Emps-World Forum

Emps-World => Update Notes => Topic started by: Thomy on April 22, 2026, 08:58:14 am

Title: Updates April 22nd - Tagging System, Farming Expansion, Thieving QoL and More!
Post by: Thomy on April 22, 2026, 08:58:14 am
Hello everyone!

You're now able to mark and outline various entities in the game. The Farming skill has been expanded with a compost system and many new plantations. The Thieving skill has been made more convenient requiring less clicking. Last but not least the Lighting System has been expanded with spell and effect lights.


Farming - Expansion & Compost
The amount of crops you can plant has been doubled! You can obtain the new seeds by stealing them from Farmers or as new drops from monsters. Following seeds have been added:Not all of these new plantations have a direct use already but they'll be implemented into other skills in the coming patches. It's now also possible to turn your crops into Compost. Using a compost on your patches these makes them immune to needs for a given set of growth cycles. A super compost counts for 12 growth cycles and a normal compost for 5. Your character automatically uses Compost on a patch when there is one in your inventory or Toolbelt. When a patch is in its "composted state" it cannot become diseased nor dead. Compost can be created by putting Farming items into a compost bin. These will rot into compost or super compost within 10 minutes of playtime after closing the bin. You can also use the Lunar spell "Fertile Soil" to add Super compost to your patches after planting.
(https://emps-world.net/img/updates/farming-additions.22566.jpg)


Marker & Tagging System
Your actions on entities are now highlighted by outlining your click and hover (PC only) events. This includes showing the tile your mouse cursor is on and where you're pathing to. Valuable items on the ground received a text box too. Moreover, you can toggle the tagging system from your settings which allows you to mark and outline various entities in the game. If you dislike any of these visual hints, you can disable them from your Game Settings under the Miscellaneous tab.
(https://emps-world.net/img/updates_no_preview/tagging-system.jpg)


Lighting System - Spells
Various spells and effects have received a light attached to their animation. This renders significantly more light sources and is only available on High and Ultra setting for Lighting effects. The projectile for some bows and their special attacks also received a light source. While this is technically also supported on mobile I only recommend enabling it on high-end phones.
(https://emps-world.net/img/updates_no_preview/spell-lighting-mobile.jpg)


Thieving - QoL
You now automatically thieve entities. You click once and attempt to steal loot until you are caught or have stolen all the items. Npcs now have a similar resource system as stalls. Once you emptied their pockets it takes some time until they restock their items. Various Thieving stalls across the world have had their models and click options fixed. A stall now also has significantly more resources before depleting. The detection range of guards for Thieving stalls has been reduced significantly. They can no longer spot you if you're more than 4 tiles away.


Software & OpenGL Renderers Removed
The OpenGL Renderer (including its software renderer) is now officially removed. It is surpassed by the Mobile Renderer (also uses OpenGL) which can run on computers and phones. While the naming might suggest differently it is technically just the next version of the OpenGL renderer. This means the game now requires a working graphics driver installation on all devices with a minimum version of OpenGL ES 3.0. That runs on pretty much all mobile devices and computers that are not older than 14 years.


Changelog:
I'm happy with how the mobile client has turned out. Thanks for all your feedback over the past months! Its current version has become a stable release candidate. I think that a release into official app stores of apple and android is not needed. I'll now be focusing on planning the next bigger update - a map expansion and/or new dungeons. I've recently been exploring options to export and import standard 3d model formats... So stay tuned! :D

All the best,
Thomy