Villager bug finally fixed, no more idle villagers after starting the game, quitting and starting again
Towers now have their own information boxes, armor and attack stat displayed (bottom left)
Cliff bugs: most of the height related problems have been fixed. The top-left was really problematic especially when enemies from the camp attacked.
Double click bug: The annoying double click bug that would trigger if your input is too fast is now fixed.
Enemy strength reduced: This was a very large problem, the enemies would be significantly stronger on the new difficulty settings.
Pathfinding: Pathfinding to camps improved, the center fort is still a bit problematic but we're on it as well.
New selection mode: Select a unit stance for your troops: Passive (Guard) and aggressive stances have now been added to the game.
Some of the resources would still cause bugs: fixed
Resource pathfinding bug: Resources not being calculated into the pathfinding system - fixed
Too many enemies on screen: Occasionally, the enemy forces would exceed the enemy screen limit - fixed.
Rider walking sideways: fixed
Hope you enjoy the game!
Update 1.11
Greetings,
Due to some problems that you experienced with the 1.10 update, we decided to push the next large update chunk into this update and fix a lot of the problems that were reported. Here is a short list of the issues that are affected.
AI Movements
Occasionally, (seems to be random) when you start the game, the AI would sometimes just be unreactive, simply not register your commands, despite giving responses. This problem has partially been fixed, in that it is a lot less frequent. If this happens to you, just exit the game and restart. Fixes the issue for most players.
AI Stuck in Resources
AI won't get stuck in resources now, there is a major update in the way resources are registered by the AI characters. Units can now partially walk through them whereas villagers need to reroute, especially since they can interact with them.
No space, the border of the map
This was not actually a bug but rather an implementation of new math to calculate whether or not nearby territory is valid. This seemed to be a good idea at first, but this cuts of a lot of buildable space especially on the first map, so this change will temporarily be undone.
Unit states, selection
This was actually a problem since the beginning which we now tackled, specifically the issue with your units aggressing into enemy positions while overriding your commands.
You can now choose between 2 states: Aggressive and Protective (aggressive is default). The aggressive mode will mobilize your unit whenever an enemy is nearby. The protective mode will mobilize your unit only if it is directly attacked. Therefore this mode is ideal to command your units around safely without the risk of losing your selection because they are busy fighting
New Structure: Watch Tower
A new structure has been added, the watchtower. This was planned to be included with the larger 1.2 update but with the change in recent events, it is now part of 1.11.
The watchtower is a weaker version of the turret, available much earlier in the tech tree.
Watchtowers deal slightly less damage and are significantly less durable.
Minor changes
Enemy units stuck in the lower wall: fixed
Friendly units not passing a mountain on the right side of the first map
UI updates
Blacksmith 3D UI error: fixed
Generator structures not displaying the number of workers correctly
Enemies at camps attacking you instantly: fixed
Early enemies overpowered: balaced
Update 1.1
The update is finally here. Tons of changes to gameplay mechanics, balancing and especially game flow and playability.
-------------Important Notes-------------
<*> As stated in the previous announcement, save game feature has been temporarily disabled until it is fully viable for use.
-------------Rehauled AI-------------
The villagers have been significantly improved. A lot of players noticed that the AI would get stuck behind resources or not be able to reach a certain depot. In 1.1, most problems regarding the villager AI have been fixed.
And to wrap up general changes in AI, a short summary:
Citizens don't collide with AI Characters anymore, neither units nor villagers are affected by the activities of the idle citizens that spawn outside your district
Villagers pathfinding to tasks has been improved, now the only time villagers will reroute to areas is when the target seems to be unreachable or occupied by other AI
Save, AI behavior is now being saved more effectively, saving their present states (will be noticeable when save games are enabled)
Enemies don't bug in front of your walls anymore, they move pass them if they are not reachable
Better horde movement, enemies move out of spawn much more coherently, trying to avoid existing paths
-------------Updated UI-------------
The old interface for the resource tab looked outdated and was spread too widely on the top bar. So a fresh, much better-arranged resource panel.
The display on the bottom left had some issues and the buggy-looking bordered UI. The left one is also updated with the identical design to the bottom right panel.
Moreover, a lot of font sizes that were not really fitting were changed.
The waves arrived UI, as requested is now slightly smaller and doesn't interfere as much as it previously did.
The menu is now accessed via a golden coin on the top right, so another design update, to match the overall aesthetic of the game.
Encyclopedia added into the in-game menu, now accessible whenever you need it
Encyclopedia bug fix, not displayed information if you double-click the tab
Trade menu optimized, now the display which resources are being traded and the amount that is gained
Total population is now permanently displayed on the bottom right corner, as a UI element.
Updated Start-game menu, faction information is now displayed in the box next to it (hover or select)
Parameters added (read more in the segment below)
-------------Gameplay-------------
A lot of players had trouble getting started with the game, as guidance, there will now be a small infobox displayed on the top left, advising you to take certain actions.
Some people also criticized that the game is too slow in the beginning and that it needs more tempo to get to the fun part of the game as quickly as possible.
Therefore, you can now select the preparation time in the start menu.
Available options are 15,10,7 and 5 minutes.
Additionally, an option has been added to modify the game speed.
You can now choose between slow, normal and rapid.
You also start with 5 villagers now.
And that leads to another new feature, the score multiplier, which is visible at the bottom right panel.
More difficult options lead to a higher multiplier, easier ones to a lower multiplier. Feel free to combine as you choose.
Max is 400%
Magi now generate favor every 4 seconds. Rate halved
Taxcollector will now tax citizens more frequently
Some unit stats have changed, this might affect existing strategies, more about this below in "Balance".
-------------Hostile Camps-------------
An expected change, and a much-needed one. Nibû now features hostile camps.
You can attack, raid and earn resources from the beginning of the game.
4 different camps are available, each one of them features a specific set of units.
Barbarian Camps, Chief Camps, Abandoned Forts and the Mines of Sparta.
Raiding and destroying a camp leaves resource drops, the camps will predominantly provide food and weapons, the forts will grant favor and the mines will mostly yield ore and gold.
All the hostile structures are guarded, as soon as you enter their realm with your troops they proceed to come out of their hideout and attack.
-------------Visuals-------------
Have been modified once again, the terrain textures have been updated, the overall look of the game has changed:
Higher resolution ground textures
Improved metallic shader, units weapons & armor affected
Global lighting improved and optimized.
Individual skin shader of all human units has been optimized
-------------Opimization-------------
Far too many changes to mention them in this thread, but some of the important ones summarized:
Better AI Task success rate, lower resource cost
Structures now use more inexpensive shader operations
Buggy grass has been removed
AI movement performance improvement
Average late-game performance improved by 6-7 FPS.
Unpassable sections of terrain reworked
-------------Balance-------------
The Eternal Templar has been nerfed. -1 speed, -1 attack
Shadow Templar has been buffed. +20 HP
Stat buff of shield-mode reduced.
Babylonian knights nerfed. -2 pierce
Slicer buffed. +1 attack
Supreme Slicer buffed. +10 HP
Contester nerfed. -500 HP, -2 armor & shield
The feedback this time was great, always feel free to comment on the forums regarding problems, suggestions or general discussions.
Hope you enjoy the game!
(Update should be live in a few hours)
Upcoming Update!
Greetings,
The next update will feature some very important changes to the game settings, the AI, the HUD and save games.
We will temporarily disable the save/load feature until it is fully functional/viable for use.
The update will introduce new settings to change the game's difficulty in a more specific way.
For instance, the time until you lose your protection and the first hordes arrive will be a selectable option in the starting menu.
The enemies combat strength will be another.
The interface will soon feature multiple displays that inform the player about the status of their economy.
New Game mode: Peaceful
Peaceful Mode: this will allow you to play a game without any worries about the oncoming hordes, mostly for testing different strategies.
AI Improvement
The villagers have been rehauled, their pathfinding has improved significantly and they don't get stuck in smaller sticky situations.
Additionally, citizens won't bother anyone with their idle activity anymore, they'll just chill and do whatever they do best (mostly boxing and lying on the ground)
New Editor: Training Fields
We are also working on a new specific "editor-like" scenario. You'll be able to spawn enemies in an open terrain of your choice to test units and simulate battles. More info on this will follow soon.
Interface: Updates for info displays
The most urgent and required messages are the ones to notify the player that they are doing something wrong. For instance: Most players don't realize that the districts are straining their economy, or that certain buildings can only be unlocked by constructing another building. Therefore, we'll update the notifications, to display more important information.
We hope you enjoy playing the game, and as always feel free to ask us anything!
Update 1.05
Update 1.05 should be live in a few minutes.
This is another update for UI and gameplay as well as some balance changes.
Features:
Silo now allows you to auto refill all nearby farms, at the cost of 25 wood per farm
Idle villager selection, press the new button in the bottom right interface.
Viewport switch: You can now switch between the views that you saved with CTRL+(number) in the bottom right panel.
Enemies now prioritize your capitol if given the opportunity to attack it directly
The market menu now displays a short explanation of the trade procedure.
Problems:
Bug with farms occasionally only having 10 food fixed
Interface not reactive when slightly drag clicking
Updated Navigation in options menu, you should now be able
to change navigation speed properly: Under Navigation
Insufficient resources in when trying to upgrade units: Fixed notification
As always, have fun!
Update 1.04
The update should be live any minute.
There has been a couple of changes in the areas of gameplay and UI.
Difficulty selection is now highlighted
The option to return to the main menu is temporarily removed as it skips the end screen
UI bug fixed: Hovering animals in the farm would not display the correct information
Descriptions changed
Villager pathfinding in more complex situations improved
The cost to build Goliath and Colossus have been changed
Wall ruins build quicker
Have fun with the game! And as always feel free to post questions on the hub!
Viewport
And if you want to assign a certain view to jump to when pressing hotkeys.
Use CTRL+1 , 2 or 3.
And 1,2 and 3 to jump to those locations.
Gameplay
We've just noticed that most players probably use the "return to menu" function, instead of "Give up"
Right now the return to the menu will skip the score screen and not give you a final score.
And for those who are not aware, you can right-click onto resources with your villagers to farm specific resources, the auto-farm option is only viable if you are in a hurry.
To construct buildings you don't select villagers, just click on the three buttons in the default selection.
And just to make clear, when the announcer states that you need to build more districts, this could either mean you reached the cap already, or that you simply need to wait to generate enough population.
And in the start game menu, you need to actually click on the top right coins to change the difficulty, tourist is the default difficulty.
Enjoy!
Update 1.03
Hello Everyone,
Just updated to wrap up the last fixes.
Fixed bug regarding animal farms, sometimes animals wouldn't move out
Fixed villager bugging when interacting with animals, (ie. using pickaxes and funny stuff like that)
Fixed some text mistakes
Corrected a graphical bug when enemy units were overlapping
Hope you enjoy the game!
Hotfix 1.02
Second Hotfix:
Added short tutorial, before starting the game
Updated menu selection text
Fixed AI Pathfinding bug, when placing buildings near the existing path of walking villagers.