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Ymir News

New Dedicated Server

Ymir is getting a new dedicated server!
For one it's because to be honest i can no longer afford the renting of the previous dedicated server, and it was very expensive for its aging hardware.

The new server has a much better hardware in preparation for the needs of New dawn, and even the current Legacy servers should benefit with possibly noticeable improvements in performances.

However the downside is that it's located in a less convenient location, which means connectivity will be worse (about 50ms more ping in average).
Given the type of game, this should hopefully not matter that much.

The client has been updated to point to the new server.
However note that your games history ("my games" tab in Join games) will no longer point to the correct IP the first time you reconnect to your games: you will have to rejoin your server from the server list.

Ymir "New Dawn": progress update



Most of the basic required graphic systems are now in place!





Fields




Fields display is completed. They work pretty much the same way as in the legacy game.


Roads & Fences




Roads display is completed. A new type of earlier game road has been added: "paths", which are much smaller than the dirt road and will be available right away from the start.



Fences now work on a completely new layer: instead of occupying the tiles, they occupy tile-edges allowing you to control intuitively on which edges you want to place them.
Because they no longer occupy a tile, it also allows you to combine them with other regular objects such as placing them between a road and a building or creating nice garden separations around houses.


Warehouses




Resources display using the legacy resources sprites is completed.
New warehouses use my new system of asset editor and randomization to make them visually less repetitive with additional props randomly appearing.
The new fences system also allows you to further customize the esthetic of storage areas by surrounding them with a wall or fence of your choice.


Platforms




There are now much more platforms types than in the legacy game, using a wider range of materials:
A primitive mud and wood platform will be available earlier ingame.
Then, new platform types include mudbricks, basic stone, and bricks on top of previously existing planks and stonebloc ones.

"Double height" platforms are now separate infrastructures, which will allow for these to have different tech requirements and unlock later than the basic versions.
Also, only brick and stonebloc platforms will have a "double height" version.

Platforms no longer snap to height levels, instead they deform to follow the ground slopes and thus always add the same height offset from the ground.
It's up to the player's control via terrain editing tools to decide if he wants to build them over a flattened ground or not.


Fortifications




Walls, stairs, battlements, and gates are now placed on the "tile-edge" layer like fences thus making the creation of forts much more visually intuitive and giving you more control on fort designs.

Like fences and platforms, walls follow the slopes of the terrain.



Bridges




Bridges are now a separated type of infrastructure from platforms.
They can only be built on water, can't be built over, but they will be available sooner than platforms and cheaper.
There are 3 types of bridges: small pontoons, taller plank bridges, and stone 'roman style' bridges.
They will possibly have water depth limitations, with the stone bridges allowing to cross the larger rivers and pontoons being for shores and shallow waters.


Multi-territories


Multi territories are now functional, allowing you to seamlessly go from your city to its surrounding countryside.

Being able to fly across your lands in a few seconds from city to villages is pretty satisfying and addictive!


Building states




The systems to display buildings in construction is completed. It now includes animated builders, and an additional step of progress blending the building with the construction site.
The display of abandoned buildings is also completed as well.


Terrain editing


Finally, the new system of terrain editing is also completed.
It now includes 4 different tools, which will each unlock separately and might also have different limitation upgrades connected to knowledges.



* Smooth simply averages the tile height of each tile of the selected area based on its surrounding tiles.
* Flatten will flatten the selected area of terrain at its average height, but it cannot create hard slopes meaning that its slopes will spread around the flattened area if needed.
* Rise will increase or decrease the height of the selected area, but like flatten it cannot create hard slopes meaning slopes will spread around the affected area as well.
* Level, finally, is the most powerful terrain editing tool but will also be the most costly. It sets all tiles to the same height of the first selected one.

Unlike other tools, Leveling does create hard slopes if required.
When these hard slopes around the affected area are required, they automatically appear as stone retainment walls.
This tool will allow you to create clean flat terraces to build your fortifications on elevated defensive positions.

Terrain tools are now instantaneous, they no longer work with a system of preview and planned construction.
Terrain editing can also be done under any existing structures for convenience, so you can modify the terrain under your existing buildings and roads without having to delete/move them every time.


Repeatedly using terrain rise created a natural pyramid, as slopes spread around the affected area.

Using the terrain leveling tool to create defensive terraces on top of a hill and combined with defensive palissades.


Testing the level tool (during wip) to create large terraces surrounded by stone containment walls, and with cosmetic fences placed on the edges.



Audio systems


Implementation of audio has been repaired and is under way.
That includes volume options in the main menu being finally working!
I'm also reworking the UI sounds to add more diversity and feedback to players.


Next


Next, work will begin on a new big chapter: battle display and resolution.
Includes redoing systems of path-finding to work with the new terrain systems, finding solutions to display armies during battles, and reworking battle calculations on the server side.
It will be a long and complicated chapter, but it will bring New Dawn completion close!





Supporting New Dawn


As you can imagine, making such a new game will take a lot of time.
It's quite a desert crossing for me as it leaves the legacy game un-updated for all that time (causing a natural drop in interest and sales) while this 'new game' still has a long way to go.
Any support on Patreon is REALLY more than welcome.
It is rewarded with a special Discord room where i discuss and share daily updates about the progress of "New Dawn" with my Patrons, and an exclusive access to the New dawn WIP builds so you can see it for yourself on your PC!

New game starting



A new game has just started on Server 4.

Adding 5 New resources with new game start on Server 1 this Saturday



A new game will start this Saturday around 12:00 Paris time on Server 1.
For this occasion, a small update will also be published that will add 5 new resources to the game:
Eggs, Milk, Cakes, Silverware and Lamps.

Eggs and Milk will be produced by Pastures in the same way wool is.
Eggs will require chickens, and Milk will require Cows or Goats.

Milk fills the water need.
Eggs fills the food need.
Cakes will be produced by the bakery and require Flour, Milk, Eggs and Sugarcane, filling pleasure-foods need.
Silverware will be produced by the Jewelry with Silver, filling the luxury need.
Lamps will be produced by the Potter with Clay and Oil, filling the furnishing need.

New game starting



A new game is starting on Official Server 1 today at 18:00 Paris time.
It is on a custom map of Middle Earth made by community member May, and server will be of 120 players.