Disclaimer: Features discussed in this post reflect what is currently under development and may change in the future.
In this update2
Full notes
Full Anvil Empires update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix5 additions1 change0 removals
Gameplay
Maps
Performance
Server
addedINVENTORY DRAG AND DROPPlayers can now organize their inventories by dragging items both within and between personal and structure inventories. This feature works hand in hand with the hotbar functionality, allowing users to sort their items and equipment more efficiently alongside the hotkeys. Steam post image
changedVISIBILITY CULLING IMPROVEMENTSTall structures such as walls and foundations now use visibility culling, allowing players to see themselves when moving through Keep and Town areas. We hope this enhances the user experience when fighting in tight spaces surrounded by dense structures. Similar improvements have also been applied to cave assets, improving visibility while exploring the Underworld.
addedTORCH CLIPPINGIn some cases, the light emitted from torches could clip into ceilings or walls, causing the light source to vanish and plunging the player into darkness. We’ve added a system that dynamically adjusts the torch’s light position when it comes into contact with surfaces, allowing players to use torches more reliably inside structures and caves.
fixedCANAL RENDERINGWe’ve also addressed some problematic interactions between canals and terrain that caused them to sink into or float above the ground unnaturally. To resolve this, we’re now using vertical wall extensions to cover gaps in the landscape instead of dirt piles. In theory, this approach can handle gaps of any height simply by adding a taller mesh.
addedCANAL RENDERINGSloping sides were added to the extension pieces to make transitions between extension heights look nicer. In the picture above you can see the debug traces indicating which type of extension to spawn (green=no extension, yellow=low extension, orange=medium extension).
addedUNREAL ENGINE 5.6 UPGRADEAnvil Empires now runs on Unreal Engine 5.6 , bringing several useful features for future development. We’ll be taking advantage of the new character animation tools as we redesign how our characters function on both technical and visual levels - this is also part of our ongoing efforts to improve rendering performance when many players are on screen. The upgrade also resolves multiple GPU crashes that players experienced under Unreal 5.1.
Anvil Empires changes
addedPlayers can now organize their inventories by dragging items both within and between personal and structure inventories. This feature works hand in hand with the hotbar functionality, allowing users to sort their items and equipment more efficiently alongside the hotkeys. Steam post image
changedTall structures such as walls and foundations now use visibility culling, allowing players to see themselves when moving through Keep and Town areas. We hope this enhances the user experience when fighting in tight spaces surrounded by dense structures. Similar improvements have also been applied to cave assets, improving visibility while exploring the Underworld.
addedIn some cases, the light emitted from torches could clip into ceilings or walls, causing the light source to vanish and plunging the player into darkness. We’ve added a system that dynamically adjusts the torch’s light position when it comes into contact with surfaces, allowing players to use torches more reliably inside structures and caves.
fixedWe’ve also addressed some problematic interactions between canals and terrain that caused them to sink into or float above the ground unnaturally. To resolve this, we’re now using vertical wall extensions to cover gaps in the landscape instead of dirt piles. In theory, this approach can handle gaps of any height simply by adding a taller mesh.
addedSloping sides were added to the extension pieces to make transitions between extension heights look nicer. In the picture above you can see the debug traces indicating which type of extension to spawn (green=no extension, yellow=low extension, orange=medium extension).
Disclaimer: Features discussed in this post reflect what is currently under development and may change in the future.
INVENTORY DRAG AND DROP
Players can now organize their inventories by dragging items both within and between personal and structure inventories. This feature works hand in hand with the hotbar functionality, allowing users to sort their items and equipment more efficiently alongside the hotkeys. Steam post image
Additionally, dragging an item outside the inventory screen now drops it on the ground, just like using Alt + Click. We'll continue working on improving inventory functionalities into the future.
VISIBILITY CULLING IMPROVEMENTS
Tall structures such as walls and foundations now use visibility culling, allowing players to see themselves when moving through Keep and Town areas. We hope this enhances the user experience when fighting in tight spaces surrounded by dense structures. Similar improvements have also been applied to cave assets, improving visibility while exploring the Underworld.
VISUAL IMPROVEMENTS
TORCH CLIPPING
In some cases, the light emitted from torches could clip into ceilings or walls, causing the light source to vanish and plunging the player into darkness. We’ve added a system that dynamically adjusts the torch’s light position when it comes into contact with surfaces, allowing players to use torches more reliably inside structures and caves.
CANAL RENDERING
We’ve also addressed some problematic interactions between canals and terrain that caused them to sink into or float above the ground unnaturally. To resolve this, we’re now using vertical wall extensions to cover gaps in the landscape instead of dirt piles. In theory, this approach can handle gaps of any height simply by adding a taller mesh.
Sloping sides were added to the extension pieces to make transitions between extension heights look nicer. In the picture above you can see the debug traces indicating which type of extension to spawn (green=no extension, yellow=low extension, orange=medium extension).
UNREAL ENGINE 5.6 UPGRADE
Anvil Empires now runs on Unreal Engine 5.6, bringing several useful features for future development. We’ll be taking advantage of the new character animation tools as we redesign how our characters function on both technical and visual levels - this is also part of our ongoing efforts to improve rendering performance when many players are on screen. The upgrade also resolves multiple GPU crashes that players experienced under Unreal 5.1.
Be sure to add Anvil Empires to your wish list on Steam. If you want to join the community, head over the to official Discord server or Subreddit. Steam post image