Since the big update, we've made a lot of general improvements and bug fixes for Eyes of War. In these Patch Notes you'll see all the changes we've made so far.
Check the Patch Notes below to see what has changed:
• Market building added. • Models of lumberjack buildings have been changed. • Catapult and Ballista improved visually and in terms of gameplay. • Controls of Archer and Crossbowman characters have been enhanced. • Gameplay of melee characters made faster and smoother. • New flag models, animations, and home icons added. • Building placement previews have been modified. • Building upgrade effects have been changed. • In-game UI for the strategy mode made more interactive; resources and population matched with relevant buildings. • Settings menu made more understandable. • Mining areas made more realistic. • Fixed issue where one player entering spectator mode when another player loses. • Save & Load system bugs fixed. • Chat system issues resolved. • Gameplay bug fixed. • Fixed issue causing gates' iron bars to appear at incorrect heights. • Glitch when building walls fixed. • Fixed bug causing half-display of Archer Tower when constructed by Norvion race. • Objects appearing in fog fixed. • Client color inaccuracies corrected. • Circular borders showing castle limits sometimes not closing fixed. • Issue where dead soldiers affect morale system resolved. • Improvements made in wall construction. • Issue allowing soldiers to pass through gates placed on very low ground fixed. • Fixed issue with immortal bandit. • Decal added to indicate buildable areas on walls. • Battle statistics error corrected. • Positions of mines on Flatriver map adjusted. • Extra wall corners generated by AI removed. • Aim animations of archers corrected. • Problems with high-level models of buildings fixed. • Size of selection outline on walls adjusted. • Map boundaries adjusted. • Optimized lumberjack system. • Delay in shaking effect when cutting trees fixed. • Improvements to Archer Tower and Ballista Tower. • Arrow trail sizes adjusted. • Damage notification issues fixed. • Ability to save building levels added to Save system. • Issue with buildings starting construction animation when Save system begins fixed. • Problem with walls not being saved in Save system resolved. • Issue with getting stuck on walls fixed. • Issue with defense UI not showing on corners fixed. • Colliders of walls adjusted to reduce obstruction of walkable areas. • Decal added to indicate walkable areas on walls. • Improved save panel. • Increased slot count to 10. • Resolved localization bugs. • Removed save button from multiplayer. • Changed soldier switch UI. • Fixed the issue of two cloaks appearing in tutorial. • Corrected camera not aligning over its base at game start. • Prevented TPS entry for bandits. • Fixed delayed tree shaking when villagers chop wood on client side. • Corrected behavior in Battle mode where soldiers tried to attack friendly troops; adjusted crossbow AI to not fire at opposing users. • Fixed issue where catapult builders were not hitting their mesh. • Fixed issue where ballista arrow was not visible. • Fixed lighting distortion issue when settings changed
• Added a loading screen at the start of the game to allow shaders to compile before player interaction. • Fixed stutter when using controllers (Epic only – does not happen on other platforms). • Performance optimizations for Bank levels. • Fixed a Save issue where players are not be able to select new Boss cards. • Multiple crash fixes.
This is being released as a 2nd beta called "Terrain Streaming Testing" to ensure I haven't broken anything from the Fixed Wing beta!
This update adds the following....
1. Terrain streaming system. This allows terrain tiles to be streamed in as needed which reduces overall RAM usage as well as allowing huge, if not massive map sizes. 500 km x 500km is easily possible with the only real limit being the time it takes me to create a tile.
The terrain streamer only works on the Central Libya map and you should see the terrain tiles take a lot less time to load when starting a mission.
Over all RAM usage has also been reduced from 8-12Gb to a more sensible 5.5Gb. This should make the game much more stable on devices like the Steam deck. My aim is to keep RAM usage below 8Gb.
2. New terrain textures. Seeing as RAM usage has been lowered I am able to cram in some extra splat map textures on to each tile. Instead of 3 they now have 6 giving much more variety to the desert.
3. New foliage. The whole foliage planting system has been recreated to give a much more realistic feel to the desert. You will now see hardy grassy tufts for the most part but in valleys and other depressions you will see more varied plant life.
Terrain foliage no longer uses GPU instancing as the performance difference was negliagable.
4. New trees. You will now find trees living in the depressions and valleys where water is likely to gather. Trees are fully GPU instanced and have negligiable performance impact.
Trees with leaves will react to your helicopter's rotor wash when you get close.
5. New U.I. I have started upgrading the user interface. Some buttons have been moved and their placement standardised across all screens.
Most of the default menu screens have been upgraded to the new U.I. Mission planning screens still use the old style U.I. at the moment.
We just launched Build #155, which fixes some small issues with the new localization options, as well as some other small bugs that have been there a while longer.
And while we were at it, we also put in some more graphical tidbits. In some way, level design is like having a huge model railroad set. You can always build new stuff and add it … no matter how big or small, it will always make the set more interesting :D
Added the function to hide the taskbar in spectator mode Added the floating ball function in spectator mode Settings -> Spectator Mode Settings -> Set these two functions