The Myth of Empires will be holding a Limited Weekend event from 7/9 at midnight UTC until 7/11 at midnight UTC.
Servers: Official Servers Event Time: 7/9 at midnight UTC -7/11 at midnight UTC Details: 1. Gather rate is doubled 2. Warrior and Mount taming speed is doubled
Increased spread of resources near the center in labyrinths Added reload animation (fill bar) Added small animation of changing the characteristics of the city Added animation of the weapon testing menu Added typing sound for the intro Added line break sound for the intro Added sound for the city menu button Replaced square rendering to drawing a square sprite for the global map Turned off drawing in the research menu if it is not open (woah) Improved wall drawing algorithm Improved dynamic light rendering algorithm Improved the display of giants on the global map Added a display of the last movement direction of giants on the global map Added chance of storm effect on the desert maps Updated all utility icons in the research menu Added display icons of the highest resists of mechs in the components menu Added highlight when hovering over research
Fixed incorrect positioning when returning mechs to a mission after retreating in a maze on a blue cell Removed terrain effects from mazes Fixed fire effects disappearing on pause Removed cars Removed walking sounds Fixed not-saving of some researched weapons in components Fixed maze path selection when returning mechs to a mission Fixed a rare incorrect map creation when entering a labyrinth Fixed crash when leaving labyrinth from not starting exit(probably) Fixed Rammers getting stuck in walls Fixed incorrect text for some modules in component order
Increased firing distance for Soldiers Added size buff for swarm in labyrinths, like in storms Removed mech knockback when stability is completely lost Increased the effect of upgrading the communications district on reload time between orders Added order reload time dependence on the number of selected mechs Increased radius and attack range of the snakehead Increased slow removal speed for the snakehead Updated the closest target search script for mechs. The load on the CPU has slightly increased but it should exclude cases of not choosing available targets, with the nearest enemy behind the wall. Changed the way the old flamethrower works to create fire surfaces New Weapon: Toxic Pulverizer. Creates pairs that last a long time but deal low damage Tentacle now reduces mech's stability and only at 25% starts dragging it The gold giant serpent now creates copies of itself when it devours other giants The speed of all mechs is now almost the same and has increased slightly Old mech speed values now increase stability regeneration speed Decreased passive stability regeneration buff Stability no longer regenerates a second after taking damage Now spawners constantly appear on red cells in the labyrinth Removed the limit on the number of bugs in the maze Added plasma gun research and order option Added toxic weapon research and order option Increased the cost of producing parts for the city Reduced the cooling bonus for extra. cooling module Added a display of HP stages on the walls with a sprite Increased turret damage up to 8 Restricted spawner movement outside the battle room Added stopping spawner movement during the pause Added a clickable button on the battle menu to change the camera control mode Added freezing particles while paused Removed biomass number from cards
In this event, you can get a capital ship schematic by choosing your command center, fly option then Dimensional Portal Event 1:Abberation. It will be hard to obtain, but you'll know it when you pick it up for it will be green and raise up on the screen as seen in the screen shot of this update. You'll then need to bring it back to the International Battle of Champions Speed buy location aka: IBOC Speed Shop, indicated by the red fire box. If you've seen the green thing raise on your screen, open the store, and you now have a capital ship schematic.
Practice opening the IBOC Speed Shop by flying into the cube of flames so you know how to open it. As you defeat enemy drones, they drop scrap which you can use at the IBOC to power up your ship. If things glitch out, just restart the client, the kinks will be worked out over time, no stress.
It's clunky, the UI ain't great, but items are in, and it is a great foundation to build on. I'm giving great rewards to those out to try the game at an early state. You'll see the updates come and get remarkably better each one that comes out until all the mmo techs are in.
Really only one schematic is useful, these are not tradable as most everything else will be.
One of the things we’re focused on, while creating assets for the game, is the time period in which our story takes place. The Trojan War is estimated to have taken place in the 12th century BC. It was during the Greek Bronze Age, that our hero took his journey to vanquish the Trojans. But it’s a long way from Greece, leading right across the Aegean Sea - to get there, he needed a suitable vessel…
The Trireme
The Greek Triremes have been known as formidable warships. They had three rows of oars on each side, manned with one man per oar. One of these ships could hold up as many as 200 warriors, every one of them ready for battle.
We haven’t really felt like the model we’ve been using (the one behind in the photo below) was adequate to their legend, so we took it upon ourselves to design one that would get even the best shipwrights of the time to look in awe.
Research
As usual, the creation process began with research, mainly of the ship’s architecture and its overall look. We got reference from photos of real ship replicas, which were perfect for our needs.
We carefully studied each detail and feature using reference photos, and after all that work, the 3D model finally came to be. Of course, there was still far more work to be done, we only had a shape back then.
Models
The ship itself is composed of multiple parts - there’s the standard low poly version, as well as a sculptured one with all the ornaments, making the textured model look much more realistic.
Textures
Of course, the textures had also needed to be separately prepared. For example, the wood from the ship consists of a few different texture images. The most important ones are the normal map and the color texture. The first one contains all of the bumps and dents in the wood and is used to give it depth.
The second one, as you might’ve guessed, is used to give the wood colors. Pretty straightforward, right? After putting them together and applying the finished texture to the model, the ship is looking really natural and convincing.
Lighting
And now, the thing that really gives the scene life - lighting! After setting up the scene and carefully placing the light sources, the ship is looking better than ever. The reference images we used were a great help in reproducing a realistic sunset over the Aegean Sea.
In-Game
Now we can put the ship in the game’s engine. As you can see on the GIFs below, it’s not just a rigid model - it actually supports physics! It’s a great accent, making the boat look alive, as if it really was sailing through the waves.
We hope you enjoyed seeing some of the behind the scenes stuff and us revealing parts of our creative process. It’s not just the fixes that we’re focusing on - as you can see, we’re actively working hard on creating and adding more content to Achilles: Legends Untold.
We want to make more posts like this one in the future, as we love to share our passion for making video games with the players. Make sure to follow our announcements page, so you won’t miss out on any of them!
We’d also like to really thank our players for all the feedback we’re getting, both on Discord and Steam. Thanks to your help, we’re on our way to creating the video game that everyone will be able to enjoy. If you also want to take part in the development, you can leave us your suggestions and input, either on the discussions page or on our Discord server (link below).
1. New contents test Cloud Spirit Sword Guild and QiXing Tower both add 4 new cards ( these testing cards have not yet completed gameplay and balance evaluations. So maybe they may be modified, redone or deleted at any time. Besides, art resources are tempory resouces, and the official ones will be drawn after the card effect is determined.) Add one new general Destiny. Cloud Spirit Sword Guild and QiXing Tower both add 2 new unique Destinies. Some cards and Destiny values have been adjusted. Due to there are much adjustments, so they are not listed. You can check them in the Card Book.
2. New mechanisms tests: The upper limit of the chances to switch cards is 20 now. (the chances is allowed to temporarily exceed the upper limit during the cultivating process. Only after entering the next battle, the part exceeding the upper limit will be cleared) In order to increase the operational space in the later stage and balance the dilution of the newly added cards to the card pool, the chance to switch cards will increase according to the round. Round 1-9: 3 times (same as the last version) Round 10-14: 4 times (plus 1 time) Round 15-19: 5 times (plus 2 times) Round 20 and more: 6 times(plus 3 times)
In addition, the first card switch in each round will get an bonus: increase the probability of getting your own realm card. The specific algorithm may be adjusted and will not be announced during the testing period.
3. UI adjustments of cards: The lvl 2 card adds a small gem, which is different from the level 1 card. A small dot is added at the bottom of the card UI to represent the realm (every additional dot represents a higher realm) to help players who have difficulty identifying the card realm.
[0.8.6011 Version Update] Updated at 23:00 on July 6, 2022
1. Fixed the problem that the event icon still exists after completing some main tasks.
2. Fixed the problem that the NPCs in the Transcendent would be greatly reduced under certain circumstances.
3. Fixed the problem that the Shrine is not displayed under certain circumstances.
4. Fixed the problem that some rogue cultivator did not join the sect even after they were successfully recruited.
5. Fixed the problem of Rewrite Destiny(Natural Essence) after reaching the Transcendent.
6. Fixed the problem that only one ballistic path of the nether feather turned into the Deicide Cleave after using the Demoonfury Blade.
7. Fixed the problem that the model remained in the battlefield after the death of NPCs in Wave of Monsters.
8. Fixed the problem that certain counter-images of Wave of Monsters War NPCs would cause abnormalities.
9. Fixed the problem of incorrect ranking in the Battle Contribution Board.
10. Fixed the problem that in some cases the game would not be settled after fighting with Nether Demon causing the game to be stuck.
11. Fixed the problem that the character's drawing becomes transparent in the dialogue interface under certain circumstances.
12. Fixed the problem that some commissioned tasks could be completed even when fleeing from the battle.
13. Fixed the problem that the BOSS (Taowu) is controlled when guiding the pitch-black pillars will directly trigger a full-screen second kill.
14. Fixed the problem of inconsistency between the manuals and the selected attribute when refreshing actively in main pavilion.
15. Fixed the problem that the Earth Golems damage of the traditional mind skill is abnormal.
16. Fixed the problem that the traditional mind skill did not correctly reduce the current cooldown of the body method.
17. Fixed the problem that the Heavenly Arts would cause a jam when casting ultimate Skill.
18. Fixed the problem that the description of some Heavenly Arts that are not yet open is from the shattered Altar, and optimized the description text.
19. Optimized the events and texts of some shrines.
[0.8.6010 Version update] Updated at 18:00 on July 5, 2022
1. Fixed the problem that the skill cooldown is sometimes displayed abnormally.
2. Fixed the problem that some tasks could not be completed normally.