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Arcane Wilds News

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.

Update 0.6.6

Dear Players,

It's been quite a while since our last update.
We've been working on something big, which isn't quite ready yet but it's just around the corner.

With this update, however, we've focused a lot of our energy on performance and visual quality.

First and foremost, this update introduces Level of Detail (LOD). This means that models are rendered with less detail when further away, so that details which are indistinguishable from a distance don't negatively affect performance with no visual benefit.

Furthermore, we have revisited almost all particle effects and changed them so that they're better on performance while losing barely, if any, visual quality. In fact, some effects look even better than before.

We're also happy to introduce our new, high-quality model of the Stomper:



Of course, we also fixed multiple bugs.

Find the full list of patch notes below.

[h2]Full Patch Notes:[/h2]

[h3]New high-quality models[/h3]
- Villagers and village protectors
- Stomper

[h3]Visual:[/h3]
- Added levels of detail to all static and skeletal meshes for Army and Tribe
- Improved particle performance of combat visual effects
- Adjusted portal color

[h3]Bugfixes:[/h3]
- Tribe construction sites now correctly refund supplies when cancelled
- The effect of damaging structures is no longer visible through fog of war
- Village healthbars no longer flicker in fog of war
- Structures' healthbars no longer turn gray when they enter fog of war
- Fixed a bug which caused harbors facing inland in rare occasions

Thank you for playing and helping improve the game. Let us know if you encounter any issues.

Update 0.6.5

Dear Players,

Today we bring you a content-focused update featuring several visual upgrades, improved unit behavior, and important bug fixes.

We’ve added three new high-quality models as part of our ongoing effort to enhance the game’s visual style. This includes the Puk-Wudgie and Deer Woman, as well as a new Relic Spawner model.



On the gameplay side, ranged units now use their full attack range when targeting buildings during auto-attacks. Units that spawn from camps will now visibly jump out of rifts, giving their arrival more highlight.

We’ve also addressed a number of issues, including a tooltip bug affecting Spirit Huntress summons and a visual glitch where units spawning from rifts were invisible. In addition, we’ve reduced the size of several textures to help improve overall performance.

Find the full list of patch notes below.

[h2]Full Patch Notes:[/h2]

[h3]New high-quality models[/h3]
- Puk-Wudgie
- Deer Woman
- Relic Spawner

[h3]Gameplay[/h3]
- Units with a ranged attack against buildings now use their full range during auto-attacks
- Units spawning from camps now jump out of rifts

[h3]Spirit Huntress[/h3]
- Fixed an issue where information about summons was not correctly displayed in tooltips

[h3]Other[/h3]
- Resolved an issue where units spawned from rifts were invisible
- Reduced the size of various textures

Thank you for playing and for being part of our community. We look forward to hearing your thoughts on this update, and as always, your feedback helps shape the future of the game.