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Arcane Wilds News

Update 0.6.10

Dear Players,

We're happy to welcome all of you this year with a new update featuring the fully completed visual upgrade of the Colony Faction.



As the bandit is somewhat of the face of the colony faction, we'd be happy to hear what your thoughts on his new looks. Feel free leave your opinion as a comment or reach out to us.

Hopefully, you're already as excited as we are about playing the game in its new and fresh visuals.



You might notice that the cleric and the church did not get a visual overhaul, but this is because a more exciting spellcaster is going to replace the cleric in the near future - more on that will follow soon.

We also found some sneaky bugs that managed to evade pest control last patch. They were kindly asked to leave.

Find the full list of patch notes below.

[h2]Full Patch Notes:[/h2]

[h3]Visual:[/h3]
- New models for Colony units
- New models for remaining Colony structures

[h3]Minor Changes:[/h3]
- Zooming in closer is now possible
- Units can now move around on the home island after finishing the prologue

And as always, don't hesitate to comment and leave your remarks on this patch or the game in general.
We're looking forward to another year of Arcane Wilds with you.

Update 0.6.9

Dear Players,

We wish everyone a happy holiday season!

To make your holidays as relaxing as possible, we have added a feature to both single- and multiplayer that helps to simplify a tedious aspect of the game quite a bit.

This feature revolves around logistic management for storage structures (Storage Tepee, Storage and Depot).
If your storage structure is filled with more than 250 supplies, a carriage will be automatically ordered from your harbor with an already queued pickup and drop loop. This means these loops no longer need to be manually created through command recording.

Storage structures even keep track of the carriages assigned to them, allowing you to select all currently assigned carriages and adding additional carriages directly. These functionalities can be controlled through new buttons in the command card. This is how it looks like now when a storage structure is selected:



Of course, this feature can be toggled upon the structure's completion if you prefer to manage everything yourself. This can be achieved by right clicking the carriage ordering button (left most in the image), similar to toggling autocast for spells such as snipe.

Additionally, villages now come with carriages themselves and will haul supplies to your harbor when allied.

This patch also contains some minor changes:

When double tapping a hotkey, the camera used to simply jump to the largest group of units selected.
This sometimes felt off, for example when the camera centers on reinforcements on the ship.
Double tapping a hotkey now calculates where to jump according to group size and distance.
So if your current camera location is somewhere close to the action, the camera snaps to units on land rather than back to the ship.

And finally, pest control visited and exterminated some bugs.

Find the full list of patch notes below.

[h2]Full Patch Notes:[/h2]

[h3]Improved Logistic Management:[/h3]
- Depots now automatically order carriages to repeatedly haul resources to the harbor
- The target for the hauling defaults to the harbor, but can be adjusted like rally points
- Additional carriages can be added manually through a button on the depot
- Villages now come with carriages themselves and will haul supplies to your harbor when allied

[h3]Gameplay:[/h3]
- Double tapping hotkeys to move the camera now takes into account sizes and distances of individual groups
- Units can now be affected by speed buffs and slow effects at the same time
- Villagers spawn close to the harbor if there are no houses on the home island

[h3]Bug Fixes:[/h3]
- Issuing an order to units not owned by you no longer triggers a voice response

As always, we appreciate any kind of feedback! Please tell us your thoughts on the patch, have fun playing and enjoy your holidays.

Update 0.6.8

Dear Players,

This update consists of a massive performance improvement as well as the start of the visual Colony faction overhaul to bring the Colony faction up to par with the Tribe and the Army in terms of visual quality.

We're adding our new, high quality models of (almost) all Colony structures to the game.
Here's a sneak peek of the Blacksmith, Saloon, Market and Port.



You'll be able to look at all other new and improved structure models in game.
Feel free to share your opinion.
We really hope you like them as much as we do!

The remaining structures and the updated Colony units will be added in the coming patches, so you can look forward to that.

Another difference you might notice (or hopefully, you won't notice anything at all) is our performance update.

With today's update, we have drastically improved performance for situations with large unit counts by computing unit movement and combat targeting asynchronously. Hence, you should experience less stuttering in higher difficulty and longer missions with allies where the unit count can get a bit extreme.

Also, if you were frustrated about your "Max UI Width" and "Zoom Limit" settings resetting after closing the game, we have good news for you.
Your preferred settings will now be saved so you don't have to bother adjusting them every time you start the game.

And, as always, a few bugs were squashed in the process.

Find the full list of patch notes below.

[h2]Full Patch Notes:[/h2]

[h3]Visual:[/h3]
- New models for almost all Colony structures

[h3]Performance:[/h3]
- Drastically improved performance for situations with large unit counts by computing unit movement and combat targeting asynchronously

[h3]Quality of Life:[/h3]
- UI scaling and max zoom persist between restarts

[h3]Bug Fixes:[/h3]
- Resource gathering effects no longer flicker
- Medicine Man (standard attack) and Warrior (axe throw) projectiles now visually hit the target instead of flying too far
- Fixed a crash that could occur when using the Huntsman Lasso ability
- Warrior bonus damage through upgrades is now correctly displayed in the UI
- Saber Infantry research now show the correct tooltip
- Fixed harvest-rate preview text when capturing a relic in skirmish mode

[h3]Modding:[/h3]
- More exceptions are propagated into lua for better development experience and fewer crashes

Our performance changes affect moving, pathing and targeting. Thus, if you notice issues with unit behavior or no changes in performance please reach out to us and let us know.

Thank you for playing and helping us make our game what we all want it to be!

Update 0.6.7.1

Dear Players,

Unfortunately, a bug managed to sneak into yesterdays update: If the prologue is replayed through the old wise man dialogue, it can fully reset the save. We had tested for this specific case in anticipation, but unluckily, something slipped through.

This hotfix resolves this issue and you can replay the prologue now without risking your save.

If you have been affected, please do reach out ([email protected] / https://discord.gg/5XSda7K3Kz) , so we can attempt to help you recovering a save.

We are sorry for any inconveniences caused. Let us know if you encounter any other issues.

Have fun playing the prologue!

Update 0.6.7

Dear Players,

We are excited to bring you an update we have worked on for quite some time.

We have focused on improving the experience for new players by adding an introductory prologue mission. The prologue is available for the Hawk Eye Regiment and plays automatically for new saves.

Here is a sneak peek:



If you already have save and wish to experience the prologue, you can talk to the old wise man on your home island to replay the prologue, see the second dialogue option below. Be sure to try it out for yourself!



Additionally, we have enhanced our map generator to give the three biomes a more distinctive identity and also to make the rendering more efficient.

Ancient Forest:
The vegetation in our forest is a bit darker and more dense than before, giving the biome a more mysterious and eerie atmosphere.

Mystic Mountains:
By having fewer grass fields and reduced vegetation the Mystic Mountains feel like a rougher, more arid biome.

Verdant Plains:
We've increased the grass density and foliage to make the Verdant Plains seem richer and greener.

Here is how this looks like:



Finally, a long awaited quality of life improvement: You can now embark expedition party members on your home island by issuing a move command to the ocean and disembark them by issuing a move command back to the island.

Find the full list of patch notes below.

[h2]Full Patch Notes:[/h2]

[h3]Hawk-Eye Regiment Prologue:[/h3]
- Added a prologue mission, introducing new players to the game
- The prologue can be replayed through the dialogue with the Old Wise Man on the home island

[h3]Home Island:[/h3]
- Units can now be embarked by issuing a move command into water and disembarked by issuing a move command onto land

[h3]Terrain Changes:[/h3]
- Increased visual variety of all three biomes
- More efficient terrain material rendering

[h3]Bugfixes:[/h3]
- Units on the home island no longer start walk animations after being on the ship for a long while
- Pukwudgies are no longer stretched during the jump animations
- Cancelling tribe structures no longer refunds double supplies
- Fixed wrong ability tooltips for Colony and Tribe scouting units

Enjoy trying out the prologue and let us know your thoughts.