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Empires and Tribes News

Patch Notes for Version 1.11

This patch replaces the models of wooden gates, towers and walls and replaces the stone textures of all stone walls, gates and towers. We've also integrated a new Local Avoidance System between the player and the units, so the latter won't run through you like crazy anymore. Furthermore, we have reworked the combat system and made the feedback, both auditory and visual, a lot more intuitive. And last but not least, we've reworked the markers of quests, fires and attacks, and have integrated new icons in the compass direction indicator, making it much easier to find tasks and events.

Version 1.11

ENGINE

Added:

- Added Local Avoidance between all units and the player
- Added wooden wall model Lv1
- Added wooden gate model Lv1
- Added wooden tower model Lv1
- Added new texture for all gates, towers and walls Lv2
- Added LOD for wooden and stone walls
- Added new hairstyle models for player's character
- Added new sounds for impact sounds when fighting
- Added UI that shows when the player is hit
- Walls can now be fixed to special anchor points on already built towers or gates during construction and therefore no longer cross the center points of towers
- Added graphical representation of anchor points of towers and gates
- Fires, wolf attacks, attacks and the items of the villagers' quests are now also displayed within the compass direction display


Fixed:

- Convincing town council members now works for church tithe and poll tax decisions
- Changed building system so that building dummies "stick" a bit more to the streets
- Residents now walk forward down the stairs
- If the marketplace was demolished, it is now easier to rebuild a new marketplace in the same place. The colliders of the surrounding buildings now no longer prevent this.
- Specularity of the lashes of all units adjusted
- The wells can now also be cleared by the water carriers
- When selecting the male char, the same hairstyle is now no longer available twice
- Flag in the campaign start menu no longer disappears into the wall
- Hit collider of the wolves enlarged
- Life point display of units now no longer jumps instantaneously to the new display. The deduction of health points is animated instead.
- Unit health display is now slightly larger and easier to decipher
- Fixed a bug that caused a crash when a town hall was newly built and the player was in its immediate vicinity
- The slope of the terrain is now calculated correctly when building paths and walls
- The hitboxes of the walls have been reworked and are now easier to access
- The well keepers are now slightly stronger when extinguishing fires
- The items in quests of the inhabitants are now always spawned inside the map
- Fixed a bug where some road pieces in front of the surrounding farms were not demolished when they were destroyed or demolished
- Fixed a bug where additional road segments in front of bridges were instantiated when loading a save state
- Fixed a bug that caused the respawn of residents after loading a savegame to not work
- Fixed a bug where the sleeping time for farms and construction sites was calculated incorrectly when the maximum working time was selected in the city council meeting. This could result in nothing being produced or built during the day.
- The battle menu can now also be closed by "Escape" if units have been selected previously
- The building menu is now completely closed by Escape
- Fixed a bug that could cause a crash when the AI has expanded the grain farm
- The position of the lamps in the woodcutter's hut has been corrected

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