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Full Imperium Eternal update
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What changed
- Maps
- Gameplay
- UI and audio
- Security
- Balance
Imperium Eternal changes
⚔️ Devlog #5 — Massive Combat: Total Control on the Battlefield
Greetings, strategists!
Today we want to share one of the biggest advancements ever made in Imperium Eternal:
the new combat system, designed from the ground up to work both at small scale and in truly massive battles.
This is not just an adjustment — it is a new foundation for how wars will be fought in Imperium Eternal.
🛡️ Combat at Small and Large Scale
From the very beginning, our goal was clear:
the same combat system must work just as well with a few units as it does with hundreds of them at the same time.
There are no different rules for “small combat” or “large combat.” Everything responds in the same way, maintaining:
Clear readability of the battlefield
Total player control
Consistent unit behavior
This ensures the player learns once — and can apply that knowledge to any battle scale.
🧭 Total Control of Formations
One of the biggest new features is direct control over formations.
The player can:
Drag the formation, defining its size and shape
Choose whether units line up in line or square
Adjust the formation before and during combat
Currently, we have:
✔️ Line formation
✔️ Square formation
❌ Wedge, circular, or spearhead formations (not yet implemented)
Even so, the system already allows fine-grained positioning control, something essential for more realistic and strategic battles.
Future: We want units to move while maintaining formation, without turning into chaos along the way.
👉 What do you think about changing formations with a single button click?
⚔️ Formation Movement in Attack
Another important point: the formation is not static.
Once defined, the player can:
Move the entire formation toward the enemy
Adjust its position as the battle evolves
Reorganize troops even under pressure
This turns combat into something active and strategic, rather than simply “order an attack and wait.”
Future: We want to implement rear vulnerability — attacking units from behind will deal devastating damage.
In addition:
Units on hills, cliffs, or walls will have greater vision
And also greater attack power, reinforcing the importance of terrain
🎯 The Player as a True Commander
Imperium Eternal does not want to be a game where units “solve everything on their own.”
Here, the player must think like a real commander:
Which units go to the front line?
Which ones should be better protected?
When should you retreat?
When should you reposition troops?
How do you use cavalry without letting it get stuck among your own infantry?
The idea is simple: bad decisions have consequences, and good decisions are rewarded.
Either you are in total control of the battlefield, or you may find yourself overwhelmed by a well-executed enemy strategy.
🧠 Combat AI (In Development)
At the moment, combat AI is not yet implemented, but we have ambitious plans.
We want an AI capable of:
Retreating when necessary
Changing strategy during battle
Surrounding the player
Exploiting weaknesses in enemy formations
The goal is to create an AI that reacts to what is happening on the battlefield, making every encounter more dynamic and unpredictable.
⚖️ Current Balance and Next Steps
Currently, balance is still simple, based on:
Attack power
Health capacity
But this is only the beginning.
In the next steps, we plan to add:
Units specialized against other unit types
Clear differences in range
Real importance of speed
Better definition of combat roles
All while keeping the focus on balance, clarity, and visual readability.
🧩 Realistic, Non-Automated Combat
Our goal is simple to explain, but hard to execute:
To make the player think and act like a real commander, not just click and watch.
Imperium Eternal aims for battles that are:
Organized
Readable
Strategic
Fully controlled by the player
Or else… watch everything collapse under a superior enemy strategy. The choice is yours.
Source
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