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high rated
0.99.14
Improved some aggro/law based stuff:
-Neutral "Military" NPCs no longer have legal immunity unless they are from a town resident faction
-The act of enslaving now counts as a crime, but only when it's in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
-Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn't mean you can just attack them unprovoked though.
-Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
-Slaver caravans won't take slaves from cages in towns that aren't slavery friendly
-Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
-Anti-slavery factions will fight to free their allies from slavers if they see them get captured
-Fixed some AI bugs where law enforcers wouldn't deliver their catches to cages and would get stuck in other tasks
-Fixed a crash with NPC AI looting
-GUI buttons no longer pressed on mouseup after drag-selecting
-Added import Relations option to import game
high rated
0.99.15
-Fixed missing import faction relations option
-Added something to help prevent your bodyguard NPCs from attacking your allies if they are enemies
-Tweaked the Forage AI to hopefully prevent butchering certain friendly animals like caravan mules
-Fixed people repeatedly beating up slaves after they've been recaptured, especially the Reavers
-Fixed slaver AI getting confused when they found an unconsious person wearing shackles who wasn't a slave
-Attack animation no longer cuts out the moment the victim is knocked out
-There was an issue where a character trying to get up would get stuck on the floor (with his animation resetting) each time he was hit. Now they will ignore the hits while getting up, but each one has a 10% chance of causing a short knockout
-Town shek now react to player HN ally with 'Thug hunter' rather than attack
-Fixed Reavers sending out Slave Traders to raid player base
-Fixed gui not updating when obedient slave job added

v0.99.15 moved to stable branch
Post edited November 18, 2018 by HaTsUnE_NeKo
high rated
0.99.16
-Fixed up the slaver AI for the reaver HQ, also passing reaver patrols can gather up more slaves from the cages
-Slaves no longer protect allies if in obedient slave mode
-Slaves now get totally balded, because it looks more slavey
-When an ex-slave finally reaches not-slave status, his hair grows back
-Fixed imprisoned characters being set as slaves if they were once a slave before, when they shouldn't be, eg in police cages
-Fixed not being able to loot bodies while crawling
-Fixed bar NPCs not healing themselves when wounded
-Character stats window updates progress when open
high rated
0.99.17
-Regenerated entire navmesh, should solve some of the passable obstacles that were being encountered
-A crashfix
high rated
0.99.18
-Fixes for the Slave escape AI
-Fixed the western path to Worlds end
-Fixed slavers taking player's prisoners
-Fixed stealth KO on prisoners setting them free
-Fixed stealth KO on prisoners providing massive easy XP harvesting
-Fixed broken navmesh in Tower of abuse, infested lab and far east tech lab
-Fixed a rare random crash in the engine code
-Fix for Hive hut doorways sometimes getting blocked
high rated
0.99.19
-Added in some missing armour/clothing crafts
-Tweaked some bounty character's wanted factions
-A general AI fix that might have seen them running off to far away buildings
-Another fix for AI campaigns where they go home without raiding your base first
-Fix to prevent gaining stealth xp from the person you are carrying
-Prevented slavers from beating up obedient player slaves when another player in the same squad was getting beaten
-Fixed a crash when you kidnap a unique NPC and return to their town or something i dunno but i fixed it
high rated
0.99.20
-You can now use tools or brute strength to unlock any lock, door, cage or container. Good for treasure hunters, not so good for thieves. Now non-thief characters won't feel forced to learn lockpicking
-Tools are more heavy and expensive than before
-Tools are single use, they break after opening the lock
-Using tools is really slow
-Brute strength only really works with very very strong characters on weak locks (strength needed = 3 x lock hardness)
-travel shops now sell tools
-Severed limbs are now properly bloody
-Fixed hive interiors not showing
-Fixed bandits not looting food from containers
-An AI fix for certain gate/wall configurations
-A fix for AI attacking freed slaves that should be no longer hostile after freeing
-Fixed the corrupted item icons on ATI cards
-Slightly more fishmen
-Slaver cages have better locks, ancient safes have slightly easier ones
-Fix for campaign data that got some values mixed up, resulting in traders being "war leader" for example
-Fixed the blurry item icons
-Tweaked GUI line spacing to try to fix main stats panel on some resolutions
-Fixed put-in-bed order overriding dismantle order if carrying someone
-Added sfx to NPCs buying stuff
high rated
0.99.21
-Fix for a suspected crash
high rated
0.99.22
-Escaping from an evil faction cage, like cannibals, no longer tags you as an escaped prisoner
-Fixed using strength or tools to break out of prisoner poles
-Fixed tooltips not showing for the "committing crime" and "escaped prisoner" panels
-Fixed name truncation on character portraits for multi-byte characters
-Update to the roads to fix NPCs getting stuck with long-range travel
high rated
0.99.23
-Terrain and navmesh updated, probably nothing noticeable, move along


Moved to stable branch as well
Post edited November 23, 2018 by HaTsUnE_NeKo
high rated
0.99.24
-Artifact items quantity assigned to locations is directly proportional to town value rather than random (rewards more consistent) (optional: requires import to see changes)
-AI fix for cases when a base had only one gate and the AI wouldn't go through
-When other factions take over a Holy Nation town they break all the emperor statues
-Fixed the city hero gangs not harassing players
-Fixed EV_I_SEE_ALLY
-Fixed indoor combat stat penalty
-The non-violent food raids go home rather than hang around your food barrels for 4 hours
-Fixed the Mongrel building in Black Scratch
-Fixed loading screen when window resized
-AI fix for guards that dont put the criminals in cages and just hold them while in shopkeeper mode
-Untestable fix for "give up chase" dialog event triggering when people are just fighting and not even chasing
-Road editor handles locked roads
high rated
0.99.25
-Fix for raid campaigns repeating their announcement dialog instead of leaving/attacking
-Floating damage numbers now include the cut-stun efficiency damage factor
TRANSLATION
-Searching for text in FCS translation mode selects the line when dialog is opened
-Japanese updated
high rated
0.99.26
-AI shopping should now work, traders should buy stuff from your shop counters, NPCs will visit your town if it is set to public
-Fix for characters being magically freed from cages after healing
-Walls now twice as tough against smashing
-Rare fix for AI getting stuck when pathing back home to a locked up base
-Stopped captured NPCs disappearing on load when their town is destroyed
-Prisoners who escape from cages will now bash their way out of locked doors instead of getting confused
TRANSLATIONS
-Japanese rolled back due to errors, will update again soon
high rated
0.99.27
-Fix for Rebirth town size being too low, confusing the guards AI
-Fixed the bridge in Rebirth
-An AI fix where newly recruited characters were missing the "protect allies" job
-Prevent passing squads from stopping to relax in hostile towns if they pass by
-Fixed anti-slaver allied dialogue
-Possible fix for characters sometimes slowing to a walk when nearing their destination
-More nice loading screens

0.99.26 now on stable branch.
Post edited November 30, 2018 by HaTsUnE_NeKo
high rated
0.99.28
-Fix for many of the ally aid campaigns not triggering
-Fixed prison sentence times not saving, so all prisoners got pardoned on reload

0.99.29
-Fixed newly built walls collision being passable so you couldn't walk on top until the game was re-loaded
-Gate guards in Mongrel should stay closer to the gate and not go off getting lost fighting in the foglands so much.
-Walls made 2.5 times tougher again, they should now be approx 25% as tough as their equivalent gates
-[Dismantle] button now asks if you are sure, except for walls because you might want to delete a lot of them some day
-a rare crash fix
-Fixed the collision
-Some other technical mumbo-jumbo
TRANSLATIONS
-Spanish update (99% complete)