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|description=Caesar 3 port + Julius mod. | |description=Caesar 3 port + Julius mod. | ||
|author=Keriew | |author=Keriew | ||
|lastupdated= | |lastupdated=2023/12/28 | ||
|type=Strategy | |type=Strategy | ||
|version= | |version=4.0.0 | ||
|license=AGPL-3.0 | |license=AGPL-3.0 | ||
|download=https://dlhb.gamebrew.org/switchhomebrews/augustusnx.7z | |download=https://dlhb.gamebrew.org/switchhomebrews/augustusnx.7z | ||
Line 33: | Line 33: | ||
==Installation== | ==Installation== | ||
Julius requires the original Caesar 3 files to run. This can be an old CD-ROM version (use the "Full installation" option), or a digital copy from either [https://www.gog.com/game/caesar_3 GOG] or [https://store.steampowered.com/app/517790/Caesar_3/ Steam]. | Julius/Augustus requires the original Caesar 3 files to run. This can be an old CD-ROM version (use the "Full installation" option), or a digital copy from either [https://www.gog.com/game/caesar_3 GOG] or [https://store.steampowered.com/app/517790/Caesar_3/ Steam]. | ||
Note that your game must be patched to 1.0.1.0 to use Augustus. Most digital versions of the game (like GOG.com for example), already are patched to 1.0.1.0. But if your version isn't, you can [https://github.com/bvschaik/julius/wiki/Patches download the update here]. | Note that your game must be patched to 1.0.1.0 to use Augustus. Most digital versions of the game (like GOG.com for example), already are patched to 1.0.1.0. But if your version isn't, you can [https://github.com/bvschaik/julius/wiki/Patches download the update here]. | ||
To run | To run Augustus on Nintendo Switch, follow these steps: | ||
*Ensure you have a jailbroken Switch. Detailed jailbreaking instructions can be found on [https://nh-server.github.io/switch-guide/ Nintendo Homebrew's Guide] or, alternatively, on [https://guide.teamatlasnx.com/ AtlasNX's Guide]. | *Ensure you have a jailbroken Switch. Detailed jailbreaking instructions can be found on [https://nh-server.github.io/switch-guide/ Nintendo Homebrew's Guide] or, alternatively, on [https://guide.teamatlasnx.com/ AtlasNX's Guide]. | ||
*Download either the [https:// | *Download either the [https://github.com/Keriew/augustus/releases latest release]. | ||
* | *Place the .nro file to the <code>switch</code> folder on your SD card, so that you have a folder <code>/switch/augustus</code> with <code>augustus.nro</code> inside. | ||
*Copy all the files from a Caesar 3 install into the <code>/switch/ | *Copy all the files from a Caesar 3 install into the <code>/switch/augustus/</code> folder, so that you have the file <code>/switch/augustus/c3.eng</code> and more. | ||
==User guide== | ==User guide== | ||
===Manual=== | ===Manual=== | ||
Augustus changes are explained in detail in the | Augustus changes are explained in detail in the [https://github.com/Keriew/augustus/blob/master/README.md#manual manual]. | ||
===Touch support=== | ===Touch support=== | ||
Line 61: | Line 59: | ||
For multi-touch gestures, the fingers have to be far enough apart from each other, so that the Switch will not erroneously recognize them as a single finger. Otherwise the pointer will jump around. | For multi-touch gestures, the fingers have to be far enough apart from each other, so that the Switch will not erroneously recognize them as a single finger. Otherwise the pointer will jump around. | ||
==Controls== | ==Controls== | ||
Line 84: | Line 80: | ||
Minus - Toggle between touch modes | Minus - Toggle between touch modes | ||
Physical USB mice and keyboards are supported. All keyboards seem to work. Not all mice work. A mouse compatibility list is available [https://docs.google.com/spreadsheets/d/1Drbo5-QuSX901MwtOytSMuqRGxeIkq2HELM806I9dj0/edit#gid=0 here]. | |||
==Changelog== | ==Changelog== | ||
'''4.0.0 2023/12/28''' | |||
*Additions: | |||
**Added Highways, 2x2 roads that provide a significant speed boost but are only usable by destination walkers. | |||
**Added Custom Empires, a feature to allow map creators to create their own empire maps. Consult the documentation for details and examples. ([https://github.com/Keriew/augustus/discussions/734 #734]) | |||
**Added new icons for large quotas on the empire map | |||
**Added an option to display the projected movement path of walkers when placing new buildings | |||
**Added an option to display the area from which markets get their supplies | |||
**New resources: the engine has been reworked to allow more resources than C3 originally came with. | |||
**Added resource: Stone. Stone is gathered in stone quarries near rocks and used to construct monuments. | |||
**Added resource: Sand. Sand is gathered in sand pits placeable near water and can be processed into bricks and concrete. | |||
**Added resource: Bricks. Bricks are made in brickworks from clay and sand. Bricks are used to construct select monuments. | |||
**Added resource: Concrete. Concrete is made in concrete makers from sand. Concrete makers require water access from either well, fountain or reservoir. Access to water from reservoir speeds up concrete production. Concrete has to be made as needed and cannot be stored. | |||
**Added resource: Gold. Gold is slowly mined in gold mines placeable near rocks. Gold is used to build select monuments and can be converted into denarii in City Mint. | |||
**Added a new building - City Mint. City mint can convert gold into denarii or denarii into gold. | |||
**Expanded map editor functionality. You can now set what the favor loss is for late delivery, ignoring the request and the allowed time for late delivery. | |||
**Added: Scenario events. Expansion of scenario creating functionality.Scenario events are a set of actions that can be triggered if a set of conditions are met. Consult the documentation for details. (https://github.com/Keriew/augustus/blob/master/res/manual/README_map_editor_scenario_events.md) | |||
**Added an option to draw cloud shadows over the city. | |||
**Added a new building - Cart Depot. Cart depot allows for additional logistics and moving of goods based on conditions. User can set target resource, source and destination, and conditions for movement of goods. Works with both granaries and warehouses. | |||
**Added panelled and looped garden gates. | |||
**Added a setting to control the default permissions of garden gates | |||
**Meow | |||
**Added altars - desirable buildings that also provide a bit of support to their chosen god | |||
**Added additional garden variant | |||
*Changes: | |||
**Obstructing the road to Rome will now pause the game and give a warning, to give an opportunity of fixing the problem before destroying the player's city. | |||
**Added the reservoir range projection when building Neptune Grand Temple | |||
**Increased the favor penalties when player tries to pay themselves a salary above their rank | |||
**Adjusted the calculations of granaries/warehouses for markets | |||
**Removed the 10 dock limit | |||
**Newly built docks, taverns and non-Venus temples now accept all goods by default | |||
**Changed the sentiment overlay: Now the upper parts of the homes are also coloured accorded to the sentiment | |||
**Herd animals will now try to move out of the way when placing buildings | |||
**Vanilla scenarios and campaign maps are adjusted to include the new resources as appropriate | |||
**Meat and fish are now separate food types | |||
**Monument resource costs and number of phases have been adjusted to require the new resources | |||
**Adjusted the order of special orders in warehouses/granaries. The new order is Accepting->Getting->Not Accepting | |||
**Buildings that require resources not available on the map will no longer show in the build menu | |||
**Angry natives can now destroy walls, aqueducts and gardens | |||
**Removed the minarets from Hagia Sophia ornament | |||
**Copy/paste building data can now be used on all roadblock-like buildings | |||
**Mothballed buildings now display a warning on their building information panel | |||
**Aligned the text in the building menu and title screen menu | |||
**Granaries now display the flags showing their permissions, similarly to warehouses | |||
**Distributing market ladies will no longer return early if they have no resources to distribute | |||
**Reservoirs can now connect directly to each other. Improved the projection when building reservoirs | |||
**Oracles, Large Temples and Nymphaeums no longer burn or collapse | |||
**Improved error/crash logging | |||
**Cartpushers emptying the warehouse can go offroad | |||
**Improved the UI of load/save dialog | |||
**Improved the UI building information of monument that are being constructed | |||
**Added roadblock controls to gatehouses and arches | |||
**Added hotkeys for many of features | |||
**Removed shipyards from maps with no fish | |||
**Adjusted cartpusher and market ladies pathfinding | |||
**Market boys now stay closer to the market lady | |||
**Increased trader spawn rate | |||
**Wolves now fight against enemy soldiers | |||
**Granary cart pushers now show on food supply overlay | |||
**Boxing in your city will now automatically pause the game to allow the player to fix the problem without all housing getting destroyed | |||
**Replaced the "all temple" option with an auto cycle toggle | |||
**The market buyer lady now wears a dress with a different color. | |||
**Improved graphic model for the Architects’ Guild. | |||
**Warehouse info panel now shows stored goods and free space values in cartloads. | |||
**Zebras now use their pasturing animation. | |||
**Changed the loading screen to PS Vita | |||
*Bugfixes: | |||
**Fixed potential crashes with wrongly formatted XML files | |||
**Fixed efficiency being calculated improperly | |||
**Fixed android builds not loading properly | |||
**Fixed some bugs which would stop monuments from being completed | |||
**Fixed the entertainment advisor displaying the wrong count of hippodromes | |||
**Fixed some improper behaviour of herd animals | |||
**Fixed a bug where having too many sprites on the same tile would result in them drawing in random locations | |||
**Fixed a bug where ranged units on fort grounds could not fire | |||
**Fixed a bug when the trade is stopped if a dock is replaced by a shipyard while the game is paused | |||
**Fixed a potential problem with message lists | |||
**Fixed a bug where buildings would get deleted even if you cancel deletion | |||
**Fixed problems with invasions created by using cheats | |||
**Fixed out of bounds problem with invasions | |||
**Fixed out of bounds problem with the water access projection | |||
**Fixed monuments sometimes not being drawn correctly | |||
**Fixed potential memory corruption issues | |||
**Fixed a bug where rioters could destroy only a part of the hippodrome | |||
**Fixed a bug where a city preview would improperly display the map size | |||
**Fixed a potential crash caused by looters | |||
**Fixed improper ghosts being drawn by waterside buildings | |||
**Fixed potential crashes caused by waterside buildings | |||
**Earthquake can no longer hit a ramp | |||
**Fixed a bunch of typos and adjusted some messages for clarity | |||
**Fixed a bug where rotating a map could prevent placing more buildings | |||
**Fixed bathhouse ghost | |||
**Fixed a situation where luxury palaces would display requirements for evolving | |||
**Fixed caravans not appearing sometimes when they should | |||
**Fixed farm progress being undone after deleting and then undoing the deletion | |||
**Fixed the crash when the map is rotated briefly after gatehouse destruction | |||
**Fixed some savegames refusing to load | |||
**Fixed being able to place multiple wharves on top of each other in some situations | |||
**Fixed clone building being able to build buildings that are not allowed to be built | |||
**Fixed Venus Grand Temple not working on all houses/gardens/statues/temples. | |||
**Fixed multiple possible memory corruption errors | |||
**Fixed entry/exit flag moving on reload | |||
**Placated Crudelios | |||
**Fixed entry/exit flags being minable in the campaign maps | |||
**Fixed native area shrinking | |||
**Fixed being able to build multiple of the same monument | |||
**Fixed gladiator statue complaining about lack of road access | |||
**Fixed sentries sometimes improperly showing up when right clicking next to a tower | |||
**Fixed buildings sometimes using improper spawn points when built next to a roadblock | |||
**Fixed natives getting stuck on garden gates | |||
**Fixed cart pushers sometimes getting stuck when their target gets deleted | |||
**Fixed caravanserai suppliers stocking up less food than intended | |||
**Fix a rare case when houses would become corrupted and crash the game | |||
**Fixed Neptune bonus not working with a modified model file | |||
**Fixed cartpusher sometimes getting stuck on invalid tiles | |||
**Fix replay map button sometimes not working | |||
**Fixed triumphal arch allowing more road access than it should | |||
**Fixed wrong mouse warping when right click dragging | |||
**Fixed waterside building being placeable where they wouldn't work | |||
**Fixed foreman using wrong phrases | |||
**Fixed elevation rocks appearing where they shouldn't | |||
**Fixed numberic input keyboard ignoring minus | |||
**Fixed work camp haulers walking on water | |||
**Fixed cases where hotkeys stopped working | |||
**Game paused banner now displays the proper hotkey | |||
**Fixed gates placed on plazas not working | |||
**Fixed mothballed supply post fully satisfying food needs without consuming food | |||
**Fix music not playing properly on Vita | |||
**Fixed some timing issues with mpg video playback | |||
**Fixed trees/rocks changing graphics when starting a map | |||
**Fixed the improper tavern count being displayed | |||
**Fixed destroyed palisade gates reducing peace rating. | |||
**Fixed the display of triumphal arches on Roads overlay. | |||
**Fixed potential crash when parsing malformed original assets. | |||
**Fixed a bug where palaces didn’t for ask access to gods once evolved. | |||
**Fixed some texts not translated in the audio options. | |||
'''v3.2 2022/09/22''' | '''v3.2 2022/09/22''' | ||
Latest revision as of 03:03, 11 February 2024
Augustus | |
---|---|
General | |
Author | Keriew |
Type | Strategy |
Version | 4.0.0 |
License | AGPL-3.0 |
Last Updated | 2023/12/28 |
Links | |
Download | |
Website | |
Source | |
Augustus an open source interpretation of Caesar III, a city building game for the PC released in the late 90s by Sierra.
It is a fork of the Julius project that intends to incorporate gameplay changes. The aim is to provide enhanced, customizable gameplay to Caesar 3 using project Julius UI enhancements.
Augustus is able to load Caesar 3 and Julius saves, however saves made with Augustus will not work outside Augustus.
Gameplay enhancements include:
- Roadblocks.
- Market special orders.
- Global labour pool.
- Partial warehouse storage.
- Increased game limits.
- Zoom controls.
- And more.
Because of gameplay changes and additions, save files from Augustus are not compatible with Caesar 3 or Julius. Augustus is able to load Caesar 3 save files, but not the other way around. If you want vanilla experience with visual and UI improvements, or want to use save files in base Caesar 3, check Julius.
Augustus, like Julius, requires the original assets (graphics, sounds, etc) from Caesar 3 to run. Augustus optionally supports the high-quality MP3 files once provided on the Sierra website.
Installation
Julius/Augustus requires the original Caesar 3 files to run. This can be an old CD-ROM version (use the "Full installation" option), or a digital copy from either GOG or Steam.
Note that your game must be patched to 1.0.1.0 to use Augustus. Most digital versions of the game (like GOG.com for example), already are patched to 1.0.1.0. But if your version isn't, you can download the update here.
To run Augustus on Nintendo Switch, follow these steps:
- Ensure you have a jailbroken Switch. Detailed jailbreaking instructions can be found on Nintendo Homebrew's Guide or, alternatively, on AtlasNX's Guide.
- Download either the latest release.
- Place the .nro file to the
switch
folder on your SD card, so that you have a folder/switch/augustus
withaugustus.nro
inside. - Copy all the files from a Caesar 3 install into the
/switch/augustus/
folder, so that you have the file/switch/augustus/c3.eng
and more.
User guide
Manual
Augustus changes are explained in detail in the manual.
Touch support
Touch modes can be toggled with the minus button. There are three modes:
- Touchpad mode (default):
- Single finger drag - Move the mouse pointer (indirectly like on a touchpad).
- Single short tap - Left mouse click.
- Single short tap while holding a second finger down - Right mouse click.
- Direct mode:
- Pointer jumps to finger, nothing else.
- Julius mode
For multi-touch gestures, the fingers have to be far enough apart from each other, so that the Switch will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.
Controls
Left Stick - Move the mouse pointer
Right Stick or D-Pad - Scroll the map
R/A - Left mouse button
L/B - Right mouse button
ZR - Hold to slow down analog stick mouse pointer
ZL - Hold to speed up analog stick mouse pointer
X - Simulate Page Up keypress (speed up in-game time)
Y - Simulate Page Down keypress (slow down in-game time)
Plus - Bring up on-screen keyboard, useful to enter player name etc.
Minus - Toggle between touch modes
Physical USB mice and keyboards are supported. All keyboards seem to work. Not all mice work. A mouse compatibility list is available here.
Changelog
4.0.0 2023/12/28
- Additions:
- Added Highways, 2x2 roads that provide a significant speed boost but are only usable by destination walkers.
- Added Custom Empires, a feature to allow map creators to create their own empire maps. Consult the documentation for details and examples. (#734)
- Added new icons for large quotas on the empire map
- Added an option to display the projected movement path of walkers when placing new buildings
- Added an option to display the area from which markets get their supplies
- New resources: the engine has been reworked to allow more resources than C3 originally came with.
- Added resource: Stone. Stone is gathered in stone quarries near rocks and used to construct monuments.
- Added resource: Sand. Sand is gathered in sand pits placeable near water and can be processed into bricks and concrete.
- Added resource: Bricks. Bricks are made in brickworks from clay and sand. Bricks are used to construct select monuments.
- Added resource: Concrete. Concrete is made in concrete makers from sand. Concrete makers require water access from either well, fountain or reservoir. Access to water from reservoir speeds up concrete production. Concrete has to be made as needed and cannot be stored.
- Added resource: Gold. Gold is slowly mined in gold mines placeable near rocks. Gold is used to build select monuments and can be converted into denarii in City Mint.
- Added a new building - City Mint. City mint can convert gold into denarii or denarii into gold.
- Expanded map editor functionality. You can now set what the favor loss is for late delivery, ignoring the request and the allowed time for late delivery.
- Added: Scenario events. Expansion of scenario creating functionality.Scenario events are a set of actions that can be triggered if a set of conditions are met. Consult the documentation for details. (https://github.com/Keriew/augustus/blob/master/res/manual/README_map_editor_scenario_events.md)
- Added an option to draw cloud shadows over the city.
- Added a new building - Cart Depot. Cart depot allows for additional logistics and moving of goods based on conditions. User can set target resource, source and destination, and conditions for movement of goods. Works with both granaries and warehouses.
- Added panelled and looped garden gates.
- Added a setting to control the default permissions of garden gates
- Meow
- Added altars - desirable buildings that also provide a bit of support to their chosen god
- Added additional garden variant
- Changes:
- Obstructing the road to Rome will now pause the game and give a warning, to give an opportunity of fixing the problem before destroying the player's city.
- Added the reservoir range projection when building Neptune Grand Temple
- Increased the favor penalties when player tries to pay themselves a salary above their rank
- Adjusted the calculations of granaries/warehouses for markets
- Removed the 10 dock limit
- Newly built docks, taverns and non-Venus temples now accept all goods by default
- Changed the sentiment overlay: Now the upper parts of the homes are also coloured accorded to the sentiment
- Herd animals will now try to move out of the way when placing buildings
- Vanilla scenarios and campaign maps are adjusted to include the new resources as appropriate
- Meat and fish are now separate food types
- Monument resource costs and number of phases have been adjusted to require the new resources
- Adjusted the order of special orders in warehouses/granaries. The new order is Accepting->Getting->Not Accepting
- Buildings that require resources not available on the map will no longer show in the build menu
- Angry natives can now destroy walls, aqueducts and gardens
- Removed the minarets from Hagia Sophia ornament
- Copy/paste building data can now be used on all roadblock-like buildings
- Mothballed buildings now display a warning on their building information panel
- Aligned the text in the building menu and title screen menu
- Granaries now display the flags showing their permissions, similarly to warehouses
- Distributing market ladies will no longer return early if they have no resources to distribute
- Reservoirs can now connect directly to each other. Improved the projection when building reservoirs
- Oracles, Large Temples and Nymphaeums no longer burn or collapse
- Improved error/crash logging
- Cartpushers emptying the warehouse can go offroad
- Improved the UI of load/save dialog
- Improved the UI building information of monument that are being constructed
- Added roadblock controls to gatehouses and arches
- Added hotkeys for many of features
- Removed shipyards from maps with no fish
- Adjusted cartpusher and market ladies pathfinding
- Market boys now stay closer to the market lady
- Increased trader spawn rate
- Wolves now fight against enemy soldiers
- Granary cart pushers now show on food supply overlay
- Boxing in your city will now automatically pause the game to allow the player to fix the problem without all housing getting destroyed
- Replaced the "all temple" option with an auto cycle toggle
- The market buyer lady now wears a dress with a different color.
- Improved graphic model for the Architects’ Guild.
- Warehouse info panel now shows stored goods and free space values in cartloads.
- Zebras now use their pasturing animation.
- Changed the loading screen to PS Vita
- Bugfixes:
- Fixed potential crashes with wrongly formatted XML files
- Fixed efficiency being calculated improperly
- Fixed android builds not loading properly
- Fixed some bugs which would stop monuments from being completed
- Fixed the entertainment advisor displaying the wrong count of hippodromes
- Fixed some improper behaviour of herd animals
- Fixed a bug where having too many sprites on the same tile would result in them drawing in random locations
- Fixed a bug where ranged units on fort grounds could not fire
- Fixed a bug when the trade is stopped if a dock is replaced by a shipyard while the game is paused
- Fixed a potential problem with message lists
- Fixed a bug where buildings would get deleted even if you cancel deletion
- Fixed problems with invasions created by using cheats
- Fixed out of bounds problem with invasions
- Fixed out of bounds problem with the water access projection
- Fixed monuments sometimes not being drawn correctly
- Fixed potential memory corruption issues
- Fixed a bug where rioters could destroy only a part of the hippodrome
- Fixed a bug where a city preview would improperly display the map size
- Fixed a potential crash caused by looters
- Fixed improper ghosts being drawn by waterside buildings
- Fixed potential crashes caused by waterside buildings
- Earthquake can no longer hit a ramp
- Fixed a bunch of typos and adjusted some messages for clarity
- Fixed a bug where rotating a map could prevent placing more buildings
- Fixed bathhouse ghost
- Fixed a situation where luxury palaces would display requirements for evolving
- Fixed caravans not appearing sometimes when they should
- Fixed farm progress being undone after deleting and then undoing the deletion
- Fixed the crash when the map is rotated briefly after gatehouse destruction
- Fixed some savegames refusing to load
- Fixed being able to place multiple wharves on top of each other in some situations
- Fixed clone building being able to build buildings that are not allowed to be built
- Fixed Venus Grand Temple not working on all houses/gardens/statues/temples.
- Fixed multiple possible memory corruption errors
- Fixed entry/exit flag moving on reload
- Placated Crudelios
- Fixed entry/exit flags being minable in the campaign maps
- Fixed native area shrinking
- Fixed being able to build multiple of the same monument
- Fixed gladiator statue complaining about lack of road access
- Fixed sentries sometimes improperly showing up when right clicking next to a tower
- Fixed buildings sometimes using improper spawn points when built next to a roadblock
- Fixed natives getting stuck on garden gates
- Fixed cart pushers sometimes getting stuck when their target gets deleted
- Fixed caravanserai suppliers stocking up less food than intended
- Fix a rare case when houses would become corrupted and crash the game
- Fixed Neptune bonus not working with a modified model file
- Fixed cartpusher sometimes getting stuck on invalid tiles
- Fix replay map button sometimes not working
- Fixed triumphal arch allowing more road access than it should
- Fixed wrong mouse warping when right click dragging
- Fixed waterside building being placeable where they wouldn't work
- Fixed foreman using wrong phrases
- Fixed elevation rocks appearing where they shouldn't
- Fixed numberic input keyboard ignoring minus
- Fixed work camp haulers walking on water
- Fixed cases where hotkeys stopped working
- Game paused banner now displays the proper hotkey
- Fixed gates placed on plazas not working
- Fixed mothballed supply post fully satisfying food needs without consuming food
- Fix music not playing properly on Vita
- Fixed some timing issues with mpg video playback
- Fixed trees/rocks changing graphics when starting a map
- Fixed the improper tavern count being displayed
- Fixed destroyed palisade gates reducing peace rating.
- Fixed the display of triumphal arches on Roads overlay.
- Fixed potential crash when parsing malformed original assets.
- Fixed a bug where palaces didn’t for ask access to gods once evolved.
- Fixed some texts not translated in the audio options.
v3.2 2022/09/22
Additions:
- A warning is displayed when the game can't be saved.
- Added a yearly autosave option.
- Fulfilling the emperor's requests will now spawn cartpushers heading to Rome with the resources.
- Added walkers who deliver food from the supply post to forts.
- Added inverse direction option to right mouse click dragging.
- Added relevant advisor buttons to many message types.
- Added hotkeys for setting the map orientation to north.
- Added the option to display messages as alerts on top of the screen.
- Added the option to display the building grid.
- Farms, raw materials buildings, workshops and wharves now display the efficiency of the building.
- Added support for MPG video files. Create a “mpg” folder in your Caesar 3 install directory and place the MPG video files inside, to use them in-game instead of the SMK video files.
- Added play/pause button to sidebar.
- Added hedge/palisade gates. They are created by building hedges/palisades over the roads.
- Added purple variants of columns and pavilions.
- Added watchtower variants.
- Added medium statue rotation.
- Added gladiator statue.
- Added support for assets relative path to the executable.
- Added a support for saving high-res screenshots of the minimap.
- Added a tooltip with the resource requirements for monuments in the build menu.
- Added large mausoleum variants.
- Added new plaza tiles and new assets for default garden paths. Original garden paths are still available in “Paths”.
- Added regional fort variations, better reflecting the surrounding terrain.
- Academies are now expanded when enough attraction surrounds them.
- Added mission posts count in the Education advisor window.
- Added a proper Options menu to the map editor and a map preview in the load/save dialog.
- Added the name of the currently selected decoration/ornament building on top of the screen, dynamically updated when cycling variants with the rotation key.
- Added an option to always show rotation buttons for mouse-only/touch controls.
- Added entertainment buildings on Problems overlay if missing any performers.
- Added an asset previewer interface for developers (“./augustus.exe --asset-previewer” to run from a shortcut target or terminal window)
- Added hotkeys for “Education”, “Hospital”, “Desirability”, “Sentiment”, “Mothballed”, and “Levies” overlays.
- Added tooltips in the Dock panel when hovering city names, showing which goods a city sells/buys.
- Added a button to show current trade prices on the empire map.
- Added a hotkey to mothball/unmothball a building, when hovering over it.
- Added a hotkey to show building special orders, when hovering over a building which can receive instructions.
- Added an option to set whether harmless animals are killed automatically or not.
Changes:
- Buildings without laborers are now shown on the Problems overlay.
- Updated granary cartpusher text so it now properly mentions granaries.
- Cartpushers will no longer disappear with food/goods if the destination building is full.
- Buildings and cartpushers will no longer flicker on problems overlay.
- Changed the launch icons for Android, Switch, Vita builds.
- Changed the priority of problems displayed on problems overlay tooltips.
- Multipart buildings are now properly displayed on problem overlay.
- Walkers will now say their lines if right clicked on near the vacant lot.
- Fixed some instances of fish being called meat.
- Native meeting huts now need to be visited by missionaries before sending out traders.
- Lowered cost of nymphaeums and mausoleums.
- Increased the cost and reduced the coverage of larariums.
- Copying/pasting settings now displays a feedback message.
- Rotate now has "r" as a default hotkey. Clone now has "q" as a default hotkey.
- Arena and colosseum overlays now display the correct walkers.
- Added hardware rendering. This greatly speeds up the game, especially on older hardware. Allows unlimited zoom. Zoom should now affect performance less significantly.
- Improved rendering performance on Android version.
- Line up the figures on the financial advisor screen.
- Added tooltips to population advisor graphs.
- Improved the colosseum/hippodrome right click windows.
- Garden gates can now be cloned.
- Optimized many of the assets.
- Adjusted granary - roadblock interaction. Roaming walkers can use part of the granary network road cross blocked off by a roadblock if these walkers are allowed to pass that roadblock.
- Added music to custom scenario victory debriefing.
- Mouse cursor won't be displayed during full screen videos.
- Tents can no longer gain positive desirability thanks to the Venus Grand Temple.
- “Show briefing” button moved to the “View messages” window.
- Show the "game paused" banner on touch devices when the sidebar's "Play/pause" button is used.
- Game speed is now reduced to its default value when loading cities and when the invasion starts.
- Improved window scrolling touch devices.
- Improved grayscale image conversion.
- Improved file dialog behavior. The autofill will now remember the save extension.
- Changed Caesar's legionaries behavior: Earning some favor will now only pause the legions for up to a year. Turning the legion away now requires a higher favor value. The specific values depend on the difficulty. Adjusted the messages to make this more understandable.
- Improved the centering of money/population/date at the top bar.
- Changed the assets license to CC-BY-SA 3.0
- Natives will no longer target fort grounds, which they can't destroy.
- Entry/exit flags are no longer valid mining spots.
- Changed the morale penalty from soldier loss: corpses no longer count as living soldiers for this purpose. Decrease of morale reduced to compensate.
- Added more distinct building types to the minimap.
- Elevations ending at the map edge are no longer forced to be cliffs.
- Animals now move from the terrain you are trying to build over.
- Ruins can now be cloned.
- Changed the message for unsuccessful Mars curse in the early career maps.
- New statues/gardens are no longer available on the maps with statues/gardens disabled.
- Health system rework and new sickness mechanic (cf. manual).
- Load/save file dialog has been improved with additional data and map preview.
- Remove scroll decay when using the right mouse button to drag the map.
- Colosseum games cost has been reduced.
- Better info message for Colosseum and Hippodrome in the Entertainment advisor window.
- The building rotation/variants message is now more detailed, showing the building name and the number of rotation/variants available.
- Enemies now retreat if they have no more buildings to destroy, a new message window informing the player.
- Improved calculation for the amount of food being fetched by getting granaries.
- Right-click can now be used to exit the imperial request window.
- Warning banners in the top of the screen are now more logically sorted and displayed.
- Current zoom level is now displayed when zooming in/out.
- Zoom can now be more precisely set by single percent steps with shift key + mouse scroll.
- Legion morale penalty is reduced when another legion’s unit routs. To compensate, legion morale boost is also reduced when an enemy unit routs.
- Warehouses now prioritize their loading bay as an access point. If it's not possible, it falls back to the old behavior.
- Reduced the severity of the "Contaminated water" random event, for a better balance with the new health calculation.
- Rebalanced random event frequency based on difficulty level (c.f. manual for details).
- “Contaminated water”, “Iron mine collapsed” and “Clay pit flooded” random events will not happen anymore if a Pantheon is active and all gods are happy.
- Tooltips with Ratings Advisor advices are displayed when hovering over city ratings in the sidepanel.
- The empire map can now be dragged with a right-click.
- Improved save file compression, making autosaves faster and less disruptive in-game.
- The city can now be dragged with a right-click while placing a building or when a legion is selected.
- The range of existing wells and fountains are now displayed when placing a new one. A new option allows to enable the same visual feedback when placing houses.
- By default, peaceful animals (sheeps and zebras) are now not killed automatically by armed citizens or towers, but can be killed by sending a legion though. A new option allows to enable the original behaviour.
- Improved performance and AI behaviour when the city is attacked by large armies.
- Improved performance and logic for enemy formations and wandering herds on the map.
Bugfixes:
- Fixed a variety of issues with the assets.
- Looters now display the correct phrase when right clicked.
- Trees will no longer change their graphics on reload.
- Fixed some issues when cartpushers could become stuck.
- Fixed some buildings not rotating with city orientation.
- Fixed some walkers occasionally disappearing.
- Fixed shading on labor priority and festival advisor windows.
- Buildings that don't require workers now no longer have workers set.
- Fixed a bug where sentries would sometimes teleport to a watchtower.
- Fixed suppliers targeting rotated warehouses.
- Fixed warehousemen sometimes removing extra resources.
- Fixed tooltips on modified trade routes.
- Fixed when prefects sometimes get stuck.
- Fixed the bug where ships would permanently lock docks and not reroute away.
- Fixed date in the history graphics tooltip.
- Fixed the bug where cartpushers would sometimes transport incompatible goods to a building.
- Fixed when tax collectors, engineers and entertainers sometimes walk in a straight line through the terrain when returning.
- Fixed flickering animation on upgraded desert fountains.
- Fixed upgraded bathhouse animation drawing over other buildings.
- Empire m...
v3.1.0 2021/11/25
Additions:
- Added video volume slider.
- Resource settings window can now be accessed by right-clicking on the requested resource.
- Added hotkeys for copying and pasting settings of select buildings, allowing to quickly set the same settings to buildings of the same type. Buildings supported: roadblocks, garden gates, docks, granaries, warehouses and markets.
- Added a difficulty option to adjust the max number of allowed grand temples per city.
- Added information to log if an asset can't be found.
- Added squalor as an explanation of why people are unhappy.
- Added lararium count to religion advisor.
- Added Hippodrome betting system.
- Added roofed garden walls.
- Added garden wall gates. By dragging roofed or looped garden walls over the road tiles, you can create garden wall gates, which function like roadblocks.
- Added palisades, which function as cheaper walls.
- Added generic phrases to lighthouse/caravanserai collectors.
- Added resource stockpiling as an option to production buildings and warehouses. Production buildings with it set on will deliver their goods straight to the warehouse. Warehouses with that option on won't deliver their goods to workshops/granaries.
- Added mothball, enemies, and warehouse overlays.
- Many old buildings show their previously unused descriptions now.
- Unfinished monuments now have a city sound.
- Added an option to have number separators for larger numbers.
Changes:
- Increase the number of traders visiting the town, which was unintentionally too low in 3.0.1.
- Trade Center mechanic removed from the warehouses.
- Changed the Caravanserai supplier image.
- Assets can now be loaded from Augustus directory instead of C3 directory.
- Lower the cost of Larariums.
- Aqueducts may now no longer be built along the road.
- Reduced Lararium desirability.
- Image ids are now recalculated on city load.
- Mausoleums and Nymphaeums count as oracles now on the religion advisor screen.
- Monuments now require full labour to get bonuses.
- Mothball button now has its own icon.
- Granaries' capacity increased to 3200.
- When turning off stockpiling, the export settings is reverted to what it was before stockpiling.
- Changed the graphics in storage permission from 'x' to a checkmark.
- Touch zoom will now stick to 100% when close to it.
- Warehouses now have flags that show the warehouse permission.
- Houses can now stock and eat more food types than necessary by their evolution level. (Only applies to houses which require food).
- Most of the new Augustus buildings are now unavailable in the first career mission.
- Venus temples will now not distribute the wine by default when the appropriate Grand Temple module is built.
- Cartpushers won't deliver excess resources to workshops if there is an undersupplied workshop in a different road network.
- Farms will now display ghosts with proper crops and rotation depending on the city orientation.
- Neptune Grand Temple with the reservoir epithet now shows on water overlay.
- Large insulas will now devolve into a merged medium insula instead of 4 1x1 insulas, if the merging was allowed there.
- Arenas and Colosseum now count their shows separately for the purposes of the entertainment advisor.
- Changed the promotion popup window.
- Increased the bonus coverage for upgraded cultural venues. (Upgraded buildings now: Theater 1200, School 225, Library 1700, Academy 200).
Bugfixes:
- Fixed incorrect Grand Temple module being selected when some modules are unavailable
- Fixed incorrect arena messages.
- Fixed picking of the venues by entertainers from the schools.
- Fixed Supply Post displaying incorrect ghosts.
- Fixed building variants being reset to default one when saving/reloading.
- Fixed the bug that stopped the progress of building a rotated hippodrome.
- Unfinished oracles no longer appease the gods.
- Unfinished monuments no longer consume levies.
- Arenas and taverns no longer provide permanent entertainment.
- Rotated small mausoleums no longer become incomplete on reloading.
- Fixed a condition causing market suppliers to return before picking up food at a granary.
- Fixed some large temples becoming finished/unfinished on reloading.
- Mars module now properly reduces fort levies.
- Dockers inherited by wharf will now properly be removed.
- Fixed audio distortion when volume is set too low.
- Fixed rotated legionary statues glitching out on reloading.
- Fixed multibyte character transparency.
- Fixed trade route type tooltip position on the empire map.
- Fixed crash when there are errors loading xml files.
- Fixed enemies sometimes getting stuck.
- Mercury's Grand Temple modules now properly reduce consumption by 20%.
- Mercury's Grand Temple modules now reduce the consumption of the proper goods.
- Monuments under construction will no longer play the finished monument city sound.
- Assignment editor will now display the correct help and about messages.
- Fixed Tavern text when not adjacent to a road.
- Fixed architect monument builder images not showing.
- Levy overlay will now display the proper levies.
- Fixed Celtic swordsmen walking animation.
- Warehouses and granaries now properly indicate their cartpusher’s status.
- Caravanserai walkers now use proper sound files.
- Fixed religion overlay columns.
- Zoom now works independent of FPS.
- Fixed a bug that prevented touch zoom.
- When selecting games from the Colosseum, the proper advisor will be marked as selected.
- Fixed issues with the touch pause button.
- Fixed mouse input bug with numerical ranges in the config window.
- Large temples will now properly display the warning about the lack of road access.
- Unfinished Venus and Ceres large temples with certain grand temple bonuses will no longer display special orders.
- Venus and Ceres large temples will now save and load their state properly.
- Fixed gladiator fighting animation.
- Fountain employment will now be properly displayed when the city has the Grand Neptune temple.
- Additional food types will now grant a proper bonus to sentiment.
- Fixed population color on top menu on 640x480 resolution.
- Fixed settings sometimes not saving on android.
- Fixed work camps sometimes taking unnecessary resources to monuments.
- Fixed work camps and architect guilds not needing labour access.
- Fixed mothballed buildings being immune to collapse from enemies.
- Fixed a memory leak.
- Fixed some issues with rotated warehouses.
v3.0.1 2021/05/17
Additions:
- Added tavern, a new entertainment building. Requires wine to work, provides extra entertainment with meat.
- Added arena, a smaller version of colosseum.
- Added unused bird chirping ambient sound.
- Added a cheat to unlock all buildings.
- Added rotated small statues.
- Added horse statue.
- Added two types of hedges. They adjust their graphics based on adjacent hedges.
- Added an option to disallow roamers from skipping corners.
- Added colonnade.
- Added tooltips to roadblock controls.
- Added lararium, a small shrine to lares and ancestor spirits. It functions as a tiny oracle, providing coverage for 20 people to every god and providing positive desirability.
- Added nymphaeum, a building dedicated to the nymphs. It functions as a large oracle, providing coverage for 750 people to every god and providing a positive desirability.
- Added small and large mausoleums, functioning the same way as oracles and nymphaeum, except providing negative desirability.
- Added watchtower, a small building that shoots enemies with arrows and sends out two sentry walkers to patrol the streets against the enemies.
- Trade advisor will now display whether a resource is importable or exportable.
- Certain buildings now have graphical variants, available for selection when building them by pressing the rotation key. Buildings with variants available will provide a notification.
- Added a "go to the monument" button when a monument is completed.
- Added a decorative column.
- Added a blue roadblock variant.
- Allow cycling of some buildings - switching between the related types by pressing the rotation key. Works for paths, trees, small and large temples.
- Add option to allow exporting food from granaries.
- Monument screen will now display a warning if it's not properly connected.
- Add an option to have wolves respawn even if the whole pack is killed.
- Added a button to stop monument construction.
- Added roadblock permissions for missionaries and watchmen.
- Added tooltips for problems overlay, explaining what the problem is.
- Sidebar will now display emperor requests, gods' status and invasion information.
- Added Caravanserai, a building that allows setting a land trade policy and shortens duration of land trade disruptions.
- Lighthouse allows you to pick sea trade policy. They can also be selected from trade advisor screen.
- Added games, big events that require colosseum, resources, personal money and preparation time in exchange for bonuses. Naval battles increase soldier movement speed for 12 months and improve victory chances in the next distant battle. Executions prevent criminals from spawning, improve sentiment, prevent gladiator revolts and cause colosseum to spawn lion walkers who defend the town for 12 months. Imperial games increase sentiment and Caesar's favour for 12 months.
- Added a rotated small statue variant.
- Added undo hotkey.
- Added a new option, which lets you see the highest prosperity achievable with the current state of the city.
- Added garden walls.
- You can now stockpile goods for requests from the sidebar.
- When dispatching a good that is being stockpiled, you'll be asked if you wish to keep stockpiling the good when confirming the dispatch.
- Added sentiment overlay.
- Chief advisor now has a new message explaining about poor overall housing having a negative impact on migration.
- Added a “clear text” button for input boxes.
- Added garden wall gates.
- Added new cursor icons.
- Added a hotkey for previous rotation.
- Buildings which can be rotated now have rotation icon in the build menu.
- Monuments now have a monument icon in the build menu.
- Added rotation button when using touch controls.
Changes:
- Mods folder is renamed to Assets. The assets are bundled with every build except for Windows.
- Sentiment rework, fill in details.
- “Hunger Halt Migration” no longer a thing due to sentiment rework
- Colosseum and Hippodrome are now monuments. Colosseum now provides a global +5 entertainment bonus when built.
- Mars module 1 allows the priest to go off road to the supply post.
- Oracles and large temples are now mini-monuments - require the resources to be carried by a workcamp and built by an architects guild.
- Various save elements have been made dynamically sized - reducing the savefile size and improving performance in small cities. Limits on number of buildings and walkers removed.
- Improved warnings and errors when assets are improperly installed and when loading new save games in outdated builds.
- Buildings that can't be built will be displayed with a red footprint.
- When using undo, the houses will have their population restored.
- Large statue is now animated if it has water access.
- Changed import behaviour - the default setting when setting a good as importing will now be unlimited imports.
- When changing the acceptance status of resources in warehouse/granary, the buildings will now remember their selected quantity.
- Warehousemen won't show up until they find themselves a task - preventing their sprite flickering when they have no available task.
- Building ghosts are now transparent instead of green.
- Docks behaviour completely reworked and made more intuitive - can now select which cities a dock will trade with. A dock can now trade only some of the goods instead of all of them. Ships can visit multiple docks if necessary.
- Engineer guild renamed to Architect guild, to avoid confusion with engineer post.
- Adjusted the destination targeting, will no longer take the difference in road to Rome into account in its calculations, resulting in more predictable behaviour.
- Cart pushers, dockers, market ladies and prefects will now occasionally change their target mid route, to make their behaviour more intelligent.
- Special orders button will now only display available resources.
- Requested food can now be sent from the granaries.
- You can now import and export the same resource.
- Trade advisor window reworked.
- Trade advisor now allows mothballing of wharves.
- Different pavilions are now a variant of one building type instead of separate building types.
- Some entertainment/education buildings can now be upgraded with high desirability. Upgraded buildings provide more city-wide coverage, reducing the need for culture farms in well-designed cities.
- When adding a resource to the warehouse, partially filled bays will be used before a new bay is claimed for the resource.
- Allow importing food directly to granaries.
- Change how the maximum number of traders from a city is calculated. Instead of being based on the average number of 'trade shields', it's now based on the total volume of tradable goods.
- Adjust how favour changes from the player's salary is calculated. Instead of being based on the salary in January, it takes account of all the funds paid during the previous year.
- Garden paths now adjust their graphics based on adjacent garden paths.
- Crime changes, fill in details.
- Large temples, large mausoleums, and nymphaeums now require 4 marble.
- Rebalance the cost of monuments.
- Rebalance of levies.
- Right clicking on a monument hauler will now show which resource they are carrying.
- Some epithet names for Grand Temples have been changed.
- Adjusted entertainer destination walker building selection. Will now prefer buildings without shows a bit more.
- Adjusted entertainment values, fill in details.
- Blessing points are now slowly lost when the respective god is unhappy, instead of being lost all at once.
- Text in the health advisor panel is now shown in white font, to match other advisors.
- Added border to main menu.
- Changed main menu image.
- Added tooltips to the housing advisor.
- Added warning about road access with monuments.
- Dead protestors now have corpses.
- Venues will no longer send labour seekers when they have employment but no shows.
- Added borders to advisor windows.
- Change the way farms convey productions - now they will slowly grow each field in cycle, instead of growing one to full before moving to the next one.
- Improve Prefect target seeking - will now try to go for the closest criminal.
- Prefects move slightly faster when chasing enemies.
- Venus' blessing now reduces the unhappiness caused by unemployment.
- Default difficulty is now normal.
- Meat is now named as fish when appropriate.
- Holding festivals moved to religion advisor.
- Changed columns in some overlays, to have them show the severity of the issue through the use of colors.
- Changed mounted auxilia death sound to a horse death sound.
- Option to have monuments give extra culture rating removed, now integrated as permanently on. Culture given by a monument changed to +6. It now counts all monuments instead of only grand temples and the pantheon.
- Changed the message when trying to build close to the wolves with the option selected. The range where the player is not allowed to build has been reduced to 6 tiles for wolves.
- Temples and markets set to not accepting certain goods will no longer distribute them.
- Added a new Housing Advisor icon.
- Added Housing Advisor into the lineup of the advisor menu.
- Game can now be exited from the Map Editor.
- Removed prosperity cap from "society" graphs info in population advisor.
- Auxiliary cavalry now makes a horse sound when killed.
- Added colored cursor support.
- Mars Grand Temple first epithet now discounts fort levies.
- Watch towers now need barracks in order to be staffed.
- Large temples now provide coverage for 3000 people. Their desirability has been increased to match large statues.
- Lighthouse now requires timber to operate.
- Levies adjusted, forts 10->8, Grand Temples 48->44, Lighthouse 20->8, Large Temples 4->8.
- Aligned texts of some buildings.
- Changed the exit panel button in the military sidebar.
- Ghosts of monuments now display the comp...
v2.0.1 2020/11/16
Bugfixes:
- Fix warehousemen delivering food to the wrong granaries.
- Properly show the warning popup if the mods are not installed.
- Remove the old Neptune grand temple bonus.
- Fix memory corruption caused by Neptune Grand Temple.
- Fix loading of saves not working properly on big endian machines.
- Don't allow to place unavailable buildings with hotkeys in the tutorial.
- Fix mods loading causing crash on Linux.
v2.0 2020/11/12
ADDITIONS AND CHANGES:
- In case of multiple barracks in the city, they will all have weapons delivered to them.
- Sentries will now fight enemies encountered on the way to towers (Quartermasters will fight too).
- Wharves and shipyards are classified as food production instead of industry for labour priority purposes.
- Roads now treat ramps like roads for the purposes of determining orientation.
- Allow indefinite play of campaign mission: after extending your mandate for a few years, the player will be asked again to accept the promotion or extend the regency.
- Certain buildings now require levies: additional monthly upkeep in denarii.
- Buildings affected (prices listed for Hard and Very Hard difficulty): Towers(2dn/mo), small temples(4dn/mo), oracle(4dn/mo), large temples(4dn/mo), Lighthouse(30dn/mo), Forts(20dn/mo), Grand Temples(100dn/mo), pantheon(100dn/mo).
- Traders now use camel graphics on maps with southern climate.
- Soldiers on Forts now require food. Food is supplied through a new building, Supply post. A supply post sends a walker to collect food from granaries. Lack of food causes morale penalties and slows down recruitment. Multiple types of food provide a morale bonus. Only one Supply post can be built on a map.
- Reduced morale gain granted by the Military academy building. This morale (and more) can now be gained by supplying diverse food at the Supply post.
- Granaries now have a quartermaster permission button, allowing to control what supply post uses.
- Change to Mercury blessing: Now completes workshop production and fully
- supplies them with resources.
- Change to Neptune blessing: Now lasts 12 months instead of until January.
- Trade price bonus reduced to 50%.
- Change to Venus blessing: Now also makes citizens over 25 younger by 3 years and provides a temporary boost to labor if fixed worker percentage option is set.
- Change to the blessing system: Gods will provide you with blessings even if they have blessed you before. Chance of getting a blessing reduced. Progress to blessings can be tracked on the religion advisor screen. Chance of getting a blessing is increased with a god's mood and festivals.
- Changed migrants', Warehouse workers’, and cart pushers' portraits to use more fitting ones.
- Added support for building rotation, add rotate building options. Works for gatehouses, Warehouses, Forts and hippodrome, as well as new Paths.
- The Senate window and the chief advisor window now display the exact number of unemployed citizens.
- Added support for loading outside images, to be used for new content.
- Roadblock graphic is now an external .png file.
- Added console, along with some cheats.
- Added new permissions to Roadblocks: labor seekers, tax collectors.
- Added a tab to the population advisor, showing the count of all the housing types in the city and their requirements.
- Added a number of new aesthetics buildings (gardens, statues, etc.) for more visual variety, desirability effect is the same as statues of respective sizes.
- Added monuments: buildings that take resources and special buildings to complete and grant bonuses to your town when complete.
- Monuments added: Five Grand Temples; one to each of the gods, a Pantheon dedicated to all the gods and a Lighthouse.
- Added new buildings used in monument construction: the Work camp and Engineer’s Guild.
- Added building upgrades for Grand Temples and the Pantheon. Select and pay for one of two upgrades that empower priests in your city.
- Missionaries and Immigrants will now use previously unused voice lines.
- Added a “Delete all read messages” button to the Message Log.
- Added tooltips to the mothballing button and Granary/Warehouse permissions.
- Added “Roads” overlay. Shows Roads, Plazas, Gardens and Roadblocks.
- Water can now be added on elevations in the map editor.
- Desirability overlay now shows effect on buildings built next to the water or on the high ground.
- New pause menu with options when pressing ESC.
- City construction kit now has an arrow allowing you to go back to the main menu.
- Added levy overlay, showing buildings requiring levy payments.
BUG FIXES:
- Fixed Warehouses/Granaries getting linked storage options in some cases.
- Fixed a bug causing incorrect music to be played during combat.
- Mothballed buildings that catch fire will now burn down.
- Fixed issue with Warehouse delivering the resources to each other in some cases.
- Fixed population advisor history graph showing the wrong date.
- Zoom now works again in the map editor.
- Fixed a bug that allowed fulfilling imperial requests without sending resources
- by using disabled Warehouse.
- Roadblocks now block Granary exits.
- Fixed bath house construction image being aligned improperly.
- Fixed visual bug of sentry walking under instead of on a bridge.
- Market boys and caravan followers no longer disappear when the market
- lady/caravan leader steps on the bridge.
- Desirability bonus granted by houses being next to the water is now updated
- when the house changes its size.
v1.4.1a 2020/06/09
- Fixes a critical issue with 1.4.1.
v1.4.1 2020/06/09
Changes:
- Add option to allow drawing capitals with low ratings , if they fulfill the mission requirements.
- Allow rebuilding of cleared triumphal arch.
Bug fixes:
- Fix crash/memory corruption involved with difficulty selection window.
- Fix workers not being assigned to water buildings in extremely large cities.
- Fix marble not being importable in Damascus career mission.
- Fix wrong text being shown for 3/4 getting in granary.
- Fix getting warehouses getting resources from a getting warehouse if that warehouse is set to getting 24 units.
- Fix getting granaries always getting double capacity regardless of the setting.
- Fix iron mine/clay pit collapsing event taking money with the respective option selected, even when the city didn't have any clay pits/iron mines.
- Fix Legions beyond the first six freezing in certain situations.
v1.4.0 2020/06/06
Features:
- Expand the limits of buildings, walkers, etc. five times.
- Getting warehouses will now keep getting goods if partial storage is set higher than 8.
- Zooming in and out.
- You can now specify how many goods you want to import, Pharaoh-style.
- Roadblocks can now allow certain walkers to pass through, like Emperor's gates.
- You can now individually restrict access to warehouses/granaries to market buyers, traders and trading ships.
- Allow individual buildings to be mothballed.
- 3 extra forts option changed to 4 extra forts.
- Added scrolling to military advisor screen, so extra forts are not displayed over or outside the interface.
- Add priority button to barracks, letting you choose if they should focus on manning the towers or forts.
- Added 3/4 option to granaries and warehouses.
- Partial storages now displayed as number of units stored instead of F/H/Q letters.
- Add dock special orders, letting you select which ships will visit certain docks. A ship won't go to a dock unless that dock accepts all the goods that the ship trades.
- Save file extension changes from .sav to .svx to make it more clear it's not compatible.
New options for changed gameplay:
- Double getting granaries cart pushers capacity.
- Tower sentries don't need road access.
- Food from wharves/farms is only delivered to close granaries.
- Food from wharves/farms isn't delivered to getting granaries.
- All houses merge to 2x2 if they have the space.
- Trade routes need only to be open instead of importing to count their wine as different type to a city.
- Random event of collapsing clay pits and iron mines take 250dn instead of destroying the respective buildings.
- Allow multiple barracks.
Bug fixes:
- Immediate destroy buildings option now works properly on roadblocks, plazas, towers, and arches.
- Prevent distant battle overflow, where sending too many or too strong soldiers would cause you to lose the distant battle.
- Fixed an issue where warehouses storing food would destroy it while transporting it to a granary which partially accepted it.
- Angry natives will now not attack roadblocks.
- Adjusted certain walkers so they are no longer invincible to enemies.
- Plus all the changes from Julius.
External links
- GitHub - https://github.com/Keriew/augustus