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Ancient CitiesNewsNew update : Animal raids!
In-game event

New update : Animal raids!

Ancient Cities · published 26 Jun 2025, 16:59 UTC · build 19014531

All newsPlayers around this dateRead on Steam

The action starts here. The idea was to begin setting up combat and defense mechanics that complement the current resource management and building systems.

WILD ANIMAL RAIDS!

Animals will now destroy fragile resources stored outdoors. Rocks, flint, and other solid items will stay safe, but everything else, including food, crops, and lighter materials, will get damaged. Some animals can even smash smaller structures or fences, depending on their size.

Preview Event

Big animals like aurochs, deer, or horses will require palisades to keep them out since they'll smash through smaller fences easily.

Medium-sized animals like boars or wild dogs won't get past regular fences. As for the little ones, like rats or hares, they'll sneak in anywhere, and your only option will be to chase them off with the tribe’s new attack tool or hunt them until they're gone for good.

But we won't just have problems with animal stampedes, but also with animals that will come to steal your food, especially in times of scarcity due to extreme temperatures or droughts.

To defend yourself, you'll have a new tool at your disposal that will allow you to scare away animals that have sneaked into your camp.

NEW SELECTION AND INFORMATION SYSTEM

We’re absolutely stoked with how map-element selection turned out. It brings a whole new dimension to the game, letting you know exactly what each object is and what it provides,

OTHER IMPROVEMENTS AND FIXES

As always, each game update comes with a long list of improvements, which you can see in full in the Changelog section below.

We've tuned the wild animal pack movement so they now form larger, flashier, and most importantly, more dangerous groups for your resources!

Tweaked landscape visuals so objects now fade out smoothly in the distance. It wasn’t so obvious in regular environments, but after this fix, all LOD transitions feel silky, sometimes even imperceptible in action.

Based on player suggestions, we’re enabling baskets to carry small tools like bifaces, knives, and more, extending their durability.

Another small but mighty fix for everyone who sent error reports just because they hit the wrong key while rotating a building. This one’s for you!

The tribe names were duplicating, even showing ours twice. We cleaned it up so each tribe name appears only once.

Livestock only chow at feeders now, so you decide which resources stay safe.

HOW TO SUPPORT ANCIENT CITIES IMPROVEMENTS

As you know, Ancient Cities is an indie project made by two senior programmers supported by a small team of skilled freelancers around the world who supply assets to the game.

All Steam earnings go straight back into development, but it's not enough to keep things rolling long-term. That's why we're looking for additional funding options to ensure we can keep improving the game indefinitely. So we've got an active Patreon, and your support makes a real difference to keep the game improving!

Head over to our Patreon and you'll get free access to weekly development diaries, as well as the chance to support the game and get early access to new game updates and cool Ancient Cities-related merchandise.

In any case, remember that a very important, useful and free way to support Ancient Cities is to post a review on Steam.

CHANGELOG

LATEST CHANGES & FIXES

- Included option to enable or disable animal raid mechanics for new games.

- Saved games from 1.0.6.6 version and earlier disable animal raids on load.

- Adjusted animal raid probability calculation.

- Fixed crash in the game menu while compiliing shaders in the background.

- Fixed crash when selecting an out-of-range location on the local map.

CHANGES

- Included wild animals incursions for feeding from your resources.

- Included wild animals damage on crops, resources and constructions.

- Included wild animals crossing fences but not palisades.

- Included tribe defense tool to target specific wild animals.

- Included selection outlines for elements on the map.

- Included icons for trees, plants and objects on the map.

- Included action buttons in the tribe bar.

- Included housing service level desire displayed as it evolves.

- Included livestock only feeding from feeders.

- Included gathering group only showing resources in the location.

- Improved housing lack report showing absolute numbers.

- Improved basket visuals and allows to storage small tools.

- Improved dance sound effects.

- Increased size of wild animal herds.

- Increased trade availability of fine stones.

- Increased unload priority for closed storages.

- Increased distance for placing housing doors from passage areas.

- Increased communal build and dismantle tasks base priority.

- Increased production for every crop type.

- Decreased unrest effect from leaving relatives.

- Decreased feeder construction requirements.

- Tweaked maximum slopes when placing constructions.

FIXES

- Fixed forest visuals and levels of detail.

- Fixed snow visualization in terrain and objects.

- Fixed color texture variations for clothes, buildings and animals.

- Fixed repeating tribe names.

- Fixed crash when trading or rading over a city that disapears under the sea.

- Fixed arriving to new locations at night.

- Fixed sleep desire when migrating.

- Fixed blank notifications.

- Fixed sound effects all around.

- Fixed livestock not eating at all and not starving.

- Fixed crash when bodies dropping resources and tools.

- Fixed crash when creating piles from thresing.

- Fixed erroneus waste report for storage areas.

- Fixed standing animations for animals.

- Fixed follow prey issue when hunting.

- Fixed weird visual squares in water.

- Fixed resources appearing in passage areas.

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