> For the complete documentation index, see [llms.txt](https://thrones-reforged.gitbook.io/thrones-reforged-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://thrones-reforged.gitbook.io/thrones-reforged-docs/patch-notes/updates-and-patch-notes.md).

# Updates and Patch Notes

## **How to verify you're on the latest patch**

On the main menu, the DLC button has been replaced with the current mod version. If it doesn't match the patch listed above, your mod hasn't updated. To force an update, unsubscribe from the Workshop page then resubscribe.

## BETA 0.5.4.1

### Campaign Changes

* Gaelic factions now gain +1 Legitimacy every two turns when raiding Viking factions in Ireland and Scotland, even without being at war, no minimum army size required.

### Bug Fixes

* Fixed a critical bug where reloading a save would corrupt serf and noble population values, causing nobles to be freely replenished and serfs to shrink on every reload. In long campaigns this could significantly distort the population system and be exploited to bypass noble recruitment costs.

## BETA 0.5.4

### Campaign Changes

* Governor loyalty now also affects the Burh system for English factions
* Characters can earn culturally authentic rewards from a pool of 56 unique items. Grants are gated by skills, followers, or infrastructure: Smiths unlock weapons and jewellery (with Master Forges yielding legendary items), while Scribes (non-Norse) and Runemasters (Norse/Danish) unlock tiered manuscripts and runic relics based on regional building tiers and Monk populations. Additionally, winning a battle with a Bard or Skald follower can grant cultural items, but a defeat will permanently strip one random item from them. Finally, total item slots are now strictly capped by a character's rank, and drops are regulated by independent cooldowns (5 turns for Smiths/Scribes, 6 turns for Bards).
* Increased loyalty for characters who are Heirs to the throne from 2 to 3
* Granaries now actively buffer winter food shortfalls. Based on the previous winter's worst deficit, stores will be drawn upon at the start of each winter to prevent shortage penalties. As long as stores remain, your faction will not suffer food shortage effects and stores drain each turn to cover the shortfall until they run out or the deficit clears.
* Added starting food stores to all factions ranging from 55 to 80
* Added a new effect to guardhouses which lowers banditry in the province the building is present in
* Nerfed the banditry effects on negative tiers of noble population
* Added a new effect to positive tiers of noble population which decreases banditry
* Reduced baseline peasant population growth
* Increased the allowed estate difference between the faction leader and nobles from 3 to 4 before a loyalty penalty is triggered
* Reintroduced "Liberate" as an occupation decision
* Spoilage and theft are reduced during winter. A baseline loss remains year-round regardless.
* Decreased growth for noble population due to allegiance
* Increased growth for noble population due to food surplus
* Governance skill levels now decrease banditry
* Buffed the speed at which the Burh system increases by 10%
* Added a positive multiplier for the Burh system in case of loyal governors and sufficient food stores
* Lowered all political action costs by 30%
* Introduced new items to the item pool
* Increased food stolen per unit when raiding from 1 to 2
* Liberating a Gaelic faction now grants 6 Legitimacy
* If a Gaelic faction raids a neutral faction, 1 Legitimacy is lost per turn, unless said neutral faction is occupying Gaelic lands and is not itself a Gaelic faction (Dyflin, for example)
* Disabled the "Exempt from Tax" option in the province management screen to prevent exploiting the food system
* Added a few additional seasonal effects
* Overhauled the Viking raider system. Raiding parties now operate on randomised dormancy cycles and only strike during raiding season, with spawn chances dynamically influenced by the target faction's wealth, food stores, and whether they are at war. Raids can arrive as single forces or simultaneous multi-army invasions. Raider forces that are wiped out quickly will take longer to regroup, while those that survive for several turns before being destroyed will return in greater strength.

### Battle Changes

* Removed the stalk ability from the remaining archer units
* Slightly buffed all missile units by increasing their unit numbers
* Improved accuracy for all javelin units
* Veteran units are now significantly more effective in battle. Each chevron grants greater bonuses to morale, melee skill, melee defence, accuracy and reload speed
* Increased morale for all units (+2/+3 based on how elite units are)
* Slightly increased morale penalties for units being flanked, charged from the rear and losing men too quickly
* Slightly buffed AI morale in battle
* Decreased speed for all units
* Increased acceleration and charge speed for all units

### UI Changes

* Renamed several population tooltip rows to better reflect their actual behaviour in game
* Added a new icon to the Liberate occupation decision
* Improved some faction names
* Improved the text explaining how unit stats are affected by XP
* Renamed some followers based on faction culture
* Changed some flavour texts for followers based on faction culture

### Bug Fixes

* Fixed a bug due to which a character with either the Scribe or the Blacksmith follower would receive too many items
* Fixed a bug that previously allowed items created by Scribes and Blacksmiths to accumulate indefinitely
* Fixed population growth and famine accumulating across turns instead of showing per-turn values, affecting both peasant and noble populations
* Fixed mid-turn events such as riots, raids, and sackings firing against an inflated population base, causing incorrect population changes
* Fixed building and estate bonuses being lost after the first turn they were built
* Fixed sacking and occupation events not routing to the correct UI row, causing War Devastation to always show 0
* Fixed riots displaying without a tooltip in the population breakdown
* Fixed an unlabelled negative value appearing in the population tooltip with no description
* Fixed noble population not correctly losing manpower when settlements are sacked or occupied
* Removed raids as a source of noble population loss as it had no effect in practice
* Fixed the migration row in the foreigner population tooltip accumulating across turns instead of showing this turn's migration value
* Fixed the recruitment row for foreigner population accumulating across turns instead of showing this turn's recruitment loss
* Fixed a plethora of bugs present in the food storage system
* Fixed a bug which would cause wrong public order values to be displayed on the tax screen during riots (this will occasionally still happen due to limitations of the engine, usually when a minor town is sacked; it fixes itself once the -15 public order due to sacking ticks down to 0)
* Fixed a bug which would cause broken public order values to be displayed under the "Faction" factor for some factions
* Fixed an issue due to which minor faction leader influence was stuck at 10 despite actual faction leader influence being lower
* Fixed an issue where Ystrad Clud would start with all statesmen and nobles at 0 loyalty
* Fixed a bug due to which East Seaxe would not get any bonuses or penalties due to leader influence
* Fixed a UI bug showing wrong values linked to the Burh system

### Developer Note

Please make sure that Beta 0.5.4 is correctly displayed on the main menu. If it is not, unsubscribe and resubscribe to the mod.

This patch is NOT save-game compatible.

The food storage system is intentionally imperfect. Granary managers in 9th century Britain did not have precise knowledge of how harsh the coming winter would be, how many men their lord would raise for campaign, or whether a raid would strip a neighbouring settlement before harvest could be brought in. The system reflects this so that stores are drawn reactively, meaning there is always a one-turn delay between a food crisis emerging and the granary compensating for it. A sudden winter, a large recruitment drive, or a bitter frost can catch your stores off-guard exactly as they would have caught a real steward off-guard.

The one exception is the harvest-to-winter transition, where the script attempts to draw food stores based on previous winter deficits, thus preventing famines on the first turn of winter, but only up to what the granary can actually cover, and never enough to manufacture a surplus that should not exist. If a bitter winter strikes on top of that, the estimate will be wrong and your stores will scramble to catch up the following turn.

This is by design. Building deep granaries, managing tax requisition rates seasonally, and disbanding troops before winter are all intended to be active decisions rather than passive insurance. The system will not save a lord who does not plan ahead.

The remaining followers will be reworked in the next patch (0.5.5) and eventually, once all cultural mechanics are complete, followers will all tie to cultural mechanics as well. Finally, new items and new followers do not have any icons at the moment. Some followers still have wrong icons as well; that will all be fixed with time.

Big thanks to zeeron\_avino for quickly creating the backgrounds for the placeholder icons!

***

## BETA 0.5.3

### Campaign Changes

* If the faction leader has 3 more estates than a noble or statesman, said character receives a -4 loyalty penalty
* Buffed food production during harvest (+40%), summer (+20%), winter (-80%) and bitter winter (-100%)
* Tax level now controls how much surplus food flows into your granaries each turn rather than affecting food production directly. High taxation means grain is actively requisitioned into royal stores; low taxation means peasants keep it. Deficits persist for several turns regardless of tax changes, so dropping taxes mid-winter is no longer a free escape: your granaries will keep draining until the situation genuinely improves.
* Added Westernas and Ystrad Clud to the list of factions' lands contributing to Legitimacy when taken over by Gaelic factions

### UI Changes

* Improved the tooltip when hovering over the tax and levying effects
* Rewritten all taxation-related texts
* Improved food effect flavour texts
* Improved starting event text explaining food stores
* Improved Burh system tooltips

### Bug Fixes

* Fixed food production and stores displaying wrong values
* Fixed an issue which would cause the food effects to be negative instead of positive despite a food surplus
* Fixed a UI bug which would display "Public Order" instead of "Replenishment" when hovering over tax effects
* Temporarily disabled post-victory invasions to prevent crashes
* Fixed an issue due to which all minor factions were not receiving bonuses and penalties linked to Leader influence
* Fixed an issue where the "Rationing" technology on the military tree would break public order in all provinces

### Developer Note

Please make sure that Beta 0.5.3 is correctly displayed on the main menu. If it is not, unsubscribe and resubscribe to the mod.

***

## BETA 0.5.2

### Campaign Changes

* Added simple patch text to the main menu so players know what version of the mod they are currently playing. Added in case Steam does not auto-update.

***

## BETA 0.5.1

### Campaign Changes

* Increased food stored from 15% to 18%
* Redistributed food production to better reflect historical output. Farms, pastures and fishing ports now produce significantly more, while hunting, storage and minor buildings contribute less.
* Lowered bonus to food production during harvest season from 40% to 25%
* Lowered all food production bonuses for all governance levels
* Increased winter food penalty from 80% to 100%
* Increased bitter winter food penalty from 100% to 125%
* Removed food production based on the number of vassals for the Konungsgurtha building due to it not working
* Changed all faction leader effects

### UI Changes

* Changed the Burh system text on the faction screen

### Developer Note

These MAY seem like overall nerfs to food production but I assure you that is not the case. The main thing to look out for is point two regarding redistribution of food production. Some buildings have been significantly buffed: a fully developed fishing port chain now produces roughly twice what it did before, and farms and pastures are meaningfully stronger. The nerfs to hunting, fogou and similar buildings are intentional: a stone storage pit was never feeding an army. The seasonal and governor changes exist because the previous patch inflated food to a point where winter was essentially irrelevant by mid-campaign. You should now actually feel the cold. Total food output across a fully developed province is roughly equivalent to vanilla, just coming from the right places. I also unfortunately was not able to fully revamp all buildings due to being very busy with real life, but that patch is next.

***

## BETA 0.5

### Campaign Changes

#### Legitimacy

* Increased the number of turns from 7 to 13 before Legitimacy war decay kicks in
* Added a -20 Legitimacy cost to annexation to prevent snowballing for Gaelic factions
* Legitimacy gained from raiding is now granted every 2 turns instead of every turn
* All factions on Irish and Scottish lands (Viking factions included) now contribute to Legitimacy if their settlements are taken

#### Factions and Culture

* Removed the possibility for all cultures (other than the Gaels and Welsh) to annex factions due to historical inaccuracy
* Modified inter-cultural relations
* Rebuilt the Burh system for English factions from scratch
* Completely revamped the logic for the invading Viking navies, making them a threat to deal with early and late game

#### Food and Supply

* Changed food storage calculation: only 15% of produced food is stored rather than 100% of it
* Reworked food storage system and added a spoilage mechanic
* Seasonal effects fully reworked and rebalanced
* Removed replenishment outside of settlements
* Lowered supplies gained while garrisoned from 50 to 35
* Increased food upkeep from 5 to 6 for all units

#### Economy and Raiding

* Added an upkeep cost to all buildings in major towns for historical accuracy and to prevent snowballing
* Added a modifier to vassal income based on the leader's influence
* Lowered raiding bonus for Gaelic factions from 100% to 20%
* Lowered raiding income
* Changed the number of turns it takes for a sacked settlement to reach full sack value again (25-30 turns instead of 4)

#### Characters and Governors

* Fully revamped and fixed the effects of Command, Governance and Zeal traits for characters
* Removed the limit to how many governors one can appoint
* Appointing a governor now grants them +2 loyalty
* Introduced new effects to leader influence

#### Population Scripts

* Fully revamped and fixed the noble population script
* Lowered the loss of nobles due to wrong allegiance from 50% down to 25%
* Fully revamped and fixed the peasant population script
* Modified the Clergy population script to give different effects for Viking sea kings
* Modified the Clergy population effects
* Modified the Foreigner population script to give different effects to Christian and Pagan factions

### Battle Changes

* Added a small melee attack bonus when using Shield Castle
* Increased fatigue for Shield Castle ability and braced units
* Lowered Rapid Advance speed bonus from 100% to 35%
* Buffed tier 2 Irish skirmish cavalry
* Nerfed tier 1 Irish skirmish cavalry
* Increased Uchelwyr Hen Ogledd cavalry armour from 9 to 13

### UI Changes

#### Tooltips and Mechanics

* Updated tooltip explaining the new storage system
* Updated English "Harvest Season" tooltip
* Renamed "Take on Warriors" to "Gather and Tend"
* Improved text when units are not replenishing due to sieges

#### Population Text

* Rewritten Clergy population text (Christian and Pagan)
* Rewritten Foreigner population text (Christian and Pagan)
* Rewritten Noble population text
* Rewritten Peasant population text for all cultures

#### Names and Labels

* Renamed political parties
* Changed some character names
* Changed most faction names
* Changed culture group names

### Bug Fixes

#### Replenishment and Supply

* Fixed replenishment during riots
* Fixed missing -25 supply penalty during riots
* Fixed English harvest mechanic preventing incorrect replenishment

#### Legitimacy and Loyalty

* Fixed incorrect loyalty scaling from Legitimacy
* Fixed army bribe event not granting influence

#### Population Scripts

* Fixed Viking sea king Clergy script
* Fixed Clergy population being incorrectly added on settlement loss
* Fixed minor factions stuck with civil war penalties

#### Submods

* Implemented "Units UI Tab Reorganized" by VOTRR

Special thanks to Destroyer for his advice on scripting and logging.

***

## BETA 0.4

### Campaign Changes

* Village Watch building reworked. It uses less food, costs slightly less and provides bonuses to public order and reinforcement range
* Full population system rework: all population pools are now far more impactful and must be managed well
* Reworked civil war effects
* Lowered public order bonuses from food surplus for balance
* Full Gaelic cultural mechanic (Legitimacy) rework
* Temporarily removed bonuses from the Hoards mechanic for Mercia until the next update
* Improved the Burghal system (English cultural mechanic) slightly
* Changed effects for most cultural mechanics

### Battle Changes

* Removed the Snipe attribute from all archers to prevent them from being invisible in combat

### UI Changes

* Renamed a few units

### Bug Fixes

* Fixed an issue where some factions had 4 catapults instead of 1
* Fixed a grammatical error in the food stores tooltip ("Britainnia" instead of "Britannia")
* Swapped the icons of Lothian Huntmaster and Master at Arms for the character followers for Northumbria
* Fixed an issue where the archer upgrade showed "DO NOT TRANSLATE"
* Fixed all events' grammatical errors and unusual characters
* Fixed a text displaying "Gealic" instead of "Gaelic"

### What to Expect Next

As stated previously, the next updates will be focused on improving all cultural mechanics one by one (probably starting with the English Burghal system), including various bugfixes and improvements. It will take a while but given that my exam period is over, these updates should be coming out more frequently. I greatly appreciate all your help and comments. I highly suggest trying out the new Legitimacy system for Gaelic factions. Enjoy!

***

## BETA 0.3.1

### Gameplay and Systems Changes

* Sacking now deals 65% damage to buildings (up from 50%)
* Sacking now causes -15 public order (instead of -5), decreasing each turn
* Looting and occupying removed due to limited relevance
* Archers now have reduced accuracy during fog, rain, and snow
* Running fatigue slightly slowed; fatigue thresholds increased for longer battles
* All factions can now annex same-culture factions
* Minimum diplomacy payments lowered to 1 for more nuanced deals
* Reduced fog spotting distance for archer balance
* Campaign AI improved in military and construction spending, influenced by political context and AI personality
* Base cultural relations adjusted to reflect historical political situations
* All UI buttons now have updated colour styling
* Circenn renamed to Alba
* Old languages implemented; settlements, units, and factions now use medieval-era names
* Normandy replaced by West Francia; faction flag updated
* Norse endgame invasion flag replaced
* Updated Norse and West Francia faction colours
* West Francia land units renamed
* Culture group names updated for historical accuracy
* Fixed grammatical error in Wessex campaign screen

### Economy and Taxation

* Taxation system reworked for greater historical accuracy and impact
* Unit replenishment now scales with levying (tax) level
* Lower tax means fewer replenished men; higher tax means more replenished men
* Added more detailed tooltip info explaining replenishment and levying effects

### Combat and Animations

* New combat interaction animations added; increased frequency without FPS loss
* Units now march with shields lowered until combat begins
* Fixed longbow animation issue

### Factions, Relations and Events

* Northumbria diplomacy issue fixed
* Added -25% income penalty to Northumbria for vassalage payments to Jorvik
* Fixed "Puppet King of Nothing" not clearing after breaking vassalage
* Increased negative attitude between Mercia and Ledeborg
* Updated Mercia's first mission description
* Armies now run out of supplies after 3 siege turns (instead of 2)
* New riot effects implemented; all broken riot effects fixed
* New riot events and dilemmas for all major settlements
* Jorvik's "Abolition of Slavery" effect replaced with "Warrior Settlers"
* Endgame Norman invasion renamed to Frankish invasion
* Improved food stores explanation in pre-winter popup
* Updated food effects relating to army supplies
* Minor town garrisons reworked; lowered size
* English minor towns gain one extra unit to reflect Alfred's Burh system

### Credits

This update would not have been possible without the following contributors:

* Musculus Maximus: coloured buttons
* Anisvara: old languages
* Il-Khan of Persia: late game invasion replacer and culture group rename
* Vic and Caligula: longbow animation fix
* Filay: shields-down marching
* WhiteSushiEater: ultimate animations (credited despite inactivity)

### What to Expect Next

* Full rework of faction traits
* New dilemmas, events, and missions
* Improved and expanded decrees

***

## BETA 0.3

### Gameplay Changes

* Lowered the negative speed effect caused by fatigue
* Slightly increased archer fatigue
* Added Loose Formation to all skirmisher units
* Added accuracy penalties to the negative effect modifiers from fatigue
* Increased maximum unit width: units can now be stretched out more
* Custom Battles revamped:
  * Introduced campaign units to Custom Battles
  * All major factions included in this first iteration
  * Land battles only for now
* Added Loot and Occupy option for all factions when winning a siege
* Added basic decrees to all factions (first pass, more work to come)
* Removed home screen smoke (big deal!)
* Adjusted Wessex starting vassals: Welsh vassals removed and Cent and Suth Seaxe are now defensive allies instead of vassals

***

## BETA 0.2

### Gameplay Changes

* Increased fatigue thresholds slightly to make battles last longer
* Reduced fatigue bonus from being in Shield Castle formation
* Removed fatigue resistance from basic bowmen:
  * Hunters (16 men) remain resistant to fatigue
  * Bowmen (24 to 30 men) are no longer resistant
  * Other skirmishers (except slingers) retain fatigue resistance
* This change encourages choosing between larger, less enduring units or smaller, more resilient ones
* Increased speed, acceleration and mass of all units: units now feel less sluggish and more akin to Shogun 2; charges are more impactful

### New Features

* Night battles are now available from Authority level 6 onward
* Victory conditions have been added for all factions

### Developer Notes

As always, thank you for the continued support and feedback. Great work everyone!

***

## BETA 0.1

### New Features and Changes

#### Shield Castle Ability

Added Shield Castle ability to all units:

* +8 Shield Armour
* +30 Shield Defence

#### Missile and Ranged Overhaul

Slight missile accuracy nerf; ranged units overhauled:

* Decreased calibration distance (point at which accuracy decreases substantially)
* Increased calibration area (the general area in which projectiles can land)
* Slightly reduced AP damage of javelins

#### Full Supply System Revamp

* **Default Stance:** Costs -20 supplies per turn. You can survive 5 to 10 turns in friendly territory without resupplying, but in enemy lands you will need to raid, sack, or occupy villages to stay operational.
* **Fortify Stance:** No longer allows replenishment or recruitment. Provides +3 morale, -50% attrition from snow and swamp, and costs 75% of your total campaign movement range to assume.
* **Raiding Stance:** Now the only stance that lets you live off the land, granting +20 supplies. Unit state is winded in combat. Other mechanics mostly unchanged.
* **Garrisoning Armies:** Grants +50 supplies. Towns and cities are now the central hubs for full replenishment and recruitment. Replenishment in friendly territory still occurs, but at a minimal rate.
* **Sieges:** Now consume -30 supplies per turn, making prolonged sieges far more risky.

The goal is to force meaningful tactical decisions. Armies cannot endlessly roam the map and you will need to plan movements between settlements, manage supplies carefully, and use raiding strategically.

#### Minor Town Garrisons

**Design Rationale:** A level 2 to 3 town should stand a chance against the small armies of Shieldwall and provide useful province support since the AI cannot resist attacking an army in a town.

* Building out your countryside is worthwhile early-game, especially with double-industry villages.
* More interesting battles make the game more playable.
* City battles are now massive and showcase some of the best upgrades of Thrones of Britannia over Attila and Rome 2.

**Sizes:**

* Town garrisons scale as Level + 2 (Minor 1 = 3 units, Minor 5 = 7 units)
* Most Shieldwall towns max out at level 2
* Some towns (pastures, foreigners, alehouses) provide +1 low-tier garrison unit
* Irish pastures grant +1 extra unit as a faction perk

**City Garrison Sizes:**

* Major 1: 8 units (mostly levy)
* Major 2: 10 units (mostly levy)
* Major 3: 12 units
* Major 4: 14 units
* Major 5: 16 units with cavalry

**Garrison Buildings:**

* Garrison 1: 3 mid-level units
* Garrison 2: +2 strong units (one cavalry) on top of Garrison 1

**Unique Features:**

* Factions with special capital cities receive a hero unit if besieged
* Unit mix is diverse, making siege battles more interesting
* End-game units appear in Major 4 and Major 5 garrisons even if the relevant technology has not been researched

#### Fatigue System Overhaul

* Archers now gain fatigue from shooting and reloading
* Battles are longer
* Unit fatigue has been slowed
* Unit fatigue recovery has been slowed
* Tired / Very Tired / Exhausted: -3 / -6 / -9 morale respectively
* Fatigue penalties revamped (melee attack, defence, speed, reload speed, morale)

Players must now cycle units effectively to avoid mass routs from exhaustion.

### Bug Fixes

* Fixed the Northumbria starting situation
* Fixed the Mercia faction crash

***

*ALL CHANGES HAVE BEEN IMPLEMENTED TO REFLECT HISTORICAL ACCURACY AND TO INTRODUCE CHALLENGING GAMEPLAY.*


---

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