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Empires and Tribes News

Hotfix for Version 1.51

This hotfix fixes the bug that caused game saves to no longer load in the current version 1.51.








Patch Notes for Version 1.51

Dear Empires and Tribes community,

We are pleased to present a new major update for Empires and Tribes today. In addition to the happy announcements of the new features, we also have some sad news to share with you.

But first about the update:
This update adds many farms and resources to the goods cycle. With the new dye works building, the production of clothing will be expanded to include the intermediate resource of fabrics. Fabrics are produced from wool in this building and can then be processed into clothing in the weaving mill. The tavern now requires beer in order to maintain its operations. Beer, in turn, is produced from wheat and hops in the new brewery building; the hops can be grown in the new hop farm. All farms can be expanded as usual. We hope you enjoy brewing and dyeing beer.

Unfortunately, we also have to announce that this update marks the end of our development of new features for Empires and Tribes. We will continue to work on bug fixes and have some new features in the sound area that we want to integrate in the future. However, the basic mechanics and the look of Empires and Tribes will remain in their current state.
This is a really difficult decision for us! As a small community of medieval enthusiasts, we started developing Empires and Tribes over nine years ago and have pursued it with passion. The discussions with you about the sale of indulgences, medieval estates, noble privileges, battle mechanics and the thousand little things of game development have given us joy, headaches and amazement and have enriched us at every stage of development!
Unfortunately, the game development market is also a tough and competitive place. The technical developments are breathtaking, the number of new releases is high and the space for a retro-oriented game like Empires and Tribes is getting smaller and smaller. And so we had to realize last year that, despite all our passion, long-term development is unfortunately not sustainable.
Regardless, we are incredibly proud of what we have achieved with Empires and Tribes and are grateful for your continued support and great feedback from the community.
Even though there will be no more major new content, the game will remain playable and we will continue to maintain it.

Thank you for being - and continuing to be - part of this journey!

Your Empires and Tribes Team


- Dyeworks Lv1 and Lv2 added: Production facility for making fabrics from wool
- Hop farm Lv1 and Lv2 added: Production plant for the manufacture of hops
- Brewery Lv1 and Lv2 added: Production facility for making beer from hops and grain
- New resources added: Fabrics, hops and beer
- Revised goods cycle
- Production menu revised
- Added animations and models for the new professions dyer, hop farmer and brewer
- New crafting recipes added
- Residents' needs system revised and adapted to the new resource beer

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