Improved

8 changes
  • Thanks to menschlich for the constructive feedback!

  • Hovering over a resource/building will now show a custom cursor to indicate you can click

  • Icon prices now show the resource icons, not the letter of the resource

  • Same for tooltips - where a cost is shown, it will use the resource icons

  • Worker counts per resource are now correctly a little person thumbnail

  • You can hover over a resource to see what it's called and how many are working it

  • Attack-move can now be done with either left or right click

  • Right clicking a selected unit type now deselects it. E.g. select villagers and swordsman, then right click the villagers to deselect them

Areas
8 changes in this update

Added

4 changes
Councilors
  • Each age allows you to add a new councilor, who gives bonuses, unique units and/or passives.

  • Bots have been taught how to use their councilors to decent effect, so they'll pick too

  • This is step 1 towards giving players a dynamic faction they build as they play - more to come in future updates

General
  • Abilities system - you can trigger special abilities to increase defenses, offenses, or economic bonuses.

Improved

3 changes
  • Sheep now have sounds

  • Army button (Or G) to select all military units

  • New menu scenes for fun (Larger, more involved ones), and improved older ones

Known Issues

1 change
  • Working on scenarios: single player story-driven levels.

5 changes in this update

Added

1 change
  • Sheep: find them around the map, capture them, bring them home, and butcher them. You can steal from your opponents, so scouting is rewarded.

Improved

2 changes
  • Berries and deer reduced slightly to compensate for extra food from sheep

  • Bots try to balance their deer/farm/berries

Fixed

2 changes
  • Buildings can be part of a control group

  • Hunted animals play their death animation correctly now, rather than skipping it

Areas
30 changes in this update

Added

12 changes
Walls
  • Walls and gates: Palisade walls in early game, stone walls in late game.

  • Can be turned off in a lobby.

  • Bots can plan/build walls if they feel threatened.

Effects and Sounds
  • New effects for all units: mages, missiles, siege, researching, etc. No more placeholder effects.

  • New sounds for all combat, should sound a bit more varied and meaty.

  • Effects can be toggled between high/low in the options.

  • New music tracks

Pings
  • Team pings: Highlight areas of interest to your teammates.

  • Bots will also ping when they attack/defend.

Pathfinding
  • New pathfinding, that uses Hierarchical Astar.

  • This fixes a lot of problems with huge maps, where travelling from one side of the map to the other was broken/expensive.

  • It's also just generally a lot more performant and reliable.

Improved

11 changes
  • Every player in a game can save a replay, not just the host.

  • Towers and castles show their damage output on their unit card.

Maps
  • Map generator now distributes trees more fairly, and gives more trees to allow for better map control.

  • Pathing between players should be more consistent. You should rarely spawn in your own pocket with no paths to opponents.

Balance
  • Imperial age now requires at least one castle to be built

  • Light cavalry now gets a bonus against archers, crossbows and villagers. They also got a bit more health

  • Heavy cavalry line has less armor but more health. Works out about the same.

  • Blacksmith upgrades were flattened to +1 attack per level.

Bots
  • Bots will now return attacking armies home if their town is losing a defense.

  • Bots are able to spend/use large stockpiles more effectively.

  • Bots now treat reinforcement armies as separate formations. This stops them trickling them into fights.

Fixed

5 changes
  • Crossbow bolts weren't visually leaving the crossbow

  • Bots just generally had a lot of tweaks/fixes to stop them getting stuck waiting for scouts or gold.

  • Gates should animate correctly

  • Issue where woods would not spawn against the map edge

  • Issue where the map generator would carve artificial paths through large forests.

Removed

1 change
  • Heavy cavalry no longer has a bonus against siege.

Known Issues

1 change
  • Saves and replays from old versions will break.

Added

1 change
  • Ability to load multiplayer saves. You can either load them as singleplayer or as a new lobby, and your friends can resume with you.

Improved

1 change
  • Town hall description simplified.

Fixed

1 change
  • Crash with host migration. Existing buildings were migrated with no owner, so the game crashed when you attacked them.

Known Issues

1 change
  • Currently away, so only patching critical issues!

Added

1 change
  • Achievements, enjoy!

Added

2 changes
  • New logo, new thumbnails, new video

  • Right click to dismiss the Under Attack banner

Improved

7 changes
  • Bots now layout their town with a weighting system, rathe than somewhat random

  • Bots try to keep one house ahead on population

  • Game speed controls

  • Skirmishers throw actual javelins

  • Arrows, bolts, rocks all real projectiles, rather than placeholder art

  • Ranged units will try to push into range more aggressively, so large armies will fire more

  • Bots don't waste resources on bad storehouses as much

Fixed

4 changes
  • Dead units scaling incorrectly

  • Destroyed builds scaling incorrectly

  • Crossbows slightly nerfed to help light cav

  • Bots don't spam rebuild town halls in some situations

Known Issues

3 changes
  • Walls are in progress, coming soon.

  • Scenario editor is coming soon (ish)

  • Scenarios and cooperative missions are in progress

Added

2 changes
  • King of the Hill gamemode: hold the central hill to win

  • Speed controls (1x, 2x, 3x) in local games

Improved

4 changes
  • File size reduced from 300mb to 70mb. SBox was recompiling the music in raw form

  • Bots should trickle in their armies less, instead forming up before assaulting

  • Melee units should chase a bit smoother

  • Large games should see less units stalling due to pathfinding queue

Fixed

1 change
  • Tutorial didn't give enough gold to flow nicely

Added

7 changes
  • Formations: Units now arrange into dynamic width formations, melee up front

  • Right click and hold to choose which way your soldiers face

  • Host migration: if host leaves, the game should try to migrate to a new host

  • New Max Unit count option in lobbies - use at risk of balance/performance issues

  • Map edge graphic - no long just void

  • Smooth gradient for the fog of war

  • New units for the upcoming scenarios: monks, vikings, scots, heroes.

Improved

9 changes
  • Melee units now have a combined running + attack animation

  • Balance: Farm build time is halved

  • Balance: Wheelbarrows research time reduced

  • Overhauled lighting to give better contrast

  • Overhauled color tone and exposure to further increase contrast

  • New water shaders and graphics

  • New ground textures for buildings

  • Skirmisher unit model has more visible team colours

  • Health bars are simpler now, and you can toggle between how they show. They overall stay out of the way more.

Fixed

6 changes
  • Villagers never spawn inside unreachable terrain

  • Soldiers no longer try to chase unreachable goals

  • Playing a local game then trying to host a public multiplayer game would tag your lobby as local

  • Shadows sometimes stopped rendering in the far distance

  • Melee units no longer actively try to merge with a slow target (i.e. the ram dance)

  • Placing a unit in the editor doesn't teleport your camera anymore

Added

4 changes
  • Siege now has an Age 3 variant. Better stats all around, new models.

  • Lobby now has ready/unready behaviour. Host can only start when all players ready.

  • Hosts can now kick players.

  • Countdown on lobby start.

Improved

5 changes
  • Idle scout no longer chases enemy units, so stops wandering off to fight another scout.

  • Villagers now wear their team colours.

  • Villagers now wear the resource they've collected on their backs.

  • Overhauled the whole UI with textured panels, giving it a more polished look.

  • Wild animals remain visible through the revealed fog areas.

Fixed

3 changes
  • Improved pathfinding on huge maps when pathing across massive distances.

  • Huge maps with high player counts also generate quicker now.

  • Farms shouldn't clip through the floor anymore.

Added

8 changes
  • Support for up to 8 players!

  • Deer now spawn around the map, and can be hunted for food

  • Wolves spawn between opponents, attacking those who stray too close.

  • Major terrain visual improvement: various shading, texturing, and height adjustments.

  • New lobby options for visibility: fog, no fog, revealed.

  • Mountains now look like mountains.

  • Version numbers on menu, and replays/saves will track version number.

  • Map is now previewed in the lobby screen.

Improved

5 changes
  • Map styles have had their water edge removed: Standard, black forest etc now exist as plains rather than islands.

  • Easy bots tuned down a lot for new players. They will try to match your pace and avoid raiding you early. If you want actual normal bots, use normal.

  • When a game starts, your camera jumps to your town hall.

  • Bots now react to outposts being raided by bringing the villagers back home.

  • Performance improvements to allow 8 players.

Fixed

1 change
  • Villagers no longer auto-target enemies, keeping them out of trouble.

Added

3 changes
  • Villagers who finish a building with no further orders now move on to the next unfinished building nearby.

  • The tutorial now teaches new RTS players the economy loop.

  • Unit upgrade cards have an up-arrow badge.

Improved

9 changes
  • New lobbies now start with an Easy bot as the opponent.

  • Demolish is now a hold to destroy.

  • The idle-villager button selects every idle villager.

  • Buffed the heavy cavalry line.

  • Nerfed the archer line.

  • Halberdier and Heavy Crossbowman health has been buffed

  • Unit upgrade cards now read "Upgrade to <unit>".

  • Tutorial wording is clearer.

  • Late joiners and wrong passwords are now refused before loading, not after.

Fixed

5 changes
  • Tooltips now disappear with the card they belong to.

  • Dead units and demolished buildings are removed from your selection straight away.

  • Menu music stops properly when you join a game.

  • Fixed a crash-prone case when a match ends or is destroyed.

  • A local test instance no longer shares the editor's menu session.

Removed

1 change
  • Lobbies no longer appear in the platform's server list. Find games through the in-game browser.