Get the Children of the Nile v1.3 Patches off WP (19/50mb)
Tilted Mill has enhanced the original CotN game, and these enhancements will of course be made available to existing players free of charge. At this stage Tilted Mill are primarily focused on improving accessibility, and feedback issues, but a few new buildings / decorations have also been included (such as the 'Brickyard,' which allows you to quickly and easily place large amounts of bricks near construction sites, greatly accelerating the speed with which you can build your city).
New Features
* Vista Compatibility
* Added Brickyard (new infrastructure building that can store bricks closer to construction sites)
* New statues (2 small, 2 large and 1 brick)
* 3 new fountains and 2 new shrubberies
* 4 new plazas
* 2 new shrine variants
* New bricklayer home variant
* Travel accelerated on roads
* Priests are more effective - they now have wives and activate buildings longer
* Pyramid construction tweaked (smoothed and accelerated)
* Reduced barter times during shopping (making everyone's life a little easier)
* Temples made more effective relative to shrines
* Papyrus easier to make and more effective
* Lessened the effect of Hapi's "No Flood" event
* Quickstart Tutorial Scenario
* Resources more visible on map & mini-map
* Buildings that require additional specific materials now describe what they need when selected
* Problems with supply chain are displayed on buildings effected by the problem (e.g., no boats to move things across the river)
* "No Problems" indicator (homes and figures show all satisfaction types at all times)
* Right-click orders are available on a new button (buildings that house figures with multiple order options now have a button that can be used select from those options)
* WASD camera control
Issues Resolved
* Crash due to figures unable to attend a funeral
* Crash caused by priest migration
* World level traders were getting stuck at the edge of the map in some scenarios
* Crash when stuck traders were robbed by raiders
* Figures sometimes got stuck trying to board reed boats
* Service building activation and visitation text was not updating properly
* Accessibility keys were not functioning properly within the game and menus
* Laborers were not properly using some barge landings
* Buildings with docks (barge landings, quays, shipwrights) should now be easier to place
* Nobles engaged in leisure hunting were sometimes unable to reach certain targets
* Charioteer attack animation updated
* Children sometimes skating instead of walking
* World level merchant transaction headings were improperly labeled
* Shops sometimes refused to sell goods
* Four digit prestige values did not display properly
* The palace could not be rebuilt if destroyed in the second tutorial
* World level sites that required limestone blocks sometimes counted those already used in pyramids
* Weapon quantities were displaying improperly on the world level
* Several fixes for scenario and campaign text
* Save file size reduced
* Performance smoothed
* Carried resources and animations updated
* Townhouse graphics updated
* Chariot animations updated
* Princess graphic updated
* Figures getting stuck in a variety of situations
* Crash when a figure is on a boat when its family migrates
* Soldiers getting killed or stuck preventing world level combat
* Crash due to stuck raiders
* Merchant boats sometimes unable to reach the edge of a map
* Local barges not reaching docks and preventing barges from being used
* Funerals drawing the wrong people to attend them
* Nobles not hunting and yachting
* Tariffs not assessing actual transactions
* Bread from getting goods at exchange or storage areas not being counted properly
* Vagrants stuck begging
* Reed boats never disappearing
* Reporting of demands fluctuating rapidly
* Game speed setting causing differences in game play
* F1 and ? did not bring up help index
* Grain appearing before granary construction completed
* Festivals around un-built buildings
* Sleds unable to reach barge landings
* Sleds and barges switching between each other inappropriately
* Figures using bad outside tags
* Replaying a campaign scenario could convert it to non campaign
* Campaign auto saves not storing all campaign data correctly
* Crash with units crossing the river and family migrating
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