The resource hiding update
This new update adds a long-needed small feature: the hiding of undiscovered resources.
This has been needed for game balance for a long time. The problem was that all resources being visible from the start, all territorial conflicts would occur mostly in the beginning of the game as every player would naturally try to secure all the needed strategic resources, then turtling for the rest of the game.
Now, multiple resources are hidden until the tech associated with them is discovered: for example, iron ore only gets revealed once Iron working is discovered.
With this, new conflicts will arise as techs unveil resources throughout the game’s progression and thus re-balances the strategic desirability of territories. It will also make it harder for experienced players to optimize and game the tech discovery mechanics.
Besides that, this update contains many fixes for reported issues as usual, and notably a few improvements of the battle AI.
The behavior of troops seeking the shortest distances when travelling through water had been broken by previous patches and was fixed in this update but also improved so that they will now also seek the embarking point closest to their predicted point of disembarking instead of embarking from the closest point of their final target (as in some specific cases these can be rather different locations).
On top of that, proper support for combined siege points as been added: water shore + palisade, water shore + cliff or cliff + palisade will now be properly accounted for. The issue of palisades on shores being ‘ignored’ by disembarking troops is therefore fixed as they now have to breach it from their embarkations.
The resource hiding update
v0.2.5.x
– Resources related to undiscovered techs (ex iron ore to iron working ) are now invisible until the tech is discovered.
– Added encryption to some client side cached files (-> in case of retroactivity issues, clear your AppData\Local\Ymir\cache folder)
– fixed issue with barbarians present on a primitive tribe location during player spawn & triggering a battle
– fixed issue with the wildlife leaving event.
– fixed buildings not being destroyed during pillage
– fixed troops retreating on a tile occupied by enemies not triggering a battle
– battle AI: improving behavior when retreating to stop ignoring everything else no matter what.
– battle AI: improved pathfinding to further minimize travelling distances through bad layers (ex water)
– fixed battle AI issue where range units in defensive mode kept trying to target out of range units instead of in range ones.
– check global banlist immediately when registering new character to prevent banned accounts from exploiting the grace period on new servers
– unconfirmed fix of odd issues with corrupted territory claims unclaiming or changing ownership for no reason
– decreased construction time of builder buildings
– fix bug being able to recruit troops during ongoing battles
– fixed issue with claims of evacuated cities
– fixing calculation issue in leader contributions from privileges
– fixed owner-less annexes not showing up in red in the annex tool
– fixed server issue with exe arguments when auto-restarting
– fixed problem with treaties being sometimes ineffective (trade, passage… )
– fixed issue causing deployments to still fail in some cases
– fixed being able to claim sea tiles