Impire
 This topic has been pinned, so it's probably important
Thoram Feb 15, 2013 @ 1:14pm
Impire Dev Team - News and Updates
Good day fellow evil dungeon builders!

A small message to tell you guys that we (Cyanide Montreal Dev Team) are
working hard on fixing and improving various aspects of Impire according to
the comments we are seeing in the forums. We try to keep up with all the
forum action, but as many of you already know, we are a very small dev team,
so we need to balance bug fixing time with the time we spend on the forums-
so thanks for your patience :-)

We REALLY appreciate your comments and suggestions, as well as the very
helpful bug reporting you've been doing (please use the Paradox Interactive
forums to post them, it will be much easier for us to go through them).

Here's the link:

http://forum.paradoxplaza.com/forum/forumdisplay.php?775-Impire-Tech-support-and-Bug-reports

Please include the following :

- a description of the problem (including the scenario you are playing)
- the impire.log (MyDocuments/Impire)
- the <replay>. rpy (MyDocuments/Impire/Replay)
- <filename>.dmp (MyDocuments/Impire)

Now, in order to put you up to speed here's a short list of what we are
working on right now:

- Asserts
- Mouse Scroll Delay
- 2 Music playing at the same time
- Screen Resolution Problem
- Scenario Crashes
- Combat AI Tweaks
- Dark Halls/ 3D rendering problems
- Improving the Aggressiveness System
- Multi player improvements / Bugs / Crashes

Once a patch is released, we'll provide info on our progress.

Thanks a lot for your support. We are working hard to make Impire the best
we can, and your help/feedbacks are of utmost importance.
Cheers!

Impire Dev Team
Last edited by BjornB; Feb 18, 2013 @ 3:00am
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Showing 1-15 of 87 comments
tersagun Feb 15, 2013 @ 1:24pm 
Good to know about the patching roadmap.
egglab Feb 15, 2013 @ 1:28pm 
Thanks for the update, I'm enjoying the game quite a bit so far with a few minor caveats. I'm happy to hear you guys are working on patching the aggressiveness system and mouse scroll delay in particular. Any chance for a way to pause and be able to issue orders in single player?
Razero Feb 15, 2013 @ 1:29pm 
Thank you for the feedback. Nice to know you guys are taking notice of what players have to say.

I really hope you guys make it big. Hope to see this game steadily improve.
Last edited by Razero; Feb 15, 2013 @ 1:31pm
Thoram Feb 15, 2013 @ 1:33pm 
Originally posted by ;846945579750274705:
Any chance for a way to pause and be able to issue orders in single player?

I wouldn't count on it. The whole system is build around multiplayer, campaign and skirmish, and there is no way we can make this work in multiplayer.
egglab Feb 15, 2013 @ 1:37pm 
That's understandable I suppose, thank you muchly for the quick response, and for being so active on these forums, it's appreciated.
Thoram Feb 15, 2013 @ 1:38pm 
Originally posted by egglab:
That's understandable I suppose, thank you muchly for the quick response, and for being so active on these forums, it's appreciated.
NP, my eyes and my fingers are bleeding from typing and reading so much, but it's better than feeling the whip of the succubus watching over my shoulder. ;)
SnugSnug Feb 15, 2013 @ 1:57pm 
I hope the scroll delay won't be out right removed but become a togglable option (like mouse scroll currently is)... some of us like it, probably just those habitually used to having their hands on the WASD keys.

Either way good to see the road map, wish you well in achieving it ;)
Zallman Feb 15, 2013 @ 1:58pm 
Thanks for the replies! Hope you get some rest and hope the patches and changes work out!
DJPenguin ♫ Feb 15, 2013 @ 2:17pm 
"- Improving the Aggressiveness System" does this also include the Eating mechanic?
Thoram Feb 15, 2013 @ 2:18pm 
Originally posted by DJPenguin:
"- Improving the Aggressiveness System" does this also include the Eating mechanic?
Nothing has been decided yet, we're juggling ideas and will need to test them out before revealing anything.
kanthought Feb 15, 2013 @ 2:36pm 
thoram how does multiplayer work as in co-op campaign. Like does each player have their own dungeon?
Thoram Feb 15, 2013 @ 2:42pm 
Originally posted by Divinitarium:
thoram how does multiplayer work as in co-op campaign. Like does each player have their own dungeon?
Yep, each player has his own dungeon. They can help each other out in the common area and can try to coordinate a raid attack.
kanthought Feb 15, 2013 @ 2:44pm 
Ahh ok cool
Guapo Feb 15, 2013 @ 2:56pm 
Thank you guys for the hard work! Waiting on the patch so i can keep on playing, that assert issue isnt letting me finish the three skulls T_T
Last edited by Guapo; Feb 15, 2013 @ 2:57pm
Razero Feb 15, 2013 @ 3:22pm 
You know what the dungeon needs? A dormitory. So the minions can rest and maybe get a buff. Plus they could have a schedule; that and going to eat by themselves.
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