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Empires and Tribes News

Patch notes for Version 1.44

We are happy to announce that with this update, the last maps of the campaign will be integrated and it will now be possible to fully play through to the end. In addition, we have added the ability to change the simulation speed, a new feature that has been on our feature list for some time and was extensively discussed by us, as the game design concepts of RTS and RPG games require very different solutions. So far, the ability to speed up time is also explicitly possible in First Person Mode. We are especially curious about your feedback here. Feel free to write us what you think of it, how it makes the game feel, and whether we should keep the feature as is. We have continued to integrate new NPC's with the innkeeper and the abbot, and new options and quests for them as well, to make life in the city a little more lively. We've also added several icons and tooltips that show, for example, the position of wolves or information about the current law situation. Furthermore, we were able to increase the performance, especially in the late game, by integrating optimized shadow casters.

Finally, we would like to make an announcement about the further development: We plan to finish development on Empires and Tribes by the end of the year. Of course, we will continue to work on optimization and polishing after that. But if you already have feedback on which part you think has fallen short so far, or which features you would still like to see, now is the perfect time to let us in on it!

Have fun playing. Your team from Empires and Tribes


- Added possibility to increase simulation speed
- Added keybindings and buttons for simulation speed
- Improved cart movement behavior
- Added possibility to invite bards at the marketplace to improve the mood of the population
- Added new NPC's: Innkeeper, abbot and monks at the monastery
- Added possibility to invite town councilors at the innkeeper to influence their political attitude
- Added 2 new inhabitant quests where the host is a part of the quest
- Added possibility to delegate the organization of the reception of the monks in the city to the abbot
- Added icon that shows in the building menu if a farm is connected to the camp
- Added icon that shows thieves, bandits and insurgents in the construction menu to better locate attacks
- Wolves are now displayed as an additional icon in the construction menu
- Added text that shows the road connection of outlying farms in the build menu
- Text in the tooltip in the writing room explaining how to send letters improved
- Added tooltip in the menu for selecting the next topics of the city council meeting, which shows the current legislation and its impact
- Added the last three campaign cards
- Archers and melee units now have much weaker attack values against buildings and walls
- Added icons in the building menu for important NPC's like the city councilors or the priest
- Icons for the representation of the buildings on the map revised
- Improved performance by optimized rendering of the shadowcasters of the LOD levels

- Fixed a bug that could lead to the fact that resources could not be added to the construction site by the player and the player could not start the construction even though he was at the construction site
- Fixed a bug that could lead to the thief not being able to be attacked by the player even though he was not busy robbing the town treasury at the time
- Fixed a bug that could cause the thief to be rendered incorrectly
- Fixed a bug that caused the destroyed model of the town hall to have an incorrect direction of movement
- Fixed a bug that caused the wrong icon for the monastery to be displayed in the map
- Fixed a bug that could lead to a glitch of the fire animation when attacking the keep
- Fixed a bug that caused workers to spawn at the location of their farm instead of waiting outside closed city gates
- Fixed a bug that could cause market carts to pass through closed gates
- Fixed a bug that could cause the building menu to open incorrectly after a construction site was completed
- Fixed a bug that could cause the height change arrows not to disappear when closing the building menu

Patch Notes for Version 1.43

With this update, four buildings get a new look: the carpenter's workshop, the bow workshop, the iron smelter and the tavern. In the iron smelter, we have also integrated a new building animation with the blast furnace and the associated bellows. We were also able to complete three new maps for the campaign. In two new campaigns, the player is given the task of withstanding Baron Stauff's attacks in the north of the country and ultimately besieging Stauff's main fortress. In the third new map, the player builds a new capital for the kingdom.
Furthermore, we have been busy in the area of sound design and can integrate a number of new UI sounds and some new ambience sounds with this update. Among other things, the movements of the cart drivers and the upgrades of the city are now dubbed with different titles that reflect the size of the city.

Your Empires and Tribes Team



- Added new models for the carpentry
- Added new models for the tavern
- Added new models for the bow workshop
- Added new models and animations for the iron smelter
- Added water to the wells
- Added three new campaign maps
- Added escape button in building menu, writing room menu and town council meetings menu
- Added icon that indicates if a residential building is being upgraded
- Added new sounds for the city upgrades
- Added new UI and news sounds
- Added new ambience sounds and sounds for the cart drivers
- German translation corrected
- The player can now build simple farmhouses faster at the beginning of the game even with poor tool selection itself



- Fixed a bug that caused the destroyed model of the store not to be displayed
- Fixed a bug that caused the destroyed model of the weaving room to have an incorrect direction of movement
- Fixed a bug that caused one of the music tracks not to be muted
- Fixed a bug that caused the player's hands to be visible in the building menu
- Fixed a bug that could prevent units from attacking enemy gatehouses in the campaign if they were located in castle courtyards
- Fixed a bug that could cause the camera to fly under the terrain in the court cases in the campaign
- Fixed a bug that could cause free workers to walk through the town hall
- Fixed a bug that caused male merchants in the marketplace to have female first names
- Fixed a bug that caused female residents not to close their eyes when sleeping
- Fixed a bug that caused residents to not open their eyes when awakened while sleeping
- Fixed a bug that caused residents to jump to the next animation when communicating with the player
- Fixed a bug in the UI in the main menu during campaign creation

Patch Notes for Version 1.42

With this update we release the revised versions of a number of buildings. For example, the mill, the weaving house, the sheep farm, the hunting lodge and the granary have been given a completely new look, and we have added a new model and new shaders to the player's hands. In addition, we have integrated into Empires and Tribes the features you requested, to be able to freely place the town hall at the start of the game and to be able to set patrols for units. In addition to optimizing the UI for Ultrawides, we have also been able to fix a number of bugs.

Your Empires and Tribes team



- Added new models for the mill
- Added new models for the weaving room
- Added new models for the sheep farm
- Added new models for the hunting lodge
- Added new models for the granary
- Added new models for the destroyed buildings of the dwellings Lv1,Lv2 and Lv3 , the well, the monastery, the marketplace, the potter, the woodcutter, the clay pit and the grain farm
- Added new models for the player's hands (male/female)
- In free play, the starting town hall can now be freely placed by the player at the start of the game
- Buildings can now no longer be built inside enemy settlements
- Units can now be assigned waypoints and patrol along them
- Menus optimized for Ultrawides in 4120:1440 resolution


- Fixed a bug that caused incorrect shading of merchants and iron textures after upgrading roads in the marketplace
- fixed text bug that incorrectly displayed a leg guard instead of an arm guard as a reward in the inhabitants' quests
- Fixed a text error that incorrectly displayed stone arrows instead of copper arrows in the merchants' offers
- Fixed a bug that caused the damage values of arrows to be incorrect and iron arrows did not cause damage
- Fixed a bug that caused the wrong icons of available food to be displayed in the menus of the residences
- Fixed a bug that could cause a crash due to an incorrect calculation in pathfinding
- Fixed a bug that caused incorrect shading of the residents in the main menu
- Fixed a bug that could lead to simultaneous playing of music tracks after starting a game

Roadmap Q2 2023

Dear Community,

enclosed is our roadmap for the coming months.
On the graphical side, we will revise the last old models and make them more detailed. We will be able to release the first models in the coming weeks with the next patch. On the development side, we will integrate some of your requested features with the next patches. We are especially looking forward to the robber baron fortress as a new threat in the early and middle game in the random maps. We will also continue writing the campaign and adding new maps and missions.

Your team from Empires and Tribes



MAY

- Free placement of the city hall
- Waypoints for units
- Homestead revamp
- Weaving mill revamp
- Hunting lodge revamp

JUNE

- New campaign maps & more story and lore
- Tutorial rework
- Carpentry revamp

JULY

- Robber baron fortress
- Keep revamp
- Mill revamp

Patch Notes for Version 1.41

With this update, the Bishop's Seat will be integrated as a new building in Empires and Tribes. This is the largest possible building that can be built, devours huge amounts of resources during construction and enables victory by economic means. In the endgame, a race develops for the economic dominance of the players to be the first to raise the resources to build the bishop's seat. The diplomatic approval of the AI opponents also drops significantly when the Bishop's Seat is built, making an attack and eventual destruction of the construction site more likely. However, the Bishop's Seat is only available to the AI in new games and not when loading old save games. Besides the possibility to select victory conditions when starting a new game, we have also revised the model of the quarry and fixed some bugs.

Your team from Empires and Tribes

- Added new model for the Bishop's Seat. The Bishop's Seat is the largest building in the game and provides access to a church and a monastery for all inhabitants on the entire map. Through its construction, the game can be won economically.
- Added new models for the quarry
- Added new victory condition: Bishop's seat
- Added new selection of victory conditions when creating a random game
- Added construction of the bishop's seat to the victory conditions and the AI's construction orders


- Fixed a bug that caused the compass to not match the compass direction information in the campaign. To fix this, the compass orientation was adjusted.
- Fixed a bug that caused the farm not to be extinguished by the water carriers during the fire.
- Fixed a bug that caused the dialog option of the residents to work at the construction site of the farm did not work
- Raised the height of the viewing platform in the stone towers to allow a view over the battlements.
- Fixed a bug that in rare cases could cause a small incorrect change in the terrain, making gaps in the terrain visible
- Fixed a bug that could cause the AI's build orders to stop in the late game