on offensive alliance to 7 turns
Added some faction special units for some factions.
Some Chinese text improvements
Noble units on foot can longer be recruited in Imperial Era, as it's grossly unhistorical. Must issue "Gentlemen Ride Horses" edict to get nobles in this era.
Reduced suppression effect of cavalry and chariots. No longer greater than infantry units.
Significant Bug Fixes Fixed bug that breaks UI when a loaded game has units on ships
Fixed occasional freeze in AI during diplomacy
Fixed freeze due to units with withdraw orders in attacked settlement
Fixed an issue triggering a battle when moving adjacent to settlement with a stack that had moved in earlier in the turn
Fixed bug that reopened trade routes when at war or embargoed
Fixed issue with units not being available to defend breaches if settlement attacked twice in same turn
Fixed various issues related to roads and trade routes when upgrading settlements