Remember when R16 was a huge update that took forever to get done? Remember when I said I wasn't going to do that anymore? You'll never guess what happened...
Eight months later, another huge update. In retrospect, R17 should have been split up over five releases. It has five big features: sea trade optimization, varying civ & leader names by era, zone of control overhaul, defensive bombard overhaul, and resource generating buildings adding yields. Each one of those is big enough to deserve its own release. That's how I was doing things a few years ago, one big change per update, which is why I was putting them out every one to two months. I really do want to get back to that pace.
The complete changelog for R17 is in the previous post. Here are just the changes since Preview 3:
Eight months later, another huge update. In retrospect, R17 should have been split up over five releases. It has five big features: sea trade optimization, varying civ & leader names by era, zone of control overhaul, defensive bombard overhaul, and resource generating buildings adding yields. Each one of those is big enough to deserve its own release. That's how I was doing things a few years ago, one big change per update, which is why I was putting them out every one to two months. I really do want to get back to that pace.
The complete changelog for R17 is in the previous post. Here are just the changes since Preview 3:
- Apply perfume to all unit types & buildings with the specified name
- Fixes perfume only applying to one sub-type when a unit type has multiple AI strategies
- Fix max_ai_naval_escorts setting interfering with group movement of naval units belonging to human players
- Fix modified sea retreat rules interfering with naval combat animations
- Improve accuracy of line numbers on error messages