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- Adjusted some buttons to better contain text for other languages without spilling out as much (like in the image)



New roadmap announced. Our goal with this next round of updates will be to simply add as much variety as we can in all aspects of the game. New doctrines, new nation, new weather system to shake up battle tactics, new region biomes to shake up the strategic layer, new officer skills, new encounters, more AI personalities to make battles more dynamic, and a camp retinue system to give the player more control over their builds. We hope to make every run feel much more unique by the time we're done with the Wave II updates.





- Added new farm map that has hills dotted around the map with large farm plots
- Added a new map that has a central paved road going down the center with many villages connected to it.
Here’s a closer look at that paved road. I also implemented the paved road texture into the city map that was meant to appear when you fought over large settlements.
- Fixed the stat display when recruiting units. It showed accuracy and then range, whereas in camp it showed range and then accuracy. So we’ve swapped these around on the recruitment screen to make it consistent with camp. You can see the incorrect version in the image below, the white arrows indicating that they needed to be flipped.
- Fixed a visual glitch with the battle aftermath screen. If you had 2 rows of loot, it would cover up the deployed/lost/remaining/kills/captured figures of your enemy. Notice in the image below we couldn’t see the enemy’s stats but only our own (shows just 1 flag).


Battle Changes
- The “loading drills” doctrine boosts reload by +10% instead of +15%.
- Added new “Old Monastery” encounter where you can get food, a chaplain, or religious items.


Depending on the results of the Mutiny encounter, you’ll get a followup encounter of either success or failure


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