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  3. Path To Victory Update Is Now Available

Path To Victory Update Is Now Available

With the Path to Victory Update, the Eyes of War experience becomes even more strategic, fluid, and epic. This update introduces a range of new mechanics that allow your soldiers on the battlefield to move more effectively as a group, while also bringing optimizations that make it easier to defeat your enemies. These improvements not only give you greater control in large battles but also add strategic depth, enhancing the overall flow and pace of the game. Additionally, numerous bug fixes have been implemented to resolve issues players have encountered. All the details await you below!

[h3]NEW FEATURES AND IMPROVEMENTS[/h3]
  • A group system has been implemented for soldiers when selected together and given orders, optimized for the pooling system.
  • When a soldier dies in a group, a soldier from the rear rows will move forward to fill the gap.
  • The formation system has been enhanced by increasing the number of soldiers in the front line, widening the formation, and strengthening the feeling of an army.
  • A system has been added to allow characters to push each other; stronger characters can push weaker or equal characters.
  • When soldiers are selected as a group, they no longer act individually but move and attack as a group.
  • When attacking, all group members attack simultaneously; when moving, they move as one, without making individual decisions.
  • The enemy detection system has been updated, delegating enemy detection tasks to the group leader. The detection range has been increased, and the range for some ranged units has been expanded.
  • The system now checks whether the enemy is in the fog of war and whether the unit can attack that type of enemy before engaging.
  • Non-mechanical units will no longer automatically attack walls.
  • Soldiers are now programmed to prioritize attacking nearby enemy units over buildings.
  • AI units have been adjusted to deal damage to only one enemy at a time during an attack, preventing multiple deaths from a single sweeping attack.
  • When a command is given to a group, soldiers are now prevented from breaking the command for three seconds.
  • The distance soldiers can approach one another has been noticeably increased.
  • A new mechanic has been added where, when given a walking command, soldiers will pivot to face their destination before moving.
  • In aggressive mode, groups will begin chasing enemies within their detection range and attack once in range.
  • In defensive mode, they will wait until the enemy enters their attack range before engaging.
  • Melee groups now maintain their formation during attacks, and once close to the enemy, they will start running to enhance the collision impact.
  • For cavalry groups, a charge mechanic has been developed where, if not in defensive mode, they will perform a collective charge to break enemy lines.
  • Enemies hit by this charge will be staggered and take damage.
  • For archers and machines, mechanics have been developed to target and eliminate enemies collectively.
  • Necessary systems have been implemented for group mechanics to function naturally in multiplayer mode.
  • The issue causing abrupt camera transitions has been fixed; when transitioning from RTS to character mode, the camera will first zoom into the character’s upper body before entering their view.
  • Camera view codes have been optimized for performance.

[h3]Unit Damage Balancing[/h3]
  • The damage values for all unit types have been reviewed. Attack power has been optimized to better balance the units.

[h3]Defense System Balancing[/h3]
  • The durability of buildings has been increased. This allows defense-focused players to have their castles and structures withstand sieges for longer.

[h3]Structure Damage Balancing[/h3]
  • The damage output of siege units on buildings and structures has been adjusted. More strategic attacks on structures are now encouraged.
  • Additionally, the damage balance of siege units against infantry and cavalry units has been refined.

[h3]Structure and Unit Resource Balancing[/h3]
  • The resources required for building construction and unit production have been rebalanced. Fairer resource requirements have been established to suit the playstyle of each civilization.
  • Special unit costs have been adjusted, allowing players to optimize their strategies while maintaining balance between civilizations.

[h3]Technology Resource Balancing [/h3]
  • The wood, stone, iron, and gold requirements for technologies have been reorganized based on their importance and impact in the game.
  • Resource requirements for early-game technologies have been reduced, enabling players to advance technologically at earlier stages.
  • For late-game technologies, the requirements for gold and iron have been increased, emphasizing the importance of resource management in the later stages of the game.

[h3]BUG FIXES[/h3]
  • Fixed allocation errors in villager, soldier, and group codes that were causing FPS drops and stutters.
  • Fixed the catapult aiming issue in the siege workshop in strategy mode.
  • Fixed the issue where the "Mace Warrior" from Silveria did not have a shield properly equipped.
  • Fixed the issue preventing new buildings from being constructed on demolished plots for an extended period in strategy mode.
  • Fixed the issue where the health bars of the "Desert Cavalry" from the Solvong faction were clipping into their heads.
  • Fixed the mispositioning of the main tower in the "Barren Dunes" background of the main menu.
  • Fixed positioning errors on fortress corners.
  • Resolved the enemy AI’s issue of not attacking in Arena mode.
  • Fixed the bug causing trees to fall after setting up lumber camps that were not in contact with trees.
  • Fixed the bug where flags and particles were not appearing when issuing orders to soldiers in the tutorial.
  • Fixed animation issues with the ballista and archer towers for the Solvong faction.
  • Fixed animation issues with the ballista and archer towers for the Silveria faction.
  • Fixed animation issues with the ballista and archer towers for the Veridia faction.
  • Fixed the bug preventing mining camps from being built near mines in the tutorial.
  • Fixed the issue with worker camp upgrades and technologies being corrupted in saved games.
  • Fixed the sliding horses issue in TPS mode.
  • Fixed the bug where enemy cavalry would not spawn before the final battle in the tutorial.
  • Fixed the bug where enemy soldiers moved prematurely before combat during the second engagement in the tutorial.
  • Fixed the bug causing enemies to walk into battle during the second engagement in the tutorial.
  • Fixed the bug where players could build towers inside walls in the tutorial's tower-building task.
  • Fixed the incorrect player count for the "Rapids" map in the map selection screen.
  • Fixed finisher animation errors in the tutorial.
  • Fixed the issue where the lumber camp technology was bugged after loading a saved game.
  • Fixed bugs related to archers in fortresses.
  • Fixed the issue where archers' arrows would not appear if their animations were canceled.
  • Updated arrow rotations for the Solvong faction's archer and ballista towers.
  • Fixed the issue where AI enemy soldiers lined up on the boundary in phase two of the tutorial.
  • Fixed the issue where AI enemy soldiers would not attack without taking damage in phase two of the tutorial.
  • Fixed the issue where Molotov soldiers’ ignition animations were incorrect.
  • Fixed the bug where bandits would not deal damage to structures.
  • Fixed the issue where Veridia's lumber camp workers would stand in the middle of the table when there were no trees.
  • Fixed the loud cracking sound before reaching the lobby screen at the game's start.
  • Fixed the bug where mounted archers would not lock onto enemies.
  • Fixed incorrect character data in battle mode.
  • Fixed the bug where the blood color appeared white in RTS mode during strategy mode.
  • Fixed the issue preventing players from climbing ladders in strategy mode.
  • Added new particle effects.
  • Added new towers and fixed bugs related to them.
  • Optimized the object pooling system.
  • Smoothed and polished the animation transitions for Ranger characters.
  • Fixed the issues in crossbow formations during attacks.
  • Implemented caching in the animation and rigging systems for better performance.


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