As of 10/12/2023 the update is officially out of beta!
Greetings Warlords (and you, grimy goblins)! Today we're going to talk about the Enchanted Realm update which has been in the works for a while. It wasn't an easy time, as we ripped many of the game's systems apart in order to rewrite them from the ground up. Although this might not be noticeable by the player as such, it was very much needed. WuS content creep and tech debt has grown to an unsustainable levels, and so we were left with no choice but to butcher it, and rebuild it.
But it's all better now :)
Now, let's get to the JUIIICEEE!

We've overhauled post processing, weather, textures and some models. Our amazing graphic designer, Hussh took a look at the game and said "Ya know what, the colours don't work together...". Along with Gothim, our programmer they sat down, re-toned the textures and applied some awesome post processing.

But then that wasn't enough! We all decided that the weather events weren't quite up to scratch. They often felt "flat" and dull. You couldn't tell that it was foggy, or sunny, or rainy. It was just, well, crap most of the time. But no more! Each weather event got a visual overhaul, and this is what we got now!


You know what else sucked? Buildings and how they were just sinking down when destroyed. So we threw all that out and added building destruction physics! If your machine can't quite handle it, or you'd prefer to play without it, you can simply turn it off in the options.

Another fun thing is Corpse Persistence. It's now a game option which you can set to your liking. Generally you can have corpses disappear instantly (good for performance), after some seconds, all the way to... never (very bad for performance)! This option is experimental and will be improved upon in the future. Corpses always work on their original timer for now, so if you set them to never, and then to instant, those ones from earlier will remain... I'd advise to play around with it if you're curious, but don't be too upset if your PC chugs ːgoldensmileː We'll work on this some more in the future. ːWH3_claspː. Also I hate ːwinter2019angryyulː emojis ːsteamhappyː in text ːambitionː.


The amount of stupid things in the code was insane. This is mostly my personal fault, and although I'd love to blame someone else, Gothim's code is quite pretty and nice, whereas mine is like a tangled ball of wire. In fact, he chastised me recently for adding in game logic code to his UI code. I'm treating this section of the article as a self-help piece of reflective writing, and a punishment at the same time. Think of it as a programmer's equivalent of medieval flagellation, just without the religious undertones.
Anyway, we improved a lot of things. AI has been rewritten and for now it is behaving a bit weird, but we'll iterate on what we have in the coming weeks. Most importantly your units will now finally listen to orders given, and should be a little bit smarter. What's more is we have removed huge performance bottlenecks, because my code written beforehand which has been here since the release of Citizens: Far Lands, did not accommodate for such a large number of units on the battlefield. Imagine that every missile unit would loop through every other unit in existence, check distance between itself and it, and then find the one closest? That was bad. I feel bad.


Would you believe that we have FINALLY added the REVOLUTIONARY DLC-LIKE CONTENT... Waypoints for recruitment buildings! /s (itsajoke)

For the grandpas and grandmas among you, we've also added 1/2 speed! This could potentially also help performance if it chugs at some point. Maybe.

There's actually a bit more here and there, so here's the full changelog.

Shoutout to the following:

Actually, right now! The update is officially out!