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On iOS and Steam, you can now access a new esports beta, including a brand new feature - on-demand tournaments!
"What are those?" you might ask. On-demand tournaments are small, casual-friendly tournaments that are created and start immediately when enough players have signed up to play. For the beta, these tournaments are configured for 4 players (due to having very limited numbers of players in the beta).
Join the available on-demand tournament, wait until you get a match, accept the match and get started playing a 4-man tournament immediately.
Additional changes:
Starting today...
- the highest player in a match on Challengermode will be the game's host. For everyone except the best and worst player, this will result in sometimes hosting and sometimes not.
- matches with more than 1 game will see hosts swapping between games in 1vs1 games.
Use the beta access code: experiencecmtourneys
- Added Sha-po, Lirepacci, and Aumux Skins
- iCloud synced local games (iOS)
- Compress game saves on disk
- Fix gamepad support (Steam)
- Fixed poison units getting poisoned by cloaks
- Upped minimum supported game version to 51
- Removed custom language
- Increased number of pass and play players
- Fixed frozen ports hindering movement
- Update route connections after explore
- Fix cloak battle preview
- Added shared fog option to replays, moved to settings
- Exploding units now do damage before giving pop to cities
- Failsafe for when games are out of sync with the server
- Fixed inconsistent actionable games count in badges
- Replay fixes
- Various tiny fixes and optimizations
The primate change in this patch is the addition of "Instant Tournaments", which are small, casual-friendly tournaments that are created and start immediately when enough players have signed up to play. For the beta, these tournaments are configured for 4 players (due to having very limited numbers of players in the beta).
Join the available on-demand tournament, wait until you get a match, accept the match and get started playing a 4-player tournament immediately. We would like as much feedback on this feature as possible!
Remember, go to how-to-join-beta to find out how to join the beta and start testing!
Added:
- Added Instant tournaments
- Improved tournament design
Fixed
- Skinned tribe heads in lobbies
- Misc adjustments to skins
- Adjusted how scrollbars are handled in popups
- Tribe music now plays where appropriate
- Main menu ambience is now controlled by the ambience audio setting
- Exiting a game should now bring you to the correct screen
- Improved notification when a tournament game is cancelled
- Fixed incorrect unit outlines
- Show username instead of ID in Remind popup
- Updated music for Lirepacci skin
- Fixed issue where cloak had incorrect alpha values when revealed
- hopefully fixed issue with multiplayer not working due to Steam notifications
- Skin pack #3 includes the following skins:
Oumaji Khondor
Kickoo Ragoo
Zebasi Anzala
- Reward popup clarity fixes
- News items displays in a grid on wider screens
- Don’t show stars in result screen for creative games
- Glory shows correct winner head
- Various UI tweaks & Bugfixes
Known Issues:
Steam users are not able to purchase the DLC right now, but we are uploading the patch anyway just to make sure that there's no issue when it is released on the 28th.
There is a bug where skins won't show if you play a multiplayer game with someone who has not updated to the beta/latest version
Fix map sizes in pass and play
Fix bots incorrectly labeled as easy
Player kicking/skipping will be re-enabled in a few days, after we can verify everything works as intended.
- Improved user experience flow with instant tournaments
- Updated About page and credits screen
- Performance improvement when sending out Explorers
- Performance improvement for city connections, hopefully reducing loading lag
Bugfixes:
- Fixed games broken by our recent server issues
- Infinite growth bug fixed
- Player sorting in win screen adjusted
- Resigned players now show as bots
Naval changes:
-Removed Boats, Ships, Battleships, and Navalons
-Ports moved to Fishing and now costs 7 stars and make 1 population
-Sailing gets Ocean movement and Scout ship
-Whaling has been replaced with "Aquaculture" and gets Aqua Farms and Rammer ship
-Navigation gets Bomber ship and ability to gather stars from Starfish resource
-Bridge building in Roads lets you connect two land masses
-Market replaces Customs Houses and gives 1 star for each nearby Port, Windmill, Sawmill and Forge
-New Pangea map type
-Improved Continents map type
-Giants turn into Juggernauts when embarking
-Find 4 Lighthouses for Explorer task (instead of revealing the whole map)
New naval units:
-Raft - Defenseless transport
-Scout - Fast and fragile exploration vessel
-Rammer - Sturdy naval melee ship
-Bomber - Slow but powerful long range destroyer
-Juggernaut - Powerful but rare battleship
New resources:
-Starfish - Replaces Whales. Must have a unit on it to harvest it for 10*, even in neutral or enemy territory
-Aqua Crop - make farms on water
General Changes:
-Swordsman no longer has “Fortify” ability
-Lumber Hut costs 3*
-Roads cost 3*
-Parks give +1* per turn
-Network task unlock automatically when connecting your first city
-Improved AI
-Killing a unit with a Cloak will ensure that a Dagger will spawn in the city
Aquarion:
-Start with Riding and an Amphibian
-Crab get 2 movement on water and 5 Defense
-Tridentions now have 10hp
-Amphibious units can no longer use roads
Polaris:
-Moonis now have Auto-Freeze and 1 Defense
-Gaami now only freeze when moving
-The Frostwork tech replace Fishing, which allows for Mooni
-Ice Fishing replaces Aquaculture, allowing for harvesting Fish and building Outposts
-Battle Sleds are now in Sledding, which replaces Sailing
-Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
-The Ice Bank now makes +2* for each level up instead of +3*
Cymanti:
-Raychi are now in Pescetism, which replaces Sailing
-Algae are in Hydrology, which now replaces Aquaculture
-Oceanology replaces Navigation, and grants the ability to harvest Starfish
-Swapped Fishing and Sailing techs
-Fish now spawn on Ocean
-Reduced Aqua Crop rate
-Rammers lost “Sneak”
-Bomber got “Stiff” and movement is reduced to 2
-Gaami got back the ability to manually freeze an area
-Juggernaut got “Smash” instead of a ranged attack, and lost "Dash"
-Lighthouse give 1 pop to your capital when discovered
-Windmills multiply Aqua Farms
-Adjusted Market logic: Produces 2 stars for each unique type of nearby production building (Sawmill, Windmill, Forge). Income is doubled if next to a Port.
-Improved AI (no longer build Cloaks to defend)
-Improved spawning of cities (no more edge spawns)
-Villages no longer burn when being captured
-Improved graphics for Juggernaut, Rammer & Lighthouse
Known issues:
-Kickoo Explorers won't travel on Coasts until you have Sailing, creating weird behavior. We'll fix this later.
Balance:
-Bridge cost down to 7*
-Juggernaut attack up to 4
-Improved map generation, better village distribution and fixed starting resources
-Improved AI
-Ships can now be upgraded in ally territory
-Polaris start with Outpost in Frostwork tech
Bug Fixes:
-Task popups don’t freeze replays
-Correct outlines
-Fixed Boost after moving (as well as actions like Explode and Disband)
-Fixed Smash, Splash, Explode, etc harming enemy units during cease-fire after breaking peace
-Fixed Cymanti port crash
-Fix “teamplayerid not working”
-Potential fix for users having problem with “multiplayerGamingRestricted”
-Fix so users getting updated don’t remove them from friends lists
-Fix moves being reset by iCloud sync if animating the change during a save and the save comes back with incorrect data
Other:
-Dynamic graphic for Market, showing its production
-What’s new popup
-Fixed Ice Bank description
-Aumux and Ragoo skins now have appropriate naval units
-Art assets have been adjusted for some new stuff
Map Generation Improvements
- More variety to Continents and Pangea map
- Improved city placement
Bugfixes
- Naval units now show which unit is inside a naval vessel in the text description
- End Turn now properly turns blue when all units are out of actions
- Removed option to break ice on a frozen unit
- Fixed a crash bug that appeared in some situations when constructing a Vengir temple in the month of November
- Market sprites now properly updates when building or destroying ports
- Market sprites now uses correct z-ordering so it won’t overlap buildings in front of it
- Invisible units are now revealed when breaking ice or harvesting starfish
- Unit inside a ship now gets poisoned when the ship gets poisoned. Unit also heals from poison if ship heals from poison.
- Added missing Elyrion characters to font
- Tutorial hints improvements
- Giant pushing a unit with Skate-ability no longer exhausts that units actions
- Removed confirmation popup when harvesting starfish
- Markets should only double production if the port next to it is owned by us
- Removed Aqua Crop and Aqua Farms
- Tech tree: moved Fishing to become the first tech in that branch and it includes Port improvement
- Simplified Markets: 1* for each level of each nearby production building. Removed doubling for ports. New graphics.
- Markets are capped at level 8
- Tech tree: moved ‘Burn Forest’ to Construction, and ‘Destroy’ to Chivalry
- Cheaper bridges, now 5*
- Lower Starfish income, now 8*
- Lower Bomber attack value, 3 instead of 4
- Allow bridges to be built even if one of the tiles are in fog
- Added shorelines to hint if a bridge can be placed on a water tile that leads into the fog
- Get Veteran Rammer instead of Bomber from water ruins
- Score bonus for opponent count is lower in Perfection game mode
- Temples grow quicker, reduced from 3 turns→2
- Improved AI, better at picking what unit to train, better at improving cities
- Lighthouses always start covered in fog, even if it is close to your capital
- Fixed crash when starting a game from a notification
- No shorelines around edge of the map
- Removed Aqua Crop from tribe picker UI screen
- Minor adjustment of the Market graphic
- Zoom in tech tree with mouse wheel fix
- Localization fixes
Updated firebase SDK for push notifications
Fixed broken sound effects for movement in water and sword hit
Make ₼idŋighţ ∑∫ỹriȱŋ ambience sound work when taking over other climates
Fix so tribe mixing works as before again
Fix so converting units with new override-system works - no more grave riding 😢
Mountains are correctly skinned in tech tree
Added skinned sprites for the following ₼idŋighţ units:
-Bomber
-Rammer
-Scout
-Cloak/Dinghy
-Dagger/Pirate
Added a multitude of under-the-hood fixes, primarily for things like rendering