This update will introduce a variety of changes to the game to address player feedback and improve the overall experience. The biggest change – and the one the update is named after – is the addition of Allegiance to the game.

We saw a number of players really missed the Religion mechanic from ATTILA and the Culture mechanic of ROME II, so we’ve introduced Allegiance to fulfil that role while being more in keeping with the time period for Thrones and the design of the game overall. Adding this feature will also tie in to several others that were identified as areas for improvement, mostly politics and how provinces work.

We’ve also made changes to the building trees – resulting in a lot more variety and choice – plus worked on Politics, Estates, Balance, and bug fixes. Full details of the update are below, but please do opt in, try the changes for yourself, and let us know what you think here.

Here’s a step-by-step guide to how you can get involved:

Restart Steam Find Total War Saga: Thrones of Britannia in your Steam library Right click Total War Saga: Thrones of Britannia and go to Properties in the drop-down menu Go to the Betas tab In the drop-down menu under Select the beta you would like to opt into: select allegiance_1 –



A few key things to bear in mind before you get started:

IMPORTANT: The update is save game compatible but the changes we’ve implemented may impact your campaign (also many changes will only apply to new save games)

This beta is the first iteration of the Allegiance Update – more will be added in a new beta before the update is fully deployed to all players

Please start a new campaign to get the full experience of the changes we have made

None of the changes below have been localised yet – text only exists in English

Some of new traits and buildings are missing description text – this will be added in a future update to the beta

Male characters on the family tree without a wife will incorrectly show the “Arrange Marriage” button on the panel on the left of the screen instead of “Seek Wife”. However, if you click the button it will perform the “Seek Wife” action, allowing you to carry out the action there as well as on their details panel

Major Changes

Allegiance

This feature is based on Religion from ATTILA and the Culture mechanic of ROME II but, to better match what was going on during the time period and the design of the game overall, it has been reimagined as “Allegiance”

All playable factions have their own Allegiance, with minor factions sharing group Allegiances such as English Kingdoms etc.

Allegiance is spread by the current level of faction leader influence, as well as certain Followers and Traits characters can have

The presence of other Allegiances in your provinces causes a negative public order impact that scales with the size of the other Allegiances present

The effects from taxes have been changed so that there is a smaller base penalty to public order, but each tax level gives an increasing multiplier to the effect of other Allegiances on public order

The public order impact from occupying settlements has also been removed, so that the main public order impact on taking a settlement is the levels of different Allegiances present in a province. Take back a settlement you lost a turn before, you’ll see minimal or no public order problems. Take one deep in foreign territory and it will take time for the Allegiance to shift to your own

Characters in your faction and certain events can also spread “Usurper” Allegiance, which is linked to the civil war faction for each playable faction

The faction leader can also spread Usurper Allegiance if their influence gets too low

Allegiance display has been added to province panel, province details panel, and a filter added to the strategic map

Pagan Kings

As the two playable factions who we believe were not largely Christian at this time, Dyflin and Sudreyar will now start with a new effect bundle called “Pagan Kings”. This gives bonuses to unit replenishment rate and unit morale but also spreads Usurper Allegiance

As the player conquers more regions with Church buildings or upgrades them, an event will appear with three choices: Stay Pagan will replace the existing Pagan Kings effect bundle with one that generates lower bonuses and larger penalties Convert King replaces the Pagan Kings effect bundle with a new one that lasts for a number of turns and generates a diplomatic relations bonus with other factions and improves faction leader influence but lowers character loyalty Mass Convert replaces the Pagan Kings effect bundle with a new one that lasts for a number of turns and generates the reverse of its effects, so penalties to morale and unit replenishment but a bonus to public order

If the player chooses Stay Pagan, the event will appear again when more Church regions are conquered/constructed/church buildings upgraded

The event can appear up to five times, and if the player chooses to stick to paganism right up to the last one the effect bundle will be applied permanently!

Buildings

All minor settlement buildings, except for religious ones, now branch at tier 4 to give more choices in how to specialise a province. For example, the LEAD chain splits into one line giving a bonus to Church income, the other that focuses on resource production and Industry income

For major settlements, two new chains have been added for all of them: MERCHANT for Commerce income, and WORKSHOP for Industry income so you can always get income of those types from major settlements

The Bullaun chain has been added for MONASTERY settlements, which give bonuses to public order and fame

New unique settlement chains have been added to Grianan Ailech ( GRIANAN OF AILECH ), Achadh Bo ( MONASTERY OF ST CAINNECH ), and Hwitan Aerne ( CHURCH OF ST RINGAN )

), Achadh Bo ( ), and Hwitan Aerne ( ) Tintagol has gained a unique variant of the GRANARY chain, the FOGOU chain

chain Several existing major settlement chains have been changed, both in their bonuses and where they can be built: TOOLS chain can only be built in provinces with COPPER, IRON, or WOOD buildings and focuses on bonuses to those buildings TANNER chain can only be built in provinces with the HUNTING chain TITHE HALL chain can only be built in provinces that have either a MONASTERY main settlement or at least one ABBEY chain in the minor settlements, and also have at least one FARM, ORCHARD, or PASTURE chain in the province. The building gives bonuses to food production from those chains and also a bonus to Church income

Other new chains have also been added to major settlements which are also dependant on what other buildings exist in a province: CRAFT MERCHANT chain that can only be built in provinces with CLOTH, POTTERY, or SALT chains and gives bonuses to those chains as well as a bonus to Industry income in the province WAREHOUSE chain that can only be built in provinces that have at least one of the PORT building chains, and it improves income and food production of all PORT building chains in a province CHURCH CRAFT chain that can only be built in provinces that have either a MONASTERY main settlement or at least one ABBEY chain in the minor settlements, and also have at least one COPPER, IRON, or WOOD chain in the province. The building gives bonuses to the income from those chains as well as a bonus to Church income in the province ARTISANS chain that can only be built in provinces with GOLD, LEAD, SILVER or TIN chains and gives bonuses to income from those chains as well as a bonus to Commerce income in the province



Estates

There are now multiple types of Estates in the game: Agricultural Estates, given by the APPLE ASH, FARM, HUNTING, ORCHARD, and PASTURE building chains. Their effects are: Held by faction leader +1 influence Held by other characters +1 influence +1 loyalty -100 gold Estate Estates, given by the ESTATES building chain. Their effects are: Held by faction leader +2 influence Held by other characters +1 influence +2 loyalty -50 gold Religious Estates, given by the BENEDICTINE ABBEY chain. Their effects are: Held by faction leader +2 faction Allegiance Held by other characters +1 influence +1 loyalty New traits and effects related to Estates have been added. Characters can now gain traits that gives them a desire to own certain type of Estates, and a loyalty penalty if that desire isn’t met. They can also want to have more Estates than the faction leader, or more than lower level characters for example The full list of desires that traits might give is: Desires more Estates than faction leader Desires less Estates than faction leader Desires more Estates than generals and governors Desires more Estates than characters with lower Command Desires more Estates than characters with lower Governance Desires more Estates than characters with lower Zeal Desires more Estates than lower level characters Desires more Estates than everybody but the faction leader Desires more Estates than younger characters Desires no more Estates The traits giving these desires can be gained either when a character is created, or a chance to gain each turn, or by the player handing out Estates to characters All of the above mean that there is much less of a one size fits all approach in how to deal with characters and Estates, and how you might try and deal with the desires of certain characters



Politics

The faction & politics UI has had large improvements, most noticeably the Records & Statistics pages have been merged together so that the Family Tree and information on your faction could be split into separate pages

The Summary page shows information on faction leader, diplomatic relations, faction effects, map of the world, faction bonuses and description

The Family Tree page has more space to show the family tree, redone character information panel that sits on the left and is where political actions can now be done, and new tabs along the bottom to show you your Generals, Governors, Statesmen, and Family Members

The Family Tree page has a new filter to show just faction leader and their immediate family to help out as the family tree grows larger over the course of the game

The cost of political actions now scales with Fame level of your faction

This means they are cheaper in the early game to try and prevent situations that can spiral out of control, but as you grow bigger they become more expensive

The outcome and effect of political actions have been adjusted to give more depth

New traits have been added that can be gained from certain political actions, such as Destined for the Throne for someone being appointed heir, or Chuffed if they’re married for example

Battle AI

Restore AI hint lines to hill tiles, and improved AI use of hint lines so it is less likely to pick ones too close to player, and will correctly use them to reposition their army as the player moves theirs

AI will no longer keep general back on his own when defending in sieges, and will now make use of him to properly defend the settlement

Improved AI behaviour when disembarking troops in coastal/port assault battles so it makes use of more drop-off points

AI will hold back its outflanking groups more to better arrive at same time as main force

AI use of cavalry, and timing of cavalry movements improved

AI missile units will now better prioritise targets, and will target the players own missile units a lot more now

Changed group formations the AI uses to better tie into how it behaves, as well to improve how it deals with flanking forces when being attacked

Bug Fixes

Battle

Fixed issue where if soldiers disembarking from a ship were given an order, the ship would withdraw resulting in the remaining soldiers on the ship jumping into the sea and dying

Campaign

Fix for crash when that happened when loading some save games

Fixed bug that allowed for unlocking of techs by firing/hiring governors repeatedly

Fixed for issue where certain characters gaining rank reduced Heroism score

Fixed issue when auto-resolving minor settlement battles

Older versions of siege equipment will no longer be available in campaign once you’ve researched the newer versions of them

Disbanding last general when you have no settlements will no longer cause an auto save that would lead to a crash

Garrison units no longer count towards tech unlock requirements

Fix for rebel armies only having spearmen and javelinmen in them

Fix for some starting characters and children in the campaign having 0 loyalty or 0 influence

UI

Zoom to Sea Region buttons now correctly function

Fixed soft lock that could occur if you open the event message panel just before initiating a battle

Fixed crash when clicking governor details multiple times

Fixed crash that could happen when using shortcuts and hovering over a unit card

Fixed crash if disbanding a unit is confirmed whilst the unit exchange panel is open

Fixed crash if user makes resolution changes and runs benchmark

Fixed crash when assigning governor while the character details panel is open

Fixed crash when opening diplomacy screen and moving camera after looking at Records/Governors & Estates page

Fixed soft lock if a character is assassinated then declared heir when exchanging units

Balance Changes

Battle

Eastmen Axe Warriors Cost increased from 450 to 600 Upkeep cost increased from 100 to 150 Morale reduced from 47 to 45

Eastmen Axemen Cost increased from 400 to 500 Upkeep increased from 115 to 130 Morale reduced from 45 to 40

Berserkers (Eastmen) Cost reduced from 1200 to 1150

Eastmen Champions Cost reduced from 800 to 750

Great Axes (Viking Sea Kings) Cost increased from 450 to 500 Increased weapon damage

Eastmen Horsemen Cost reduced from 600 to 550 Melee skill reduced from 33 to 30 Morale reduced from 45 to 40

Eastmen Hunters Ammunition increased from 14 to 15

Eastmen Javelinmen Ammunition increased from 7 to 8

Eastmen Kerns Movement speed increased

Long Axes (Viking Sea Kings) Increased weapon damage

Eastmen Mailed Axemen Cost increased from 500 to 700 Upkeep cost increased from 130 to 200

Norse Mailed Hersir Cost increased from 800 to 850

Norse Warriors Cost reduced from 600 to 500 Upkeep cost reduced from 175 to 125 Melee skill reduced from 36 to 32 Morale reduced from 45 to 42

Eastmen Raiders Cost increased from 400 to 450 Morale increased from 28 to 30

Eastmen Scouts Cost increased from 300 to 350

Shield Biters (Viking Sea Kings) Cost reduced from 950 to 1000

Eastmen Spear Guard Cost increased from 850 to 950

Eastmen Wood Kerns Ammunition increased from 7 to 8 Movement speed increased

Norman Archers Ammunition increased from 14 to 15

Norman Axe Levy Armour reduced

Norman Axemen Morale increased from 28 to 30

Norman Foot Soldiers Cost increased from 800 to 850

Norman Levy Spearmen Armour reduced

Norman Mailed Spearmen Cost reduced from 650 to 600

Maine Infantry Cost increased from 550 to 700 Charge bonus increased from 23 to 30 Melee skill increased from 30 to 38

Maine Warriors Cost increased from 450 to 650 Charge bonus increased from 20 to 28 Melee skill increased from 26 to 35

Norman Spearmen Morale increased from 28 to 30

Welsh Armoured Axemen Cost increased from 600 to 650

Helwyr Ammunition increased from 14 to 15

Welsh Horsemen Cost increased from 500 to 600 Charge bonus increased from 21 to 24 Melee skill increased from 29 to 34 Morale increased from 30 to 38

Longbowmen Ammunition increased from 14 to 15

Welsh Mailed Axemen Cost increased from 700 to 800

Old North Horsemen Guerrilla deployment added

Old North Riders Cost increased from 700 to 750 Guerrilla deployment added Charge bonus increased from 27 to 35 Melee skill decreased from 38 to 35

Old North Uchelwr Cost increased from 800 to 1000 Upkeep cost increased from 250 to 275 Guerrilla deployment added Charge bonus increased from 29 to 40 Melee skill reduced from 39 to 36

Royal Uchelwr Cost increased from 1000 to 1050 Morale increased from 54 to 60

Scout Horsemen (Welsh) Cost increased from 300 to 400 Charge bonus increased from 15 to 18 Melee skill increased from 22 to 27 Morale increased from 26 to 30

Welsh Swordsmen Cost decreased from 600 to 500 Upkeep cost reduced from 175 to 150

Teulu Cost decreased from 1000 to 950

Teulu Spear Guard Cost increased from 950 to 1000 Morale increased from 54 to 56

Valley Mailed Spearmen Cost increased from 650 to 700

Anglian Champions Cost increased from 700 to 800 Encourage added

Anglian Marauders Cost increased from 600 to 700

Anglian Raiders Cost increased from 500 to 600

Danelaw Archers Ammunition increased from 14 to 16

Berserkers (Great Viking Army) Cost reduced from 1200 to 1150

Danelaw Huscarls Cost increased from 1100 to 1200 Morale increased from 54 to 60

Fyrd Archers (Great Viking Army) Ammunition increased from 14 to 15

Great Axemen (Great Viking Army) Weapon damage increased

Huscarls (Great Viking Army) Encourage removed

Jarl’s Horsemen Melee skill increased from 35 to 38

Danelaw Javelinmen Cost increased from 200 to 250 Ammunition increased from 7 to 8 Armour increased

Long Axemen (Great Viking Army) Weapon damage increased

Danelaw Mailed Archers Cost increased from 400 to 450 Ammunition increased from 14 to 15

Danelaw Mailed Horsemen Cost increased from 900 to 1000 Encourage added Melee skill increased from 38 to 42

Danelaw Mailed Swordsmen Cost increased from 800 to 850 Encourage added

Northumbrian Mailed Thegns Cost increased from 750 to 850 Charge bonus increased from 26 to 30 Melee skill increased from 38 to 42 Morale increased from 49 to 53

Northumbrian Thegns Melee skill increased from 33 to 36

Shield Biters (Great Viking Army) Cost reduced from 1000 to 950

Sword Hirdmen (Great Viking Army) Melee skill reduced from 36 to 33

Earl’s Horsemen Charge bonus increased from 24 to 28

Earl’s Spearmen Melee skill increased from 35 to 38

Fyrd Archers (English) Ammunition increased from 14 to 15

Fyrd Javelinmen (English) Ammunition increased from 7 to 8

Long Axemen (English) Weapon damage increased

Mailed Horsemen Cost increased from 900 to 950 Charge bonus increased from 26 to 30

Mailed Long Axemen Cost increased from 500 to 550 Morale increased from 30 to 33 Weapon damage increased

Mailed Seaxs Cost increased from 500 to 550

Mailed Spearmen Melee skill increased from 38 to 41

Marcher Armoured Spearmen Morale increased from 35 to 37

Marcher Mailed Spearmen Cost increased from 550 to 600 Morale increased from 38 to 45

Militia Fyrd Archers Ammunition increased from 14 to 16

Seax Warriors Cost increased from 400 to 450

Select Fyrd Archers Ammunition increased from 14 to 15 Movement speed reduced

Select Fyrd Spearmen Cost reduced from 350 to 300

Select Militia Spearmen Cost increased from 400 to 450 Charge bonus increased from 18 to 22 Melee skill increased from 26 to 30

Thegns Melee skill reduced from 36 to 33

Thegn Horsemen Cost reduced from 700 to 650

Viking Archers Ammunition increased from 14 to 15

Axe Hersir Cost increased from 700 to 750

Axe Hirdmen Cost increased from 600 to 650

Berserkers (Viking) Cost reduced from 1200 to 1150

Great Axes (Viking) Weapon damage increased

Huskarls (Viking) Encourage removed

Viking Javelinmen Ammunition increased from 7 to 8

Long Axes (Viking) Weapon damage increased

Mailed Archers Cost increased from 400 to 450 Ammunition increased from 14 to 15

Mailed Hersir Axemen Cost increased from 800 to 850

Mailed Hersir Spearmen Cost increased from 750 to 800 Melee skill increased from 38 to 40

Mailed Huskarls Cost increased from 1100 to 1200 Melee skill increased from 49 to 55

Viking Marauders Guerrilla deployment added

Viking Raiders Guerrilla deployment added

Shield Biters (Viking) Cost reduced from 1000 to 950

Spear Hirdmen Melee skill reduced from 33 to 30



Campaign

General

Reduced cost of upgrading units in provinces with weapon/armour upgrades from 100 for level 1, 300 for level 2, 900 for level 3, to 50 for level 1, 75 for level 2, 100 for level 3

Increased supplies gained from positive faction food

Deconstructing a building no longer gives any money

Adjusted chances of gaining traits so more are gained over the course of a campaign

Added “Level 1/2/3” or “One Level” to all trait descriptions for clarity

Roads bonus from technology tree swapped to a bonus to movement distance bonus in own territory

Corruption from size of empire now capped to max 90%

Increased base faction income from 500 to 1500 to improve early game experience for many factions

Increase unit pool replenishment rate of Welsh Archers 7 Welsh Longbowmen

If there is a global faction food shortage, there will no longer be additional negative effect bundles on provinces with negative food, only the faction level negative food effects will apply

Removed public order bonus from faction leader influence

Airgialla now starts as a vassal of Ailech

Adjusted bonuses of faction mechanics: Legitimacy Bonus to vassal income added Higher levels prevent conversion of own Allegiance to other in your own territory Here King – English now gives a bonus or penalty to construction time for buildings Here King – Army morale bonus on positive side is now midified by number of wars Tributes now gives a bonus to replenishment from post-battle options



Politics

Increased chance of plotting events happening

Reduced base political action cost

Political action costs now scale with faction Fame level

Certain traits other characters can gain now give penalties to faction leader influence, for example Vengeful

Victory Conditions

Fame victory conditions now require certain buildings are constructed in addition to a certain number of Fame points being acquired. West Seaxe Short Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Royal Law Court Long Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Royal Law Court Cathedral of St Cuthbert Cathedral of St Ringan Mierce Short Offa’s Palace Stadfordscir Great Forge Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Long Offa’s Palace Stadfordscir Great Forge Cathedral of St Edmund Benedictine Grand Abbey Cathedral of St Dewi Cathedral of St Cuthbert Cathedral of St Ringan Gwined Short Master Bards’ Hall Cathedral of St Dewi Grand Abbey Offa’s Palace Long Master Bards’ Hall Cathedral of St Dewi Grand Abbey Offa’s Palace Royal Monastery Cathedral of St Ringan Strat Clut Short Hogback Master Workshop Palace of the Mountain Cathedral of St Ringan Royal Monastery Long Hogback Master Workshop Palace of the Mountain Cathedral of St Ringan Royal Monastery Cathedral of St Cuthbert Cathedral of St Patraic Cathedral of St Columbe Circenn Short Royal Abbey of Scoan Cathedral of St Columbe Céli Dé Grand Abbey Royal Monastery Long Royal Abbey of Scoan Cathedral of St Columbe Céli Dé Grand Abbey Royal Monastery Hogback Master Workshop Cathedral of St Ringan Cathedral of St Cuthbert Mide Short Cathedral of St Ciaran Caisil of Kings Cathedral of St Patraic Monastic School of Ros Grianan of Ailech Long Cathedral of St Ciaran Caisil of Kings Cathedral of St Patraic Monastic School of Ros Grianan of Ailech Cathedral of St Dewi Cathedral of St Ringan East Engle Short Royal Martyr’s Mint Cathedral of St Edmund Grand Abbey Cathedral of St Cuthbert Long Royal Martyr’s Mint Cathedral of St Edmund Grand Abbey Cathedral of St Cuthbert Cathedral of St Dewi Cathedral of St Ringan Northymbre Short Cathedral of St Cuthbert Cathedral of St Ringan Royal Martyr’s Mint Cathedral of St Edmund Long Cathedral of St Cuthbert Cathedral of St Ringan Royal Martyr’s Mint Cathedral of St Edmund Cathedral of St Dewi Cathedral of St Columbe Dyflin Short Great Longphort Great Thrall Market Cathedral of St Patraic Cathedral of St Dewi Cathedral of St Ringan Long Great Longphort Great Thrall Market Cathedral of St Patraic Cathedral of St Dewi Cathedral of St Ringan Monastic School of Ros Grianan of Ailech Sudreyar Short Royal Monastery Grianan of Ailech Cathedral of St Ringan Long Royal Monastery Grianan of Ailech Cathedral of St Ringan Cathedral of St Cuthbert Cathedral of St Dewi Great Longphort



Buildings

Adjusted garrisons given by higher tier GARRISON chain levels to make sure they’re always an improvement, enemy movement distance reduction value now scales with GARRISON chain level as well

Reduced supplies given by many building chains

Renamed MARKET income to COMMERCE, and renamed the MARKET building set to COMMERCE to reduce confusion

New building chains added: GRIANAN OF AILECH – Unique chain for Grianan Ailech settlement, variant of GREAT HALL chain MONASTERY OF ST CAINNECH – unique chain for Achadh Bo settlement, variant of MONASTERY chain CHURCH OF ST RINGAN – unique chain for Hwitan Aerne settlement, variant of ABBEY chain FOGOU – new unique variant of the GRANARY chain for Tintagol settlement BULLAUN – new chain for MONASTERY settlements that improves public order and Fame MERCHANT – new generic Commerce income chain for all major settlements WORKSHOP – new generic Industry income chain for all major settlements ARTISANS – new combo chain that improves income from GOLD, LEAD, SILVER, TIN chains in the same province, and boosts commerce income CHURCH CRAFT – new combo chain that improves income from COPPER, IRON, WOOD chains in the same province, and boosts Church income CRAFT MERCHANT – new combo chain that improves income from CLOTH, POTTERY, SALT chains in the same province and boosts Industry income WAREHOUSE – new combo chain that improves income and food production from PORT chains in the same province

The following building chains have been changed: TITHE HALL – now improves food production from FARM, ORCHARD, PASTURE chains in same province and boosts Church income TOOLS – now improves income from COPPER, IRON, WOOD chains in same province

Building chains available in each major settlement now depends on what chains are present in minor settlements, so there is a much greater variety of what can be built between different provinces

All non-religious minor settlement chains now branch at tier 4 to give more choice in how each province is specialised BEACH PORT – choose between a bonus to commerce, or a bonus to all faction trade CLOTH – choose between more Cloth production and bonus to farm income or bonus to commerce income COPPER – choose between more Copper production, or a bonus to commerce income FARM – choose between more food or more farm income FISHING – choose between more food or more farm income GOLD – choose between more Gold production or a bonus to commerce income HUNTING – choose between more farm income, or more Furs production and a bonus to commerce IRON – choose between more Iron production or a higher reduction to upkeep for armies in the province and a bonus to commerce income LEAD – choose between more Lead production and higher Industry income, or a bonus to church income ORCHARD – choose between more food or a bonus to commerce income PASTURE – choose between more food or more farm income POTTERY – choose between more Pottery production, or more commerce income and a bonus to industry income SALT – choose between more Salt production or a bonus to income from all Salt building chains SILVER – choose between more Silver production or a bonus to commerce income TIN – choose between a higher bonus to income from all Tin building chains, or a lower bonus to all Tin building chains and a bonus to commerce income WOOD – choose between more Timber production and a larger reduction to construction costs, or a bonus to commerce income

Swapped Wood chain in Alt Clut for Pottery to reduce overlapping construction cost reduction bonuses

UI Improvements

Campaign

Added current Fame total to victory conditions panel so player knows how far off achieving that victory condition they are

Added character details button to political event messages

Cycling through characters via the character details panel now goes in alphabetical order

You can double click/right click on your current treasury/income on the top bar to open the Economy screen

Improved display of other faction owned settlements on province panel, with known settlement chains now shown greyed out rather than having to use the ‘spying’ panel to see the information

Art

Battle

New Anglo-Saxon and Viking watchtowers added, and old watchtower replaced on all siege maps

New unit parts added to the game and added to the look of various units: two new scale armour types, new cloak type

Campaign