We wish you a happy new year! Just in time for the start of the year we can present you this new update. The models of the iron weapon forge are replaced by completely revised and more authentic models. We have also been able to optimize the save and load algorithm in several points, resulting in much smaller savegame sizes and faster saving. This new system is also the basis for the new campaign that we are currently writing and which we will gradually release with the next updates. Last but not least, the update will fix various bugs that appeared while playing the game.
Your team from Empires and Tribes
- Added new models for the iron weapons forge - Added a function for market carts, which prevents the carts from leaving the game world - Optimized saving algorithm resulting in faster saving and up to 8 times smaller saved game size
- Fixed a bug that could lead to incorrect rendering of the monastery's construction site after loading - Fixed a bug that caused the father's character to not render correctly when creating the campaign - Fixed a bug that could lead to a crash due to an incorrect work allocation of the AI inhabitants - Fixed a bug that caused the progress in the crafting menu not to be set to zero when the menu was changed during crafting - Fixed a bug that caused the crafting menu to not close completely when the player switched subpanels while crafting - Fixed a bug that caused the grass around fireplaces to not be removed - Fixed a bug that could cause a crash when assigning builders to the castle's expansion buildings - Fixed a bug that caused incorrect display of construction workers in the castle extensions - Fixed a bug that caused incorrect animation when female construction workers were sentenced to wear the blasphemy stone - Removed obsolete function for displaying the grass distribution from the main menu
Patch notes for Version 1.37
With this patch, we are releasing the promised overhaul of the AI and integrate new resident tasks in Empires and Tribes. The AI now recruits its combat units from the population just like the player. The size of the AI's armies are thus directly dependent on the number of free workers and thus the size of the city. To support larger armies, the AI now continues to expand its city and, depending on its diplomatic status with other cities and its own progress, prioritizes the construction of residential buildings and marketplaces to varying degrees in order to expand its city. This results in a realistic attack and defense behavior that is adapted to the player's speed. The AI in the highest difficulty level - the Earl Rothenstein - continues to present even experienced players with a challenge that should not be underestimated. Furthermore, we have replaced the tasks of the inhabitants. More varied tasks such as fighting a disease or crafting items now promise far more valuable rewards such as armor pieces or higher-quality tools.
Your Empires and Tribes Team
Version 1.37
ENGINE
- Unit recruitment of the AI revised - City expansion of the AI reworked - The AI now also builds a castle as fast as possible when it declares war on another AI or gets war declared by it - Added running and training animation for AI inhabitants - The AI now builds additional marketplaces to expand cities - When building walls, towers and gates, the builders no longer run in circles at the construction site, but use the work animation instead - When a construction site is located to the left of the town hall, construction workers now take the direct path to pick up resources at the town hall and no longer walk to the waypoint directly in front of the town hall entrance - The main town hall can now no longer be destroyed - The player can now sleep during the day when he is exhausted - Terrain textures revised - Grass distribution in the dry biomes revised - Residents' quest system revised: Dweller quests are now more varied and difficult and involve multiple NPC's. In turn, the rewards are more valuable. - Added new quest items: poisoned well water, community book and tunic.
- Fixed a bug that could cause builders to run in circles in front of their houses when building walls, towers and gates - Fixed bug in AI castle building that could lead to wrong placement of towers and walls - Fixed a bug in AI castle building that could cause the AI's build orders to stop when repairing a castle after an attack - Fixed a bug in AI castle building that could cause the AI to try to repair its castle several times - Fixed a bug that could cause the AI to build the castle inside the monastery - Fixed a bug that, after loading, could cause the AI to train multiple soldiers at once - Fixed a bug that, after loading, caused the AI to commission new armies even though not all of the old armies had been fully recruited yet - Fixed a bug that, after loading, could cause the AI not to increase its armies further - Fixed a bug that in rare cases could cause a crash after loading when the AI attacked the enemy - Fixed a bug that could lead to a crash in rare cases due to a faulty build command from the AI - Fixed a bug that could lead to lag due to incorrect resource management by the AI - Fixed a bug that could lead to a performance crash in the lategame due to excess generated items in the bakery of the AI - Fixed a bug that could cause the quest signs to remain displayed above the inhabitants even though the task was already completed - Fixed a bug that could cause the wrong progress of the construction site to be displayed in the left mini-panel - Fixed a bug that could cause the player to move while sleeping - Fixed a bug that could cause the water carriers to sit below the chairs at the fountain - Fixed a bug that could cause the player not to be able to talk to the water carriers after loading them - Fixed a bug that could lead to deletion of the data of the noble title and the state servants if the player had employed city guards and other state servants
UI - Added tooltip about food production - Added tooltip explaining the automatic division of workers by interests - Added tooltip showing the missing resources of building sites in the building menus - Added text in the overview menu showing the time until the next city council meeting and the next court case - Added button to go directly to the recruitment menu from the castle building menu - The cursor is now highlighted when selecting the demolition tool - Added icon to indicate in the buttons during communication with NPC's whether it is a question about a court case or a quest - The panel of the monastery now indicates that only 2 of the 3 available extensions can be built
- Fixed a bug that caused the wrong interests of the resident to be displayed during communication if the resident had a quest - Fixed a bug that caused the cost to upgrade the farm to be calculated incorrectly when using the building menu
Roadmap Q4 2022
Dear Community, enclosed is our roadmap for the coming months. Since we took care of the bugfixing and the stability to a large extent in the past months, the planned features have fallen behind our plan, mainly in the area of sound design. We plan to add those features and content in the coming months. A big part of the current development is the writing of the campaign, which we will probably be able to publish in January. It will include 12-16 maps, which are interconnected and will challenge you with different military and economic tasks. The first part of the roadmap will be released soon with a new patch, which will include new tasks for the inhabitants and an improved AI - especially in the area of recruiting units.
Your team from Empires and Tribes
Patch notes for Version 1.36
This patch replaces the model of the monastery, adds a quest menu and fixes some bugs. From now on, the quest menu will display all active tasks in the city. In addition, the compass function has been reworked to display the position of events and items in the world in an updated way. The end of the world is now displayed more realistically thanks to new geometry at the edges of the map, as well as new skybox shaders. We were also able to fix some bugs in AI castle building, market cart management, and UI.
Your team from Empires and Tribes
Version 1.36
ENGINE
- Added new building model for the monastery - Added LOD data and occlusion data for the monastery - Road construction revised: When placing roads, they now snap to existing roads much more smoothly - City guards can now be hired in the state servants menu to protect the city from light attacks, e.g. by wolves, even in the early game - The recruitment cost for civil servants has been increased - Attack tracker revised: The positions of attacking units (armies as well as wolves) are now updated on the map and in the compass, showing the actual position of the units - Beadle warning of upcoming battles revised: After the warning, all armies sent into battle by the AI are now displayed updated and not just the position of the expected attack -Textures of the following NPC's exchanged and partially randomized: Priest, Monk, City Servant, Messenger, King's Messenger. - The fog is now calculated on the skybox, making the transition between distant terrain and the sky more fluid - Added new terrain geometry to the edge of the maps
- Fixed a bug that caused a crash when saving or loading if the AI upgraded the bakery to level 2 - Fixed a bug that could cause a crash when loading savegames due to incorrect calculation of castle courtyards - Fixed a bug that could lead to incorrect camera movement in the building menu - Fixed a bug that could cause cart drivers to stop in front of warehouses instead of driving to farms in cities with many farms - Fixed a bug that caused the positions of the castle's extensions to not be reset when the extensions were demolished - fixed a bug that caused workers to stop in front of the pillory - Fixed a bug that prevented the market from being built in places where residents were located - Fixed a bug that caused bandits not to stay near the player's town in some cases - Fixed a bug that could cause the AI not to attack the player if part of the path was blocked by walls - Fixed a bug that could cause a crash when a combat unit died in rare cases
UI
- Added quest menu that shows all current quests, their patrons and their remaining time - Added shortcut to get directly to the quest menu from the diplomacy menu - Tooltips in the state servants menu revised - fixed a bug that caused the wrong display of archers in the towers, because archers currently running to the tower were not taken into account - fixed a bug that caused tooltips to persist during town council meeting when the menu was updated - Fixed a bug that caused the headline to be displayed incorrectly in the news tooltips - Fixed a bug that could cause the cost of public servants to be displayed incorrectly in the overview menu - Fixed a bug that could cause the writing room not to open during the search for evidence for a court case - Fixed a bug that could cause the circular marker marking the attack position on the map not to be cleared - Fixed a bug that could cause the location of quest items from crates and lamps to not be displayed correctly on the map and compass - Fixed a bug that caused the message to appear when changing weapons that a new item was picked up
Version 1.35 is back live
This update brings Empires and Tribes back to version 1.35. We were able to fix initial problems in the version, which means that the performance and memory management optimizations are now available to all players. We have also been able to locate and fix a number of other issues. The bugfixing mainly revolves around pathfinding, dynamic occlusion and AI combat behavior.
Your team from Empires and Tribes
CHANGELOG
- Fixed a bug that could cause units with optimized pathfinding to not find their way and thus run in circles - Fixed a bug in the Dynamic Occlusion system that could lead to incorrect occlusion of buildings on mountainous maps - Fixed a bug that could cause the additional buildings of the grain farm to be hidden when the player was standing close to the farm - Fixed a bug that could cause the grain farm's interior to be placed too high - Fixed a bug that could cause parts of the grain farm interior to be placed twice - Fixed a bug that could cause the priest to run to the edge of the map after upgrading the church to a cathedral and not return from there - When building multiple churches, only one priest is now spawned per map - Fixed a bug that could cause residents to run through the air to the location of their bed after loading it - Fixed a bug that could cause some residents to not close their eyes at night while sleeping - Fixed a bug that could cause the grain farm to be disconnected from the road network after loading - Fixed a bug that in rare cases could cause the cart drivers to not be able to reach a farm even though there was a road connection - Fixed a bug that could cause residents to get stuck in the pillory - Fixed a bug that could cause residents to continue carrying the blasphemy stone after the punishment ended - Fixed a bug that could lead to incorrect pathfinding of residents when the way to a farm was blocked by a closed gate - Fixed a bug that could cause the AI to recruit an army more than actually supported by the current city size after loading game saves - Fixed a bug that could cause combat units to run to the edge of the map after loading - Fixed a bug that could cause combat units to be rotated incorrectly after loading - Fixed a bug that could cause AI combat units to get stuck on the bridge in rare cases - Fixed a bug that could cause the AI's combat units to attack the castle and its annexes even if they were behind a wall - fixed a bug that caused the mouse text of gates and towers not to be displayed correctly - Fixed a bug that caused the trader's character to appear briefly when entering the menu when trading at the marketplace or opening the warehouse menu
Roll-Back to Version 1.34
Dear Community, with the patch 1.35 from 07/23/22 there are currently problems in the pathfinding, so we have decided to return to the stable version 1.34 and to revise the patch in the following weeks. We would like to apologize for any inconvenience caused while playing. Contrary to our assumption, the hotfixes of 07/24/22 and 07/26/22 did not fix all problems. We are currently testing the roll-back and preparing for the release within the next 24 hours.
We will keep you up to date. Thank you for your understanding!
Your Team of Empires and Tribes
Hotfix for Version 1.35
This hotfix fixes some minor issues that occurred with the last patch.
Your Empires and Tribes Team
Patch notes for Version 1.35
This patch provides performance and memory management improvements. Optimizations in the area of models and textures will improve stability and support on systems with 8GB Ram. The performance is improved in the area of the CPU by a more optimized pathfinding (for the nerds among us: we have extended the pathfinding from the traditional A* to the JPS+ pathfinding) and a revised Dynamic Occlusion. In rendering, new LOD models of the units and the use of shared materials provide further improvements. We plan to continue the work in the area of optimization with the next updates.
Your team from Empires and Tribes
Optimization:
- Added LOD models of all units - Shared Materials for all residents added - Dynamic Occlusion System optimized - Pathfinding of the inhabitants optimized - Added new optimized models of lamps - Optimized models of market stalls added - Memory footprint reduced by optimized textures - Memory footprint optimized on systems with 8GB RAM by using smaller textures - Optimized display of the map and minimap, which has a positive effect on the performance during the movement of the player especially on large maps
Fixed:
- Fixed bug that could lead to a crash after loading if there was a thief in the city - Fixed a bug that could lead to a crash when the market cart manager was overloaded - Added message that indicates when a farm cannot be reached when the city gates are closed
Patch notes for Version 1.34
This patch revises the unit combat system and integrates a new revised building model: the clay pit. The options in the combat menu have been expanded by a few functions. For example, the player now has the option to directly select enemy units as attack targets. Furthermore, information about your own and your opponent's armies is now displayed directly in the HUD. In addition, sword and lance fighters now have the option of defensive behavior, and archers have the option of volleys.
Your team from Empires and Tribes
Added:
- Added maximum render distance for units. This improves performance especially on large maps with AI enemies in Middle and Late Game. - Performance optimization when rendering combat units - Material properties of armor and weapons of the player and combat units revised - Units can now attack enemy units directly by right clicking on them - Added position marker for armies that shows the individual target positions of the units when a new movement target is set - When creating armies in the battle menu, they are selected directly afterwards - Added defensive behavior for sword and lance fighters: The behavior of the units can be changed in the battle menu. Defensive units move slower and do not automatically attack enemies from a distance, but they have higher defense values - Added volleys for archers: Archers can now be assigned a freely selectable area on which they fire salvos over a wide area. However, only units and no buildings will be hit. The hit rate decreases the further away the area is from the archers. - Added trailrenderer for arrows, which makes the attack behavior of archers more visible - Combat power of archers stationed in towers increased - When multiple armies are given a new movement order at the same time (by selecting multiple armies), units no longer move to the same target, but maintain distance and formation from each other - Cooldown before the first fire breaks out in the settlement increased - New building model added: Clay Pit - Added LOD data and occlusion data for the clay pit - Added LOD data and occlusion data for the woodcutters - Replaced clay objects in the landscape
UI
- Added army icon in the combat and construction menu, which shows the position and troop strength of the armies of both the player and the AI - Unit name is now displayed in the battle menu when units are selected - The trader's character is now no longer displayed during the transition when closing the inventory menu - If the player is at war with an AI opponent and exceeds the maximum number of units allowed by the nobility title when recruiting units, now only the opponent the player is at war with will complain. - It is now possible to switch directly from the construction menu to the battle menu and back again. - In the construction menu, the destination and the resources to be collected from the market carts are now displayed when hovering the mouse over the market carts
Fixed:
- Fixed a bug that caused the building menu to open when a new castle building site was created - Fixed a bug that caused the wrong number of units to be displayed in the battle menu when new units were trained and an army was selected at the same time - Fixed a bug that could cause battle units not to cross bridges after loading - Fixed a bug that could cause combat units not to react when buildings were attacked - Fixed a bug that could cause a crash when armies were moved and units were dropped in combat at the same time - Fixed a bug that could cause a crash when units did not find their attack target - Fixed a bug that could lead to incorrect selection of involved armies when selecting combat units, resulting in incorrect unit movement behavior - Fixed a bug that could cause tooltips to sometimes not appear in the combat menu - Fixed a bug that could cause archers to fire multiple arrows in immediate succession - Fixed a bug that could cause archers stationed in towers to stop attacking enemies - Fixed a bug that could cause goods to stop being picked up by cart drivers when the finetuning of goods pickup in the town hall was disabled - Fixed a bug that could cause objects, especially tree trunks, not to be picked up if they were located at the junction of two terrain objects - Fixed a bug that caused pressing "e" to open the building menu of construction sites by mistake, even if there was no construction site nearby - Fixed a bug that caused weapons to be created again in the player's inventory after being sold when the weapons were scrolled through - Fixed a bug that caused the weight of items in the inventory to be displayed incorrectly
Patch notes for Version 1.33
The current patch adds new features to the UI, integrates two new armor types and fixes some bugs. The building menus can now be opened from the construction menu. This enables the management of resources/workers/upgrades from the bird's eye view. Buildings now also have hitpoints which are displayed in the menus. If necessary, these buildings can be repaired, which restores their condition. Furthermore, we have integrated a function with which buildings can be tagged on the map to find them more easily in the world. With the armor of the Guard, a new particularly strong armor type is available to the player. Unlike the other armors, this armor cannot be crafted, but must be acquired from NPCs through achievements, such as attaining the highest level of nobility or achieving a particularly strong religiosity. We were also able to fix some bugs related to the farm and in the UI, and fixed a bug that could cause a crash when loading.
Your team from Empires and Tribes
Added:
- Added new objects: Iron armor and armor of the Guard. - Guard armor can be acquired by reaching high nobility levels, achieving strong religiosity, solving court cases and building a cathedral - Buildings can now be repaired to restore hitpoints after a fire or attack - Camera movement speed is reduced in the building menu when the camera is close to the ground
UI
- The individual building menus can now also be opened from the construction menu when the farms/buildings are clicked on - Hitpoints display added for all buildings - When the market cart menu is closed, the construction menu is no longer closed automatically - Added tooltip explaining how to supply residents with food and trade goods - The menu of the dwellings now shows which types of food the inhabitants have access to - Slight adjustments to the position of text blocks in the resource bar for better consistency - Slight adjustments to the building interaction menu and its tooltips - Tooltips in the overview menu revised - Buildings can now be tagged - Color for tagging inhabitants and buildings changed from red to orange - Added shortcut button in diplomacy menu that leads to nobility privileges - In the diplomacy menu the names of the AI opponents are now displayed below the coats of arms - Added info panel for the court sessions
Fixed:
- Fixed a bug that could cause a crash when loading if the AI's units did not find their way to the target - Fixed a bug that could cause the farm not to be built after loading - Fixed a bug that caused the camera to misbehave when opening the city menu from the market cart menu - Fixed a bug that resulted in not being able to declare war/offer peace to AI opponents when the diplomatic relationship was broken - Fixed a bug that caused missing resources to be displayed in the building menu even though there was no construction site on the building - The marketplace can now be cleared by the player and the water carriers - The texts in the menu for loading game saves in the main menu are now translated correctly - Fixed a bug that caused the menu buttons to stop responding from the building menu if Escape was pressed beforehand - The shield can now be correctly activated with the right mouse button on Windows - Fixed a bug that caused the damage of the arrows to not be displayed in the player menu - Fixed a bug that caused the strength values of shields to be deleted when the player manually removed a shield from the equipped inventory - Fixed a bug that caused the strength values of shields not to be displayed in the player menu and its tooltips - The shield can now be applied even if the player is holding tools in his hand - Fixed a bug that caused the shield to be applied at the same time as the bow when the last arrow was shot - Fixed a bug that caused the wrong icon to be created on the map when building the grain farm - Fixed a bug that caused the monks to run in circles in front of the town hall warehouse - Fixed a bug that caused the farm not to be demolished correctly - Fixed a bug that caused paths and walls to be built accidentally when the player clicked on a new building in the building panel of the building menu - Fixed a bug that prevented the farm from being selected in the market cart order menu