Hotfix Notes for version 1.09 & Developer's Note
Dear Community,
Just before the end of the year, we would like to take this opportunity to thank you for the last half year we spent together in the Early Access of Empires and Tribes. We were and are overwhelmed by your commitment, by the countless suggestions for improvement and ideas you shared with us in the forum, via message or mail, and for your fundamental support of our crazy game idea to combine RTS and RPG... and then also in the Middle Ages. Empires and Tribes is our debut title, so most of the experiences were completely new to us. Looking back, we definitely have to admit that we made one or two decisions that we would make differently now (Who needs a noble title when the builders don't want to go to the construction site again?). However, we were immediately told by you every time that you would have liked to see a different procedure and, for example, that the One Bugfix has been a long time coming. We really wish that it will stay that way in the future. Because it's your feedback that decides where the journey with Empires and Tribes goes.
We are really looking forward to the next half year and have already planned a lot for the first quarter with some new models, audio updates and of course many improvements in the game mechanics. But in order not to let too much time pass until then, here comes a new patch with bug fixes and some performance improvements.
We wish you happy holidays,
Your team from Empires and Tribes
With the hotfix for version 1.09 we wrote a new performant shadow system, which has already been installed for all new building types. All other building types will follow as soon as the basic models have been revised. Especially in the middle game the performance improvement should already be noticeable. We also fixed some bugs with the builders, especially when building ramparts, towers and gates.
ENGINE
Fixed:
- Fixed hovering bug that occurred with the woodcutters and the free villagers.
- Fixed a bug that caused workers to sleep in the middle of the day
- Fixed a bug that caused the AI to open clay pits and mines in the player's area in exceptional cases
- Fixed a rare bug that caused the flare of the sun to be too bright
- Changed the collider of road beginnings and ends: Roads can now be built on buildings located close to the road
- The task of the king to build the palace can now be completed successfully
- Fixed a bug that prevented builders from finding their way to construction sites if the site was too close to their starting position
- The walls, gates and towers can now be built and extended correctly by the construction workers even after they have been loaded
- The construction workers now automatically find their way to the wall, gate and tower construction sites if they were previously busy at another building construction site
- The building extensions of the castle no longer wander around before the perspective has changed to the construction camera
Added:
- Added LOD models for the market
- Added a new optimized shadow system
- Added low-poly optimized shadow caster for the market, dwellings Lv1, dwellings Lv2, the copper mine, the iron mine, the grain farm, the pottery, the church, the cathedral and the town hall Lv1
- The king quests now have their own sound
- Added fireplaces to the dwellings Lv2
- Added sounds to all the fireplaces of the dwellings Lv2
Changed:
- Balancing: the tribute of the king quests has been increased
Just before the end of the year, we would like to take this opportunity to thank you for the last half year we spent together in the Early Access of Empires and Tribes. We were and are overwhelmed by your commitment, by the countless suggestions for improvement and ideas you shared with us in the forum, via message or mail, and for your fundamental support of our crazy game idea to combine RTS and RPG... and then also in the Middle Ages. Empires and Tribes is our debut title, so most of the experiences were completely new to us. Looking back, we definitely have to admit that we made one or two decisions that we would make differently now (Who needs a noble title when the builders don't want to go to the construction site again?). However, we were immediately told by you every time that you would have liked to see a different procedure and, for example, that the One Bugfix has been a long time coming. We really wish that it will stay that way in the future. Because it's your feedback that decides where the journey with Empires and Tribes goes.
We are really looking forward to the next half year and have already planned a lot for the first quarter with some new models, audio updates and of course many improvements in the game mechanics. But in order not to let too much time pass until then, here comes a new patch with bug fixes and some performance improvements.
We wish you happy holidays,
Your team from Empires and Tribes
With the hotfix for version 1.09 we wrote a new performant shadow system, which has already been installed for all new building types. All other building types will follow as soon as the basic models have been revised. Especially in the middle game the performance improvement should already be noticeable. We also fixed some bugs with the builders, especially when building ramparts, towers and gates.
ENGINE
Fixed:
- Fixed hovering bug that occurred with the woodcutters and the free villagers.
- Fixed a bug that caused workers to sleep in the middle of the day
- Fixed a bug that caused the AI to open clay pits and mines in the player's area in exceptional cases
- Fixed a rare bug that caused the flare of the sun to be too bright
- Changed the collider of road beginnings and ends: Roads can now be built on buildings located close to the road
- The task of the king to build the palace can now be completed successfully
- Fixed a bug that prevented builders from finding their way to construction sites if the site was too close to their starting position
- The walls, gates and towers can now be built and extended correctly by the construction workers even after they have been loaded
- The construction workers now automatically find their way to the wall, gate and tower construction sites if they were previously busy at another building construction site
- The building extensions of the castle no longer wander around before the perspective has changed to the construction camera
Added:
- Added LOD models for the market
- Added a new optimized shadow system
- Added low-poly optimized shadow caster for the market, dwellings Lv1, dwellings Lv2, the copper mine, the iron mine, the grain farm, the pottery, the church, the cathedral and the town hall Lv1
- The king quests now have their own sound
- Added fireplaces to the dwellings Lv2
- Added sounds to all the fireplaces of the dwellings Lv2
Changed:
- Balancing: the tribute of the king quests has been increased