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Empires and Tribes

 
Hotfix for Version 1.51Feb 15, 2025 - Community AnnouncementsThis hotfix fixes the bug that caused game saves to no longer load in the current version 1.51. Patch Notes for Version 1.51Feb 14, 2025 - Community AnnouncementsDear Empires and Tribes community, We are pleased to present a new major update for Empires and Tribes today. In addition to the happy announcements of the new features, we also have some sad news to share with you. But first about the update: This update adds many farms and resources to the goods cycle. With the new dye works building, the production of clothing will be expanded to include the intermediate resource of fabrics. Fabrics are produced from wool in this building and can then be processed into clothing in the weaving mill. The tavern now requires beer in order to maintain its operations. Beer, in turn, is produced from wheat and hops in the new brewery building; the hops can be grown in the new hop farm. All farms can be expanded as usual. We hope you enjoy brewing and dyeing beer. Unfortunately, we also have to announce that this update marks the end of our development of new features for Empires and Tribes. We will continue to work on bug fixes and have some new features in the sound area that we want to integrate in the future. However, the basic mechanics and the look of Empires and Tribes will remain in their current state. This is a really difficult decision for us! As a small community of medieval enthusiasts, we started developing Empires and Tribes over nine years ago and have pursued it with passion. The discussions with you about the sale of indulgences, medieval estates, noble privileges, battle mechanics and the thousand little things of game development have given us joy, headaches and amazement and have enriched us at every stage of development! Unfortunately, the game development market is also a tough and competitive place. The technical developments are breathtaking, the number of new releases is high and the space for a retro-oriented game like Empires and Tribes is getting smaller and smaller. And so we had to realize last year that, despite all our passion, long-term development is unfortunately not sustainable. Regardless, we are incredibly proud of what we have achieved with Empires and Tribes and are grateful for your continued support and great feedback from the community. Even though there will be no more major new content, the game will remain playable and we will continue to maintain it. Thank you for being - and continuing to be - part of this journey! Your Empires and Tribes Team - Dyeworks Lv1 and Lv2 added: Production facility for making fabrics from wool - Hop farm Lv1 and Lv2 added: Production plant for the manufacture of hops - Brewery Lv1 and Lv2 added: Production facility for making beer from hops and grain - New resources added: Fabrics, hops and beer - Revised goods cycle - Production menu revised - Added animations and models for the new professions dyer, hop farmer and brewer - New crafting recipes added - Residents' needs system revised and adapted to the new resource beer Hotfix 3 for Version 1.50Apr 12, 2024 - Community AnnouncementsThis hotfix fixes some bugs that have slipped into the current version. Your Empires and Tribes team - Fixed a bug that could lead to a crash when courting partners were assigned to work in the hunting lodge - Fixed a bug that could cause the UI to crash when the dynasty menu was opened - Fixed a bug that caused the storage to no longer be accessible via the town hall menu when the town hall was expanded - Fixed a bug that caused the player's torches to not cause damage to enemy buildings - Fixed a bug that caused the witch-hunting priest's event to be triggered again after loading, even if the event had already been discussed beforehand - Fixed a bug that could lead to a crash after loading if an enemy keep burned down shortly beforehand - Fixed a bug that could lead to a crash after loading if a market cart did not find its way to a farm - Fixed a bug that could lead to a crash after loading under Windows systems due to a capacity utilization of the static batching system - Improved fine-tuning when demolishing walls: Wall pieces can now also be demolished near towers and gates without demolishing them as well - Added backup for systems with less than 16GB Ram: The grass on the large maps is now only partially displayed if the system has little RAM available - Added backup in the static batching if the system has little RAM availableHotfix 2 for Version 1.50Mar 29, 2024 - Community AnnouncementsSince a bug unfortunately crept into the current version when recruiting knights, we are hereby releasing a second hotfix for the current version that fixes the problem. Your Empires and Tribes team - The player's appearance, name and flag are now saved and transferred when starting a new game - Added a message that warns the player when the AI is about to declare war on the player due to low satisfaction - Fixed a bug that could lead to a crash when training knights - Fixed a bug that prevented charcoal burners from being correctly distributed via the inhabitants' menu - Fixed a bug in the assignment of market carts after loading - Fixed a bug that in rare cases could cause a building to be destroyed by fire even though it had been extinguished shortly beforehand - Fixed a bug that caused charcoal burners to be marked as unemployed in the residents' menu Edit: 24-03-29: - Fixed a bug that could lead to a crash when saving savegames - Fixed a bug that could cause the AI not to load when loading saves in rare casesHotfix for Version 1.50Mar 23, 2024 - Community AnnouncementsThis hotfix improves the balancing of combat between different unit types and fixes some bugs of the current version. - Fixed a bug that prevented the player from tearing down paths in savegames - Fixed a bug in the training of the AI armies that caused the AI to build neither knights nor siege weapons. Knights are now only built by the AI of the highest difficulty level and siege weapons by the very hard and hard AI - Fixed a bug that caused buildings to be built near the AI - Fixed a bug that could cause the unit health display to not appear in the battle menu - Fixed a bug that caused the unit health display in the battle menu to not rotate towards the player, making it hard to read - Fixed a bug that could cause the icons of enemy armies to be incorrectly displayed at the bottom of the screen - Fixed a bug that could cause units to be incorrectly rendered as LOD models in the building menu - Balancing: Attack values and combat modifiers of the units have been adjusted. The advantages over other unit types are now more pronounced - Fixed a bug that could lead to incorrect triggering of the inhabitants' sleep animation during the day - Fixed a bug that could cause the display of knights' hit points in the combat menu to be incorrect - Fixed a bug that could lead to incorrect position calculation, causing the AI's inhabitants to walk across the mapPatch notes for Version 1.50Mar 21, 2024 - Community AnnouncementsWith this update, the charcoal burning plant will be integrated into the game as a new building. The charcoal burning plant produces coal as a new resource, which is needed in the forges and smelters for the production of copper and iron goods and weapons, thus expanding the goods cycle from the population level of the craftsmen. We have also integrated a new encyclopedia into the game, which can be consulted at any time in the game. Game mechanics, buildings, units and much more are explained here in interlinked articles. If you are still missing an article or two in the encyclopedia, you are welcome to let us know in the comments. Furthermore, the menus of the residential buildings now show all the inhabitants living in the building and explain their characteristics such as profession, happiness or personality type via tooltip. In addition to a new map for the free game, we have also integrated two new AI opponents and new functions for the map. Your team from Empires and Tribes - New resource added: Coal is now required in the forges and smelters for the production of copper and ironware - New building added: Charcoal burning plant - Added 7 new crafting recipes for the production and processing of coal - New map added: Green Pastures - Encyclopedia added - Depth of field effect added - The building menu now shows when production is at a standstill due to a missing resource - Added mini tooltips for the names of all resources in the building menus - Balancing: Archers in the towers now only have 80% of their firepower - Added zoom function for the map - Added 2 new AI opponents for the free game - When mining resources, particles of the mined resource are now displayed - In the menus of the residential buildings, the current residents are now displayed, further detailed information can be obtained by mouse-over via the icons - The map can now be zoomed in and out - Markers and texts can now be set on the map for better orientation - Options in the menu for setting the cart drivers have been made a little clearer - Revised display of unit values in the recruitment menu - Fixed a bug that caused the crafting recipes of the iron smelter not to be displayed - Fixed a bug that could lead to a glitch in the fire animation of burning buildings - Fixed a bug that caused catapults and trebuchets to no longer deal damage to buildings after loading - Fixed a bug that caused catapults to move to the position of the currently attacked building after loading instead of continuing to attack it - Fixed a bug that could cause the walls of AI castles to be demolished after construction - Fixed a bug that caused the banners to stop rendering when the player was near them - Fixed a bug that could lead to a crash when loading old savegames - Fixed a bug that could cause the player to stop taking damage in rare cases - Fixed a bug that caused the age, affection and personality type of a resident to not be reset when a combat unit was disbanded - Fixed a bug that ca...Patch notes for version 1.49Feb 29, 2024 - Community AnnouncementsThis update is the first of a series of improvements to the combat system. We have made some revisions to the mechanics of the colliders, to the player's combat animations and to the movement behavior of the units, which means that combat between the player and other units is now more coordinated. We have also revised the dodging behavior of all units. Villagers, for example, now dodge other units and the player if their pathfinding allows it. We have also reworked the function for building gates and towers, making it possible to place them more precisely on existing walls. In addition to many bug fixes, we have also integrated a new map with 6 enemy principalities, as requested by you, which you can find in the selection of free maps. Your Empires and Tribes Team - Added new map for free play with six hostile AI opponents - Added local avoidance for residents: Inhabitants now avoid other inhabitants - Improved local avoidance for units - Improved local avoidance between the player and other units - Improved collision mechanics during combat for the player's weapons - Revised combat animations for the player - Added sprite animation that plays when an enemy unit is hit by the player - Improved the wolves' collider - Improved the player's collider: When attacked by enemy units, it now calculates more precisely whether and how the player was hit. - Added a message that indicates when the system is low on memory - Animals are no longer spawned near bridges at the start of the game - Animals now look for a larger unbuilt area when escaping to prevent them from slipping through buildings after arriving at it - The height of the grass is now slightly randomized in new game states - Balancing: Archers now have 33% less firepower when attacking buildings - Movement behavior of combat units on bridges improved - Collider in the tavern reworked to make it easier to reach the bar - Added a panel that displays the current task in the tutorial in the HUD - Tool for placing towers and gates improved - Fixed a bug that could lead to incorrect color selection of free inhabitants' clothing after loading - Fixed a bug that could lead to enemy units not recognizing each other even though they were in the attack radius of each other - Fixed a bug that caused animals to be pushed in the wrong direction when attacked by the player - Fixed a bug that caused the axe, pickaxe and hammer to not deal damage to animals - Updated the damage calculation of all weapons against animals - Fixed a bug that caused an incorrect sound to be played when attacking without weapons - Fixed a bug that caused the bow to no longer be visible when a shot was canceled with an arrow - Fixed a bug that caused the bow sound to play incorrectly when equipping the bow if the player had no arrows in their inventory - Fixed a bug that caused the indoor sounds to trigger incorrectly - Fixed a bug that caused residents to walk through the wall when entering the tavern - Fixed a bug that could cause a...RoadmapFeb 9, 2024 - Community AnnouncementsDear Community, We are pleased to present our roadmap for the development of the coming time. On the one hand, we will be focussing on improving existing functions and, on the other hand, integrating new content into Empires and Tribes. With our upcoming update at the end of February, we will already be integrating improvements to the combat system and the evasive behaviour of the inhabitants, as well as adding a new map with six AI opponents. Your Empires and Tribes team ROADMAP CHARCOAL KILN The charcoal kiln adds an absolutely essential building of the Middle Ages to the resource cycle. The charcoal will be used in the forges and in the iron smelter to smelt iron and copper. COMBAT REWORK We will gradually revise the combat system to improve situations in which the player is involved in combat in particular. MORE EVENTS We will integrate new events such as bear attacks into the game. NEW MAPS We will gradually integrate more maps for the free game, with a higher number of AI opponents and interesting locations. COMPLETE NPC AUDIO This year's first step of our audio team will be to bring more life to the game by adding many more sounds to the animations of NPCs and animated environmental objects. IMPROVED PLAYER FEEDBACK We will revise the sound of the player character to drastically improve the audio feedback of actions, interactions and combat. Maintenance Update 1.48Jan 20, 2024 - Community AnnouncementsThis update fixes some bugs and glitches that occurred in the current version. Furthermore, the inhabitants are now animated when speaking during communication with the player and some models have been revised by us. We have also redesigned a large part of the icons in the menu for a better display and added new functions to the audio. Next week, we will also publish our roadmap for development in the coming period. Your team from Empires and Tribes - Fixed a bug that could lead to a crash when trying to build roads outside the map - Fixed a bug that could lead to a crash in the campaign in Stanwold - Fixed a bug that caused stones and clay in the area of the clay pit, quarry, mines, merchant and monument to not be removed when these buildings were built - When constructing new buildings, trees are now felled in a larger area to eliminate clipping errors with these - Fixed a bug that prevented the player from talking to the town's children - Fixed a bug that caused female residents to not close their eyes while sleeping - Residents are now animated more vividly when talking to the player - Building boundaries are now more visible during the day in winter - Revised models of the beds in the residential buildings - The town council meeting room in the town hall is now illuminated again - Fixed a bug that could lead to businesses not being recognized in the residents' menu when selecting a job - Fixed a bug that prevented residents from being assigned to the construction sites of the city wall during communication with the player - Fixed glitches in the residents' clothing - Fixed a bug in the interior model of the town hall Lv2 - Ambient noises are now gradually faded out in the construction site when the player zooms out further - The player sounds are now muted in the building menu - Added a function that uses sound to indicate whether the player is inside a building or outside UI - The menus in the main menu can now also be closed via escape - Resolution button in the main menu revised for better readability - Fixed a bug that caused some icons in the main menu to have a low resolution - Fixed a bug that caused the crosshairs to fade in when communicating with residents - Added a message stating that goods can no longer be collected from a farm when the main warehouse is full - The texts when creating the character, as well as the texts in the campaign, are now only continued automatically after 60 seconds - Fixed a bug that caused the icon indicating that a trade cart is under attack to not be removed after an attack - Fixed a bug that caused the farms to have incorrect Roman numerals when communicating with the inhabitants - Fixed the delay in the UI that could occur in the residents' menu and when communicating with residents when selecting a construction site as a work location - Fixed a bug that caused other menus to open while the player was asked if they wanted to participate in a city council meeting, trial or marriage - The menus for ci...Hotfix for Version 1.47Dec 28, 2023 - Community AnnouncementsThis hotfix fixes some errors in the current version. The resource "clay" is replaced by the resource "clay brick" for a uniform economic cycle. Have fun playing, Your team from Empires and Tribes - Fixed a bug that could, in rare cases, prevent new games from starting if older saves were deleted or corrupted - Fixed a bug that could prevent a savegame from loading if an enemy marketplace was being destroyed - Fixed a bug that caused the icon of spouses to remain above the NPCs even if the advertisement was canceled - Character limit for naming in the campaign and in free play set to 20 and 25 characters respectively - Fixed a bug that could lead to an incorrect display of the player name text when creating the campaign - Fixed a bug that caused the shadow rendering settings to not be saved when loading a new savegame in-game - Fixed a bug that could prevent the brightness and saturation settings from being changed in-game - Fixed a bug that could cause residents to have an incorrect rotation when sleeping - Fixed a bug in the tutorial - Removed an outdated note in the campaign menu - Highlighting and indicator for interaction with NPCs improved: NPCs are now recognized more reliably in raycasting when the player wants to talk to them - Fixed a bug that could cause objects or NPCs to be highlighted, but the interaction could not be executed because the player was too far away from the objects or NPCs - Fixed a bug that caused deer not to run to a new location when a house was built over their position - Removed raw clay as an intermediate resource, all farms now produce or process clay bricks for a unified resource chain, also the crafting recipes now require clay bricks instead of raw clayRelease and Winter UpdateDec 21, 2023 - Community AnnouncementsDear Community, After 3 1/2 years in Early Access, the time has come: We are going into the release! We would like to take this opportunity to thank you once again for all the great help, wonderful ideas and constructive criticism we have received from you during this time. But of course the journey doesn't end here for us. We will of course continue to take care of the maintenance, polishing and optimization of Empires and Tribes after the release. Having said that, let's now move on to what is probably even more interesting for you: As announced, we are releasing our biggest update to date with the release: the Winter Update! Empires and Tribes now features seasons with different effects on life in the city and the production of resources. While apples can be harvested and mushrooms gathered in late summer and fall, players must make long-term provisions for the winter and stock up on food, as the farm and grain farm cease operations during this time. The player gets cold after a while in winter. This can be counteracted by warming up at torches, ovens, campfires, in the town hall, in the keep, in forges or by holding a burning torch. In addition, armor now offers protection against the cold, with leather armor performing best. If the player does nothing against the cold, their health will be affected, which can lead to death by freezing. This can also be counteracted by eating food, which is now available to increase the player's health. We have also reworked the models of the town hall, the chapel and the bakery and added colliders to all models of the construction sites. We have revised the shaders of the buildings, which now gives the models a better look, especially in close proximity. In addition, all units now no longer automatically attack all enemy buildings in their vicinity, but must be specifically sent at them by the player. This allows for much more intuitive control of the units during combat. In addition, the old autoattack function is now available as an option in the combat menu. We have also been able to integrate a major audio update with this version. The world of Empires and Tribes is now soundtracked by many new sounds in the UI, during battle or in your city's businesses. And finally, we have integrated a new map for the free game, the Archipelago. We hope you have fun in the cold and wish you a Merry Christmas. Your team from Empires and Tribes - Seasons added - Winter now reigns from December to March. During this time, the grain farm and the farm do not produce any goods. However, both farms produce 1.3x as many goods during the rest of the year, so that the balance for supplying the population remains basically the same. - Autumn and spring are also graphically represented in the rendering of the terrain and vegetation - Added cold mechanics - Added cold protection values for all armor pieces - Food mechanics added: Meat, cabbage, bread, apples and mushrooms can now be eaten by the player to improve health - Added mu...New trailer and upcoming releaseDec 8, 2023 - Community AnnouncementsDear Community, Big events are casting their shadows ahead: We have released our new trailer today, which introduces the latest features of Empires and Tribes. You can find it here or on YouTube on our channel https://www.youtube.com/@whitevertexstudios9521/videos. At the same time, it's going to get cold in Empires and Tribes in the near future. In two weeks, we will be releasing our biggest update for Empires and Tribes to date: the Winter Update! This will bring the four seasons with different effects on production and life in your city. You can look forward to a new cold weather feature, a wintery look, new models, lots of new sounds, new gameplay mechanics and much more. And last but not least, we are pleased to announce our upcoming release date on 12/21/2023. We would like to take this opportunity to thank you for 3 1/2 years of Early Access! It was your ideas, your suggestions and your criticism that kept driving us to rethink and develop Empires and Tribes. And before anyone gets the idea that this is it: Of course we still have plenty of ideas in mind and will continue to provide Empires and Tribes with regular updates. So save the date: winter is coming on 12/21/2023! We can also announce that we will be holding a release sale on 12/21/2023 at launch and offering Empires and Tribes at 35% off. Your Empires and Tribes teamPatch notes for Version 1.46Nov 21, 2023 - Community AnnouncementsThis update replaces all the castle extensions with new models. Furthermore, the error that the castle could not be expanded has been fixed. The appearance of the field paths has also been revised. The paths in the simplest version now have a grass strip in the middle and can later be extended to simple roads, which, like the stone roads, have a speed modifier for the cart drivers. Finally, we have added a new function in the construction menu that displays the construction grid as a visual aid. Your team from Empires and Tribes - Field paths now have a grass strip in the middle (does not support old savegames) - Added a function to convert dirt roads into simple roads. Simple roads have the appearance of the old dirt roads without grass strips and give market carts a speed modifier of 1.25. - Added a function to activate a grid and the display of contour lines as visual aids in the construction menu - Added a new model for the Lv3 keep - Added new models for the stables - Added new models for the unit quarters - Added new models for the archers' quarters - Added LOD's and shadowcasters for the stables and quarters - Added horses standing in the stables - Fixed a bug that prevented the castle extensions from being placedHotfix notes for Version 1.45Nov 1, 2023 - Community AnnouncementsThis hotfix fixes some errors that could occur when game saves were corrupted. Among other things, this could lead to new games not being able to be started. We also smuggled a small update for the dynasty system into the patch: All members of the dynasty now have their new home in the keep and the palas extension of the palace. The units now go to sleep here at night and spend part of their time in the palas during the day. We have also revised the associated building models and integrated them into the patch. Your team from Empires and Tribes - Added new models for the keep - Added new models for the palas - Added LOD and Shadowcaster for the keep and the palas - Added new animations and new behavior for the dynasty members inside the keep - Added button in the menu of the town hall that opens the menu of the civil servants - Children are now spawned in new buildings only when the population size reaches 40 instead of 15 inhabitants - Fixed a bug that could lead to not being able to load new maps if a savegame was corrupted - Fixed a bug that caused savegames not to be displayed if one of the files was corrupted - Fixed a bug that could cause a crash when saving if the savegames were corruptedPatch notes for Version 1.45Oct 14, 2023 - Community AnnouncementsWith this update, the Dynasty system is implemented as a new feature. You now have the possibility to search for a partner among the townspeople or among the single nobles of the surrounding countryside and to woo them. For this purpose, we have integrated four new personality types, which play a decisive role in courtship, for example in compliments. After marrying your fiancé(e), you can now found a dynasty with up to three offspring and watch your children grow up. They can succeed you after they reach the age of 18 if you die of old age or in battle. Age also now plays a role in the population. Thus, from now on, you will have to take care of children among the population to a small extent, and you will be able to employ them in the city's businesses only after they reach the age of 18. Furthermore, we have been able to fix the bug of empty cart drivers thanks to your help. If you still have a problem, we would be grateful for your reports in the forum. Last but not least, we have integrated two new maps for the free game. On the map of the 4 kingdoms you can play against three opponents at the same time for the first time. On the map of the Island of Kings, a charming settlement site on an island in the middle of a river awaits you. Your team from Empires and Tribes - Dynasty feature added - Residents of the city as well as nobles from the surrounding countryside can be courted as spouses - Added the possibility of marriage and divorce - Added the possibility to give compliments - Added possibility to give gifts - Added possibility to have children - Possibility to send children to education added - Added possibility to continue playing with an heir after the death of the player - Added aging of the player and his natural death - Added aging of NPC's - Added affection of NPC's towards the player - Added 4 different personality types for the NPC's that affect the behavior of the family options - Added children as new NPC's - they are randomly generated instead of new residents and can be assigned to city works only when they reach 18 years old - Added feature that increases the priority of farms for pickup by cart drivers when the farm warehouse is overcrowded - Added 2 new maps for free play - Fixed a bug that could cause goods not to be picked up from farms if the cart drivers were in the wrong state - Fixed a bug that caused the sound not to play when creating roads - Fixed a bug that could lead to incorrect calculation of starting resources after restarting campaignsPatch notes for Version 1.44Sep 17, 2023 - Community AnnouncementsWe are happy to announce that with this update, the last maps of the campaign will be integrated and it will now be possible to fully play through to the end. In addition, we have added the ability to change the simulation speed, a new feature that has been on our feature list for some time and was extensively discussed by us, as the game design concepts of RTS and RPG games require very different solutions. So far, the ability to speed up time is also explicitly possible in First Person Mode. We are especially curious about your feedback here. Feel free to write us what you think of it, how it makes the game feel, and whether we should keep the feature as is. We have continued to integrate new NPC's with the innkeeper and the abbot, and new options and quests for them as well, to make life in the city a little more lively. We've also added several icons and tooltips that show, for example, the position of wolves or information about the current law situation. Furthermore, we were able to increase the performance, especially in the late game, by integrating optimized shadow casters. Finally, we would like to make an announcement about the further development: We plan to finish development on Empires and Tribes by the end of the year. Of course, we will continue to work on optimization and polishing after that. But if you already have feedback on which part you think has fallen short so far, or which features you would still like to see, now is the perfect time to let us in on it! Have fun playing. Your team from Empires and Tribes - Added possibility to increase simulation speed - Added keybindings and buttons for simulation speed - Improved cart movement behavior - Added possibility to invite bards at the marketplace to improve the mood of the population - Added new NPC's: Innkeeper, abbot and monks at the monastery - Added possibility to invite town councilors at the innkeeper to influence their political attitude - Added 2 new inhabitant quests where the host is a part of the quest - Added possibility to delegate the organization of the reception of the monks in the city to the abbot - Added icon that shows in the building menu if a farm is connected to the camp - Added icon that shows thieves, bandits and insurgents in the construction menu to better locate attacks - Wolves are now displayed as an additional icon in the construction menu - Added text that shows the road connection of outlying farms in the build menu - Text in the tooltip in the writing room explaining how to send letters improved - Added tooltip in the menu for selecting the next topics of the city council meeting, which shows the current legislation and its impact - Added the last three campaign cards - Archers and melee units now have much weaker attack values against buildings and walls - Added icons in the building menu for important NPC's like the city councilors or the priest - Icons for the representation of the buildings on the map revised - Improved performance by op...Patch Notes for Version 1.43Jul 2, 2023 - Community AnnouncementsWith this update, four buildings get a new look: the carpenter's workshop, the bow workshop, the iron smelter and the tavern. In the iron smelter, we have also integrated a new building animation with the blast furnace and the associated bellows. We were also able to complete three new maps for the campaign. In two new campaigns, the player is given the task of withstanding Baron Stauff's attacks in the north of the country and ultimately besieging Stauff's main fortress. In the third new map, the player builds a new capital for the kingdom. Furthermore, we have been busy in the area of sound design and can integrate a number of new UI sounds and some new ambience sounds with this update. Among other things, the movements of the cart drivers and the upgrades of the city are now dubbed with different titles that reflect the size of the city. Your Empires and Tribes Team - Added new models for the carpentry - Added new models for the tavern - Added new models for the bow workshop - Added new models and animations for the iron smelter - Added water to the wells - Added three new campaign maps - Added escape button in building menu, writing room menu and town council meetings menu - Added icon that indicates if a residential building is being upgraded - Added new sounds for the city upgrades - Added new UI and news sounds - Added new ambience sounds and sounds for the cart drivers - German translation corrected - The player can now build simple farmhouses faster at the beginning of the game even with poor tool selection itself - Fixed a bug that caused the destroyed model of the store not to be displayed - Fixed a bug that caused the destroyed model of the weaving room to have an incorrect direction of movement - Fixed a bug that caused one of the music tracks not to be muted - Fixed a bug that caused the player's hands to be visible in the building menu - Fixed a bug that could prevent units from attacking enemy gatehouses in the campaign if they were located in castle courtyards - Fixed a bug that could cause the camera to fly under the terrain in the court cases in the campaign - Fixed a bug that could cause free workers to walk through the town hall - Fixed a bug that caused male merchants in the marketplace to have female first names - Fixed a bug that caused female residents not to close their eyes when sleeping - Fixed a bug that caused residents to not open their eyes when awakened while sleeping - Fixed a bug that caused residents to jump to the next animation when communicating with the player - Fixed a bug in the UI in the main menu during campaign creationPatch Notes for Version 1.42May 18, 2023 - Community AnnouncementsWith this update we release the revised versions of a number of buildings. For example, the mill, the weaving house, the sheep farm, the hunting lodge and the granary have been given a completely new look, and we have added a new model and new shaders to the player's hands. In addition, we have integrated into Empires and Tribes the features you requested, to be able to freely place the town hall at the start of the game and to be able to set patrols for units. In addition to optimizing the UI for Ultrawides, we have also been able to fix a number of bugs. Your Empires and Tribes team - Added new models for the mill - Added new models for the weaving room - Added new models for the sheep farm - Added new models for the hunting lodge - Added new models for the granary - Added new models for the destroyed buildings of the dwellings Lv1,Lv2 and Lv3 , the well, the monastery, the marketplace, the potter, the woodcutter, the clay pit and the grain farm - Added new models for the player's hands (male/female) - In free play, the starting town hall can now be freely placed by the player at the start of the game - Buildings can now no longer be built inside enemy settlements - Units can now be assigned waypoints and patrol along them - Menus optimized for Ultrawides in 4120:1440 resolution - Fixed a bug that caused incorrect shading of merchants and iron textures after upgrading roads in the marketplace - fixed text bug that incorrectly displayed a leg guard instead of an arm guard as a reward in the inhabitants' quests - Fixed a text error that incorrectly displayed stone arrows instead of copper arrows in the merchants' offers - Fixed a bug that caused the damage values of arrows to be incorrect and iron arrows did not cause damage - Fixed a bug that caused the wrong icons of available food to be displayed in the menus of the residences - Fixed a bug that could cause a crash due to an incorrect calculation in pathfinding - Fixed a bug that caused incorrect shading of the residents in the main menu - Fixed a bug that could lead to simultaneous playing of music tracks after starting a gameRoadmap Q2 2023Apr 29, 2023 - Community AnnouncementsDear Community, enclosed is our roadmap for the coming months. On the graphical side, we will revise the last old models and make them more detailed. We will be able to release the first models in the coming weeks with the next patch. On the development side, we will integrate some of your requested features with the next patches. We are especially looking forward to the robber baron fortress as a new threat in the early and middle game in the random maps. We will also continue writing the campaign and adding new maps and missions. Your team from Empires and Tribes MAY - Free placement of the city hall - Waypoints for units - Homestead revamp - Weaving mill revamp - Hunting lodge revamp JUNE - New campaign maps & more story and lore - Tutorial rework - Carpentry revamp JULY - Robber baron fortress - Keep revamp - Mill revampPatch Notes for Version 1.41Apr 6, 2023 - Community AnnouncementsWith this update, the Bishop's Seat will be integrated as a new building in Empires and Tribes. This is the largest possible building that can be built, devours huge amounts of resources during construction and enables victory by economic means. In the endgame, a race develops for the economic dominance of the players to be the first to raise the resources to build the bishop's seat. The diplomatic approval of the AI opponents also drops significantly when the Bishop's Seat is built, making an attack and eventual destruction of the construction site more likely. However, the Bishop's Seat is only available to the AI in new games and not when loading old save games. Besides the possibility to select victory conditions when starting a new game, we have also revised the model of the quarry and fixed some bugs. Your team from Empires and Tribes - Added new model for the Bishop's Seat. The Bishop's Seat is the largest building in the game and provides access to a church and a monastery for all inhabitants on the entire map. Through its construction, the game can be won economically. - Added new models for the quarry - Added new victory condition: Bishop's seat - Added new selection of victory conditions when creating a random game - Added construction of the bishop's seat to the victory conditions and the AI's construction orders - Fixed a bug that caused the compass to not match the compass direction information in the campaign. To fix this, the compass orientation was adjusted. - Fixed a bug that caused the farm not to be extinguished by the water carriers during the fire. - Fixed a bug that caused the dialog option of the residents to work at the construction site of the farm did not work - Raised the height of the viewing platform in the stone towers to allow a view over the battlements. - Fixed a bug that in rare cases could cause a small incorrect change in the terrain, making gaps in the terrain visible - Fixed a bug that could cause the AI's build orders to stop in the late game