Summa Expeditionis — Patch 1.0.2

Released: 6/19/2026, 2:37:21 PM

Source: https://store.steampowered.com/news/app/2056200/view/684131214746979349


Summary (AI)
Patch 1.0.2 for Summa Expeditionis introduces soldier promotions with new ranks and officer appointments, requiring specific attributes and offerings. Performance improvements reduce stutters during exploration, camp management, and wildlife interactions, while save loading times have been significantly decreased. Numerous bug fixes address issues with weapon handling, storage capacities, NPC behaviors, and UI elements, including clearer tooltips and improved menus. A new ironworking station, the Anvil, has been added, alongside quality-of-life options like muting voices and disabling background blur. Additionally, the update refines the game's command system, storage filtering, and event marker behavior for a smoother gameplay experience.
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  • Promote your soldiers: you can now promote the veterans of your contubernium. Raise their veteran rank (Legionarius → Evocatus → Veteranus) and appoint officers (Signifer, Tesserarius, Optio), either from the contubernium view, the character sheet, or just by talking to them.
  • They have to earn it: a soldier has to be *ready*, proven in his attributes and combat skills, before you can bump his rank. Hover the rank to see if he's there yet.
  • Chain of command: officers follow a strict ladder, and no soldier can ever reach your level. You only appoint officers below your own rank (you're the Centurion). You can replace an existing officer, but it demotes him and costs him morale.
  • Servants stay servants: servants can't be promoted.
  • Much faster save loading: we've cut the loading times when opening a saved game by a good chunk.
  • Smoother camps: camps run much better, especially with several active at once. The occasional hitch in big camps is now far smaller.
  • Stutter-free wildlife: walking into areas packed with animals no longer causes freezes (they appear gradually now instead of all at once), and having lots of wildlife near a camp no longer drags the framerate down.
  • Throwable weapon trails: javelins, spears and arrows now leave a visible trail in flight so it's easier to read where your shot is going.
  • Thrown weapon whiff fix: throwing a weapon (the pilum, for example) and missing everything no longer leaves it stuck in a broken "ready to throw" state.
  • No more free mules: closed an exploit that let players walk off with a merchant's mule for free.
  • Pets actually wait now: tell a pet or mule to wait and it stays put. It no longer cancels the order and comes running back the moment you walk off a bit.
  • Independent pens: two adjacent fenced pens that share a middle wall (a rectangle split down the center, with a gate on each side) are no longer treated as one pen. Each gate now handles its own enclosure, its own animals and its own space.
  • Change of heart (NEW): deserted for wandering too far from the war zone? You can now pick Repent instead of only restarting or loading a save. You get pulled back just inside the allowed area, close to where you strayed and facing your lines again, and carry on as if nothing happened.
  • No more pitch-black warning: the "you're straying too far" warning no longer fades all the way to a black screen, so you can always see well enough to turn around and head back. It only goes fully dark once desertion is actually confirmed.
  • Typing a save name no longer triggers hotkeys: while renaming a save file, pressing letters or numbers no longer fires gameplay shortcuts (suggestions, hotbar, and so on).
  • Smart junk disposal: NPCs aren't lazy anymore. When camp storage is full they'll organize the leftover resource piles (wood by the trees, stone by the rocks, clay by the deposits) at the far edges of the camp, instead of dumping everything right on the boundary line.
  • Vexillum mission camp fix: NPCs no longer spawn stacked on top of each other in randomly generated camps.
  • Supply column combat: enemies in the supply column ambush mission now break formation properly to fight you, and resume their march once the threat is gone.
  • Camp workers mind their own business: camp NPCs no longer run out to your pack mule (or other pets you're leading) to "collect" the resources it's carrying, only to stare at you and walk back empty-handed. Your mule's saddlebags are yours.
  • Documents no longer stack: documents in your inventory are now listed individually instead of being grouped like stackable items.
  • Slot-based object storages showed 0 capacity: the trade view's free-space counter for slot-based storage objects (the shed, for example) no longer divides slot count by item weight, which had it wrongly showing 0 free space even though items could still be deposited fine.
  • Molds are storable now: the molds that were missing can now go into their proper storage containers.
  • Mold filters in the foundry: you can now block specific molds in the foundry through the filter system.
  • Filter carriable containers: storage-type items you carry in your arms (baskets, amphorae, etc.) now show up in a storage's filter settings, so you can choose whether that storage accepts them.
  • Filters now respect carried items: disabling an item in a storage's filters now blocks it for real, no matter how it arrives: manual transfer, companions stacking it, or you carrying it over and dropping it straight into a slot-based storage (racks, sheds…). Before, the carry-and-drop action ignored the filter and stored it anyway.
  • Auto-drop on swim: jump into water carrying an item in your arms and you'll drop it automatically.