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Empires and Tribes News

Patch Notes for Version 1.40

With this update, the models of the Small Weapons Forge, the Copper Weapons Forge, and the Tool Forge are replaced with completely redesigned models. In addition, four more regions will be added to the campaign, in which you'll have to besiege Harald of Are's fortress, get a grip on Finncaster's ailing finances and rebuild a destroyed monastery, among other things. Here you'll meet new NPC's like the Archbishop of Finncaster, and you'll be able to stand your ground against new AI opponents like Louise Salier. Besides the integration of new sounds in the audio area, we were also able to fix a number of bugs. We would like to take this opportunity to thank you for all the reports and hints!

Your team from Empires and Tribes



- Added new models for the small weapons forge, the copper weapons forge and the tool forge
- Added 4 new campaigns
- Added new AI opponents for the campaign: Louise Salier and Johann Gothenburg
- Added new NPC's for the campaign
- Added tooltip showing how many units of which type will attack in the campaign
- Campaign map revised: regions not yet unlocked are now displayed in a more differentiated way
- The compass now shows the distances to the nearest cities and the texts are displayed brightly at night for better readability
- If a building in the construction menu is placed several times in a row (by pressing the shift key), the rotation is now maintained
- The tooltip for the production of the cities in the campaign now also shows the consumption of the goods


- Fixed a bug that caused the rotation of decorative objects not to be saved. This is fixed only when new objects are placed.
- Fixed a bug that caused resources that were supposed to be sold in the current cart load at the merchant could no longer be taken out, as this was incorrectly counted as a sale
- Fixed a bug that caused builders to be able to take resources out of the warehouse even though there were no resources in the main warehouse. This could result in a negative resource balance.
- Fixed a bug that caused only one type of resource to be displayed in the messages, which was fetched from the warehouse by the construction workers.
- Fixed a bug that could cause negative resource values to be displayed in the menu of construction sites
- Fixed a bug that caused the dialog option for saying goodbye to be missing for the construction worker in the campaign
- Fixed a bug that caused the end dialog in the campaign for exporting carpenter goods to be triggered multiple times
- Fixed a bug that caused the priest's events to trigger frequently
- Fixed a bug that could lead to incorrect rendering of the interior of the residential buildings
- Fixed a bug that could lead to incorrect display of the buttons when creating the player character in the campaign
- Fixed a bug that could cause the camera to behave incorrectly when opening the combat menu when closing the building menu
- Fixed a bug that could cause the battle menu not to close when pressing Escape even though no unit or army was selected
- Fixed a bug that caused incorrect calculation of food consumption of cities in the campaign when the player was in another city
- Fixed a bug that could cause construction workers to run through the air
- Fixed a bug that could cause construction workers to run to the edge of the map when their housing was upgraded from Lv1 to Lv2
- Fixed a bug that when returning to old regions in the campaign, not all savegames were recognized and the region was reset to the beginning
- Fixed a bug that caused unlimited savegames in the main camp in the campaign
- Fixed a bug that caused the sound to be triggered multiple times when missing trade goods
- Fixed a bug that caused the tooltip indicating too slow resource pickup to be displayed incorrectly
- Fixed a bug that caused the tooltip displaying the needs of residents not to be closed when the building was upgraded
- Fixed a bug that caused the old models to spawn when discarding the swords from the inventory

Hotfix for Version 1.39

This hotfix fixes some issues that occurred in the new campaign.

Your Empires and Tribes Team

- Fixed a bug that caused the player character to be displayed incorrectly when playing the campaign
- Fixed a bug that caused the hitboxes of the merchants in the market to be poorly recognized
- Fixed a bug that could cause the quest marker not to be removed in the campaign even though the task was completed
- Fixed a bug that caused the player not to be given a copper axe by the NPC in the campaign
- Fixed a bug that caused buildings unlocked in other regions to not be unlocked in older regions
- Fixed a bug that caused the grass in mountainous environments to not be removed correctly at the drop-off edges
- Fixed a bug that caused units to fall through wooden bridges
- Fixed a bug that caused the campaign region to be restarted and not load the region's last save game when using the load menu in the main menu
- Grass is now removed from town halls and stores in the area where resources for building construction are spawned
- Font showing the experience level of the player has been improved
- The quest to slaughter five chickens is only given when there are at least five chickens in the city
- The quest to make a bottle to check if the well has been poisoned will not be given until a pottery has been built where the player can craft the bottle

Patch Notes for Version 1.39

With the update to version 1.39, the new campaign mode will be integrated into Empires and Tribes.
You now have the opportunity to take on the role of the heir to the throne of Finncaster and assert yourself in a world of competing principalities. Build new villages on the outskirts of your dominion or expand existing settlements and solve the tasks of the new quest givers, such as the Council Elder, to expand your sphere of influence. A world of 16 connected regions awaits you, of which the first 6 regions are unlocked with this update. In each region, specific main and side quests await you, which are subordinate to a larger storyline. You can trade between the regions and switch between the regions at will via Direct- and Quicktravel, for example to further expand a village after the construction plans for further buildings in another region have been unlocked. We plan to gradually expand the world with more regions in the coming updates.
Also, with this update we have integrated the interior models for the residential buildings and fixed some bugs.

Your team from Empires and Tribes


Version 1.39

- Added new connected campaign maps
- Added traveling between regions via Quicktravel and Directtravel
- Added passive production in regions while player is in other regions
- Added storage system for connected maps
- Added inter-regional trade between regions
- Added new main quest and side quests for the campaign
- Added new NPC's for the campaign
- Added new quest items: News and Bulls
- Added new menu subitem in the quest menu for the campaign quests
- The position of the surrounding towns is now shown in the compass in the campaign maps
- Added interior models for the Lv2 and Lv3 dwellings
- Revised model of wooden bridges

- Fixed a bug that could lead to a crash when building walls
- Fixed a bug that could lead to a crash when building wooden towers
- Fixed a bug that could lead to a crash when units were fighting
- Fixed a bug that could lead to incorrect attack behavior of units when buildings were selected as attack target
- Fixed a bug in the pathfinding calculation that could cause residents to take large detours
- Fixed a bug that could cause a crash when building the Copper Weapon Forge if the player was in the forge while it was being completed
- Fixed a bug that prevented enemy buildings from being selected as attack targets in the combat menu
- Fixed a bug that could cause residents to freeze at the fireplaces in the walking animation
- Fixed a bug in the model of the lumberjack Lv2

Patch notes for Version 1.38

We wish you a happy new year!
Just in time for the start of the year we can present you this new update. The models of the iron weapon forge are replaced by completely revised and more authentic models. We have also been able to optimize the save and load algorithm in several points, resulting in much smaller savegame sizes and faster saving. This new system is also the basis for the new campaign that we are currently writing and which we will gradually release with the next updates. Last but not least, the update will fix various bugs that appeared while playing the game.

Your team from Empires and Tribes



- Added new models for the iron weapons forge
- Added a function for market carts, which prevents the carts from leaving the game world
- Optimized saving algorithm resulting in faster saving and up to 8 times smaller saved game size


- Fixed a bug that could lead to incorrect rendering of the monastery's construction site after loading
- Fixed a bug that caused the father's character to not render correctly when creating the campaign
- Fixed a bug that could lead to a crash due to an incorrect work allocation of the AI inhabitants
- Fixed a bug that caused the progress in the crafting menu not to be set to zero when the menu was changed during crafting
- Fixed a bug that caused the crafting menu to not close completely when the player switched subpanels while crafting
- Fixed a bug that caused the grass around fireplaces to not be removed
- Fixed a bug that could cause a crash when assigning builders to the castle's expansion buildings
- Fixed a bug that caused incorrect display of construction workers in the castle extensions
- Fixed a bug that caused incorrect animation when female construction workers were sentenced to wear the blasphemy stone
- Removed obsolete function for displaying the grass distribution from the main menu

Patch notes for Version 1.37

With this patch, we are releasing the promised overhaul of the AI and integrate new resident tasks in Empires and Tribes.
The AI now recruits its combat units from the population just like the player. The size of the AI's armies are thus directly dependent on the number of free workers and thus the size of the city. To support larger armies, the AI now continues to expand its city and, depending on its diplomatic status with other cities and its own progress, prioritizes the construction of residential buildings and marketplaces to varying degrees in order to expand its city. This results in a realistic attack and defense behavior that is adapted to the player's speed. The AI in the highest difficulty level - the Earl Rothenstein - continues to present even experienced players with a challenge that should not be underestimated. Furthermore, we have replaced the tasks of the inhabitants. More varied tasks such as fighting a disease or crafting items now promise far more valuable rewards such as armor pieces or higher-quality tools.

Your Empires and Tribes Team

Version 1.37

ENGINE

- Unit recruitment of the AI revised
- City expansion of the AI reworked
- The AI now also builds a castle as fast as possible when it declares war on another AI or gets war declared by it
- Added running and training animation for AI inhabitants
- The AI now builds additional marketplaces to expand cities
- When building walls, towers and gates, the builders no longer run in circles at the construction site, but use the work animation instead
- When a construction site is located to the left of the town hall, construction workers now take the direct path to pick up resources at the town hall and no longer walk to the waypoint directly in front of the town hall entrance
- The main town hall can now no longer be destroyed
- The player can now sleep during the day when he is exhausted
- Terrain textures revised
- Grass distribution in the dry biomes revised
- Residents' quest system revised: Dweller quests are now more varied and difficult and involve multiple NPC's. In turn, the rewards are more valuable.
- Added new quest items: poisoned well water, community book and tunic.

- Fixed a bug that could cause builders to run in circles in front of their houses when building walls, towers and gates
- Fixed bug in AI castle building that could lead to wrong placement of towers and walls
- Fixed a bug in AI castle building that could cause the AI's build orders to stop when repairing a castle after an attack
- Fixed a bug in AI castle building that could cause the AI to try to repair its castle several times
- Fixed a bug that could cause the AI to build the castle inside the monastery
- Fixed a bug that, after loading, could cause the AI to train multiple soldiers at once
- Fixed a bug that, after loading, caused the AI to commission new armies even though not all of the old armies had been fully recruited yet
- Fixed a bug that, after loading, could cause the AI not to increase its armies further
- Fixed a bug that in rare cases could cause a crash after loading when the AI attacked the enemy
- Fixed a bug that could lead to a crash in rare cases due to a faulty build command from the AI
- Fixed a bug that could lead to lag due to incorrect resource management by the AI
- Fixed a bug that could lead to a performance crash in the lategame due to excess generated items in the bakery of the AI
- Fixed a bug that could cause the quest signs to remain displayed above the inhabitants even though the task was already completed
- Fixed a bug that could cause the wrong progress of the construction site to be displayed in the left mini-panel
- Fixed a bug that could cause the player to move while sleeping
- Fixed a bug that could cause the water carriers to sit below the chairs at the fountain
- Fixed a bug that could cause the player not to be able to talk to the water carriers after loading them
- Fixed a bug that could lead to deletion of the data of the noble title and the state servants if the player had employed city guards and other state servants

UI
- Added tooltip about food production
- Added tooltip explaining the automatic division of workers by interests
- Added tooltip showing the missing resources of building sites in the building menus
- Added text in the overview menu showing the time until the next city council meeting and the next court case
- Added button to go directly to the recruitment menu from the castle building menu
- The cursor is now highlighted when selecting the demolition tool
- Added icon to indicate in the buttons during communication with NPC's whether it is a question about a court case or a quest
- The panel of the monastery now indicates that only 2 of the 3 available extensions can be built

- Fixed a bug that caused the wrong interests of the resident to be displayed during communication if the resident had a quest
- Fixed a bug that caused the cost to upgrade the farm to be calculated incorrectly when using the building menu