# 1.0.9
[Bug][UI] When recruiting prisoners, SHIFT to recruit up to 5 at a time doesn't work.
[Bug] It's daytime, I want to buy a workshop in Akkalat but there's not a single shop worker at the leftmost workshop...
[Bug] Some settlements have float values instead of int? Simira castle has "Prosperity 671.5986", Tismil village has "Hearths 220.5919", Akkalat city has "Prosperity 1829.601", Canterion village has "Hearths 169.5434", Sagora village has "Hearths 90.67278", and so on, roughly half of the settlements I own have this. My daily gold change also shows up with several decimal digits.
[Bug] I had over 300 prisoners in my "capital" city, and now they're all gone, wtf?
[Bug] I voted against my ruler in a stupid-policy vote, and my relations dropped from almost 100 to -10... what the hell?
[][Siege] When assaulting without a ram, if an enemy falls into between the gates, the attacking AIs may be unable to reach the enemy, resulting in an eternal battle...
[Localisation] Multiple policy effects descriptions use the word "payed", which is incorrect, the correct spelling being "paid". "Payed" is a nautical term.
[AI][Campaign] 250-man army was besieging a castle with 75. I join the besieging army and it instantly lifts the siege and moves to siege a different place. I assume this other place has a higher priority but required a larger force to take, but a siege in progress should not be lifted, particularily since it would be even easier to take now that the army is larger.
[AI][Campaign] AI should not leave mounted units as garrison.
[AI][Siege] The defensive formation formed behind a gate isn't as effective as it would be if it made a larger front, or even a semi-circle around the gate opening. As is, a packed square means most of the formation isn't fighting and the attacker has a larger front giving a significant advantage in the melee. These squares are always getting utterly massacred, and are a factor for the high defender casualty ratio.
[Balance][Troop]
"Mercenary Guard", "Mercenary Crossbowman", "Vlandian Armed Trader" are crossbow units but have very low crossbow skill.
"Imperial Armed Trader", "Khuzait Armed Trader", "Battanian Armed Trader", "Aserai Armed Trader" and "Sturgian Armed Trader" use bows, but have no bow skill.
"Thug", "Expert Thug" and "Master Thug" are using placeholder skills.
"Jawwal Camel Rider" and "Jawwal Bedouin" are using placeholder skills.
"Veteran Oath Keeper" and "Expert Oath Keeper" are using placeholder skills.
Empire's crossbowmen do not have skills adjusted to the crossbow.
"Battanian Picked Warrior" and "Battanian Veteran Skirmisher" seem to have wrong skills for their tier and type.
[Balance][Troop] Armed traders have rather poor equipment given their tier and their skill levels. Makes sense for them to be placed in-between peasant militia and veteran militia, and being traders should be wealthier and thus better equiped than peasants. They are a great unit for immersion. In Medieval 2 Total War, the merchants guild would allow you to get merchant cavalry militia, which was a well equiped but low-skilled unit, which is immersive.
[QoL][UI] The encyclopedia would be way more practical if it listed troop trees instead of individual troops.
[QoL][UI] Clan/Fief screen should show income values from each fief.
[QoL][UI] Make it visible from a city's menu if there are mercenaries available, and which type. And make them visibile by ALT when at the tavern.
[QoL][Immersion] What's the point of taking lords prisoner if half of them escape within 2 days? Obnoxious.
[QoL][Immersion] When controling mangonels/catapults, the aiming (left-right) sensitivity is too high, making it hard to aim at a precise spot based on previous shots. Siege engines are also kinda heavy, so it'd be immersive if we couldn't move them as if made of paper.
[QoL][Immersion] XP leveling should be more linear-ish. As is the player levels really fast at the beggining, but really slow after level 12 or so. Linearise it by making it slower early game (where the quick leveling is unimersive anyway) but having the XP needed for a new level increase linearly, rather than exponentially.
[QoL]In sieges mounted units should only spawn after all foot units have.
[QoL] Would be great if we could place recruitment orders for groups of troops, rather than having to micromanage individual soldiers.
[Immersion][QoL] It should be possible to plunder cities. Ruin their prosperity and turn it into loot and coin. Would take time to do so though. For example the denars shown on trading, much of it should be plunderable.
[Immersion][Siege] During sieges, defenders will obviously man all walls, and the point of assault may not always be obvious (well, realistically anyway). Thus, while assaulting, part of the defending militia should spawn with a delay, as they arrive from other parts of the city. If the walls fall before all defenders arrive, this would trigger street fighting beyond the walls, which would be really cool.
[Immersion][Siege] When the inner gate is opened from the inside before the ram has broken through the 1st gate, both gates should open and the ramming cancelled.
[] The pre-siege preparation phase would make a great basis for a battle command system.
Would be great if I could command individual soldiers to hold certain positions. The AI is a bit of a mess.