Gameplay:
- Added a "Protect Resource Area" checkbox for the Logging Camp and Firewood Cutter, which makes workers automatically avoid deforestation near vulnerable resources.
- Maintenance calculation changed from "Time since last maintenance" to a proper "Durability counter" to avoid some cheesing methods.
- Tweaked the Granary and Warehouse worker behavior significantly.
- Due to tester feedback, storage building workers can again supply their Stalls from storage buildings only.
- Added injury and even a minor death chance as a possible effect of failing Maintenance of some buildings requiring Tools.
Minor changes:
- Worker families assigned to a building being upgraded will now participate in the construction.
- Communal ovens now flip-flop between wheat bread and rye bread.
- Workplace animals will now be assigned a home as close as possible to the workplace.
- When debranching a tree, Workers will always pick the one closest to them.
- When cutting down a tree, Workers will pick the nearest one, unless it is too far away from the Logging Camp.
- Changed overstock to increase amounts by item subcategory and not item type (eg, overstock 1 will bring 1 extra firewood OR 1 extra fuel, not both).
- Oxen transporting Timber for construction will get the nearest log instead of the nearest on the ground before the buildings.
- Maintenance resources are no longer required for construction. The building starts as Pending Maintenance instead.
- Oxen transporting Timber for the Sawpit or Logging Camp will now pick the nearest Supply Dump and not the first one built.
- Removed Tool cost from non-Artisanal Buildings.
- Removed the "Fence up" Upgrade from fields since it's a leftover of the previous development tree and doesn't quite fit anymore.
- Added an additional starting location on 'Lake Lemm'.
- Refined trimming of platforms that clipped towers sometimes with railings blocking entrances.
- Ensured Mercenary Companies will not take payment if all the units are broken.
- Increased the precision of both the collision avoidance and the clogging system to reduce traffic jams.
- Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.
- Changed so the first artisan of each type will start producing the first listed good.
- Fixed preview models for Stonemason's station, Lime Kiln
- [Experimental] Added new frame limit. options (59.99 and 59.94) in an attempt to reduce VSync lag.
- Reduced the avoidance effect on handcarts and wagons since it looked a bit too wonky.
- [Experimental] Increased house entering distance at high game speeds to reduce people clogging doorways.
- Added an additional road to Wirnitz in Germanic Valley
- Added separate entrances logic for retinue and commoners for the Palace to reduce jams on the narrow stairway.
- Trading Post Workers will now only use the Horses assigned to their Trading Post.
- Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.
- Manor no longer houses servant families; it was creating a lot of unnecessary edge cases with them not having. proper residential requirements.
- Praying people can now visit tier 2 Churches as well, and will go to the nearest Church if full.
- When taking care of the dead, the bodies will now be moved to the nearest Corpse Pit or Church.
- When planting Orchard trees, villagers now use a kneel animation rather than a sowing animation.
- Replaced the Brewery extension placeholder.
- Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.
- Extensions will now display the icon of the chosen animal or crop in the inventory panel.
- Tavern Upgrade Text now accurately describes how many plots it supplies.
- Animals no longer contribute to a Workplace's Waiting time in the Productivity Tracker.
- Tweaked the cliff pathfinding obstacle accuracy.
- Added a lot more character names.
- Added weights to character names to control how likely they are to be picked.
- AI lords will no longer be able to have the same name.
- Added an extra hard cap for storage distribution limits, eg if a stall has 21 items for some reason but only 20 storage space, the extra item will not count as supply.
Balance:
- Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.
- When a household requires Clothes or Shoes, and it are not available that day, they will keep trying to satisfy that need on a daily basis.
- Made all level Families consume Ale only 1 every 3 months again.
- Lighting should no longer start fires on "Weather Events: None" game setting.
- Reduced sawpit max workers to 1.
- Iteration on bonus yield for having. hunting hounds on hunting camp, the hounds will now give 1+ small game and 1+ pelt when returning from a successful hunt.
- Goats yield every 49 days (was 56).
- Goats now produce Milk. Every third year, they produce 2 Chevon and 2 Hides.
- Stone Gatherer's Camp costs 1 Log (was 1 Log, 4 Planks).
- Quarry now costs 2 Logs, 6 Planks (was 1 Log, 6 Planks).
- Forester Hut now costs 2 Logs (was 1 Log).
- Burgage Plot (Lvl3) now requires 2 grains. (was 1).
- Reduced Garment/Footwear consumption for T2 and T3 Residentials by half.
- Urban environment is now triggered by T3 Burgages (it used to be triggered by Artisans). - Rebalanced Wood-based, Cloth-based, and Clay-based items in the Trading Post.
- Pigs, Goats, and hunting hounds no longer use the livestock order timer; the Oxen/Mules/Horses do.
- The AI will now get their armament shipment too, same as the human player.
- Manors no longer have families living in them (since manors aren't residential and can't fulfil requirements, it was always a bit weird).
- Communal Oven produces 2 Wheat Bread from 1 Wheat Flour, Bakery produces 4 Wheat Bread from 1 Wheat Flour.
- Communal Oven produces 1 Rye Bread from 1 Rye Flour, Bakery produces 2 Rye Bread from 1 Rye Flour.
- Rebalanced Orchard yields to improve relative balance: Apples -31%, Pear -52%, Quinces +5%, then increased Orchard Yields overall +120%.
- Adjusted yields of Vegetables: Carrots -13%.
- Adjusted costs of all Vegetables and Orchards to be more in line with their yields. The price gap between low-yield and high-yield is much wider.
- Backyard Extensions now calculate their Planting Cost based on the Area of the Extension, rather than border length.
- Increased minimum threshold before Planting Cost scaling is introduced.
- Salt reduced from 8 export value to 4.
- Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.
- Fertility drain starts from 5% of growth so that yields don't drop while the crop is still being planted.
- Approval Level "Admired" now gives +10 influence (was +1).
- Approval Level "Revered" now gives +20 influence (was +5).
- Tithe gives 2 Influence for every 1 Food donated (was 1).
- Rye and Wheat crop yield is now the same, but Wheat Flour produces twice as much Bread.
- Removed the Ox walking speed bonus from Strasburg Masons Perk.
- Woodwright Journeymen export value buff increased from 20% to 30%.
- Smiths of Passau export value buff increased from 20% to 30%.
- Removed Tool cost from initial Artisan Workshop construction.
- Increased Blacksmith and Armorer Artisan Regional Wealth cost to 25.
- Removed Tool cost from Stonemason's Station.
- Barley, Malt, and Ale adjusted prices, overall value increased.
- Barley yields increased by 50%.
- Crossbow export increased from 4 to 5.
- Slowed growth rates of Orchards to be more accurate to their tooltip (they were maturing too quickly).
- Trading Post: Increased the max number of assigned horses to 4.
- Removed any Regional Wealth being refunded when demolishing a building.
- Reimplemented 2 Ale from 1 Malt at the Brewer.
- Tuned down the speed of horses and mules so that guides don't have to run after them (doesn't affect wagons).
- Shoes cost has been reduced from 2 Leather to 1 Leather.
- Reduced deep mine yields -50%.
AI:
- AI will now build a Blacksmith extension even if it has no rich iron resource node.
- AI will now always build a Joiner extension.
- AI will now build a Bloomery if it has any iron resource node or if it has already built a Trading Post.
- AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.
- AI will no longer add a single household artisan workshop on double-sized plots.
- AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.
- AI will no longer sell tools until it can properly estimate its own needs.
- AI will try to demolish an existing building in order to get hold of any missing resources to build or rebuild the first Logging Camp.
- AI will now try to rebuild buildings that have been turned into rubble.
- AI now sets better limits regarding hunting and fishing.
- Fixed worker placement not properly taking hunting and fishing limits into account.
- Fixed worker placement not properly understanding if enough raw material was available for multi-good producing buildings. - AI will now be a little bit quicker to add more worker families to the Trading Post.
- AI will now only export one good per family in the Trading Post unless they have access to a horse.
- AI will no longer buy a major trade route before it has acquired a second ox and a horse.
- AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.
- AI will score Hitching Posts and Stables much higher when needed to avoid having. animals running away.
- AI will now build Charcoal Kilns.
- AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.
- AI will not focus a bit more on harvesting seasonal goods during their season.
- AI will now ignore sick families when trying to redistribute worker families.
- AI will now focus more on building and upgrading residential houses in order to meet immigration.
- Fixed not rebuilding market stalls due to them not getting a score.
- Fixed Vegetable Garden unintentionally being slightly favored over Orchard.
- Fixed always trying to put a well on a water vein even if that game option was turned off.
- Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.
- Fixed a bug that would invalidate too many residential plots.
- Fixed AI building on overly steep slopes.
- Fixed AI exceeding region borders with their plots.
- Fixed sorting of potential export goods not using the total stored amount as a tie-breaker.
- Fixed AI trying to build roads to an invalid coordinate.
- Fixed all of UI completely disappearing after opening and closing the Castle Planner.
- AI will now redistribute workers every 3 days instead of several times per second.
- AI will now consider constructing a building that produces non-essential goods if the export price is at least 2 instead of 3.
- AI will now be able to upgrade Residential Plots to tier 2.
- AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.
- AI will now update. many economy and trade functions more seldom for increased performance.
- AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.
- AI will now calculate and be guided by the needs of things like Maintenance, and not just missing construction goods.
- AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.
- AI will now try to place the Trading Post close to the nearest King's Road.
- AI will now better favor the high ground when placing the Manor or its first Church.
- Fixed AI building too many Hitching Posts.
- Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.
- Fixed AI not being able to build Quarries.
- Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.
- Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.
- Fixed AI not building any buildings if the initial building grid runs out of potential spots.
- Fixed AI not being able to buy a Major Trade Route.
- Will now ignore non-rich food resource nodes if too far away from the village with a max distance based on the number of families.
- Will now assign Horses when possible to the Trading Post.
- Fixed not setting hunting and fishing limits based on a Resource Node's actual max value.
- Fixed incorrect scoring of Order Animals, Plant Vegetables, and Plant Fruits.
- Fixed not prioritizing high enough the construction of the first Logging Camp.
UI/Text:
- Removed Mead & Smoked Fish from Trading Post as they serve no function yet, and removed Dyes from the Trading Post.
- Limited resource nodes will no longer show a partially filled icon after resources have been gathered.
- If the maintenance rate is less than 1 per year, it will display the decimal.
- Clothing subcategory renamed to Garments.
- Shoes subcategory renamed to Footwear.
- Active Maintenance Effect will now display in the Maintenance Tooltip.
- Improved Affinity tooltips for clearer information.
- Notification Banners appear when you have met conditions for a Plot Upgrade or Extension.
- Updated Tooltips for Upgrades to give more accurate info.
- [Experimental] Removed "Force Early Harvest" button.
- Broken mercenary companies will no longer display in the Mercenary Company Panel.
- Quest finished messages should no longer pop up for Mercenary Company payments (a bit overkill).
- Made so that the player can browse perks even after selecting them and before they earn the slot unlock.
- Removed the green upgrade Banners since they were reported to be annoying.
- Broad sweep on text to improve consistency in both wording and styling.
- Improved "People" list styling.
- Wiki Economy section updated to have more accurate info for all subcategories.
- Made Field UI updates more often.
- Display possible import/export prices even when trade is not available due to not having. an open Trade Route.
- [Experimental] "Tasks per Day" was replaced with a summed "Labor Speed" value since walking speed is no longer affected by productivity modifiers.
- Added "Extension productivity" in the productivity tracker for extensions to avoid confusion.
- Castle construction cost now reduces in the castle planner when the "Strasburg Masons" perk is used; this is described in the construction cost section with a percentage.
- Fixed sizing of the third log prompt peeking through the top of the log box.
- Changed Records UI to now have a Balance section, showing the sum of imported and exported goods, also changing the All tab to show sales history (import and export as separate entries).
- Readded the Sheen effect after creating or replanting a field/garden to give more visual feedback + added text feedback on seed and tree planting in the extensions.
- Added Hunting Hound order feedback text.
- Rye bread now has reserves and production limits in the inventory UI.
- Changed "Yield to harvest left" to "Harvest remaining".
- Since workers actively plant trees now, "trees planted" was changed to "saplings purchased".
- Made the font colour for affinities in the environment view clearer.
- Members of Worker families are always listed in order: Husband, Wife, Son.
- Made the overstock font darker and aligned the text to be central.
- Added new building thumbnails for various buildings.
- Disabled production focus for the forager hut since it's not functional yet.
- Removed Yield from market stalls.
Audio:
- Added planting and hunting hound order sound effects.
Crashfixes:
- Fixed a FSR4 Crash.
- Fixed crash when loading saves with old or deprecated tracked time categories
- Fixed a crash when loading a save with Hunting Hounds following Hunters.
- Fixed the game freezing sometimes when placing bridges.
- Fix for the game crashing when failing to populate the filtered upgradeIcon list
- Fixed growing foliage causing a crash due to an invalid index.
- Fix for Family Member UI crashing when families emigrate.
- Fixed a crash when placing a manor.
- Fixed crash with castle planner, related to wall/garrison tower placement.
Bugfixes:
- Fixed castle modules spawning levitating after load game (or multiple load games).
- Fixed the Baron spawning with just a single Region even though it has two assigned in the Game Setup.
- Fixed collapsing buildings not turning straight to rubble.
- Fixed upgrade costs showing for upgrades that are already constructed.
- Fixed Population UI not updating when switching Regions.
- Fixed Wiki displaying Tutorial subsections incorrectly.
- Fixed collapse chance not showing for buildings that need maintenance.
- Fixed worker families not being unassigned on collapse (reassigned on rebuild).
- Fixed flickering people tab on buildings.
- Fixed Malt not showing in the crafting material tab.
- Fixed Wool production not registering on Pastures.
- Fix attempt for Trading Posts showing as not connected to Road Network.
- Fix Stone Church not displaying text correctly when fulfilled in the Burgage Plot Requirement UI.
- Fixed Deep Mine yields being way too low.
- Fixed Mines that are being upgraded not affecting the Collapse Chance.
- Fixed missing shrubbery on some maps.
- Fixed Bark Gathering affinity not working.
- Fixed missing Sheep/Lamb consumption reserve for Butchers
- Fixed changing extensions not marking the building as being upgraded, leading to the living space being removed from the available counter.
- Fixed the "Cold" event text not displaying translation.
- Fixed labor speed not displaying on building inventory.
- Fixed bakers ignoring their production focus if their ingredients are missing.
- Fixed a possible memory leak happening when dragging wall blueprints in the castle planner.
- Fixed retinue cap being reduced to 12 when upgrading the garrison tower to T2.
- Fixed empty extension clutter levitating after loading a saved game.
- Fixed flashing building widgets when pressing tab.
- Fixed yield showing up as 0 in "Goods Produced".
- Fixed the incorrect number of unassigned families after a deep mine collapse when assigning them to a different workplace.
- Fixed snow texture not displaying on some maps.
- Fixed Cabbage Gardens not giving any Yield.
- Fixed requirements only showing "water" as the satisfied requirements.
- Fixed unit getting stuck together permanently when leaving a building, especially Retinue.
- Fixed Environment disparities; Woodland is shrinking as trees are planted.
- Fixed Livestock Merchant tooltip not showing correct translation.
- Fixed the floating building widget changing numbers when scrolling.
- Fixed editor error for stat widgets.
- Fixed inventory cache pollution.
- Fixed front and back burgage plot gates that sometimes levitate.
- Fixed Smoke from freezing midair
- Fixed unassigned workers not doing construction work due to trying to pick the same dirt to flatten.
- Fixed Approval memories increasing in strength with time instead of fading out.
- Fixed animals not rotating correctly on slopes.
- Fixed the Ox texture being blurry.
- Fixed the "No Farmhouse" problem sticking around when I do have a farmhouse built.
- Fixed Burn Crops being spammable when the game is paused.
- Fixed Burn Crops not enabling Crop Selection dropdown.
- Fixed Fertility not being restored by Fallow Fields.
- Fixed Rallying Point placement being blocked on Fields and Pastures.
- Fixed Building icons changing when pressing TAB for detailed information.
- Fixed price of Extension costs being able to go below the base price.
- Fixed stones not clearing up under the building plot.
- Fixed forest ground cover rendering out of map bounds.
- Fixed Bandits cheering too much when killing civilians.
- Fixed Castle Planner forcing players to rebuild stone walls and outer towers on load.
- Fixed bird flocks bouncing.
- Fixed AI Militia Squads not displaying a Squad icon background.
- Fixed formatting of item subcategories in Residential Requirement pip tooltips.
- Fixed grass not spawning in the farmland biome.
- Fixed dying soldiers levitating over ground on slopes.
- Fixed Bakery gathering spot to no longer go through the burgage plot doorway.
- Fixed the double bandit camp reward bug.
- Fixed some ingredients being mistakenly consumed as Food (eg, Herbs).
- Fixed the Consumption Tooltip not matching reality for Clothes & Shoes.
- Fixed the Family Consumption Tooltip flickering with random values due to invalid Pooling.
- Fixed Forager Hut not using Planks upon Herb Garden construction.
- Fixed Player being unable to build a Settlers Camp in a newly claimed region.
- Fixed Strasburg Masons perk not increasing the Stonemason's Station Efficiency.
- Fixed levitating pieces after the burgage plot has been set on fire.
- Fixed Travelling Merchants trading low-value Major Trade goods when they're not supposed to.
- Fixed levitating Lv3 double Burgage Plot front gates.
- Fixed Relocating Hunting Camps with Hunting Hound already assigned, allowing players to reupgrade for Hunting Hound.
- Fixed ox ploughing fields without anyone assigned to the farmhouse.
- Fixed traders riding horses that are not visible.
- Fixed pathfinding failing on steep maps.
- Fixed workers not staying on one part of the road, resulting in an increase in traffic collisions.
- Fixed the Lv1 Palace staircase spawning completely broken.
- Fixed animals not being removed when changing/demolishing Backyard Extensions.
- Fixed overconsumption of shoes and garments.
- Fixed Demolishing a building being Upgraded not returning any construction goods.
- Fixed not being able to get a refund for construction goods when demolishing a building during construction.
- Fixed Orchards growing even before they are planted.
- Fixed families stopping Ale consumption if they miss the resources for a long time.
- Fixed not being able to rotate the camera when double-clicking the unit card.
- Fixed Manor Lv1 Palace roof spawning in the wrong place during construction.
- Fixed Smallholdings not displaying the correct icon.
- Fixed the missing cloth in the hunting camp.
- Fixed Workers levitating in the Quarry.
- Fixed workers stealing each other's trees occasionally.
- Fixed log production registering twice.
- Fixed clutter not removing when adding extensions.
- Fixed Timber logs sometimes teleporting to the Ox while still standing at the Hitching Post.
- Fixed loggers going to the middle of the map when finding no trees to cut down inside their work area.
- Fixed servants spawning when building a Manor.
- Fixed sharp artifacting on High Peaks when mid-zoom
- Fixed Manor not showing tax tab.
- Fixed workers reserved to be a guide to an animal not being cleared when the animal arrives at its destination.
- Fixed workers reserved to be a guide to an animal not leaving their home if at home.
- Fixed unconstructed manors giving back resources that have not been used on demolish.
- Fixed Linen clothes and woollen clothes displaying in the barter item drop-down list instead of just clothes.
- Fixed missing collision model for manor LV1 outer tower.
- Fixed Lv1 Families consuming shoes and clothes (Beta).
- Fix attempt for villagers getting stuck in doors.
- Fixed multiple players sometimes spawning in one region.
- Fixed Granary and Storehouse workers ignoring the goods filter when trying to return overflowing goods from the market or home.
- Fixed harvest predictions updating after drought damage.
- Fixed units drifting into cliff or river obstacles during a fight sometimes.
- Fixed death animations sometimes looping back into idle.
- Fixed failed pathfinding in deep mines.
- Fixed Manor Palace stairs extension not always spawning on steep terrain.
- Fixed rally points not being placeable on fields/pastures again due to not having. a round border.
- Fixed players not being able to build roads after taking over an AI-owned region.
- Fixed the people tab not being visible in the Manor UI
- Removed the Yield Widget from the Manor UI
- Fixed squad target staying visible when deselecting a squad.
- Fixed hounds following people around when they shouldn't.
- Added a safety check for Ale consumption not to trigger for multiple Family members at once on the very start/end of the month sometimes.
- Fixed debug text showing in the Recruit Men at Arms tooltip when the cost is affected by a Perk.
- Fixed Lime Kiln not requiring fuel to operate.
- Fixed harvest prediction reporting a different value after save and load.
- Fixed Butcher mutton focus tooltip being incorrect and hides from sheep being logged as pelts in the statistics screen when butchered.
- Fixed Butcher mutton focus tooltip not showing the reserve and Production Limits.
- Fixed Controls being hidden when disabling all tutorials.
- Fixed the requirement for good distribution not updating on building demolition.
- Fixed multiple requirements for good distribution issues (like marketplace workers bringing too much or too little, especially with overstock).
- Fixed AI players not receiving monthly Approval influence effects as well as the player receiving it only if the camera is currently present in the region.
- Fixed owner families sometimes not displaying for stalls on the people tab.
- Fixed mercenary companies not returning to the pool if they were disbanded by the enemy lords.
- Fixed AI lords overestimating their own military strength and underestimating the strength of their enemies.
- Fixed pathfinding issues with Bowyer extension
- Fixed manors having. invalid path points.
- Further fix attempts for overstock issues while supplying multiple item types per item subcategory (Sadly, we had to remove the supply item randomized within a single category so that it's more predictable).
- Fixed maintenance effects giving inverse results for the Deep Mine.
- Fixed several issues when spawning a Livestock Merchant and livestock outside the playable map that could cause them to get stuck.
- Fixed Livestock Merchants walking too close to livestock, causing collisions that could get them stuck.
- Fixed idle workers doing random tasks inside Hitching Posts or Stables, causing unnecessary collisions.
- Fixed the carpentry/chisel animation not looping perfectly.
- Fixed Oxen sometimes moving too fast when following someone.
- Fixed inventory tabs for market stalls not closing if the whole marketplace gets demolished.
- Fixed the homeless tent not showing any people in the people tab.
- Fixed the reassign button being visible for artisan families if the tab was opened before the upgrade.
- Fixed the invalid unemployment public order penalty calculations.
- Removed incorrect policies available log.
Optimization:
- Optimised the Inventory panel and Log Entries to prevent exponential frame dropping.
- Map performance optimisation for some setups on 'Divided'.
- Drastically reduced and reallocated Vertex Animation textures to decrease ambient frametime.
- Optimized workplace task logic.
- Upgrade to FSR4.0.2
- Fixed issues around Pooled widgets building up indefinitely, addressing potential memory leaks.
- Fixed memory leak when updating all shopfront and wells visuals as inventory changes
- Minor video memory optimizations.
- Reduced animation fidelity back to the previous methods to save VRAM.
- Removed hitching/potential crashing when burning crops.
- Fixed market supply distribution, causing a lag spike on every new day.
- Optimized collision checks on building placement.
- Optimized water rendering on the Lake map.
- Optimized the Hunting Hound animation setup.
- Optimized searching for conversation partners in large cities when idle.
- Reduced the building interior box clipping with opened doors.
- Optimized planted tree growth.
- Optimized out family consumption triggering market distribution twice in a single day.
- Optimized the market distribution code a bit.
- Optimized the rain particles a bit.
Cosmetics:
- Updated the empty Extension clutter visuals to be less historically inaccurate and more randomized.
- Tweaked positions for villagers when petting an Ox or a Horse.
- Added the missing Dressed Stone carrying variation.
- Minor Stonemason's Station visual improvements.
- Tweaked seasonal variation tints for faraway trees.
- Orchard workers now use a shovel and a digging animation.