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Eyes Of War News

Rebirth of the Realms

Rebirth of the Realms brings a grand transformation to Eyes of War! From the atmosphere of maps to the armor of your soldiers, from gameplay-enhancing innovations to a smoother user interface, every detail has been meticulously refined in this update. The heroes of each faction now shine brighter, and battlefields come alive with stunning visual effects. Additionally, numerous bugs have been fixed to deliver a seamless gaming experience. All the heroic details await you below!

[h3]Strategy Maps[/h3]
  • Updated the overall lighting and atmosphere of all existing maps.
  • Improved shadows and refined lighting quality.
  • Enhanced terrain textures for sharper and more detailed visuals.
  • Upgraded tree models and textures across the maps.
  • Added new ambient environment props to enrich the atmosphere.
  • Improved the visual quality of grass on all maps, making it more responsive to wind.

[h3]Arena Maps[/h3]
Lion's Roar Map: Expanded with an increased diameter and updated textures.
Green Garden Map: Textures have been updated.
Holmgang Arena: New environmental props have been added, and lighting and atmosphere have been improved.

[h3]Redesigned Horse Armor[/h3]
When the Full Armor technology is researched in the Stable, horses receive stunning new visual designs, featuring aesthetic and historically accurate details. These unique styles are tailored to each civilization, adding an extra layer of depth and atmosphere to the battlefield, making every encounter feel more culturally immersive and visually captivating.

[h3]UI[/h3]
Panel Pinning: A pinning feature has been added to UI panels, allowing you to fix certain building panels to any point on the screen. This ensures strategic advantage by keeping important panels visible amidst other information.
Smoother Transitions: A new animation system has been integrated to provide smooth transitions between UI panels when switching between structures, making the interface experience more dynamic and fluid.

[h3]General Visual Improvements[/h3]
  • Enhanced visual effects across all maps, improving texture and behavior quality.
  • Improved character textures for greater detail and realism.

[h3]Bug Fixes[/h3]
  • Fixed an issue where players would remain in the menu while trying to exit the Two River map.
  • The localization issue occurring in the lobby has been resolved.
  • Fixed problems where walls did not interact correctly with units or structures in Strategy Mode
  • Fixed a bug where buildings could be placed in the middle of the water on the Barren Dunes map.
  • Resolved an issue in Strategy Mode where Solvong enemy AI soldiers would not attack.
  • Fixed a bug on the Two River map that caused issues when approaching certain trees.
  • Resolved a problem where archers’ finishing animations displayed broken arrows.
  • Fixed an issue where mace soldiers would slide back after attacking.
  • Resolved the ballista bow issue for the Norvion faction in Multiplayer Strategy Mode.
  • Fixed glitches with molotov throws and their appearance of burning mid-air.
  • Resolved an issue in the Tutorial where the enemy soldier would not die in the first battle.
  • Fixed an issue in Battle Mode where certain selected soldiers would fail to spawn.
  • Resolved a bug where unspawned soldier counts were incorrectly added to other soldier types in Battle Mode.
  • Addressed an issue in Arena Mode where soldiers could pass through doors.
  • Fixed a brightness issue in the Flatriver landscape after exiting Strategy Mode.
  • Resolved excessive brightness in the Tears of River map in Battle Mode.
  • Fixed over-shading in the Sands of Destiny map in Battle Mode.
  • Resolved an issue in the Barren Dunes map in Strategy Mode where small trees couldn’t be cut down by workers.
  • Fixed a bug where workers would head towards mountains or rocks after cutting trees in Strategy Mode.
  • Addressed wall construction and destruction issues.
  • Fixed an issue where soldiers would form lines facing the wrong way after receiving a formation order.
  • Resolved a bug in Strategy Mode where deselecting specific soldier types would remove all selected units instead.
  • Fixed an issue where switching characters failed if there was ground in front of them.
  • Resolved a bug where destroyed walls in Strategy Mode couldn’t be repaired.
  • Fixed an issue where soldiers on walls wouldn’t disappear after the walls were destroyed.
  • Resolved a bug where walls couldn’t be built if a preview was displayed over another structure.
  • Fixed incorrect positioning of characters during formation orders.


https://www.youtube.com/watch?v=hjfikMMVdpk

Eyes of War Live Stream!

[h3]Welcome to the stream, Commander! 💥
[/h3]
Get ready to dive into the captivating world of Eyes of War, where RTS and TPS mechanics come together! Command the battlefield from a strategic viewpoint, or switch to TPS mode and step right into the heart of the action! Unique tactics and powerful armies await you.

In this live broadcast, we’re delving deep into the game’s mechanics—from strategic decisions to TPS combat, we’ll explore every detail with you. Ask your questions, join the chat, and be the one to shape the fate of the battlefield!

Let’s meet on the front lines!

Rise to Heroes Update

Rise of Heroes Update brings a new visual and gameplay experience to Eyes of War! This update revamps key characters for each faction, making your warriors more magnificent and adding unforgettable visual effects to every clash and siege. Along with these epic changes, we’ve fixed numerous bugs to ensure smoother gameplay. All the heroic details await you below!

[h3]Character Visual Upgrades[/h3]
We've enhanced and differentiated existing characters. Three iconic warriors from each faction return to the battlefield in all their glory! Check out the revamped heroes:

Norvion: Axeman, Geirr, Berserker
Veridia: Crossbow, Lancer, Swordsman
Solvong: Imperial Elephant, Guardian, Samurai
Silveria: Mace Cavalry, Maceman, Sword Cavalry

[h3]VFX Updates[/h3]
  • Building, castle and wall destruction effects have been improved.
  • Fire effects have been upgraded.
  • Siege engine attack effects have been revamped.

[h3]Bug Fixes[/h3]
  • Fixed an issue where units could clip through the edges of walls while walking on them in Strategy mode.
  • Corrected asymmetrical wall corners.
  • Fixed animation issues for troops entering battle in the second tutorial mission.
  • Addressed an enemy focus issue on commanded troops in the second tutorial fight.
  • Fixed scaling errors with castle gates in the tutorial.
  • Resolved a bug where units would switch to a walking animation while running in Strategy mode.
  • Prevented gates from being placed incorrectly on walls.
  • Fixed archers on elephants glitching onto walls.
  • Units can now properly cross repaired walls.
  • Soldiers can now climb ladders as intended.
  • Corrected scaling issues with archer towers built on walls.
  • Fixed missing construction stages for archer towers.
  • Resolved an issue with Axeman unit not moving.
  • Addressed health display errors for buildings on first click.
  • Fixed problems with the collapse timing of towers.
  • Resolved a bug where stationary horses produced dust particles.
  • Fixed bandits not attacking.
  • Corrected bandits focusing solely on a single unit.
  • Fixed an enemy focus error in the second tutorial battle.
  • Resolved broken arrow-pulling animation for mounted archers.
  • Addressed incorrect health display for buildings in the Training mode.
  • Fixed missing victory and defeat sounds in Battle mode.
  • Corrected low health for troops in the 30-man Training battle.
  • Fixed Silveria camels glitching onto walls.
  • Addressed inflated economy stats in the Training mode.
  • Fixed Solvong troops unable to open their own gates in Strategy mode.
  • Resolved bandit inactivity on the Two River map.
  • Fixed workers getting stuck on rocks while collecting wood or mining.
  • Corrected a glowing spear issue for guardian soldiers in Arena mode.
  • Fixed disorganized movement for enemy cavalry in the "Final Battle" training mission.
  • Resolved a bug where Solvong horsemen threw Molotovs too close to enemy structures in Strategy mode.
  • Fixed low health for Veridia knight units in Strategy mode.
  • Addressed a command trigger issue in the “Give Orders!” task of the training mission when executed quickly.
  • Adjusted the axe position for female woodcutters.
  • Corrected tower placement in the Barren Dunes lobby scene.
  • Resolved a building placement issue on rocks in the Barren Dunes map.
  • Fixed horses generating dust while standing still.

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.


[previewyoutube][/previewyoutube]

The Civilization Ascension Update Is Now Available

Greetings Warriors!

The Civilization Ascension Update is Now Available!

We are introducing special bonuses for the four civilizations in the game. These Civilization Bonuses will be applied to the player's civilization from the start of each game. The bonuses are fixed, meaning they cannot be lost or changed, and they will provide unique traits that affect gameplay from beginning to end. Additionally, we are introducing new unique technologies exclusive to each civilization, offering strategic advantages that are unavailable to others.
Below are examples of Civilization Bonuses and unique technologies. Please note that these examples are subject to change and are not final.
In this update, we are also addressing changes to horse armor and dodge mechanics.

Statues and Technological Advancements

Accelerate the progress of your civilization! Statues become more functional in the next level of technologies, able to unlock technological advancements, making these magnificent structures much more useful for your faction.
1. Silveria

Focus 1: Cavalry (mounted units)
Focus 2: Archers
[h3]Civilization Bonuses[/h3]
  • Start with more wood and stone.
  • All technologies are free but take much longer to complete.
  • Stable buildings are cheaper compared to other civilizations.
  • Archers fire faster than those of other civilizations.
  • Mounted units have a wider line of sight.
  • Archers are trained faster.
  • Mounted units deal extra damage.
  • Camel units are produced faster.
  • Market commission is lower compared to other civilizations.

[h3] Unique Technologies [/h3]
  • Units gain damage or movement speed temporarily after killing an enemy.
  • Towers have increased line of sight and attack range.
  • Each mounted unit produced has a chance to grant 2 additional units.
  • Main castle archers deal more damage.
  • Archers on stone walls deal extra damage compared to other civilizations.
2. Norvion

Focus 1: Infantry
Focus 2: Attack Power
[h3]Civilization Bonuses[/h3]
  • Start with more wood than other civilizations.
  • Barracks operate at a significantly faster rate, but mounted units are produced slower.
  • Infantry units are cheaper.
  • Infantries have a slight bonus against buildings.
  • Barracks technologies are cheaper.
  • Gain resources from destroying enemy structures.
  • Axemen take less damage from enemy archers.

[h3] Unique Technologies[/h3]
  • Increased attack power.
  • Extra damage against enemy buildings.
  • Units lose health but deal more damage.
  • Units can attack structures from further away (torch throwing distance).
  • Add an extra worker to all wood camps (does not count towards population).
3. Solvong

Focus 1: Economy
Focus 2: Population
[h3]Civilization Bonuses[/h3]
  • Start with more gold.
  • Population limit does not decrease when houses are destroyed by enemies.
  • Archery Range operates faster.
  • Advancing to the next age is cheaper.
  • Archers are cheaper.
  • Earn taxes when a research project is completed in production and technology buildings (e.g., statue).
  • Stone Wall Towers and Outposts repair damaged sections of Stone Walls nearby.
  • Maximum population is higher at the start compared to other civilizations.

[h3]Unique Technologies[/h3]
  • Collect taxes (gold) from all buildings every X seconds.
  • Increases accuracy for ranged units.
  • Instantly add an archer to all Stone Wall Corners (can exceed population cap).
  • Increased chance to collect more resources when gathering.
  • Buildings are completed significantly faster.
4. Veridia

Focus 1: Defense
[h3]Civilization Bonuses[/h3]
  • Start with more gold.
  • Adds extra archers to towers.
  • Towers have increased range.
  • Siege units are cheaper.
  • Outposts, Towers, and Castles increase the attack speed of nearby units.
  • The Main Castle produces units in bulk (3 infantry, 3 archers, 1 catapult).
  • Military buildings shoot arrows at enemies (can spawn an archer from within).
  • Towers have an extended line of sight.

[h3] Unique Technologies[/h3]
  • Structures (or houses) placed on the map reveal a larger area.
  • Castles (or towers) regenerate nearby units' health at a faster rate.
  • Defense structures repair themselves faster each second.
  • Siege units deal extra damage to enemy units.
  • Adds an extra worker to all mining camps (does not count towards population).
  • Horse Armor with Customizable Colors!
  • Bring the battlefield to life with a touch of style: in the new update, horses will be armored, and their appearance may now be customized to your faction's colors. Make your cavalry stand out with the most stunning armor that can make people gape their mouths and put fear in enemies' hearts!


Bug Fixes and Improvements
  • The issue of building a tower on top of walls has been fixed.
  • Outlaw materials have been changed.
  • Button sound effects have been added.
  • Errors occurring while archers draw their bows have been fixed.
  • The issue where villagers would spawn in blue and then change to the selected color has been resolved.
  • The bug preventing the enemy AI from building a gate on the wall has been fixed.
  • The issue where the enemy AI built walls over mines has been fixed.
  • The problem with the enemy AI building walls over mining camps has been resolved.
  • The issue of towers being half-completed when loading a saved game has been fixed.
  • The positions of archers spawned at the main castle have been corrected.
  • The issue preventing the control of the Lancer (Veridia - Spearman Cavalry) has been resolved.
  • The issue preventing the construction of additional buildings after placing a tower with Veridia (Europe) has been fixed.
  • The issue where Molotovs would not deal damage has been resolved.
  • The bug preventing multiple achievements from being earned at the end of an encounter has been fixed.
  • The problem with the dissolve effect not completing for the Silveria miner building has been resolved.
  • The positions of the character selection buttons in Arena mode have been adjusted.
  • The positional errors in the archers' bows on the main tower of the Solvong faction have been fixed.
  • The bug where the enemy AI would build structures over mines on the Flatriver map has been resolved.
  • The issue where mounted units would continue running after stopping during fast movement has been fixed.
  • The size of the information text on the waiting screen has been adjusted.
  • The issue of the health bar disappearing after upgrading the main castle has been fixed.
  • The problem with placing ballista and archer towers in Strategy mode has been resolved.
  • The issue of the enemy AI building walls over mines and mining camps in Strategy mode has been fixed.
  • The bug preventing the AI from building gates in Strategy mode has been resolved.
  • Visual errors in the main menu have been corrected.
  • The issue where the AI built a lumber or mining camp on top of walls in Strategy mode has been fixed.
  • The problem of archers at the main base not firing arrows in Strategy mode while the player is in character mode has been resolved.
  • The issue with the demolition interface for the Market in Strategy mode has been fixed.
  • The problem with the Elephant Archer’s cursor not narrowing while drawing the bow has been resolved.
  • The material issue in buildings on the Frozen Harbor map in Strategy mode has been fixed.
  • The bug preventing players from switching to another soldier after one dies in Battle mode has been resolved, along with AI malfunctions.
  • The issue where the AI would not attack after its strike was blocked has been fixed.
  • The issue of AI structures being built inside walls in Strategy mode has been resolved.
  • The bug where soldiers would not fight in Training mode unless commanded has been fixed.
  • The pre-placement errors and building issues with archer towers have been resolved.
  • The issue preventing the game from starting due to excessive pressing of the AI addition button in Strategy mode has been fixed.
  • The destruction VFX for buildings has been changed.
  • The requirement for an internet connection has been removed in games played solo or against AI.
  • The catapult can now destroy trees.
  • Fixed the issue where trees beyond the boundaries of buildings were being destroyed.
  • The missing elements in the Technology UI panel have been fixed.
  • Fixed the issue where the wall preview appeared asymmetrical during the wall-building task in the tutorial.
  • Resolved the issue where archers on the main castle would not switch to the ready animation.
  • Adjusted the interaction between trees and lumber camps.
  • Fixed the texture issue with the Asian race's miner in Strategy mode.
  • Resolved the problem where the player and AI enemy would have the same color in Battle mode.
  • Fixed the issue where the AI could create statues at a Level 1 main building in Strategy mode.
  • Resolved the problem where players couldn't climb the stone stairs of the Middle Eastern race in Strategy mode.
  • Fixed the issue where the AI would not build walls in Strategy mode.
  • Resolved the bug where the tower preview would appear green in areas where towers shouldn't be built in Strategy mode.


https://www.youtube.com/watch?v=mi9BXoHT2Mg