Ara: History Untold Patch 1.1 is now available!

Zoeff

Chieftain
Joined
Aug 4, 2011
Messages
89
Location
Netherlands
Official Link: https://store.steampowered.com/news/app/2021880/view/6633333780228603907

From the developers:
The Ara: history Untold team could not be more excited for today's release - our first major feature update. Below are comprehensive release notes detailing the new features as well as the balance changes and updates.

We've also addressed a large number of player reported bugs and issues with this update, and can't wait for you to give it a try!


Highlights

National Economy Screen

  • Manage your nation's crafting, supplies, and policies from a single screen, replacing the crafting panel for streamlined management.

New Amenities
  • Over a dozen new craftable amenities added, offering additional strategic choices:
  • Anvil: Provide a 150% buff to improvements that can be supplied with them.
  • Biscuits: Grant players a +25 to food as an Amenity.
  • Mining Pick: Add +50% harvest rate to improvements.
  • Fuel Cell: Gives 150% craft rate at improvements, or 100% harvest rate to improvements, +3 City Health.
  • Sewing Machines: Sewing Machines add 200% craft rate to improvements.
  • Fresh Produce: Grant +200 food per turn, +5 health per turn as an Amenity.
  • Scrolls: Grant +15 City Knowledge as an Amenity.
  • Baked Goods: Give +50 Food/turn, -5 City Health as an Amenity.
...and more!

Unit Upgrades
  • Upgrade units within your army directly by issuing the new Upgrade Order, but be mindful of the resource and turn cost to complete the upgrade.

Advisors
  • Introduces a Sovereign Advisor.
  • Each advisor provides suggestions to enhance your strategy.
  • This feature will become more intelligent in future releases.

John A. MacDonald
  • Canada joins the world stage, expanding your diplomatic and strategic options!

Earth Map
Added as a pre-made map focusing on gameplay over strict geographical accuracy:
  • Britain and Ireland share an enlarged island.
  • Features like the Canadian Shield and Gulf Stream are accounted for.
  • Enhanced mountain ranges for natural barriers.

Redeployment
  • Reform armies with units being sent back to your reserves for better strategic flexibility.

Changelog

Performance Enhancements

Memory Optimization

  • Improved game performance on lower-end hardware.

Rendering Optimizations
  • Enhanced framerate stability for lower-end systems.

LOD Optimization
  • Better visuals and object clarity while maintaining higher framerates.

General Performance Improvements
  • Several performance enhancements have been made to improve overall game stability and experience.

UI Updates

Region Yields

  • Added region yields to the title bar in the city panel for better resource tracking.

Improvement Renaming
  • Players can now rename their improvements for personalized management.

Supply Availability
  • Improvements with available supplies now glow to indicate their availability.

Technology Display
  • Items now display the required technology to unlock them.

Customization Slider
  • Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.

Notification System
  • Players receive notifications when they run out of crafting resources.

AI Updates

Improved Prioritization

  • AI better prioritizes city improvements and optimal dwelling locations.

Data-Driven AI
  • Supports data driving, allowing designers and modders to enhance AI prioritization.

War Declaration Intelligence
  • AI becomes more strategic and intelligent in declaring wars.

Map Generation

Human Priority

  • Humans are prioritized for mild climate locations during map generation.

Biome Weighting
  • Adjusted to make starting positions more interesting with fewer snowy starts.

Gameplay Fixes

Late Game Stability

  • Fixed a crash bug occurring in the late game.

La Grand Place
  • Resolved the issue of La Grand Place not appearing in Act 1.

Road Spawning
  • Prevented detail roads from spawning underneath improvements.

Duplicated Unlocks
  • Removed duplicate unlock of animal resources.

Event System

Triggers Added

  • Added triggers for improvements when they have no items in the queue and when they begin crafting.

Visual Improvements

Road Textures

  • Enhanced road texture fidelity for a more polished look.

Barracks 3D Asset
  • Improved the 3D asset of Barracks for better visual appeal.

Modding Support

Advisor Data Driving

  • Added data driving capabilities for advisors to support modders.

New Feature Details

Earth Map

Geographical Features

  • Canadian Shield and Gulf Stream are now accurately represented.

Gameplay Connections
  • Britain and Ireland connected as a single enlarged island.
  • Italy and Sicily connected for enhanced gameplay dynamics.

Natural Barriers
  • Tweaked mountain ranges to provide more natural (and slightly exaggerated) barriers for improved gameplay.

Real-World Locations
  • Added real-world locations for nations, ensuring a balance between accuracy and gameplay.

National Economy Screen Feature Overview

Centralized Management

  • Replaced the crafting panel with the National Economy Screen for unified management.

Automatic Supply Allocation
  • Set the game to automatically add supplies to various improvements as they become available.

Supply Order Management
  • Define the order in which supplies are allocated automatically.

Global Harvester Management
  • Control resource harvesting globally across all regions.

Crafting Management
  • Manage crafting from the National Economy Screen without needing to visit each city.

Global Improvement Upgrading
  • Upgrade improvements on a global scale for efficiency.

Balance Adjustments

Nation and Building Limits

Print Shop

  • Nation limit increased to 3.

Inns
  • Limited to 1 per city instead of 1 per nation.

Building and Production Buffs

Barracks

  • Security set to 15 for level 1 and 25 when an expert is added.

Blacksmith
  • Can now be supplied with Tools and Anvil Goods.

Citadel
  • Construction no longer requires Concrete.

Docks
  • Production buff after adding an expert reduced from 20 to 15.

Drydock
  • Default production buff increased from 10 to 20.
  • Production buff after adding an expert increased from 20 to 30.


Naval Base
  • Default production buff increased from 10 to 30.
  • Production buff after adding an expert remains 30 with additional benefits.

Workshops, Factories, Crafting Guilds
  • Can build Anvils and Mining Picks.

Residences & Skyscrapers
  • Residents can now use Soap, improving living standards.

Foundry & Forge
  • Can use Anvils and Fuel Cells to increase production.

Hwaseong Fortress
  • Available for construction throughout Act 2 and 3.

Library of Celsus
  • Available for construction until Act 3, extending its utility.

London Eye Buff
  • Corrected; Security buff changed to Prosperity.

St. Basil's Cathedral
  • Now only provides 1 Security per Engineer or Artist Paragon.

Forge
  • Can now be unlocked by Precision Engineering.

Metallurgy and Steel

Metallurgy

  • No longer unlocks Steel. Steel crafting is postponed until later ages when Forges are available.

Fuel Recipe Changes

Production Cost

  • Reduced from 1000u to 500u.

Production Bonus for the Second Ingredient
  • Reduced from 750u to 500u.

Resource Adjustments

Marble

  • Now more common.

Meteors
  • Now provide Metal Ingots instead of precious metals, eliminating the need for smelting.

Obsidian
  • Now more common.

Tobacco
  • Yields less money than before.

Unit and Population Adjustments

Dragoons & Zamburaks

  • Can now be produced in Act 3.

Prestige Reward
  • Capturing an enemy city now provides a prestige reward.

Horses
  • Take slightly longer to tame to balance availability.

Population Tier Requirements
  • Slightly increased.

Stat Penalties
  • Reduced for low-level cities to gradually introduce urbanization effects.

Tax Revenue
  • Cities generate slightly more tax revenue to make governments more impactful.

City Leveling
  • Levels 7-13: Slower leveling for better pacing.
  • Levels 11-23: Receive an additional amenity slot.

Manufacturing and Production Changes

Factories

  • Can now manufacture Toys, PDAs, and Sewing Machines.

Workshops & Crafting Guilds
  • Hourglasses can be produced here.

Ceramic Shops
  • Can produce Mosaic Tiles, now an ingredient for many Triumphs.

Clothing Production
  • More involved to produce but provides significantly bigger buffs.

Rope Usage
  • Added as an accelerator for Barrel and Carriage production, and Festival setups.

Plows
  • Substantially more expensive to produce without appropriate resources (e.g., horses or oxen).
  • Harvest Buff increased from 50% to 100%.

Furs
  • Must be turned into Leather and can no longer substitute for leather directly.

Sneakers
  • Can use Plastic instead of Leather.

Technologies
  • Hourglass unlocked by Engineering.
  • Mosaic Tiles unlocked by Architecture.
  • Boots unlocked by Horseshoes.
  • Trousers & Sewing Machines unlocked by Industrialization.
  • Mass Food Supply Amenity unlocked by Synthetic Fertilizers.
  • Toys & Sneakers unlocked by Leisure.
  • PDAs unlocked by Internet.
  • Fuel Cells unlocked by Robotics.
  • Embarkation Pass moved to Navigation for better island nation strategies.
  • Ironworking unlocks the Anvil.
  • Precision Engineering unlocks the Forge.
  • Metallurgy no longer unlocks Steel; Steel crafting is delayed until Forges are available.


Additional Technology Adjustments
  • Haberdashery reclassified from religious to industrial.

Events and Quests

Forest Fort:

  • Aesthetics debuff decreased from -3 to -2 for consistency.

Piercing Request:
  • Option 2 now asks for Stone Tools and provides a small capital prosperity buff.

Honoring Their Memory:
  • First option debuff updated to -1 force strength.
  • Third option now imposes a -2 happiness debuff.

Political Piety:
  • Removed happiness debuff from the first option.
  • Wealth is now a required cost.

Workers of the World Quest:
  • Removed duplicated reward buff.

Is It Hot In Here? Event:
  • The +10 happiness benefit in all cities no longer appears twice.

Armies and Combat Enhancements
  • Dragoons and Zamburaks can now be produced in Act 3.
  • Capturing an enemy city now provides a prestige reward.

Miscellaneous Improvements

Customization Slider:

  • Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.

Localization:
  • Continued updates to all language localizations for better accessibility and user experience

Other Improvements:
  • Several performance enhancements have been made to improve overall game stability and experience.
 
Last edited:
Here is a screenshot of the new worldmap. ARA is on sale at steam this weekend (20%).

ARA-Worldmap.jpg
 
I love the new update, although I admit I edit the Better Start Mod v3 by Gvanov to
.vUnits =
{
{ "unt_Scout", 1 },
{ "unt_Scout", 1 },
{ "unt_Settler", 1 },
},
and remove the city's hearth, I prefer to choose my first city's location. I hope the UI and starting conditions can be officially fixed so it wont bug out if you dont have a city lol
 
I haven't been very active here recently, for various real-life reasons, but I downloaded the update today, and based on a few hours of gameplay, I have to say: this is an excellent update, which improves Ara greatly. The star of the show for me is the new National Economy screen, which is a much more convenient way to manage crafting, and especially supplies. Like how I set up Farms and Workshops here:
Spoiler :
20241115195545_1.jpg
20241115195618_1.jpg

That's all I have to do for Farms and Workshops, they should now be slotted automatically as supplies become available. :)

It's not just the big changes either, there are a lot of smaller improvements, like new amenities, balance tweaks and UI improvements. Notice how the supply slot is highlighted when something is available to slot in, for example:
Spoiler :
20241115200011_1.jpg


Anyway, I'm going back to the game now. I got this nice start with Canada, and I want to see how things develop. :-)

20241115195724_1.jpg
 
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