1. Empires and Tribes
  2. News
  3. Patch Notes for version 1.18

Patch Notes for version 1.18

This update revises the combat system, improves the AI's behavior, adds a sandbox mode and two new maps.
The feedback during combat has been expanded by a few features. For example, on successful impact in melee combat, the player's animation is now slowed down, the opponent recoils a bit and the damage is displayed in the UI. The use of ranged weapons is now much more intuitive thanks to an interactive crosshair that shows the targeted enemy and the distance to it. In addition, all of our shields have been given a durability value that indicates how many hits a shield can take before it breaks and becomes useless.
The AI now reacts more actively to impending attacks by the player by complaining about inappropriate armament by the player, building defenses when it detects a threat in the behavior of one of the teammates, and attacking earlier when it has the resources to do so.
The two new maps "Falcon mountains" and " Mountains of the North" invite excessive castle building. Extensive mountain landscapes with narrow pinholes through the rock allow strategically advantageously located castles, city walls and outposts.
And last but not least, a sandbox mode now awaits you, where you can give free rein to your creative powers.

Have fun,

Your team from Empires and Tribes

Translated with www.DeepL.com/Translator (free version)

Engine

Added:

- New maps added:
- Falcon mountains [3x3]
- Mountains of the North [4x4]
- The starting position of the player and the AI are now displayed on the map when selecting a new map in the main menu
- New sandbox mode added: Construction costs are disabled, events can be disabled
- Behavior of the AI revised:
-defenses and castles are now built with priority when war is declared or one of the opponents rearms up
- AI opponents now accept a specific army strength of the player, depending on his title. If the size of the player's army exceeds this, the AI opponents will complain about the armament and declare war if necessary.
- Combat system revised:
- enemy units are knocked back a bit when hit by the player
- the impact particle systems are generated correctly at the impact location
- the player's animation is slightly delayed at the impact point if the impact is successful
- damage dealt and received is displayed in the HUD
- the shield is activated faster when blocking
- the player's movement speed is reduced during active blocking
- added new animation for archery
- the type of the targeted unit when using ranged weapons is displayed below the crosshairs
- the distance to the targeted unit when using ranged weapons is indicated by the size of the crosshairs opening
- Added durability value for shields
- New copper and wooden shield model added
- Arrow damage increased
- Attack power of wolves increased
- Player's stamina is now increased when constitution skill is increased


Fixed:

- Fixed bug in terrain altitude aging that caused graphical glitches in terrain at clay pits and quarries
- Fixed bug in AI castle building that caused AI castle gates not to close in a few cases
- Fixed a bug that caused the AI to miscalculate its own strength, making it too defensive in its attack behavior
- Fixed a bug in the pathfinding of the AI when searching for attack positions for the armies
- Fixed a bug in the AI attack behavior that occurred when wolves were near AI settlements without attacking them
- Shields are now no longer generated twice when loading if the player is holding a shield in the savegame
- The player color and crest are now also displayed on the player's shields
- The bow is now correctly generated in the player's hands
- Animals can now also be killed with the spear and the bow
- Fixed a bug where tools were generated twice in the player's hands if the bow was held in the hands during an interaction
- The bow is now directly drawn again if the mouse button was already pressed during the exit animation
- The spear throwing and bow animations are now correctly paused when a menu is opened
- Fixed a bug that occurred when wall pieces were built too close to the map edge
- Fixed a bug in the pathfinding of the inhabitants that caused them to run to the work farms during their free time
- The wolf attack icon on the map and in the compass is now removed when the wolves have been killed
- When mining clay inside the clay pit, the progress is now also displayed


UI

Added:

- Added button in battle menu to open or close all gates
- Added icons for all farms in the construction menu
- Privileges are now explained in more detail in the nobility menu via tooltip