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Emperors 2.35

It's been a while since the last update. The main concern was about our irremovable Emperor. 121 cells under his reign... 61 won battles to get this achievement... so much work.

Thereby the Emperors Map has been reduced to only seven cells. Worst case scenario you will have to win 4 battles against other Kings in order to be the new emperor.

This new mechanism should energize your quest thanks to a more accessible challenge.
Hail to the forthcoming Emperors!

Update 2.33 (april 2018)

- Introducing the long waited "hard mode" for solo players.
- A couple of new adjustments with the online map to help the latest players which were somehow stuck against over-optimized battles ^^

The Emperors Update (2.32)

60 days since release... 48,396,103 units killed... our King contested 231 times... It's time to expand the battlefield!



A dedicated map is now available to all the players which have gathered the 5 banners. This time, you'll fight to become the Emperor. But rules are a little different with the Royal Realm: you can now own as many map positions as you want... so will you expand your territory or cut your enemies down?

60 days... and 10 updates!
Thanks to your feedback a lot of improvements have been made so far. In case you missed it, here are the most important changes:

New features
  • Royal realm available for Kings.
  • Replay mode: you can watch your last battle.
  • New unit: Archers.
  • Steam Achievements.


Units AI
  • Improved idle iubes self management.
  • Improved AI behaviors (knowledges & resource sharing).
  • New automatic villagers mood switching.
  • Improved units memory (back to previous assigment).
  • Agressive stance visible on villagers.


Online Battles System
  • More accurate battle ghosting.
  • Rebalanced map distribution.
  • Position taken at 98% domination.
  • Improved map difficulty curve.


Helpers
  • Simplified and apparent tech tree.
  • Visible effect range (tower, outpost, granary, mill, and totem)
  • Gold resource more visible.
  • Remaining wood displayed during lumbering.
  • Food usage displayed on spawned units.
  • More distinctive hud colours for soldiers.


Debug & Interface
  • Keyboard reconfiguration.
  • Window mode.
  • Mouse wheel pitfall fixed.
  • Last king/emperor duration visible on main menu.
  • FSAAx0 enabled.



The Emperors Update (2.32)

60 days since release... 48,396,103 units killed... our King contested 231 times... It's time to expand the battlefield!



A dedicated map is now available to all the players which have gathered the 5 banners. This time, you'll fight to become the Emperor. But rules are a little different with the Royal Realm: you can now own as many map positions as you want... so will you expand your territory or cut your enemies down?

60 days... and 10 updates!
Thanks to your feedback a lot of improvements have been made so far. In case you missed it, here are the most important changes:

New features
  • Royal realm available for Kings.
  • Replay mode: you can watch your last battle.
  • New unit: Archers.
  • Steam Achievements.


Units AI
  • Improved idle iubes self management.
  • Improved AI behaviors (knowledges & resource sharing).
  • New automatic villagers mood switching.
  • Improved units memory (back to previous assigment).
  • Agressive stance visible on villagers.


Online Battles System
  • More accurate battle ghosting.
  • Rebalanced map distribution.
  • Position taken at 98% domination.
  • Improved map difficulty curve.


Helpers
  • Simplified and apparent tech tree.
  • Visible effect range (tower, outpost, granary, mill, and totem)
  • Gold resource more visible.
  • Remaining wood displayed during lumbering.
  • Food usage displayed on spawned units.
  • More distinctive hud colours for soldiers.


Debug & Interface
  • Keyboard reconfiguration.
  • Window mode.
  • Mouse wheel pitfall fixed.
  • Last king/emperor duration visible on main menu.
  • FSAAx0 enabled.



Update 2.27 - Clever cubes.

All units are independant AIs. It means for example that each iube need to actually see a tree around to get wood (there is no central mind telling them where trees are located on the map). For this reason, "not close enough" resources can sometimes lead to a complete disorganization... don't you hate those wandering iubes?

Four new behaviors have been added to prevent this exasperating dilution:

Water: because we all know where water is... if your iubes need water without seeing this resource nearby, they will go straight to the map's border.

Wood: because this is teamwork... if there isn't wood around anymore, the first iube to discover a closer tree will spread the information to the construction crew.

Gold: because we can assume where gold is... if the iubes need gold without any in sight... they will go wandering around the "gold foundry" (obviously if you decide to build a gold foundry far away from gold... this is another kind of issue).

Mood: the decision mechanism for non-soldier units to switch between working / defensive / aggresive stance has been upgraded. Just... watch & enjoy :)