Posted on 31 December 2016 by Jannik
Custom battle improvements, performance improvements, more building parts, traps, animal riding, new units and more...
The custom battle editor is still the main game mode, so I decided to improve it.
There is a new biome ready for the next update: The forest!
In the next week I want to add another biome, either swamp or mountain
Finally you can do it! Start a battle with a horse or elephant and run down your enemies.
If you lose your animal, just shoot down a rider to use his animal in a battle.
It's recommended to use distance weapons, because melee weapons are useless on animals.
Until now, the unit behaviour was really delayed and the more units were in a battle, the higher was the needed time to update the unit targets.
I heavily optimized all of that to improve that, and the result is extremly good.
The algorithm can now handle 300-500 units without any delay, which results in a much better experience.
This was also necessary to be prepared for the AI performance update.
I finished some new building parts and traps for the next update, too. Here is the list:
Here is the list of new units(horses):
However, there are a few units left for next week!
In addition to the new horses, I did some balancing changes to them.
And there are some other balancing changes, too.
Get ready for larger battles!
You can now place many units on walls and towers, which will use a low level AI mode to use nearly no time on the cpu.
This allows to create large siege battles with walls full of archers.
I analyzed the performance and I found out the main problem for the fps issues in large battles.
Since I know what is causing the problems, I will work hard to find a solution before the next update.