The tournament follows Swiss Tournament rules: you can find the full list of rules here.
The first round will commence on Thursday, 14th March 2024. No further entries can be accepted after the tournament has begun.
The tournament will last 3 rounds, 11 days each. Games are paired, so each matchup will be played both ways. All you need to do is sign up, then the system will pair you with opponents and create your PBEM games. You will be notified by mail of when the tournament is starting and when it will be time to play your turns.
Round Info:
Round 1 - Mode: Strategic Command - Map: Fire Caste Outpost (New T'au themed map) - Army Size 2000
Round 2 - Mode: Strategic Command - Map: Aisle of Tithes - Army Size 2000
Round 3 - Mode: Strategic Command - Map: Fortress of Redemption - Army Size 2000
This is another bug fixing patch as we prepare our 0.4 builds for our beta branches.
Saves from prior 0.3 versions should be compatible on a technical level. Balance and AI changes may alter the experience from one patch to another.
We continue to investigate crashes for a subset of players related to the animated councilor portraits. If you are getting frequent crashes when selecting a councilor or opening the councilor screen, please toggle the Settings-Graphics "Use Councilor and Leader Videos" to off.
A - Fix For a notification leader video playing when video setting is turned off; this was causing a crash on Proton/Steam Deck - Attempt at missile target crash fix #1387 - 4119 - fix crash when resolving some fleet notifications - Another attempt fix for rare crash in combat coming from OnArmorHit - 4118 - fix crash when viewing fleet screen due to unusual trajectory data - fix for crash when last station is destroyed while construction ui is opened and trying to build a ship - 4106 - fixed crash when assaulting and capturing an enemy hab with ships under construction while viewing the hab. - 4102 - fix for ship duplication issue & fix for crash when a fleet is deleted before resolving notification which merges deleted fleet - 4103: Prevented NREs when a trajectory lacks a destination, which happens if the trajectory ends with lithobreaking or goes interstellar. - 4104 - Fix a crash when an invalid fleet is assigned as pending to an AI goal and not previously cleaned up properly. - put in some nullchecks in UI for orbitStates when looking at fleets with complex trajectories to fix a reported crash - null check to deal with a race condition when a hab dies and ship's targeting it try to clear their targeting data - null checks and warnings for ship vector thrusters - 4041- fix visual bug when refitting an entire fleet that you are viewing. It is possible this is associated with a crash that was reported that we couldn't reproduce.
B - fixed an issue where setting formation focus Left or Right would be reversed when on the defending side - Event fixes -- jeez Ben, I guess it's back to cruddy patch notes from you - fixed visual bug where captured enemy hab still shows models under construction until rezooming on hab again - fixed bug when trying to cancel ship construction after re-entering construction screen - fix armies firing while at sea at armies in region they just departed - Event Fixes for Revolt - Nation must be extant to be a valid target for Breakdown in Civil Order - Fixed a bug where trajectories that require too much DV could report "Code Path Not Implemented" instead of telling you to use larger propellant tanks. - fix one-sided rivalries with breakaway parent occurring when allying with a breakaway, now properly two sided - address 4061, mark update of alien hate meter when contact initiated with any faction aliens are willing to trade with (instead of veryProAlien), update it again if any trade processed with changes. Also fix it when capturing an alien hab. - claims-granting projects with requiredNation setting will now have a chance to trigger when that nation is created (meaning you'll roll monthly chances for it to be available to research). If this had been the last requirement for a project to trigger, it was only triggering on save repair code during a load. - Autoresolve combat does not result in TISpaceShipState.PostCombat() being called, preventing some repair functions from triggering. Issue #4066 - fix broken dataNames for two events - fix missing publicity settings on wet bulb event - FactionGoal_Fleet.LookingForFleet : Deleted or empty assignedFleet now counts as not existing for the purposes of this property. - InvasionCombatValue() : Formula did not account for number of armies per module. This resulted in the system requesting too many assault carriers. - FactionGoal_InvadeEarth : use scaled default desired combat value. Previously, it was using its own formula that was overestimating the amount of force needed. This should tone down invasion aggression to intended levels. - AssignIdleFleetsToGoals() : Don't add a new invasion goal if you can join an existing one. - AssignIdleFleetsToGoals() : Creating too many SurveilEarth goals bugfix. - 4089 - adjusted incorrect refit costs when changing only drive or power plant - Bugfix #3994: Fixed inconsistencies in whether we knew that an enemy fleet was going to transfer. These were causing Code_Path_Not_Found errors in the Master Transfer Planner. - 4097 - fixed ship construction having incorrect times due to cached resource value - fix some wonky calculations in climate change math. again ... this climate change will be the death of me. It was leading to NAN errors in extreme cases, usually with a certain mega nation. - loosened requirements for using torch trajectory math in outer solar system, it was defaulting to impulse trajectories incorrectly on lower-thrust ships and giving the AI fits about travel time. - Quite a bit more AI work to get the AI sending assault carriers to Earth consistently. Fix issues with escorts and loosen some rules about how these fleets are built. - make sure AI puts enough thrust on army carriers and a few other noncombatants. - #4034: When intercepting another fleet, we need to be able to pay the DV costs of the rest of its transfer, as we'll be following it by default. But, we don't always know if a destination fleet has a transfer. Namely, enemy fleets aren't kind enough to tell us that they'll be launching in the future. The code to determine if we know if a target fleet has a transfer was inconsistent when the target fleet is launching at the same instant as we are calculating an intercept. This could cause us to think we have a valid transfer, and then have it fail due to lack of DV momentarily later. That's now been corrected. - Further fix for #3982: On abort, if we're past the arrival date of the trajectory, and the trajectory has a destination orbit, we arrive at said orbit instead of generating a new orbit from first principles (which is appropriate for adhoc orbits). - 4035, 3863 - fix for projects completing twice in rare situations, leading to doubled benefits - 4012 - fixed bug allowing ships to be split from an ongoing repair&resupply operation - 4039 - councilor video setting toggle now applies to leader videos - Fix error that was halving the reported pursuit distance in precombat chases. This affects balance and high-DV ships will have a sqrt(2) easier time escaping. - 3933 - refits no longer charge refuel cost for propellant tanks being removed in the refit - fix typo in pherocyte resistance effect, will fix three projects that weren't providing defenses when they should have been (one Initiative-only) - fix for good vs sneaky councilors being swapped
C - fix a few typos, clarify one of the solar kits best use text - fixed a bunch of prematurely cut lines for voice English-Arabic-1 - Loc Fixes for Infiltrated - fix bad eccentricity value of 325 Heidelberga. Props to the player who actually noticed it was wrong. - fix for visible skybox seams - fix for construction sparks not being correctly positioned to ship - fix for finder opening over large UIs when the selected asset is unselected - fixed typo in event_infiltrated_Influence_1 - codex will note defend interests partially works on Enthrall Elites when EE is available in the codex, and not later - required power plant info will use "molten" consistently instead of mixing the terms molten and liquid interchangeably
Modding - adding empty dummy function to use as a safe entry point for UMM DoorstopProxy
Content - new event illustrations
AI - Change default mothership role to short-range.
We're thrilled to announce a grand Launch Party for the full release of Zoria: Age of Shattering!
Mark your calendars for March 7th, 2024, as we kick off the celebration at 7 PM CET. The party will be live-streamed on both Steam and Twitch, ensuring that no one misses out on the fun.
We are excited to bring you an evening filled with engaging activities, a showcase of the game, and of course, some exciting giveaways and contests. You'll have the chance to win game keys, and we've also partnered up with DeepCool for some in-kind prizes!
What's more, it's going to be a fantastic opportunity to chat with us live. We'll be there to answer any questions you might have about the game, its development, or anything else you're curious about.
Let's celebrate the launch of Zoria: Age of Shattering together!
See you there đ Tiny Trinket Games
Follow us on Twitter and join our Discord if you haven't already đ âââââââââââââââââââââââââââââââââââââââââââââ
Path Tracing mode is now only accessible on RTX 4000 series and above. This decision stems from the fact that this mode demands too much from any other cards lacking frame generation capabilities.
Importantly, activating Path Tracing mode now automatically enables Frame Generation and DLSS Performance for upscaling. This integration is the only viable method to efficiently run this mode, as operating without it is not feasible.
RTXDI has been removed from the options and is now exclusively integrated with Path Tracing mode.
The shadow selection option has been removed to prevent performance issues associated with using anything other than Virtual Shadow Maps.
Ultra settings for shadows and Lumen are optimized to be less resource-intensive.
Furthermore, I have eliminated certain options such as Lumen Trace and Lumen High Poly Trace, which were deemed unnecessary and could cause potential issues.
These adjustments are designed to enhance overall performance and ensure a more fluid gameplay experience. I value your feedback and am committed to making continuous improvements based on your input.
Thank you everyone for pointing out bugs. We are paying close attention to every comment. In this version, we fixed Steam's achievements, ship fights, and other bugs.
Version 2.3.6 (1) The protagonist can now choose military commander skills to learn; (2) The number of monster generals in each group of Hell is reduced to 2; (3) Add generals' skills, Guan Yu: Attack an enemy general with a fixed hit, ignoring attack distance and physical damage reduction; (4) Add generals' skills, Diao Chan: When attacked, charm will be cast, and the general will lose combat effectiveness and cannot use general skills; (5) Add generals' skills, Guo Jia: Dead unit on the field will cause 8%-12% of the enemy's life value as damage, and it will be invalid when the enemy's life value is less than 40%;
Myth of Empires will undergo a temporary maintenance on 22:30 March 4 - 00:00 March 5 UTC (1.5 hour). Make sure to log off before then to avoid any losses. Maintenance time may be extended as needed. Thank you for your understanding.
If you encounter any problems while downloading, installing, or entering the game, please contact customer service.
1. Added Underwear function, you can use it at the character and warriors interface (there will be more underwear skins in the future), if characters and warriors are not wearing any armor, it will appear 2. Added 3 Vigilante Instance achievements
Optimizations
1. Basic Organic Fertilizer can be crafted with Rotten Meat now 2. Basic Gravel Pile talent unlock level lowered to 31 and Basic Grain Pile talent unlock level lowered to 32 3. Retrieve cost for lost items in Guild Depot is lowered 4. There will be special marks for horses acquired from Enhanced Mating 5. Prefecture Battle time for OCE servers are same as ASIA servers now ( Saturday 23:00 - 15:00 UTC) 6. Graceful Composure - Diaochan skins are upgraded from Gold to Red 7. When an Animal's Mood is lower than 50%, there will be an exclamation mark to notify players 8. The Defense Strength of Flamethrower and Zhuge Mechanical Crossbow increased to 25 9. Gate Frame and Gates now can not be climbed 10. The hotkey for Battlefield Shop in Event County Battle is 'O' 11. Adjusted the detection range for animal-related constructions, it will solve the construction model overlapping 12. When attacking with Ranged weapons in the air, it will not give you 2 Anger now 13. The damage for Smithing Attribute - Mighty Charge switched to speed damage bonus 14. Fixed some translations for Raise Spear skill 15. Adjusted the NPC refresh rate for Vigilante Instances 16. Adjusted the NPC refresh rate for Vigilante Instances after you captured the Stronghold 17. Increased the durability of items in the Vigilante Instances and increased the price for them too 18. Increased the resolution of the Map 19. Fixed description for Food box 20. Adjusted the reminder for Plunder Items Event PVE servers 21. Adjusted some Plowing skills description 22. Adjusted the description for building skins and Universal stone pillars 23. Adjusted the building skins preview interface 24. Adjusted some button's sound effects when moving the mouse over 25. Adjusted the overall weather situation in the new map, Increasing the probability of snowy weather on Icy Island 26. Optimized overall game sound effects
Bugs Fixed
1. Fixed some Copper Coin Trading Post bugs 2. Fixed the items purchased from Copper Coin Trading Post does not appear in your inventory 3. Fixed 'Failed to buy' problem in Gold Token Trading Post 4. Fixed warriors can not be placed at the animal's related constructions 5. Fixed never-ending rain sound effects 6. Fixed some instrument model bugs 7. Fixed the sound effects for bows 8. Fixed the 0% inheritance rate for horse skills 9. Fixed the horse's anger will not drop when taming them via the stable 10. Fixed the log problem for certain constructions 11. Fixed the translation in the Steam drop chest icon in the game's main menu 12. Fixed some translation for some building skins 13. Fixed under certain circumstances, you can not put down the simple shed in some fields 14. Fixed Raised Spear skill's description 15. Fixed Art of Strategy - Multi-Bolt Ballista Crafting's description 16. Fixed some Dragon-Patterns will not be teleported back to refresh location after being trapped 17. Fixed when interacting with your warriors, there is no button to reset their location 18. Fixed when the weapons have Smithing Attributes Thunder, using a shield to attack will not cause damages 19. Fixed when the weapons have Smithing Attributes Bloodlight, it will have no damages 20. Fixed some weapons with Smithing Attributes that will cause friendly fires 21. Fixed some display errors in the Dispatch tab when you completed the quest 22. Fixed some text errors in different language options 23. Fixed the character's beard is not showing after equipped with the Pirate Lamellar Armor (Frenzy) 24. Fixed some characters are having '-1' training times for beast lords 25. Fixed Battering Ram can not hit the Prefecture's gate 26. Fixed some collision detection frames in the scene that will cause the character's death when they are using work benches 27. Fixed sometimes the foals will be dropped outside of the stable after mating 28. Fixed the foals will not appear after the pregnant horse is dead inside the stable 29. Fixed some cracks in the map 30. Fixed the chat history will be cleared automatically after a certain period 31. Fixed if you do not pay your warriors, the loyalty will not drop 32. Fixed some translation errors for the smithing table interface 33. Fixed some translations for the Revival Point in the old map
Dedicated Servers
1. Added the cluster servers support for Linux server 2. Fixed when you added the password for the cluster servers, players can not log in properly 3. Fixed the mod loading time might cause the players not to get the server list
Solo/Host Mode
1. Fixed you can not check your skins in the shop tab
1. The protagonist Emily's overall material is redrawn, becoming slimmer and more in line with the girl, haha
2. Add BOSS health bar display function
3. Rewrite code for higher efficiency and smoother gaming
4. Redraw the menu interface
5. Emily adds diving function (new levels for diving will be updated in the next version)
6. Zombies reduce enemy health and difficulty
7. Cancel wall pasting jump and modify some levels
8. Bullet modification: A bullet is upgraded to double row, with increased power. The initial bullet of C bullet is reduced. D bullet is upgraded to a super laser cannon, with a qualitative leap in power. L bullet is upgraded to destroy all enemy bullets