# Weekly Update 26/09/2022

**Frontend by Beumonkey:**\
\- Camera collision fixed\
\- Added foliage in the city\
\- Reduced CityLevel file size by 40MB on mobile version

**Frontend by Skatoony:**\
This week, I started adding timers for the attack and progress bars. Players will now be able to track the duration of an initiated attack. I re-worked some of the Attack Report Menu so that players can see if they lose or win a battle. New players will have to enter a valid email address when registering, otherwise they won’t be able to create a new account. I also fixed some bugs regarding touch/click while Battle/Message Menus are open + a few other minor bugs/edits.

![](/files/5LoQoTC2zKEqFCve8xnB)

**Backend by Floffy and his team:**\
\- For the new game design’s barracks, we’re working on backward compatibility for unit orders (basically giving the ability, for example, for a level 7 barrack to order level 5 units. Until today we could only order units from the same level of building capability).\
\- We are investigating how to integrate a “queue” system on barrack orders (right now when you place an order, the facility is busy, but we should queue the other orders, etc.)\
\- We helped the crypto team integrate the new wallet generation.

**Blockchain by Igor:**\
This week, we continue building our blockchain environment around withdrawal. The aim is to propose the best secure experience for our players! Let’s get rich by having a secure wallet.

**NFT and Bot by Simon:**\
\- Want to be part of the community? NFTs are on the way. You will soon have more info about this nice collection.\
Twitter attacks log:\
\- No one is interested in how much wood was stolen; what we want to know is… HOW MUCH MONEY was stolen! Bot now only displays stolen money, at $1Billion MC.\
follow us : <https://twitter.com/ape_alert>

**3D by Kermit:**\
Research center, high poly in progress:

<figure><img src="/files/m9MxguUfIzxbsVDN9xeg" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/D6CvOWkXgFtuVkqmV1Bq" alt=""><figcaption></figcaption></figure>

We finished the optimisation of the hexs for the worldmap and also backed all of the shadowing to optimise it even more. Some shadowing is even going outside of the hex.

<figure><img src="/files/TTl6W33gi5SRXA3Ja5D4" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/6VdZnAffQCDfteBkt10g" alt=""><figcaption></figcaption></figure>

The goal was to create an illusion where no one sees the hex delimitation, which is working quite well.\
I learned a ton of tricks to make the worldmap look good. This version is really good but I’m confident I can get something even better. With all the knowledge accumulated, this will improve as time goes on. I then worked on some secret stuff I can’t show to the public yet, hehe.

The whole Monkey Empire team wishes you a nice day!

See you next week for the new devblog episode and don’t forget to ape!

**Join the ape community!**

**Linktree:**[ linktr.ee/monkey.empire](https://t.co/EGPb2u5hKX)\
**Website:**[ https://monkeyempire.net](https://monkeyempire.net/)\
**Whitepaper:** [https://monkeyempiredeeplgitbook.io/monkey-empire/](https://monkeyempire.gitbook.io/monkey-empire/)\
**Twitter:**[ https://twitter.com/monkeyempiree](https://twitter.com/monkeyempiree)\
**Discord:**[ http://discord.gg/RGchaxczUB](http://discord.gg/RGchaxczUB)\
**Telegram:** <https://t.me/monkeyempiree>


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