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Empires Edge PlaytestNews0.2.36
In-game event

0.2.36

Empires Edge Playtest · published 20 Sep 2026, 11:26 UTC · build 25419386

All newsPlayers around this dateRead on Steam

AI

  • Fixed cases where the AI could teleport an army “through” an island: troops now have to physically be on a valid source island before being sent.

  • Fixed cases where the AI tried to attack with an army that was not actually available for the selected route.

  • Improved attack feasibility checks, so the AI is less likely to start operations that cannot realistically be completed.

  • Fixed AI stalls while preparing Teleports and other required buildings for an attack.

  • Fixed construction chains where the AI could get stuck because a required worker, producer, or other prerequisite was missing.

  • The AI now makes better use of spare resources to continue developing already stabilized settlements.

  • Fixed development and unfinished-construction issues when an island advances to a new era.

  • Removed old conflicting AI paths that could produce multiple competing decisions for the same action.

Army, Teleportation & Garrisons

  • Fixed Send All for large armies: it now sends the full available army instead of only units that currently have visual objects.

  • Fixed large army transfers involving 50, 90, 130+ units, where part of the army could previously fail to move.

  • Fixed a rare case where a unit could become stuck when sent again shortly after teleporting.

  • Fixed teleport behavior while the game is paused and during the temporary arrival state of a unit.

  • Unfinished watchtowers can no longer receive garrison units.

  • Towers can no longer accept new garrison units while an era transition is in progress.

  • Fixed returning units from towers during demolition — units should no longer be lost or duplicated.

  • During an era transition, garrisoned units now correctly leave towers with the teleport effect and sound.

  • Garrisoned units return to their original island if it is still owned by the player.

Construction

  • You can now cancel construction of an unfinished Totem Post / Outpost and receive the spent resources back.

  • Cancelling an Outpost now correctly releases its builders and removes the lock on the neutral island.

  • Fixed placing multiple buildings in a row while holding Shift: occupied cells are now updated immediately and no longer remain marked as free.

  • Fixed the building placement sound sometimes playing twice.

  • After demolishing a building, the interface now correctly returns to the construction panel.

  • Fixed button and action states for buildings that are still under construction.

Forge & Unit Stats

  • Research started before an era transition can now correctly finish after the transition.

  • Technologies from the previous era can no longer be started again after advancing to the next era.

  • Cancelling an old research project correctly refunds its resources, but the outdated research can no longer be restarted.

  • Technologies from different eras now have separate identities and no longer conflict with each other.

  • Unit tooltips now show final stats with research bonuses applied.

  • Added tooltip values for attack speed, armor penetration, and bonus damage to buildings.

  • Added and localized a full set of Bronze Age Orc Forge technologies.

Missions & Tutorial

  • Tutorial missions now use the same full-screen mission selection interface as regular missions.

  • The Tutorial screen now contains two separate missions: Stone Age and Bronze Age.

  • Leaving a regular mission now returns the player to Mission Select instead of directly to the main menu.

  • Leaving a tutorial mission now returns the player to the Tutorial screen.

  • Fixed attacking a neutral island where an enemy is already constructing an Outpost: the island is now correctly treated as an enemy target.

Interface & Settings

  • The construction panel no longer recreates all of its buttons every time it refreshes.

  • Improved construction button tooltip updates to reduce unnecessary flickering.

  • Fixed held +/- buttons getting “stuck” when moving between different UI elements.

  • ALT building and island cards should no longer overlap the bottom HUD after restarting a mission or rebinding the interface.

  • Removed unnecessary round “available island” markers and their legend from the starting position selection screen.

  • Fixed the interaction between the FPS limit and VSync: explicitly selecting 30/60/120 FPS or Unlimited now correctly makes that setting active.

  • VSync and FPS limit settings are now correctly saved and restored after restarting the game.

Visual Fixes

  • Fixed depth sorting for projectiles while they are flying.

  • Fixed pooled projectiles sometimes keeping an outdated sorting order after being reused.

More from Empires Edge Playtest

Other announcements

All news
Major update13 Sep 20260.2.32This update continues the major AI overhaul and also adds several noticeable improvements to the game. AI · AI now better understands where its army is physically located and which units are actually available for an attack. · Preparation for major attacks has been improved: AI can better estimate the force it needs and build up its army first. · AI is less likely to waste troops on small attac…Major update26 Aug 20260.2.23In this update, I’ve completed a major stage of work on the AI’s economy. Over the last several versions, I’ve been gradually rebuilding how the AI understands resources, makes economic decisions, and prepares for its next actions. In 0.2.23, that work has now been brought together into one consistent system. The AI now understands what it actually needs The AI is now much better at connecting…In-game event20 Aug 2026The Empires Edge Playtest has been updated to version 0.2.20This update includes another major improvement to the AI’s economic decision-making. AI opponents now react to the resources they actually need for their current plans, instead of treating every low or empty resource as an emergency. They also better understand resources already being saved for committed actions, which helps avoid unnecessary spending and duplicated resource demand. In practice…