Thanks to menschlich for the constructive feedback!
Hovering over a resource/building will now show a custom cursor to indicate you can click
Icon prices now show the resource icons, not the letter of the resource
Same for tooltips - where a cost is shown, it will use the resource icons
Worker counts per resource are now correctly a little person thumbnail
You can hover over a resource to see what it's called and how many are working it
Attack-move can now be done with either left or right click
Right clicking a selected unit type now deselects it. E.g. select villagers and swordsman, then right click the villagers to deselect them
Each age allows you to add a new councilor, who gives bonuses, unique units and/or passives.
Bots have been taught how to use their councilors to decent effect, so they'll pick too
This is step 1 towards giving players a dynamic faction they build as they play - more to come in future updates
Abilities system - you can trigger special abilities to increase defenses, offenses, or economic bonuses.
Sheep now have sounds
Army button (Or G) to select all military units
New menu scenes for fun (Larger, more involved ones), and improved older ones
Working on scenarios: single player story-driven levels.
Sheep: find them around the map, capture them, bring them home, and butcher them. You can steal from your opponents, so scouting is rewarded.
Berries and deer reduced slightly to compensate for extra food from sheep
Bots try to balance their deer/farm/berries
Buildings can be part of a control group
Hunted animals play their death animation correctly now, rather than skipping it
Walls and gates: Palisade walls in early game, stone walls in late game.
Can be turned off in a lobby.
Bots can plan/build walls if they feel threatened.
New effects for all units: mages, missiles, siege, researching, etc. No more placeholder effects.
New sounds for all combat, should sound a bit more varied and meaty.
Effects can be toggled between high/low in the options.
New music tracks
Team pings: Highlight areas of interest to your teammates.
Bots will also ping when they attack/defend.
New pathfinding, that uses Hierarchical Astar.
This fixes a lot of problems with huge maps, where travelling from one side of the map to the other was broken/expensive.
It's also just generally a lot more performant and reliable.
Every player in a game can save a replay, not just the host.
Towers and castles show their damage output on their unit card.
Map generator now distributes trees more fairly, and gives more trees to allow for better map control.
Pathing between players should be more consistent. You should rarely spawn in your own pocket with no paths to opponents.
Imperial age now requires at least one castle to be built
Light cavalry now gets a bonus against archers, crossbows and villagers. They also got a bit more health
Heavy cavalry line has less armor but more health. Works out about the same.
Blacksmith upgrades were flattened to +1 attack per level.
Bots will now return attacking armies home if their town is losing a defense.
Bots are able to spend/use large stockpiles more effectively.
Bots now treat reinforcement armies as separate formations. This stops them trickling them into fights.
Crossbow bolts weren't visually leaving the crossbow
Bots just generally had a lot of tweaks/fixes to stop them getting stuck waiting for scouts or gold.
Gates should animate correctly
Issue where woods would not spawn against the map edge
Issue where the map generator would carve artificial paths through large forests.
Heavy cavalry no longer has a bonus against siege.
Saves and replays from old versions will break.
Ability to load multiplayer saves. You can either load them as singleplayer or as a new lobby, and your friends can resume with you.
Town hall description simplified.
Crash with host migration. Existing buildings were migrated with no owner, so the game crashed when you attacked them.
Currently away, so only patching critical issues!
Achievements, enjoy!
New logo, new thumbnails, new video
Right click to dismiss the Under Attack banner
Bots now layout their town with a weighting system, rathe than somewhat random
Bots try to keep one house ahead on population
Game speed controls
Skirmishers throw actual javelins
Arrows, bolts, rocks all real projectiles, rather than placeholder art
Ranged units will try to push into range more aggressively, so large armies will fire more
Bots don't waste resources on bad storehouses as much
Dead units scaling incorrectly
Destroyed builds scaling incorrectly
Crossbows slightly nerfed to help light cav
Bots don't spam rebuild town halls in some situations
Walls are in progress, coming soon.
Scenario editor is coming soon (ish)
Scenarios and cooperative missions are in progress
King of the Hill gamemode: hold the central hill to win
Speed controls (1x, 2x, 3x) in local games
File size reduced from 300mb to 70mb. SBox was recompiling the music in raw form
Bots should trickle in their armies less, instead forming up before assaulting
Melee units should chase a bit smoother
Large games should see less units stalling due to pathfinding queue
Tutorial didn't give enough gold to flow nicely
Formations: Units now arrange into dynamic width formations, melee up front
Right click and hold to choose which way your soldiers face
Host migration: if host leaves, the game should try to migrate to a new host
New Max Unit count option in lobbies - use at risk of balance/performance issues
Map edge graphic - no long just void
Smooth gradient for the fog of war
New units for the upcoming scenarios: monks, vikings, scots, heroes.
Melee units now have a combined running + attack animation
Balance: Farm build time is halved
Balance: Wheelbarrows research time reduced
Overhauled lighting to give better contrast
Overhauled color tone and exposure to further increase contrast
New water shaders and graphics
New ground textures for buildings
Skirmisher unit model has more visible team colours
Health bars are simpler now, and you can toggle between how they show. They overall stay out of the way more.
Villagers never spawn inside unreachable terrain
Soldiers no longer try to chase unreachable goals
Playing a local game then trying to host a public multiplayer game would tag your lobby as local
Shadows sometimes stopped rendering in the far distance
Melee units no longer actively try to merge with a slow target (i.e. the ram dance)
Placing a unit in the editor doesn't teleport your camera anymore
Siege now has an Age 3 variant. Better stats all around, new models.
Lobby now has ready/unready behaviour. Host can only start when all players ready.
Hosts can now kick players.
Countdown on lobby start.
Idle scout no longer chases enemy units, so stops wandering off to fight another scout.
Villagers now wear their team colours.
Villagers now wear the resource they've collected on their backs.
Overhauled the whole UI with textured panels, giving it a more polished look.
Wild animals remain visible through the revealed fog areas.
Improved pathfinding on huge maps when pathing across massive distances.
Huge maps with high player counts also generate quicker now.
Farms shouldn't clip through the floor anymore.
Support for up to 8 players!
Deer now spawn around the map, and can be hunted for food
Wolves spawn between opponents, attacking those who stray too close.
Major terrain visual improvement: various shading, texturing, and height adjustments.
New lobby options for visibility: fog, no fog, revealed.
Mountains now look like mountains.
Version numbers on menu, and replays/saves will track version number.
Map is now previewed in the lobby screen.
Map styles have had their water edge removed: Standard, black forest etc now exist as plains rather than islands.
Easy bots tuned down a lot for new players. They will try to match your pace and avoid raiding you early. If you want actual normal bots, use normal.
When a game starts, your camera jumps to your town hall.
Bots now react to outposts being raided by bringing the villagers back home.
Performance improvements to allow 8 players.
Villagers no longer auto-target enemies, keeping them out of trouble.
Villagers who finish a building with no further orders now move on to the next unfinished building nearby.
The tutorial now teaches new RTS players the economy loop.
Unit upgrade cards have an up-arrow badge.
New lobbies now start with an Easy bot as the opponent.
Demolish is now a hold to destroy.
The idle-villager button selects every idle villager.
Buffed the heavy cavalry line.
Nerfed the archer line.
Halberdier and Heavy Crossbowman health has been buffed
Unit upgrade cards now read "Upgrade to <unit>".
Tutorial wording is clearer.
Late joiners and wrong passwords are now refused before loading, not after.
Tooltips now disappear with the card they belong to.
Dead units and demolished buildings are removed from your selection straight away.
Menu music stops properly when you join a game.
Fixed a crash-prone case when a match ends or is destroyed.
A local test instance no longer shares the editor's menu session.
Lobbies no longer appear in the platform's server list. Find games through the in-game browser.