Empires and Tribes cover
Empires and Tribes screenshot
Genre: Role-playing (RPG), Strategy

Empires and Tribes

Hotfix 3 for Version 1.50

This hotfix fixes some bugs that have slipped into the current version.

Your Empires and Tribes team

- Fixed a bug that could lead to a crash when courting partners were assigned to work in the hunting lodge
- Fixed a bug that could cause the UI to crash when the dynasty menu was opened
- Fixed a bug that caused the storage to no longer be accessible via the town hall menu when the town hall was expanded
- Fixed a bug that caused the player's torches to not cause damage to enemy buildings
- Fixed a bug that caused the witch-hunting priest's event to be triggered again after loading, even if the event had already been discussed beforehand
- Fixed a bug that could lead to a crash after loading if an enemy keep burned down shortly beforehand
- Fixed a bug that could lead to a crash after loading if a market cart did not find its way to a farm
- Fixed a bug that could lead to a crash after loading under Windows systems due to a capacity utilization of the static batching system
- Improved fine-tuning when demolishing walls: Wall pieces can now also be demolished near towers and gates without demolishing them as well
- Added backup for systems with less than 16GB Ram: The grass on the large maps is now only partially displayed if the system has little RAM available
- Added backup in the static batching if the system has little RAM available

Hotfix 2 for Version 1.50

Since a bug unfortunately crept into the current version when recruiting knights, we are hereby releasing a second hotfix for the current version that fixes the problem.

Your Empires and Tribes team



- The player's appearance, name and flag are now saved and transferred when starting a new game
- Added a message that warns the player when the AI is about to declare war on the player due to low satisfaction


- Fixed a bug that could lead to a crash when training knights
- Fixed a bug that prevented charcoal burners from being correctly distributed via the inhabitants' menu
- Fixed a bug in the assignment of market carts after loading
- Fixed a bug that in rare cases could cause a building to be destroyed by fire even though it had been extinguished shortly beforehand
- Fixed a bug that caused charcoal burners to be marked as unemployed in the residents' menu

Edit: 24-03-29:

- Fixed a bug that could lead to a crash when saving savegames
- Fixed a bug that could cause the AI not to load when loading saves in rare cases

Hotfix for Version 1.50

This hotfix improves the balancing of combat between different unit types and fixes some bugs of the current version.

- Fixed a bug that prevented the player from tearing down paths in savegames
- Fixed a bug in the training of the AI armies that caused the AI to build neither knights nor siege weapons. Knights are now only built by the AI of the highest difficulty level and siege weapons by the very hard and hard AI
- Fixed a bug that caused buildings to be built near the AI
- Fixed a bug that could cause the unit health display to not appear in the battle menu
- Fixed a bug that caused the unit health display in the battle menu to not rotate towards the player, making it hard to read
- Fixed a bug that could cause the icons of enemy armies to be incorrectly displayed at the bottom of the screen
- Fixed a bug that could cause units to be incorrectly rendered as LOD models in the building menu
- Balancing: Attack values and combat modifiers of the units have been adjusted. The advantages over other unit types are now more pronounced
- Fixed a bug that could lead to incorrect triggering of the inhabitants' sleep animation during the day
- Fixed a bug that could cause the display of knights' hit points in the combat menu to be incorrect
- Fixed a bug that could lead to incorrect position calculation, causing the AI's inhabitants to walk across the map

Patch notes for Version 1.50

With this update, the charcoal burning plant will be integrated into the game as a new building. The charcoal burning plant produces coal as a new resource, which is needed in the forges and smelters for the production of copper and iron goods and weapons, thus expanding the goods cycle from the population level of the craftsmen. We have also integrated a new encyclopedia into the game, which can be consulted at any time in the game. Game mechanics, buildings, units and much more are explained here in interlinked articles. If you are still missing an article or two in the encyclopedia, you are welcome to let us know in the comments. Furthermore, the menus of the residential buildings now show all the inhabitants living in the building and explain their characteristics such as profession, happiness or personality type via tooltip. In addition to a new map for the free game, we have also integrated two new AI opponents and new functions for the map.

Your team from Empires and Tribes


- New resource added: Coal is now required in the forges and smelters for the production of copper and ironware
- New building added: Charcoal burning plant
- Added 7 new crafting recipes for the production and processing of coal
- New map added: Green Pastures
- Encyclopedia added
- Depth of field effect added
- The building menu now shows when production is at a standstill due to a missing resource
- Added mini tooltips for the names of all resources in the building menus
- Balancing: Archers in the towers now only have 80% of their firepower
- Added zoom function for the map
- Added 2 new AI opponents for the free game
- When mining resources, particles of the mined resource are now displayed
- In the menus of the residential buildings, the current residents are now displayed, further detailed information can be obtained by mouse-over via the icons
- The map can now be zoomed in and out
- Markers and texts can now be set on the map for better orientation
- Options in the menu for setting the cart drivers have been made a little clearer
- Revised display of unit values in the recruitment menu


- Fixed a bug that caused the crafting recipes of the iron smelter not to be displayed
- Fixed a bug that could lead to a glitch in the fire animation of burning buildings
- Fixed a bug that caused catapults and trebuchets to no longer deal damage to buildings after loading
- Fixed a bug that caused catapults to move to the position of the currently attacked building after loading instead of continuing to attack it
- Fixed a bug that could cause the walls of AI castles to be demolished after construction
- Fixed a bug that caused the banners to stop rendering when the player was near them
- Fixed a bug that could lead to a crash when loading old savegames
- Fixed a bug that could cause the player to stop taking damage in rare cases
- Fixed a bug that caused the age, affection and personality type of a resident to not be reset when a combat unit was disbanded
- Fixed a bug that caused the AI's roads to be torn down in the campaign

Roadmap

Dear Community,

We are pleased to present our roadmap for the development of the coming time. On the one hand, we will be focussing on improving existing functions and, on the other hand, integrating new content into Empires and Tribes. With our upcoming update at the end of February, we will already be integrating improvements to the combat system and the evasive behaviour of the inhabitants, as well as adding a new map with six AI opponents.

Your Empires and Tribes team



ROADMAP

CHARCOAL KILN
The charcoal kiln adds an absolutely essential building of the Middle Ages to the resource cycle. The charcoal will be used in the forges and in the iron smelter to smelt iron and copper.

COMBAT REWORK
We will gradually revise the combat system to improve situations in which the player is involved in combat in particular.

MORE EVENTS
We will integrate new events such as bear attacks into the game.

NEW MAPS
We will gradually integrate more maps for the free game, with a higher number of AI opponents and interesting locations.

COMPLETE NPC AUDIO
This year's first step of our audio team will be to bring more life to the game by adding many more sounds to the animations of NPCs and animated environmental objects.

IMPROVED PLAYER FEEDBACK
We will revise the sound of the player character to drastically improve the audio feedback of actions, interactions and combat.


Maintenance Update 1.48

This update fixes some bugs and glitches that occurred in the current version. Furthermore, the inhabitants are now animated when speaking during communication with the player and some models have been revised by us. We have also redesigned a large part of the icons in the menu for a better display and added new functions to the audio.
Next week, we will also publish our roadmap for development in the coming period.

Your team from Empires and Tribes



- Fixed a bug that could lead to a crash when trying to build roads outside the map
- Fixed a bug that could lead to a crash in the campaign in Stanwold
- Fixed a bug that caused stones and clay in the area of the clay pit, quarry, mines, merchant and monument to not be removed when these buildings were built
- When constructing new buildings, trees are now felled in a larger area to eliminate clipping errors with these
- Fixed a bug that prevented the player from talking to the town's children
- Fixed a bug that caused female residents to not close their eyes while sleeping
- Residents are now animated more vividly when talking to the player
- Building boundaries are now more visible during the day in winter
- Revised models of the beds in the residential buildings
- The town council meeting room in the town hall is now illuminated again
- Fixed a bug that could lead to businesses not being recognized in the residents' menu when selecting a job
- Fixed a bug that prevented residents from being assigned to the construction sites of the city wall during communication with the player
- Fixed glitches in the residents' clothing
- Fixed a bug in the interior model of the town hall Lv2
- Ambient noises are now gradually faded out in the construction site when the player zooms out further
- The player sounds are now muted in the building menu
- Added a function that uses sound to indicate whether the player is inside a building or outside


UI

- The menus in the main menu can now also be closed via escape
- Resolution button in the main menu revised for better readability
- Fixed a bug that caused some icons in the main menu to have a low resolution
- Fixed a bug that caused the crosshairs to fade in when communicating with residents
- Added a message stating that goods can no longer be collected from a farm when the main warehouse is full
- The texts when creating the character, as well as the texts in the campaign, are now only continued automatically after 60 seconds
- Fixed a bug that caused the icon indicating that a trade cart is under attack to not be removed after an attack
- Fixed a bug that caused the farms to have incorrect Roman numerals when communicating with the inhabitants
- Fixed the delay in the UI that could occur in the residents' menu and when communicating with residents when selecting a construction site as a work location
- Fixed a bug that caused other menus to open while the player was asked if they wanted to participate in a city council meeting, trial or marriage
- The menus for city council meetings, court cases and marriage can now be closed with Escape
- The amount of stored resources is now displayed more precisely in the menu
- UI icons revised
- The menu buttons are now arranged like the keyboard layout

Hotfix for Version 1.47

This hotfix fixes some errors in the current version. The resource "clay" is replaced by the resource "clay brick" for a uniform economic cycle.

Have fun playing,

Your team from Empires and Tribes


- Fixed a bug that could, in rare cases, prevent new games from starting if older saves were deleted or corrupted
- Fixed a bug that could prevent a savegame from loading if an enemy marketplace was being destroyed
- Fixed a bug that caused the icon of spouses to remain above the NPCs even if the advertisement was canceled
- Character limit for naming in the campaign and in free play set to 20 and 25 characters respectively
- Fixed a bug that could lead to an incorrect display of the player name text when creating the campaign
- Fixed a bug that caused the shadow rendering settings to not be saved when loading a new savegame in-game
- Fixed a bug that could prevent the brightness and saturation settings from being changed in-game
- Fixed a bug that could cause residents to have an incorrect rotation when sleeping
- Fixed a bug in the tutorial
- Removed an outdated note in the campaign menu
- Highlighting and indicator for interaction with NPCs improved: NPCs are now recognized more reliably in raycasting when the player wants to talk to them
- Fixed a bug that could cause objects or NPCs to be highlighted, but the interaction could not be executed because the player was too far away from the objects or NPCs
- Fixed a bug that caused deer not to run to a new location when a house was built over their position
- Removed raw clay as an intermediate resource, all farms now produce or process clay bricks for a unified resource chain, also the crafting recipes now require clay bricks instead of raw clay

Release and Winter Update

Dear Community,

After 3 1/2 years in Early Access, the time has come: We are going into the release! We would like to take this opportunity to thank you once again for all the great help, wonderful ideas and constructive criticism we have received from you during this time.

But of course the journey doesn't end here for us. We will of course continue to take care of the maintenance, polishing and optimization of Empires and Tribes after the release.

Having said that, let's now move on to what is probably even more interesting for you: As announced, we are releasing our biggest update to date with the release: the Winter Update!

Empires and Tribes now features seasons with different effects on life in the city and the production of resources. While apples can be harvested and mushrooms gathered in late summer and fall, players must make long-term provisions for the winter and stock up on food, as the farm and grain farm cease operations during this time.

The player gets cold after a while in winter. This can be counteracted by warming up at torches, ovens, campfires, in the town hall, in the keep, in forges or by holding a burning torch. In addition, armor now offers protection against the cold, with leather armor performing best. If the player does nothing against the cold, their health will be affected, which can lead to death by freezing. This can also be counteracted by eating food, which is now available to increase the player's health.

We have also reworked the models of the town hall, the chapel and the bakery and added colliders to all models of the construction sites. We have revised the shaders of the buildings, which now gives the models a better look, especially in close proximity. In addition, all units now no longer automatically attack all enemy buildings in their vicinity, but must be specifically sent at them by the player. This allows for much more intuitive control of the units during combat. In addition, the old autoattack function is now available as an option in the combat menu.

We have also been able to integrate a major audio update with this version. The world of Empires and Tribes is now soundtracked by many new sounds in the UI, during battle or in your city's businesses. And finally, we have integrated a new map for the free game, the Archipelago.

We hope you have fun in the cold and wish you a Merry Christmas.

Your team from Empires and Tribes



- Seasons added
- Winter now reigns from December to March. During this time, the grain farm and the farm do not produce any goods. However, both farms produce 1.3x as many goods during the rest of the year, so that the balance for supplying the population remains basically the same.
- Autumn and spring are also graphically represented in the rendering of the terrain and vegetation
- Added cold mechanics
- Added cold protection values for all armor pieces
- Food mechanics added: Meat, cabbage, bread, apples and mushrooms can now be eaten by the player to improve health
- Added mushrooms - these now grow mainly in forested areas and can be harvested from September to November
- Apple trees can now be harvested from July to October
- Mushrooms and apples can be sold at the market

- Added new models for the town hall
- Added new models for the bakery
- Added LOD's and shadowcasters for the town hall and the bakery
- Windows are now displayed transparently
- Function for adding items to the menus has been revised: Items can now also be picked up with a single short click, or one item each is added for picking up. The scrolling option remains and is activated when the item is clicked on for a longer time.
- The player can no longer be attacked during city council meetings, court cases or marriages
- Units no longer automatically attack buildings in their range, but must be instructed by the player to attack them
- Added autoattack function, which allows units to resume their old behavior and attack all buildings within range
- Units now regenerate their health when they are near a keep
- Construction sites now have colliders
- The effect of sleeping is now represented by a vignette effect instead of a motion blurr effect
- The dweller's task in which wooden planks must be made to repair a roof is now only assigned once a carpentry workshop has been built
- The thief can now also be attacked while breaking into the town hall warehouse
- When selecting a new map, the default settings such as time, resources or game mode are no longer overwritten
- Added function to halve or turn off the display of the grass for better performance and lower RAM consumption

- Added an icon in the building menu that shows whether the building is affected by a strike, a rabbit plague or the effects of winter
- The names of the buildings are now always displayed in the tooltips in the building menu, even if they are not yet available
- The weight is now shown in the tooltip for the items in the inventory
- Scrollbar added, which shows the current mood in the city and the trend in the HUD
- Shader of the buildings revised
- New map added: Archipelago
- Extensive audio update integrated

- Fixed a bug that led to incorrect waypoints for the construction workers when building the castle extension buildings
- Fixed a bug that caused the beds in the keep not to be highlighted
- Fixed a bug that caused units to always automatically join an army after being recruited
- Fixed a bug that could cause the servants menu to open from the combat menu
- Fixed a bug that could prevent the Tribok from attacking new targets after an attack
- Fixed a bug where no sound was played when selecting new targets for the units and the waypoint was not displayed when the targets were on bridges
- Fixed a bug that could cause units to run through walls after destroying a building near the wall or when attacking the player near a wall
- Fixed a bug that could cause units to walk through walls after destroying a building near the wall or when attacking the player near a wall
- Fixed a bug that could cause units to be pushed through walls when attacked by the player
- Fixed a bug that caused the rain sound and road building sound to continue playing even when loading a new game or returning to the main menu
- Fixed a bug that caused the settings to be saved in the savegames instead of globally
- Fixed a bug that could cause the time window for selecting a different resolution to be too small, preventing the button from being activated
- Fixed a bug that could lead to a crash when building stone towers if the player was near them when they were completed
- Fixed a bug that caused the demolition model of the Lv2 farmhouse to rotate incorrectly
- Fixed a bug that could cause the mini-panel to open incorrectly at the start of the game
- Fixed a bug that could cause the game to continue at normal speed after exiting the settings menu, even though the accelerated speed was previously selected
- Fixed a bug that led to incorrect rendering of the grass, which did not match the height of the terrain
- Fixed a bug that could lead to the inhabitants not playing a movement animation when running
- Fixed a bug that could lead to cart drivers not being rendered
- Fixed a bug that could cause cart drivers to drive to the edge of the map in rare cases
- Fixed a bug that led to a short-term incorrect calculation of the player's stamina after loading
- Fixed a bug that caused the player's stamina to be replenished while the game was paused
- Fixed a bug that could cause the messages about required resources at construction sites not to be hidden again
- Fixed a bug that caused the crosshairs to appear in the settings menu
- Fixed a bug that caused a wrong walk animation of the deer in accelerated game mode

New trailer and upcoming release

Dear Community,

Big events are casting their shadows ahead:
We have released our new trailer today, which introduces the latest features of Empires and Tribes. You can find it here or on YouTube on our channel https://www.youtube.com/@whitevertexstudios9521/videos.
At the same time, it's going to get cold in Empires and Tribes in the near future. In two weeks, we will be releasing our biggest update for Empires and Tribes to date: the Winter Update! This will bring the four seasons with different effects on production and life in your city. You can look forward to a new cold weather feature, a wintery look, new models, lots of new sounds, new gameplay mechanics and much more.
And last but not least, we are pleased to announce our upcoming release date on 12/21/2023. We would like to take this opportunity to thank you for 3 1/2 years of Early Access! It was your ideas, your suggestions and your criticism that kept driving us to rethink and develop Empires and Tribes. And before anyone gets the idea that this is it: Of course we still have plenty of ideas in mind and will continue to provide Empires and Tribes with regular updates.

So save the date: winter is coming on 12/21/2023!

Your Empires and Tribes team

Patch notes for Version 1.46

This update replaces all the castle extensions with new models. Furthermore, the error that the castle could not be expanded has been fixed. The appearance of the field paths has also been revised. The paths in the simplest version now have a grass strip in the middle and can later be extended to simple roads, which, like the stone roads, have a speed modifier for the cart drivers. Finally, we have added a new function in the construction menu that displays the construction grid as a visual aid.

Your team from Empires and Tribes


- Field paths now have a grass strip in the middle (does not support old savegames)
- Added a function to convert dirt roads into simple roads. Simple roads have the appearance of the old dirt roads without grass strips and give market carts a speed modifier of 1.25.
- Added a function to activate a grid and the display of contour lines as visual aids in the construction menu
- Added a new model for the Lv3 keep
- Added new models for the stables
- Added new models for the unit quarters
- Added new models for the archers' quarters
- Added LOD's and shadowcasters for the stables and quarters
- Added horses standing in the stables


- Fixed a bug that prevented the castle extensions from being placed