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Quick Hotfix +Week’s Roadmap 2/12/24

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Quick Hotfix
+This Week's Roadmap 2/12/24

We've deployed a backend patch (now live) to prevent single units or tiny armies from being able to deal damage when massively outnumbered. We're currently working on a change that will prevent armies that get completely wiped out from revealing the unit count of the opposing army. At least one unit will be required to survive in order to generate a number count.

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Thor's World

We want to thank more players that are currently taking part in the event so we're going to be giving out additional rewards: The win condition is still the same, once the last ferret is captured, the player who is holding the most ferret colonies will be deemed the winner. However, they will now be granted a new title; the "Ferret King". Once this occurs we will then award the top 10 players the title "Ferret Lord". Long may the Ferret King and their Ferret Lords prosper!

Incoming Gameplay Changes

  • Research Centre - We had to delay the Research Centre in order to focus on bugs, priority feedback and server optimisation. By the end of the week we intend to deploy the first stage of the Research Centre, this should solve the current issue of players having an overabundance of resources end game. More info soon.
  • Barrack/Factory perk updates - Both buildings are getting a new level 30 perk that will unlock the ability to train two unit different unit types at once. The Factory will once again be able to train the colonise and siege weapons simultaneously. For the Barracks, players will need to monitor nearby friends and foes alike to determine what the most popular unit types are, and try to specialise in recruiting their counters.
  • Recruitment queue system - Players will be able order backlogs of different units types outside of the active queue. These will begin training once the current active order(s) are cleared.
  • We're relaxing the Colony unit's recruitment increment from +1:00:00 to +00:45:00 per order.
  • The Siege and Colony recruitment cost will now primarily consume the construction resource instead of food.
  • We're excited to see how these changes will influence gameplay and sharing these details now to give the community time to digest this information. We'd love to hear any thoughts and feelings on these proposals. We can't reply to every message but all feedback channels are being monitored very carefully.

Known Issues

  • Friday's battle report overhaul introduced some visual bugs. In particular the siege weapon health does not appear to adjust in combat. This is a frontend issue only. The correct damage is still being received and tracked on the backend. The health adjustment can be seen in subsequent battles. We'll be deploying a hotfix to resolve this and several other visual discrepancies ASAP.
  • Message Centre latency. We've diagnosed what is causing this and are working on a fix. We'll be deploying a hotfix to resolve this during the week. We expect this to simultaneously fix the hang on application exit that users are currently experiencing. We're sorry for any inconvenience this has caused.
  • Incoming mission counter incorrect. We are working on a fix for this.
  • Scene loading and general optimisation. - We're currently testing a new optimised build that we hope to deploy this week. We expect this to make a modest reduction of the installation size and reduce loading times between scenes. More details to come.

Mac Support

Although we don't currently officially support or advertise Mac on the Steam page, we've had a few players express the desire for support. We can't make any promises yet, but our engine devs believe that we should be able to make a Mac build without too much trouble. We are going to test one in-house over the next few day and if stable, we'll make an official announcement when ready

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