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Empires and Tribes News

Hotfix for version 1.13

Some smaller bugfixes come with this hotfix.

Engine

Added:

- Items dropped by the player in the world are now also saved

Fixed:

- Female construction workers are now no longer stuck at the position on the bed when going to sleep
- The bottle in the town hall is now no longer generated again after each loading
- Residents are now placed on the correct position at the pillory to avoid overlaps between arms and wood
- Fixed bug that caused residents to not leave the pillory or prison after loading savegames

UI Fixed:

- When "highlighting" clay in front of the town hall, it is now also displayed if the resources belong to a construction site
- The trade menu now shows the correct AI characters
- The messenger in the town hall can now no longer be pushed around by the player unintentionally


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

Patch Notes for version 1.13

Since we've been getting more feedback from you lately that you'd like to see a more intense RPG component, we've decided to implement new content in Empires and Tribes with a new feature patch this time. The next patches will be more focused on bugfixing and improved feedback. However, some fixes from the last few days have made it into the patch.
But now to the new features:
This patch introduces the court sessions. Your residents now commit various crimes from time to time, which a court, consisting of the town councils and you, must deal with at regular intervals (every 3-6 days to be exact) at the marketplace. However, in order not to throw innocent defendants into prison or pillory, it is up to you to solve the crimes as completely as possible. To do this, various quests await you, such as searching for evidence or talking to certain witnesses. If you are convinced of the defendant's guilt, you can determine the sentence and thus prove yourself as a particularly kind-hearted or merciless ruler. But beware: some punishments are tied to your titles of nobility. After all, not every simple lord or lady should be allowed to pronounce the right of banishment, right? Moreover, your population keeps a close eye on how justly you decide and whether, for example, you just fine the poor peasant brewing herbal juices or throw him in jail. And if, on the other hand, you can't adequately punish a serious theft in court because you don't even have the necessary title to pillory the guilty, a dissatisfied population is probably only the least of your problems....

Have fun in court,

Your team from Empires and Tribes


Engine

Added:

- Added court session at the marketplace with the council members and defendants and defense lawyers
- Added 12 new crimes with variable outcomes
- Added evidence search as new quest functionality to find out if the defendant is guilty or innocent: search items in different buildings, talk to specified people, talk to random people
- Added 5 different punishments: Fine, blasphemy stone, pillory, prison, banishment.
- Pillory, banishment and veto in trials are unlockable as new privileges through the nobility titles
- Justice in trials added as a new variable that affects the satisfaction of the population: Unjustly judged sentences (especially severe or especially light) have a negative effect on satisfaction. Convicting defendants who are actually innocent or acquitting guilty defendants also has a particularly negative effect.
- Books added as new items


Fixed:

- Fixed loading bug that occurred when Lv1 ramparts were burning.
- The buttons in the diplomacy menu now work, so declaring wars, concluding trade treaties,... is possible again
- Fixed bug that disabled the building icons after loading the second tutorial
- Fixed bug of the camera movement into the city council meeting
- Fixed bug that made it possible to be late for the city council meeting only once. The player could not attend any subsequent sessions if he was late.
- The city council meeting now always starts at 8 p.m.

UI

Added:

- Added menu for the court processes.
- Added menu for overview of current trial, assessors and current state of evidence search

Fixed:

- The panel of selection buttons when communicating with residents is now always zeroed out

Hotfix Notes for version 1.12

Small hotfix that fixes the problem of the market cart drivers getting stuck in front of the town hall.


- Fixed a bug that caused market cart drivers to get stuck in front of city hall
- Fixed a bug that in rare cases caused villagers to float in the air in front of the houses

Patch Notes for version 1.12

With this patch, the daily routine of your inhabitants will be more varied, because we have finally invented the leisure time. Depending on the legislation, your inhabitants will now stop working between 7 - 9 pm and pass the time in your city - either by trading at the marketplace, visiting the church or the tavern, or reading the news on the bulletin board. For this we have not only written a number of new animations, but have also extended the speech texts of your inhabitants, allowing you to get direct feedback on church politics, for example. In addition to a number of bug fixes, we have also added new footstep sounds for all your residents, making sure that your town is not quite so quiet anymore.

Version 1.12

Engine

Added:
- Added leisure time activities for villagers: between 7/20/21 pm (depending on legislation) until midnight: villagers now stop working and spend time in town doing various activities
- Church attendance, tavern attendance, trading at the marketplace and reading at the bulletin board added as activities
- Added sitting, drinking, communication and trading animations for all villagers
- Added 3 different images of the clock to show the division of the day into working time, free time and night in the HUD
- Added a tooltip for the clock showing the exact time, day and current mode of the day (working time, free time, night)
- Residents' answers in the church now reflect their feelings about the current church policy
- Individual answers of the residents in the church, in the tavern and on the bulletin board added
- The current working hours are now displayed in the tooltip in the overview menu

Fixed:
- The menu from the town hall and the store is no longer opened immediately after picking up resources at the same, if the player accidentally pressed "E" again
- Fixed a bug in the priest's animator that occurred when the church was demolished
- Fixed a bug that caused the priest to disappear in the bottom of the church after loading it
- Fixed a bug that could cause the water carriers to get stuck at the fountain
- Fixed error prone calculation of the time when loading game states
- The water carriers are now no longer pushed off their stools by the player due to Local Avoidance
- The crates and lamps of the villagers' quests are now no longer stretched in the immediate vicinity
- Market cart riders now no longer walk directly through resources spawned at the town hall
- After loading game states, resources were not transported to construction sites if the player used them for other construction sites - construction workers now independently fetch resources from the main warehouse in this case and use them at the construction site
- The player's local avoidance is now no longer calculated when the construction menu is open
- Backup for older tutorial game saves implemented to be able to skip outdated tutorial steps
- Fixed a bug that could cause a crash in rare cases when units die due to famine

UI

Added:
- Added new textures for the clock that color codes the working time
- Added message when construction workers independently pick up resources from the main warehouse for use at construction sites


Sound:

- Added NPC footsteps with underground detection for all villagers

Hotfix Notes for version 1.11

This hotfix fixes two errors when loading savegames and some minor bugs.

Engine

Added:
- Improved resource mining system (wood, stone, clay, copper and iron) from the player's side.
- Added scrollbar that shows the progress of resource mining

Fixed:
- Fixed loading bug
- Fixed a bug that caused a crash in rare cases when training combat units
- Fixed a bug that caused more lamps to be stretched incorrectly when lumberjacking
- The player's hands are now hidden in the construction view
- The most effective tools to mine copper and iron are now pickaxes