Tides of Crimson v2.92 Patch

Tides of Crimson v2.92 Patch 2.92

Update:

Version 2.3 patch changes (May 23, 2021):
- Unit rebalancing - Less separation of power between each higher tier of units, to make mixed forces that include basic tier 1 units more viable. It is now at least possible (although still difficult) that a large stack of basic swordsmen-type units can take down a Dragon
- New Great Dragon hierarchy: Early Great Dragons are now less overpowered, but can be upgraded to be more powerful ones over time
- Further increased AI unit build diversity.
- Ranged attack effectiveness against higher tier units has been increased slightly
- Fixed issue with some Chaos units not being able to focus attack Balance units
- Fixed issue with Dungeon Keepers costing population points
- Domestic Products no longer count against the unit cap
- Slightly decreased resource output of corn & wheat resources
- Slightly decreased world size for 'Huge' Map setting
- Dwarven Refinery now costs maintenance again
- Adjusted food output of some bonus resources
- Fixed issue in last patch that caused advanced ships to not be built by AI
- Harbor again requires 3 Trading Posts to reduce late-game lag caused by trade route calculations
- Shipyards are now cheaper and give culture
Version 2.3 patch changes (May 23, 2021):

- Unit rebalancing - Less separation of power between each higher tier of units, to make mixed forces that include basic tier 1 units more viable. It is now at least possible (although still difficult) that a large stack of basic swordsmen-type units can take down a Dragon
- New Great Dragon hierarchy: Early Great Dragons are now less overpowered, but can be upgraded to be more powerful ones over time
- Further increased AI unit build diversity.
- Ranged attack effectiveness against higher tier units has been increased slightly
- Fixed issue with some Chaos units not being able to focus attack Balance units
- Fixed issue with Dungeon Keepers costing population points
- Domestic Products no longer count against the unit cap
- Slightly decreased resource output of corn & wheat resources
- Slightly decreased world size for 'Huge' Map setting
- Dwarven Refinery now costs maintenance again
- Adjusted food output of some bonus resources
- Fixed issue in last patch that caused advanced ships to not be built by AI
- Harbor again requires 3 Trading Posts to reduce late-game lag caused by trade route calculations
- Shipyards are now cheaper and give culture
- Corrected Shield cost of Windmills back to 60
Top Bottom