With this patch we release the first part of the UI Rework. But not only that: At the same time, Empires and Tribes gets a new building with the farm and the player gets new items with new leather and copper armor. The player menu has been cleaned up and made more logical, the resource panel has been graphically adjusted and the tooltips have been revised a bit. We also added some tooltips and panels that explain the game mechanics in more detail. You can now see the effects of legislation directly during the city council meeting and the effect of religiosity while talking to the priest - just to name two examples. As always, we're really grateful for feedback from you about the changes or features you'd like to see - especially if you notice other things in the UI. The farm is now available as another building for food production. Shortly before leveling up to artisans, the size of the city could quickly cause supply shortages, and recruiting an army was almost unthinkable before building a bakery. This gap is now filled by the farm, which lies between the hunting lodge and the grain farm in its efficiency. Last but not least, we have started to integrate armor types into the game. There are five different items per armor type, which can be produced by the player and then worn to get an armor bonus. With this patch, the leather and copper armor come into play.
Have fun playing and happy Easter!
Your team from Empires and Tribes
Added:
- New building added: Farm - Added new farming animation for residents - Added new resource: Cabbage - Food supply expanded: residents can now be supplied with cabbage as well - The player can harvest cabbage at the farm - Added new resource: Leather - Obtained from eviscerating animals or can be purchased at the marketplace. Is needed to make leather armor - Added new objects: Leather armor, leather helmet, leather boots, leather arm guard and leather leg guard, copper plate armor, copper helmet, copper boots, copper arm guard and copper leg guard - Items can be worn by the player to gain armor protection - Crafting for new leather and copper armor added - Siege weapons can now be built only after the player builds a palace in the castle - The cost of recruiting units has been increased slightly - Revised objects of flags created when building roads or buildings
Fixed:
- Fixed a bug that could cause a crash when the grain farm was expanded - Fixed a bug that could cause items to not be picked up in the grain farm area - Fixed a bug that caused the crosshairs to activate and the buttons in the Main HUD to stop responding when the player dropped an item via Escape - Fixed a bug that caused the buttons in the main HUD to stop responding when the player accessed the build menu via the shortcut. - Fixed a bug that caused parts of the menus to be responsive even though they had no interactive function - Fixed a bug that caused unit recruitment costs to not be refunded when training was cancelled - Fixed a bug that caused the buy and sell prices in the mini tooltip to not be displayed in the market menu - Fixed a bug that caused the icons of farms to be displayed above the menus in the construction menu - Fixed a bug that caused items to be doubled if Escape was pressed while selecting the item
UI:
Added:
- Revised resource display in the main menu - Player menu reworked and adapted to the standard menu design - Menus of the buildings revised and more clearly arranged - In the menus of the buildings is now displayed when a building is fully developed - Menu of military buildings extended (training time and availability of units are now displayed) - Position of buttons in the communication menu changed so that twice as many buttons are visible without scrolling - Tooltips graphically revised - Added tooltip in the recruitment menu that shows the required resources and the training time of units - The colors of the panels in the tooltip of the items now show the effectiveness of the item on the color scale from red (bad) to green (very good) - Added tooltip explaining the impact of the city councilors' opinion - Added info panel during the city council meeting, which shows the current legislation and its impact - Added info panel during communication with the priest and monks, which explains the effect of decisions on religiosity - Font size of the buttons of the farms adjusted to each other - The progress of harvesting crops is now displayed - The name, damage and armor value of the worn item are now displayed in the player menu next to the player character
Roadmap Q2 2022
Dear Community, we are pleased to now publish our roadmap for the upcoming quarter. In addition to the redesign of some old farms, a completely new building, the farm, will soon be added to the game. We also plan to dedicate the next few months in development to specific topics and align the patches accordingly. We will start with a UI revamp month in April and will take a closer look at the menus. Of course, we are always happy to receive criticism and suggestions. So if you've been annoyed by this menu for a long time, or if you can't find a certain piece of information with the best will in the world... now is the time. Of course, in addition to the features, we will continue to bugfix and improve the stability of Empires and Tribes.
Your team from Empires and Tribes
Patch notes for Version 1.31
This update fixes some bugs - especially in the logic of the AI - and improves the balancing of the AI. The difficulty level of the AI now determines how effective the distribution of the AI's workers is - for example, how many residents are hired as lumberjacks - and thus ultimately determines the speed of the AI's city development. The most difficult AI opponent continues to challenge even experienced players, whereas the easier AI opponents now require more time to build. Furthermore, the movement speed of workers has been increased, which allows for faster construction of buildings, especially at the beginning of the game.
Your Empires and Tribes Team
Fixed:
- Fixed a bug that caused construction workers to run to the edge of the map when they were assigned to a construction site via the resident menu. - Fixed a bug that caused the message that indicates that monks or the king's messenger have arrived in the village to be mistakenly triggered multiple times - Fixed a bug that could cause monks and the king's messenger to run to the starting position at the edge of the map after loading and then return to the city. - Fixed a bug that could cause workers to freeze at campfire sites - Fixed a bug that caused the controls in the building menu to not respond when quickly changing the movement keys - Fixed a bug that caused residents to run off while talking to the player when a new job was being searched for them - Fixed a bug that caused the camera to move incorrectly when the player performed actions (such as cutting wood) one right after another - Fixed a bug that caused sleeping to be ended only by pressing Escape twice - Fixed a bug that caused the AI's building process to be too fast - Fixed a bug that could cause the AI not to start building at the beginning of the game - Fixed a bug that could cause the AI not to perform building upgrades and thus develop very slowly or not at all in higher expansion levels - Fixed a bug that could lead to a crash when AI workers searched for a building that was already destroyed - Fixed a bug that led to an incorrect calculation of the AI's manpower and thus to an inefficient distribution of the AI's work after loading - Fixed a bug that resulted in not removing the grass from the AI's marketplace area - Fixed a bug that caused the AI to produce too little food and thus needed all resources for trading later in the game and could not use them for the further development of their city - Increased the movement speed of the workers
Patch notes for Version 1.30
This patch fixes some bugs and improves the balancing of the consumption of goods by residents. The consumption of goods as well as the generation of taxes is now dependent on the selected working time (adjustable in the city council meeting). This ensures that even with shorter working hours the amount of consumed goods matches the production. Furthermore, some errors, especially those that occurred during house construction, have been fixed.
Your Empires and Tribes Team
Version 1.30
Engine
Added: - The player can now work on the construction sites of the surrounding farms even if he is only near them and not directly at them - Added a message that indicates when the player is too far away from the construction sites of the surrounding companies to work on them - The building materials for construction sites of farms can now be dropped as soon as the player is at the farm and not only when he is standing at the construction site
Fixed:
- Balancing: the consumption of trade goods by residents, as well as the generation of taxes, is now also dependent on working time. This can be changed in the city council meetings through legislation. - Balancing: Fixed a bug that could lead to minimal miscalculations in production if the player slept during working hours during the day - Building materials can now be picked up at the town hall or store if a market cart driver is near or above them - Fixed a bug that could, in rare cases, prevent work from being done at construction sites because the wrong collider was selected - Fixed a bug that could cause construction workers to run circles in front of the construction site at night - Fixed a bug that could cause construction workers to play the animation of climbing stairs while running - Fixed a bug that could cause residents without work to endlessly climb and descend stairs after sleeping - Fixed a bug that could cause residents to run to the starting position in front of the houses after loading from the farms without paying attention to collisions - When completing a resident task, three copper tools are now given as a reward instead of one, as promised in the text - Fixed a bug that could lead to overexposure of the grass - Fixed a bug that could cause market carts to spawn very close to each other or too close to the building - The Bloom setting has been lowered a bit by default - Fixed a bug in the heightmap of the map "Rhine's meadows" - Fixed a bug that caused the LOD1 and LOD2 levels of the AI's townhouses to not be calculated - Fixed a bug that could cause the priest to sink into the floor of the church after loading game saves - Fixed a bug that could cause the height of the terrain to be calculated incorrectly after building or upgrading the church - Fixed a bug that could cause the priest and monks to leave the map - Fixed a bug that could cause a crash when units received a new movement order from an army that was being disbanded - Fixed a bug that could lead to a crash when archers received a new movement order - The player now no longer collides with or is pushed aside by the chickens
UI:
Fixed:
- The arrows in the tree menu are now also hidden in screenshot mode - Fixed a bug that prevented the player's crest from being changed once a campaign was started - Fixed a bug that caused negative resources to be displayed in the small building menu when the player transported resources to the construction site on his own - Fixed a bug that caused the building menu to incorrectly show that there were not enough resources for a construction site if a worker picked up the last resources at the same time - The icons for farms in the building menu are no longer superimposed on the menu, but disappear behind it - The message that a resident withdraws a task is now only displayed if the player has previously accepted the task - The messages that the king's messenger has arrived or that monks have arrived in the city are now only displayed when the respective units have arrived at the town hall - Fixed a bug that caused incorrect resources to be displayed in the tooltip for the expansion to the townhouse
Patch notes for Version 1.29
This patch fixes bugs that occurred in the gameplay and UI.
Your team from Empires and Tribes
Version 1.29
Engine
Added:
- In the lumberjacks, trees are now spawned after placement if there are too few in the area - The resources spawned at the construction sites no longer float in the air, but their position and rotation are adjusted to the surrounding terrain - The intro video can now be ended with Escape
Fixed: - Fixed a bug when building ramparts, gates or towers that could cause the buildings to not be completed - Fixed a bug that caused trees and their colliders to not be cleared at the start of the game, which caused them to be in the town hall for example - Fixed a bug that could cause the amount of meat and bread in the warehouse to be swapped when researching upgrades that required food - Fixed a bug in the height calculation that caused flickering or culling of buildings - Fixed a bug that caused monks, thieves or bandits to spawn in the wrong position and run across the map - Fixed a bug that could occur after accepting the quest to find the lamp or the villager's crate - Fixed a bug that caused unnecessary road pieces to be placed when a surrounding farm was built close to an existing road - Fixed a bug that could cause road connections to be interrupted when a hinterland farm was demolished or destroyed - The colors of the grass and the bushes in the morning have been adjusted to each other - Textures of the mountain ranges were adjusted to the environment - Fixed a bug that caused trees placed for decoration to spawn in the wrong position after loading - Fixed a rare bug that could cause the player to take 0.5 more units of food from the warehouse than were stored in it - Items that need to be found as evidence are no longer counted multiple times when the player's inventory is full and they cannot be picked up - Changed "tree trunk" to "log" for better comprehensibility
UI
Fixed: - Icon indicating that goods are not picked up from the market carts reworked - Fixed a bug that caused the compass to show a maximum of 13 positions at once - Fixed a bug that caused the wrong building maintenance to be displayed in the tooltip in the building interaction menu - Fixed a bug that could cause the mini-menu of the buildings on the left side of the screen not to be closed anymore - Fixed a bug that could cause the wrong interaction menu of buildings with expansion sites to be opened - Fixed a bug that caused the castle interaction menu not to show all construction sites or upgrades - Fixed a bug that caused the icons of fires on the minimap to be set to the wrong position when the zoom level was changed - The tooltip in the resource panel in the Main HUD for the balance is now correctly displayed below the panel - Length of the maximum text input for scores increased to 27 chars
Patch notes for Version 1.28
With this version the terrain is revised and the tree models are replaced. Furthermore, the tree engine was reworked to enable a performant rendering and billboarding of the new models. Last but not least, we were able to fix a couple of bugs, including the trader bug.
Your team from Empires and Tribes
Engine
Added:
- Terrain Rework: - Added 12 new tree models - Models and textures of bushes reworked - The AI now depends on the availability of free inhabitants when recruiting soldiers
Fixed:
- Fixed bug that caused trading at the marketplace to be unavailable after loading - Fixed a bug that caused the AI's siege weapons to be recruited too quickly - Fixed a bug that caused the AI to continue recruiting soldiers in some cases even when pausing the game - Fixed the brightness of the lamps in the bakeries and blacksmith shops - Fixed a bug that could occur in the crafting menu when multiple identical objects were selected, which could lead to incorrect display of the icon or the selected resources, among other things - Fixed a bug that could lead to a crash when the AI finished building the bow workshop - Fixed a bug that after loading the progress of the construction site of the apartment building Lv3 was set to the beginning - It is now possible to assign five workers and construction workers at the same time in the interaction menu of the buildings by shift-clicking them - Blocking with the shield for Windows placed on the right mouse button and for OSX on Ctrl
UI
Fixed:
- Fixed a bug that caused the buildings mini-panel on the left to close incorrectly. This occurred especially when the player was near construction sites. - Fixed a bug that caused the wrong construction site to be selected when opening the interaction menu of the buildings. - The names of the residents are now no longer displayed when a menu is open - The AI traders' buttons are no longer displayed in the warehouse menu when the player trades at the market or talks to the remote trader - Improved readability of the progress bar that shows the player's actions (e.g. when cutting trees) - Tooltip in the main menu enlarged so that the text of the AI opponents is fully displayed - Fixed a bug that caused the bottom of the scroll rect in the save menu to be unresponsive
Patch notes for Version 1.27
With this patch a new road type is added on which the market cart drivers can move with 1.5 times the speed. The old dirt roads can now be expanded directly via the construction menu. Alternatively, the stone roads can of course be placed completely new. The construction costs of roads and walls are displayed in real time under the resource menu. We have also added the combat units to the inhabitants menu. Here they can also be disbanded directly with a click, provided that the dwelling in which the inhabitants lived before still exists.
Your Empires and Tribes Team
Engine
Added:
- Start menu revised - Added stone roads - Added possibility to upgrade field roads to stone roads - Added variable movement speed for market carts depending on road type - Added tool to upgrade walls, gates and towers from the building menu - Soldiers are now also displayed in the residents menu and can be disbanded from there as well - Soldiers can now also be marked on the map from the resident menu
Fixed: - The construction site of the big stone tower can now be demolished - Functionality of the tool for deleting roads and walls and for upgrading walls improved - Fixed a bug in the resident menu that caused incorrect sorting when a resident died
UI
Added:
- The costs when building roads are now displayed below the resource panel when placing the roads - The costs when upgrading walls are now displayed when placing them below the resource panel
Fixed:
- Fixed a bug that caused the selection frame to be displayed incorrectly (for example, when selecting units or buildings)