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Hakan's War Manager News

Hotfix 21.04.2024

We've addressed a minor issue on the battlefield related to units.

Hotfix 19.04.2024

[h3]List of changes;[/h3]
  • the title of "Oba Games" has been corrected.
  • Some bugs in the Chinese version have been fixed.
  • In the language selection option, the first language displayed used to be English, but now it shows the language that is currently selected.
  • New highlighting in the battle.
  • A bug related to audio has been fixed.
  • Game size reduced.

HWM Early Access & Development Update V.0.4.0

Hello respectful Khans, I am Cevozby, the developer of the game.

Over the past week we've introduced a few small features and fixed bugs. Here's what we did

Chinese Language Support:

We continue localization work and now HWM supports the Chinese language. We are happy to share this news with our Chinese players. We would like to thank our friend named 处处不可导的函数 for the support he gave us.

Note: If you want the game to be translated into your own language, you can support us.
Developer note: With Chinese language support, we are aware of a few bugs that have occurred, we will try to fix them as soon as possible.

File size:

We realized that the file size of the game was too large and we downloaded it as much as possible. We aim to reduce it further in the future.

Spy System:

Even if there was no match, the spying system was working and your money was gone, we prevented this system.

End Battle Button:

After the battle is over, you can return to the main screen with the "space" key.

HWM Early Access & Development Update V.0.3.9

Hello respectful Khans, I am Cevozby, the developer of the game.

Over the past week, we've improved a few minor features and fixed a few bugs. Here's what we've done ->
[h2]Features:[/h2]
  • Units hit by archers are x0.5 times slower, so you can further shape your tactics with this feature.
  • We have changed the unit formulas, previously we didn't include nearby friendly units in the formula, but now nearby friendly units are also important. Units will now be less likely to choose to flee.
  • Unit popup has been added. Now, when you pass over a unit, information about that unit will pop up, and clicking on the popup will open the unit's ordering screen.

[h2]Bug:[/h2]
  • We noticed that the outcome value on the clan information screen was not updating when the leader was bought or fired, and we fixed this issue immediately.

Localization System - Part 3 - Localization Update

Attention: After the update, you may need to start a new save for a seamless experience.

We came to the most challenging part of localization. Translating messages.

It works the same as dynamic texts, messages are also dynamic. For example, in a battle result message, there are values that can change according to the battle, and translation can be done by assigning arguments accordingly. So far, it works like the system I have done with dynamic texts. After that, the troublesome process started, the save&load system...

[h2]Before the localization system, [/h2]
I was saving the messages as follows:
  • I created a script called MessageData
  • Take the string value in the header and save it
  • Get and save the string value in the content section

This way I save each message in MessageData and then pull it from this folder when I want to upload it.

[h2]But how can I save in a constant way for values that can change continuously? [/h2]
I did some research on this, but unfortunately, I couldn't find anything useful in most of them. Mostly everyone discussed about constant and dynamic text, but not much about saving with JSON. So I opened the topic myself and someone from Unity wrote me a reply. With a little help from him and some tinkering on my own, I came to a conclusion.

[h2]So what did I do?[/h2]
I saved each of our message drafts to the localization system, then in the MessageData section I kept the key and argument for the header, key and argument for the content, and set the argument to string[] so that it doesn't have problems when saving.

Apart from messages, I also needed localization for the calendar system, but I was able to easily handle this by using Unity's own Calendar system.

[h2]Localization Finished[/h2]

We've come to the end of this system, I've been working on the localization system lately and it's finally time to announce it. The localization system is finished and now we will open the localization system to you players with an update.

Apart from that, the date error in the battle results section of the Inbox system has been fixed.

Note: At the moment our game only supports English and Turkish languages, we will start working on Italian and Chinese. If you want to support us in any language, you can contact us. (We do not want to offer basic Google translation.)