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Empires and Tribes News

Roadmap Q4 2022

Dear Community,
enclosed is our roadmap for the coming months.
Since we took care of the bugfixing and the stability to a large extent in the past months, the planned features have fallen behind our plan, mainly in the area of sound design. We plan to add those features and content in the coming months. A big part of the current development is the writing of the campaign, which we will probably be able to publish in January. It will include 12-16 maps, which are interconnected and will challenge you with different military and economic tasks. The first part of the roadmap will be released soon with a new patch, which will include new tasks for the inhabitants and an improved AI - especially in the area of recruiting units.

Your team from Empires and Tribes

Patch notes for Version 1.36

This patch replaces the model of the monastery, adds a quest menu and fixes some bugs.
From now on, the quest menu will display all active tasks in the city. In addition, the compass function has been reworked to display the position of events and items in the world in an updated way. The end of the world is now displayed more realistically thanks to new geometry at the edges of the map, as well as new skybox shaders. We were also able to fix some bugs in AI castle building, market cart management, and UI.


Your team from Empires and Tribes

Version 1.36

ENGINE

- Added new building model for the monastery
- Added LOD data and occlusion data for the monastery
- Road construction revised: When placing roads, they now snap to existing roads much more smoothly
- City guards can now be hired in the state servants menu to protect the city from light attacks, e.g. by wolves, even in the early game
- The recruitment cost for civil servants has been increased
- Attack tracker revised: The positions of attacking units (armies as well as wolves) are now updated on the map and in the compass, showing the actual position of the units
- Beadle warning of upcoming battles revised: After the warning, all armies sent into battle by the AI are now displayed updated and not just the position of the expected attack
-Textures of the following NPC's exchanged and partially randomized: Priest, Monk, City Servant, Messenger, King's Messenger.
- The fog is now calculated on the skybox, making the transition between distant terrain and the sky more fluid
- Added new terrain geometry to the edge of the maps

- Fixed a bug that caused a crash when saving or loading if the AI upgraded the bakery to level 2
- Fixed a bug that could cause a crash when loading savegames due to incorrect calculation of castle courtyards
- Fixed a bug that could lead to incorrect camera movement in the building menu
- Fixed a bug that could cause cart drivers to stop in front of warehouses instead of driving to farms in cities with many farms
- Fixed a bug that caused the positions of the castle's extensions to not be reset when the extensions were demolished
- fixed a bug that caused workers to stop in front of the pillory
- Fixed a bug that prevented the market from being built in places where residents were located
- Fixed a bug that caused bandits not to stay near the player's town in some cases
- Fixed a bug that could cause the AI not to attack the player if part of the path was blocked by walls
- Fixed a bug that could cause a crash when a combat unit died in rare cases


UI

- Added quest menu that shows all current quests, their patrons and their remaining time
- Added shortcut to get directly to the quest menu from the diplomacy menu
- Tooltips in the state servants menu revised
- fixed a bug that caused the wrong display of archers in the towers, because archers currently running to the tower were not taken into account
- fixed a bug that caused tooltips to persist during town council meeting when the menu was updated
- Fixed a bug that caused the headline to be displayed incorrectly in the news tooltips
- Fixed a bug that could cause the cost of public servants to be displayed incorrectly in the overview menu
- Fixed a bug that could cause the writing room not to open during the search for evidence for a court case
- Fixed a bug that could cause the circular marker marking the attack position on the map not to be cleared
- Fixed a bug that could cause the location of quest items from crates and lamps to not be displayed correctly on the map and compass
- Fixed a bug that caused the message to appear when changing weapons that a new item was picked up

Version 1.35 is back live

This update brings Empires and Tribes back to version 1.35. We were able to fix initial problems in the version, which means that the performance and memory management optimizations are now available to all players. We have also been able to locate and fix a number of other issues. The bugfixing mainly revolves around pathfinding, dynamic occlusion and AI combat behavior.

Your team from Empires and Tribes


CHANGELOG

- Fixed a bug that could cause units with optimized pathfinding to not find their way and thus run in circles
- Fixed a bug in the Dynamic Occlusion system that could lead to incorrect occlusion of buildings on mountainous maps
- Fixed a bug that could cause the additional buildings of the grain farm to be hidden when the player was standing close to the farm
- Fixed a bug that could cause the grain farm's interior to be placed too high
- Fixed a bug that could cause parts of the grain farm interior to be placed twice
- Fixed a bug that could cause the priest to run to the edge of the map after upgrading the church to a cathedral and not return from there
- When building multiple churches, only one priest is now spawned per map
- Fixed a bug that could cause residents to run through the air to the location of their bed after loading it
- Fixed a bug that could cause some residents to not close their eyes at night while sleeping
- Fixed a bug that could cause the grain farm to be disconnected from the road network after loading
- Fixed a bug that in rare cases could cause the cart drivers to not be able to reach a farm even though there was a road connection
- Fixed a bug that could cause residents to get stuck in the pillory
- Fixed a bug that could cause residents to continue carrying the blasphemy stone after the punishment ended
- Fixed a bug that could lead to incorrect pathfinding of residents when the way to a farm was blocked by a closed gate
- Fixed a bug that could cause the AI to recruit an army more than actually supported by the current city size after loading game saves
- Fixed a bug that could cause combat units to run to the edge of the map after loading
- Fixed a bug that could cause combat units to be rotated incorrectly after loading
- Fixed a bug that could cause AI combat units to get stuck on the bridge in rare cases
- Fixed a bug that could cause the AI's combat units to attack the castle and its annexes even if they were behind a wall
- fixed a bug that caused the mouse text of gates and towers not to be displayed correctly
- Fixed a bug that caused the trader's character to appear briefly when entering the menu when trading at the marketplace or opening the warehouse menu

Roll-Back to Version 1.34

Dear Community,
with the patch 1.35 from 07/23/22 there are currently problems in the pathfinding, so we have decided to return to the stable version 1.34 and to revise the patch in the following weeks. We would like to apologize for any inconvenience caused while playing. Contrary to our assumption, the hotfixes of 07/24/22 and 07/26/22 did not fix all problems. We are currently testing the roll-back and preparing for the release within the next 24 hours.

We will keep you up to date.
Thank you for your understanding!

Your Team of Empires and Tribes

Hotfix for Version 1.35

This hotfix fixes some minor issues that occurred with the last patch.

Your Empires and Tribes Team

Edit (25-07-22):

- Fixed a bug with snapping and demolition of roads.
- Fixed a bug in the pathfinding of the residents, seen with the construction workers