Impire
 This topic has been pinned, so it's probably important
Thoram Mar 13, 2013 @ 9:18am
Patch 1.0.3.1
Version 1.0.3.1 13/03/2013
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Fixes:
- Fixed some achievements.
- More stability in multiplayer games.
- Fixed connection problems.
- Fixed issue with Sacrifice Pit not working sometimes.
- Fixed Campaign bugs

Tweaks:
- New "Fixed Ladder" system.

Known Bugs:
- "Dark Halls": This is an issue with AMD/ATI video cards. Please set SmoothVisionHD to application setting
and the bug should go away.
- Units escaping emprisonment might behave oddly or not move at all
- Multiplayer (co-op campaign and skirmish games), though fully featured, remains in beta-status.
Some surface scratches have to be polished.
- Crashes may occur at the end of or during a skirmish game, though these should be very rare now.


Notes:
- Save games should be usable; however there might be some unforeseen circumstances which render them unusable. Apologies.


Fixed Ladders
We are introducing an alternate option to the default ladder system: the fixed ladders. The fixed ladders option will spawn ladders the same way as the random ladders, but the spawned ladders cannot be destroyed. Once they appear somewhere, they will stay there until the end of the level. This should help you plan out your dungeon and trap positioning.


Demo
We are happy to announce that a Demo for Impire will be released today, including the tutorial as well as the second act of game. We hope that a lot of you will be tempted to summon Baal.
Last edited by Thoram; Mar 13, 2013 @ 2:32pm
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Showing 1-15 of 24 comments
Thoram Mar 13, 2013 @ 9:21am 
Hi everyone! A New patch should be released soon. This new patch makes the game a lot more stable multiplayer wise and fixed a lot of coop bugs related to the campaign. It also introduces the fixed ladders system (see notes above). And we are releasing a demo for those of you who haven't bought the game yet! Have Fun!
Brownfists Mar 13, 2013 @ 9:44am 
*facepalm* Still largely missing the point, and still not addressing the things people are asking for.

The new ladder system does not 'fix' the problem at all, in fact the developers seem to have gone off on some crazy tangent to replace this already awful and broken system with a slightly less crappy but still infinitely irritating 'solution'.

What is more, it seems to have taken a long time to roll out this update which is a little thin on content, at this rate by the time the game is finally up to a standard that the wider community would like it to be it'll be 2050.
Skcarkden Mar 13, 2013 @ 9:59am 
Hi, so i recently started this game, wondering if there's a reason minions can't just auto attack ladders if they are in range? I know it's meant to be a dungeon management game but this part seems a bit tiring when summoning minions next to a ladder, then having to zoom in to order them to attack the ladder because their squad icon in management mode is so big it covers the ladder :S
Katarak  [developer] Mar 13, 2013 @ 10:24am 
Originally posted by Skcarkden:
Hi, so i recently started this game, wondering if there's a reason minions can't just auto attack ladders if they are in range? I know it's meant to be a dungeon management game but this part seems a bit tiring when summoning minions next to a ladder, then having to zoom in to order them to attack the ladder because their squad icon in management mode is so big it covers the ladder :S

If you have any attacking units (not workers) in patrol mode, if they pass close to a ladder they will attack them automatically. Squads work too. If you are in the new fixed ladder mode however, they cannot be destroyed.
Btad Mar 13, 2013 @ 10:54am 
Ok, i get where your going with the ladders in this patch, but the only way to make us be able to plan the traps is if ALL the ladders came at the same time and stayed for the level, the way its set up now they stay the whole level but keep coming in other spots how are we to plan for that?
MasterSJT Mar 13, 2013 @ 11:20am 
is there a range around tresury rooms to prevent ladder spawn for the new ladder system because i have had ladder get very close and if they can't be removed it might not give the user long to react and make it harder to preper against. Otherwise it sounds quite good
Last edited by MasterSJT; Mar 13, 2013 @ 11:21am
Thoram Mar 13, 2013 @ 11:37am 
The appearance of ladders is linked to your dungeon level, you get 1 more ladders at the following level: level 3, 4, 6, 8, 10.

Knowing this will allow you to position traps/units in the spot where they have appeared. Also, you can use the Monster Den or the Brewery to lure the appearing heroes where you want. If you plan accordingly, heroes should become a mere buzz in your ears.
Last edited by Thoram; Mar 13, 2013 @ 12:08pm
Thoram Mar 13, 2013 @ 11:39am 
Originally posted by MasterSJT:
is there a range around tresury rooms to prevent ladder spawn for the new ladder system because i have had ladder get very close and if they can't be removed it might not give the user long to react and make it harder to preper against. Otherwise it sounds quite good

We've augmented the range at which the ladders should appear, meaning they won't spawn in their entrance, but they could spawn pretty close anyway. Read my previous comment to help you with this.
Nukeam Duke Mar 13, 2013 @ 12:43pm 
So has anyone actualy gotten the demo to work? tried to play it and it just derps out after trying to start playing a match/campaign
Rheex Mar 13, 2013 @ 1:20pm 
Originally posted by Nukeam Duke:
So has anyone actualy gotten the demo to work? tried to play it and it just derps out after trying to start playing a match/campaign
Same for me :(
Thoram Mar 13, 2013 @ 2:06pm 
Try playing the Demo in offline mode, it seems to fix this problem.
Kjaesp Mar 13, 2013 @ 2:19pm 
hopefully this makes the co-op a thing me and grimmeh can actually play, we tried the same level roughly 10 times but could not keep the game from crashing before we could finish it. we might try it again with this patch. understanding tht MP is still in beta though, so no hard feelings, you made that all very clear.
Thoram Mar 13, 2013 @ 2:22pm 
Originally posted by SirDelta:
hopefully this makes the co-op a thing me and grimmeh can actually play, we tried the same level roughly 10 times but could not keep the game from crashing before we could finish it. we might try it again with this patch. understanding tht MP is still in beta though, so no hard feelings, you made that all very clear.

The coop should be a lot more stable. We've found most problems causing desync.
Thoram Mar 13, 2013 @ 2:32pm 
The Demo should be available in online mode now.
Last edited by Thoram; Mar 13, 2013 @ 2:32pm
Kurosawa0 Mar 13, 2013 @ 3:37pm 
In the new ladder mode, will there at least be an early warning before heros enter the dungeon ? Else, I think it would be extremly annoying if there were 5 ladders + mainentrance where, out of nowhere, a bunch of heros spawns and THEN I'd get the message.
Also, it happened to me before this patch, that a ladder spawned somewhere close to a kitchen and despite the brewery beeing right around the corner, the heroes decided to take down the kitchen first. The kitchen was directly attached to a long corridor.
+ If there are any workers on the way to the brewery or Monster Den, then the heros will gladly run after them, completly forgetting about brewery and Monster Den.
So yeah, I think permanent ladders just have the horrific potential of beeing even worse if they spawn as "random" as the destroyable ones.
I think more room to build your dungeon would be a better approach, cause then it is easier to directly connect rooms to each other and therefore prevent ladders from spawning at the most crucial points (Kitchen, storage, 5 meters away from new treasurys).
Last edited by Kurosawa0; Mar 13, 2013 @ 3:39pm
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