Children of the Nile v1.3 UK


Total votes: 26

Updates the retail version of Immortal Cities: Children of the Nile to the Enhanced Edition which adds new features and resolves the issues listed below.

Note: Children of the Nile: Enhanced Edition requires a DirectX 9.0c redistributable from April 2006 or later. After you download the latest DirectX redistributable - extract it to a folder, double-click the DXSETUP file inside that folder, and follow the prompts.

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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