Ymir cover
Ymir screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Ymir

The primitive warfare update

Great milestone for Ymir as the first experimental test of the “persistent mode” ( 24/7 running server ) will begin with this new update!
I will be hosting a persistent server and all the current testers of Ymir will be welcome to join. I expect a lot of issues will rise from this first experimentation… but its still an important step for the project and it should hopefully be still fun.



Besides that, this update adds new primitive units to make the stone age more interesting!
Elite warriors inspired by the spirit of wild animals can be recruited. Wolf warriors are fast, agile, and deal double attacks with their 2 axes. Bearserker have the strength and toughness of bears, and deal extremely high damages that will go through most armors… or city gates. However both are weak to ranged attacks as they lack armor themselves.
But recruiting them is not that easy : for each of them you need their respective animal resources which can only be obtained by killing hostile wolves and bears.
New resources are also added : obisidian and obsidian weapons. They allow to recruit 2 new “aztec” styled units : the pitzotl and the eagle warrior. Pitzotls are spearpigs with an obsidian spear ( the topilli ) while eagle warriors are equiped with macanas, a wooden sword with blades of obsidian. Compared to metal counterparts, obsidian deal more damage but give a lower combat skill.

Another important modification is the addition of a new spawn type, and the “inactive” status for characters. If a character is left unplayed for a while, it becomes “inactive”. This creates a new type of spawn: a succession spawn. Any new player can join and takeover this character, gaining control of all its possessions.

Improving the dynamism of early game is also still a work in progress. I’ve added a “speed boost”, that increases the production speed, growth, research speed and construction speed for a limited amount of time when you start a new character. I’ve also added new early game events : warriors joining to help explore, and free tools.


The primitive warfare update
Adding new primitive units, obsidian, ‘inactive’ mode and ‘succession’ spawn, more early game speed boost and events.
v0.0.11.x
– added 4 new primitive infantry units: pitsolt, eagle warrior, wolf warrior, bearserker
– added obsidian terrain tile
– added 3 new resources: obsidian, macanas and topillis.
– added 2 new techs for obsidian weaponry and beast warriors.
– fixed misc issues and bugs
– fixed issues with missing battle reports
– added detailed battle reports
– new running anims for wolves and bears
– offline characters in realtime mode no longer increment difficulty and game events such as barbarian raids
– added caching of the “lowres” worldmap textures for faster loading
– increased terrain fertility of continental climate. Decreased for tropical climate ( only for newly generated regions )
– when recruiting units, you can now see the number of inactives by hovering the mouse on the total population icon
– fixed server connection issues
– added 2 new early game events to boost game start
– increased early game events to boost game start
– reduced standing army soldier upkeep 0.5 to 0.3 coin per unit.
– fixed issue with units overprioritizing the pillaging of buildings during invasions or sacks.
– added “inactivity” -> Characters offline for too long become inactive and elligible for succession. New players can spawn as successor, taking over all the abandonned character’s possessions.
– added spawn cool off time that forbids players from recreating a new character before a certain amount of time, to avoid spawn point spamming.
– added possibility to “abandon” a character. It removes it from the player’s list and control, and makes it inactive.
– improved issue of allied troop breaching their own walls instead of using gates. Its not perfect yet and it might still fail in too complex layouts that have more than 2 consecutive gates.
– fixed libraries not working
– implemented ‘speed boost’ for newly created characters that affects all the main productive char stats ( res prod/cons, demographic growth, research speed, construction speed) to increase dynamism of starting the game. different values for each game mode.

Hotfix:
– WARNING: this hotfix will temporary mess up existing cultural balance in regions
– fixed exploit with spawn cool-off
– fixed exploits allowing to create population
– removed Elephant events from early game
– fixed boost event not disapearing
– some exploration events are now affected by the distance from home (ex hostile tribes less likely close to home)
– each region can now hold up to 3 other foreign cultures instead of 1.
– rebel regions might now offer to rejoin a legitimate owner (having the highest culture influence)
– added new unit of “rockthrowers”. a starting range attack unit good to defend behind palissades and gates, with really low range but decent damage and low cost.
– faster production cycle in persistent mode
– slowed down evolution/rebalancing of culture in region
– fixed battle errors
– fixed error when selecting a server in the lobby

The swampy update


Improving swamps, nordic region’s balance and herds gameplay.
v0.0.10.x

– fixed misc issues and bugs
– added global climate health bonuses/malus. nordic regions-> health bonus +10. tropical regions-> health malus -5.
– added new terrain type: peat. produces ‘charcoal’ directly exploitable from the ground with the ‘soil miner’ building. It’s present in nordic swamps.
– increased frequency of swamps and lakes in nordic climate.
– increased frequency of sheep and rabbits in nordic climate.
– improved swamp terrain generation. added more topographic diversity and swamps now connect with other adjascent ones.
– added global health malus of -5 in swamps.
– herds will now continuously spawn all over the world map.
– herds now grow with time
– herds now randomly move from region to region
– bigger herds of elephants and mammoths.
– new “capture” action for formations (with the animal capture tech), which is a hunt focusing on capturing live animals from herds instead of killing them for meat. This action loots only livestock resources but no meat or leather.
– elephants and mammoths are now only present as herds ( no more permanent region spawns )
– added new “elephant riding” tech to unlock ability to recruit mounted elephants and mammoths.
– added agriculture tutorial
– added barter transition tutorial
– added a lot of missing project & ideas texts



The treaty renegociation update

For the -currently- few closed testers, here is a changelog of the latest update now in the main branch!

The treaty renegociation update


v0.0.9.x
- cannot recruit new troops in a formation if outside home region
- fixed misc issues and bugs
- fixed missing cider mills buildings
- fixed problems with the 'truffles' resource
- added terrain tile infos when holding right clic on the terrain
- increased efficiency from 1 to 1.2 of woodcutter 1, and added +2 to its range.
- tiles covered by buildings can no longer be exploited for resources ( --> trees covered by fields will no longer be exploitable by woodcutters )
- hammers and axes less expensive in higher tier metals
- increased life quality bonuses of all houses.
- increased life quality bonuses of satisfied higher level needs
- richer classes are no longer served first for resources equally affordable by poorer classes.
- fixed a pathfinding fatal error
- added server.bat in game folder allowing to start server directly
- added game loading and creation UIs on the server allowing to create new games directly from the server
- improved "first builder" victory mission procedural objectives
- treaty breaking close of "coins penalty" is now a % of GDP instead of a fixed amount of coins.
- it is now possible to terminate treaties without breaking closes if both parties agree on it
- it is now possible to renegociate existing treaties if both parties agree to a modification
- fixed the non-working treaty counter-proposal option

Hello!



Greetings, fellow steam users!



It is I, Ronchiporc, the (sole) developer of this game.
This is the first news announcement for Ymir on steam, which has been present on the store for a few months already.

I would like to thank all the people who once voted to greenlight this game, and all the people who already added it to their wishlist ( a few thousands now! ).
Right now, the game is not publicly released. Its been in 'closed testing' for the last months, slowly increasing the number of testers.

If you wish to meet the game community, ask question, of just follow more closely the evolution and news of the project, the best place to do so is the Ymir Discord. There you might as well get a chance the access the closed testing! Testers received temporary steam keys that will be revoked when the game is released.
You can also go to the official website.

If you wish to also support the project's development, especially in these last months before its release, I have created a Patreon with a monthly objective, and i'm extremely grateful to all the people helping me out to meet it!