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Empires and Tribes News

Hotfix Notes for Version 1.10

With this patch we fix the bug of non-functioning scrollbars when selecting resources in the inventory or warehouse.
As a small offer of amends, we've also added a new model of the Level 3 and Level 4 Lumberjack. Plus: If you research the Sawmill update in the research tree, you'll also unlock a brand new animation in the sawmill.... Here our graphic designer has gone crazy and created a really wonderful model made of all kinds of gears and waves.


ENGINE

Fixed:

- Fixed a bug where the highlight shader (ex. From the exclamation point of resident tasks) was displayed too thin on some graphics cards.

Added:

- Added lumberjack Upgrade03 model
- Added lumberjack Upgrade04 model
- Added sawmill model and animation
- Added message when cart drivers are overloaded and resources are not picked up in time


UI

Fixed:
- Fixed functionality of scrollbars for resource selection in market menu, trade menu, inventory, crafting menu, farms and warehouse menu.
- Mouse icon showing the amount of selected resources moved slightly to the left for better readability
- Mouse icon showing the amount of selected resources is now also visible in the building warehouse
- Updated UI texture of the building warehouse


Added:

- Added button that shows in the resources panel if the food from the hunting lodge or bakery is not picked up in time

Language Update

Empires and Tribes has now been translated into Spanish and Chinese with the latest update and is now available in these languages as well.

Your Empires and Tribes Team

Patch Notes for version 1.10

This update updates the engine of "Empires and Tribes" to the latest version. The change of the engine not only brings profound changes in the graphic representation and calculation, but also significantly improves the performance of "Empires and Tribes". In addition, compatibility with newer graphics cards has been improved. Due to the mass of changes, this update is somewhat larger than usual.
In addition to the porting, we have also dealt with and fixed some more performance bottlenecks in the grass shading and at game start and have reworked the shaders of the trees and the skin shader.
And last but not least, we have translated "Empires and Tribes" into Spanish and Chinese.

ENGINE

Improved:
- Migration to Unity 2019.4

Fixed:

- Dynamic pathfinding update improved -> Performance immediately after game start when loading an older game state has been significantly improved. Likewise, the calculations after constructing a building are now much more economical.
- Improved grass instantiation: Restarting and loading a game state now consumes significantly less memory.
- improved textures for all trees
- improved skin shaders
- Fixed a bug that caused the AI to assign work incorrectly after loading.


UI

Fixed:
- Replaced 3D models in the swordsman, lancer, knight and archer menus.

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

Patch Notes for version 1.09 - December 12, 2020

This patch improves the performance of Empires and Tribes and the graphical representation with a new post processing.
The revision of our dynamic occlussion system brings significant performance improvements, especially on the larger maps. In addition, as you requested, we have added a chest for storing items in the town hall. Meat and bread are now consumed simultaneously, and providing both foods will give you a satisfaction boost. To help you find your way around, we've also added a new compass. In addition to reworking and expanding our ambient system, we have of course continued to work on bugfixing and are fixing a few bugs with this patch.

ENGINE:

Added:

- Items can now be stored in the chest in the town hall
- Residents now provide themselves with both food (meat and bread) when available. Automatic distribution is fixed at 35% meat, 65% bread, but varies depending on food availability (100% meat if no bread is available)
- satisfaction boost when two food items are available
- additional dissatisfaction in case of food shortage
- implemented new colorgrading model, which brightens the whole environment a bit and provides less noise in distances

Fixed:

- performance of the dynamic occlusion system improved
- Tree billboards are now rendered depending on the selected camera view distance - graphically better rendering of trees at higher view distances and performance optimized rendering at short view distances
- Increased distance to player where units and buildings can be obscured and thus no longer rendered (less frequent unintentional glitching)
- The builders now work correctly on the stone wall, gate, and towers
- The flags in the cathedral now show the player color and the player coat of arms
- The lightning sounds are now triggered only in relative proximity to the player
- The camera position in the city council meeting in the city hall Lv3 is now calculated correctly
- Torch is no longer spawned in the air in the apartment building type2 level1

Changed:

- Area of influence of the church increased

UI:

Added:
- Added menu to store items
- Added new compass

Fixed:

- The button "Upgrade keep to Lv3" is no longer displayed after loading if the keep is already upgraded
- The scrollbar of the items in the crafting menu has now the correct size
- The number of idle workers is now displayed in green in the resource panel

SOUND:

- The complete ambience system has been reworked
- Sounds for torches and cooking places added