The last update for Humankind is now available.
The Enheduanna Update includes a long list of changes, including custom opponents, naval nuclear tests, a lot of rebalancing, more game settings, a new scenario, cloud saves an much more.
The most imporant changes (from here):
The full list of changs is available here (and also below in the spoiler).
CHANGES & ADDITIONS
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
OTHER FIXES
The Enheduanna Update includes a long list of changes, including custom opponents, naval nuclear tests, a lot of rebalancing, more game settings, a new scenario, cloud saves an much more.
The most imporant changes (from here):
- Custom AI Opponents
- New Growth Formula
- Ambush Improvements
- Civics Rebalancing
- Missile Relocation
- Naval Nuclear Tests
- Train Connection Preview
- More New Game Settings
- Disable the Congress of Humankind
- Disable Vassalization
- Enable instant army movement on the world map (for technical reasons, this setting cannot be changed in a running game)
- Rebalanced Merchant and Aesthete Affinities
- Mod Compatibility Check
- Encyclopedia Update
- Cloud Saving on G2G
The full list of changs is available here (and also below in the spoiler).
Spoiler :
CHANGES & ADDITIONS
- Balanced the Civics effect and unlock conditions to improve the game experience.
- Added obsolete Mods detection and warning information to improve feedback on a Mod status.
- Added the possibility to do Nuclear Tests on Ocean Tiles.
- Added the possibility to move Missiles between Silos.
- Added a Cross Save feature "Cloud Sync" that allows the save of your current progression in your Amplifiers account, and the restoration of this saved progression onto another supported platform.
- Added a visual feedback for Train Rails when placing another Train Station on the map.
- Added a Game Option to disable the Congress of Humankind.
- Added a Game Option to disable the Vassalization, removing the Vassalization option in the Surrender Terms.
- Added a Game Option to enable the Instant Army Move that allow Armies to have instant movement when moving on the map (not in battle).
- Added the possibility to create and customize your own AI Persona opponents.
- Added a tooltip on Construction Queue items that are blocked.
- Balanced the Merchant affinity and the Aesthete affinity cost, as well as their increasing gains are now based on number of uses and era.
- Balanced the Ambush : Ambush battles only last one turn and they cannot be reinforced by any participant nor bombarded. Moreover, if there is a non-agression pact with another Empire when the Ambush could be triggered, then it stops the army movement and reveal the insivisble army.
- Balanced the Persian Legacy Trait by reducing it's City Cap gain to +1.
- Removed War Support impact for killing Units with the Traitor badge.
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where Rebels didn't siege if there was no army in the City.
- Fixed an issue where Units remained visually in the same place and the movement mandatory could not be completed.
- Fixed an issue where Constructing "Administrative Center Renovation" removed the unit spawn point.
- Fixed an issue where invisible Armies could cause broken saves and critical errors in rare occasions.
- Fixed an issue where the game could soft lock in rare occasions.
- Fixed an issue where the Civic choice "Globalization" wasn't allowing to trade while being at peace with no trade Treaties.
- Fixed an issue where the Builder affinity bonus "Pride" did not trigger.
- Fixed an issue where the Holy Sites could not have multiple of their synergy effects applied at the same time for Districts that count as two types.
- Fixed an issue where a Nuclear Missiles were not properly destroyed when fired.
OTHER FIXES
- Fixed an issue where losing the only army a player had in the Ancient Era, in Multiplayer, could cause a game desync and errors.
- Fixed an issue where the Merchant Affinity wasn't acknowledging researched technologies until the save was reloaded.
- Fixed an issue where the battle size and duration would not always change after the addition of reinforcements.
- Fixed an issue where the effects given by the "Criminal Slaves" Civic were not removed once the Civic choice was canceled.
- Fixed an issue where no influence was reimbursed when enacting either choice from the "Irreligion" Civic.
- Fixed an issue where Norsemen's Emblematic District "Naust" could be built over sea ice and iceberg tiles.