# First devblog

### Back End  :&#x20;

#### Waiting PRs :

\- Login revamp -> adding the mandatory email + email validation before entering the game (and avoid bruteforces of account creations)

\- Resources microservices (needed to do the next user stories, like the exchanges between villages)

#### Pushed PRs that will be present in the Alpha

\- Default facilities for food/wood/iron initiated at village creation (so every player can produce the three main resources by default)\
\- A route listing the user's village(s)

\- Up the number of villages per user to 3 to monitor the use

\- testing the Login and the Resources MicroService

\- send some of your non-military resources to one of your other villages

\- add distance limit to the nearest village when creating a new one (to avoid having someone creating a village on the other side of the world and cannot be attacked by the others)

&#x20;

### Front end&#x20;

#### Android Version:

\- Fixed collision issues on non-build facilities cube (sometimes you weren't able to touch it on mobile)

\- Fixed graphics UI and add button feedback when settings are changed and make it look better with the same style like the rest of the UI from the game

\- added new font and make it look ok in all the UIs -fixed tutorials bugs now works good  -re-work some UI

-Scale up the barrack widget so it will be easy to work

-Added new background when the game launches

\- Add back the new icon for the app

\- Add the system that reminds the user token so the player won't have to enter over and over again the email and password

\- Added a disconnect button so you can actually change account even if you auto-login

\- Fix village map (the new facility locations weren't properly added and the new model had another root and a lot of objects collided with others)

\- Remove spaces in user and email when sending to backend server

\- Fixed free slots

&#x20;

#### PC Version:

\- Mutant AI (Onyenacho)

\- Village map building placements

\- Battlemap door-wall attack and disintegration system

\- Fixed Sign in UI bug (BeuMonkey)

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### Level Design&#x20;

#### PC Version :

\- Added a basic animal AI system (Fish, Birds, Deers)

\- Fixed water areas and underwater

\- Updated lighting presets

\- Fixed foliage specular issues

\- Added a simple particle system for the environment

\- Starting menu issue fixed

\- Grass interaction system added

\- Footprint FX

\- Reworked paddy field area completely

\- Distance field shadows/Ambient occlusion added

\- Optimized enemy mutant AI and the mesh and friendly AI and the mesh

\- Most of the foliage bugs were removed/Readjusted to get better results with lighting

\- Added new Battlemap intro UI (Improved player experience with guiding system (widgets), Also made a simple guide for newcomers)

\- Controls settings widget added

\- Added grass transition system on culling- No more grass tile culling issues (Players won't notice grass culling further in the battle map)

\- Village Map weather improvement

\- Gameplay enhancements

\- Huge optimization improvements (DLSS/TAAU both added: Will add FSR in future)

\- Android Version:

\- Village map mobile development/ Blockout

\- Village map android version color themes balanced

\- Culling added

\- Optimized shadows

\- Fixed dark shadow issues

\- Compressed all textures

\- Fixed background areas

\- Landscape optimized (Also the Landscape Material)

\- Fixed village free slots emissive  material (BeuMonkey)

<img src="/files/t8ERzoMh2XTOUWpjKWC9" alt="" data-size="original">\ <br>

![](file:////Users/augustincatton/Library/Group%20Containers/UBF8T346G9.Office/TemporaryItems/msohtmlclip/clip_image002.jpg)

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