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Offline Asid

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Re: Settlements
« Reply #30 on: March 30, 2020, 12:04:34 AM »
Next Update in the works!
Sat, 28 March 2020



Coming Soon!

With everyone staying at home and maybe short on money, I thought it was apt to add value to existing games.

I am currently working on another content update for EoA:Settlements that I hope to move to beta sometime in the next few days.

What will be in it?
More of everything. More weapons, rare drops, boss monsters!
Something requested for several times: A full rebalance of all weapons, especially firearms.

Stay well, stay indoors!
Tormunda


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Offline Asid

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Re: Settlements
« Reply #31 on: April 04, 2020, 01:12:26 AM »
Update 1.3 Pass 2 is now in Beta
Fri, 3 April 2020

The second part of the 1.3 update is now on the Beta branch

This was going to wait until Monday, but I knew you all wanted something new for the weekend.

This is the second part of the 1.3 update and focuses on re-balance of Armour, Helmets, Misc items and Pets. It also has a few bug fixes and the initial upgrade on artwork.

Artwork upgrade.

I have enhanced some of the old code to improve performance.
I have upgraded the Portrait pixel count to allow for much better portraits. NEW Portraits are NOT in game yet. I will be working on these during pass 3 and pass 4 with the plan to have them done for 1.3 to go live.
The new armour that has been added in this update does have the improved artwork.

Bug Fixes

The following recently reported bugs have been fixed. Other bugs, mainly to do with combat, will be fixed during the combat pass (Part 3).

•   Fixed the fine tribal shield not linking with the non-fine version on the resource list.
•   Fixed, Improved the slow artwork rendering.
•   Character maximum hit points now recalculate after battle, taking into account any hit point gain from kills.
•   The placeholder "Minted coins" should not appear in your item list. Note: If extra coins are produced when crafting, you will not end up with extra coins if you were crafting X qty. Instead the craft process will complete having used up less raw materials.
•   You should no longer be able to trade with a merchant once they have left.

New Items

There are many new items added to the game in this pass, including new weapons. Many of these new items will not be available until the 4 new Boss Encounters have been added. (Pass 3)

ARMOUR REBALANCE

The goal of the re-balance was to make sure all armour types are of value and new suits are available during the course of the adventure.
The Changes and Definition of each armour are below.

HEAVY ARMOUR
Quantity: 29 Rares: 3 Starting Era: 1 Ending Era: 10
Heavy armour is designed to sacrifice everything for raw protection. Many suits also offer bonus hit points to help the warrior survive in the thickest of combat.
The missing 'Fine Steel Breastplate' has been added as well as a boss drop.

LIGHT ARMOUR
Quantity: 23 Rares: 5 Starting Era: 2 Ending Era: 9
Light armour fills 2 main roles. 1) The ability for high dodge characters to be able to utilise this while adding armour. 2) To enhance the group commander.
The focus of light armour has shifted slightly to award greater Status, Ranged Defence and Health.
4 new craftable light armours (2*Common, 2*Fine) have been added as well as an ultra rare boss drop.

CLOTHING
Quantity: 15 Rares: 6 Starting Era: 3 Ending Era: 9
Clothing has been enhanced. While it was there to offer better production speeds for crafters, it now also improves the chance of crafting criticals.
2 new craftable clothing (1*Common, 1*Fine) have been added as well as a rare drop, a boss drop and an ultra rare boss drop.

HELMETS

Quantity: 36 Rares: 12 Starting Era: 1 Ending Era: 10 Festival Items: 2
Helmets were rebalanced to make sure that the stats of each helmet were correctly aligned with its rarity.

RINGS

Quantity: 36 Rares: 12 Starting Era: 1 Ending Era: 10
The role of rings is to allow for bonus Status to be obtained, giving a boost to leadership abilities.
A boss drop and an Ultra rare boss drop ring have been added.

MISC ITEMS

Quantity: 54 Rares: 29 Starting Era: 1 Ending Era: 10 Festival Items: 5
These cover all kinds of special functions and have not been changed.
1 new boss drop Misc has been added.

SHIELDS

Shields were covered in a recent update.
1 new Ultra Rare Boss drop shield has been added.

WEAPONS

A few minor changes were made since pass 1.
A new Boss drop Era 8 Hammer has been added to the CLUB/MACE line.

PETS

A few pets have been adjusted based on the difficulty of obtaining them. Some improving while others weakening.

No new pets have been added.

I am now moving on to the 3rd part of the 1.3 update.
This will add 4 new boss fights and some new combat mechanics.
During this pass I will be looking to improve combat as well as adding in some of the new portrait upgrades.

Please let me know of any bugs in this beta release on the forums, thank you.
Tormunda

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Offline Asid

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Re: Settlements
« Reply #32 on: April 14, 2020, 12:15:03 PM »
Beta Combat (Step 1) Update is available.
Mon, 13 April 2020

The new combat system is now in the beta branch.

Hello and I hope you are all well in these times.

With many people unable to work and probably unable to earn money, I am focusing on adding content to a game you already have, free of charge.

I would rather that, than pushing out a new one that will cost money people can ill afford to spend.
Beta Combat (Step 1) Update

So people have things to play, I have released what content I have completed for now.
There is stuff missing from the combat pass, but the combat is stable enough to allow you to start playing with it and reporting bugs.


What is missing?

•   Many monsters are still awaiting their new images.
•   All of the new boss monsters are not in game yet.
•   There are still some artwork updates to finish.


What have you releases then?
Well, that is a lot to go through...

There have been many performance and function changes to systems outside of combat.
This enhancement will continue while I finish Update 1.3
However, the main focus of this update is on combat.


COMBAT

•   The whole screen has been redone.
•   Every weapon mechanic has been re-balanced to fit the objective of each weapon type.
•   There is no text readout. All combat feedback is now visual.
•   The 2nd pet has been removed from combat, it will still offer combat buffs as well as crafting and production buffs but will not fight.
•   Many pets have been re-balanced.
•   Armour can now be damaged.
Acid attacks and criticals will reduce your armour value slightly.
This damage is repaired between battles.
Main tanks should now equip over the 90% cap in order to have some extra armour to counter these effects.
•   There were many small errors in the old combat. These were found and fixed during the rebuilding of the system. So you may find some things are easier or harder just because of a fixed broken system, rather than a new one.
•   Threat is now clearly displayed by the monster locations.
•   Threat is not lost once a character goes into a reserve position.
•   Characters in reserve can still generate threat if they are doing a lot of damage.
•   Characters in reserve can now select all weapon attack modes based upon their skill.
•   Automated combat


AUTOMATED COMBAT

That's right. You can now sit back and watch your people get slaughtered!
You can fight a battle normally for as long as you wish.
Once you decide that things are safe to just 'finish' the fight, or you just like being cruel, you can automate the rest of the battle.
Please note the following points.

•   Once started, you cannot stop the automated system.
•   If a character is close to death, the system will drop out of automation in an 'attempt' to save them.
•   They still may die if other monsters are still left to attack before you get a turn.
•   NO XP will be awarded while the system is in automated mode. So do not use it if you want the experience.
•   Full treasure will be awarded for a battle that finishes in automated mode.


High Definition Artwork

I have started rolling out a few of the new portrait artworks.
Once I have finished pushing out the new boss fights and mechanics, I will be moving onto updating all of the character and equipment pieces to a higher definition.


Have a go at the new combat system in beta even if you do not wish to stay in beta.
There are a lot of changes to how things work.


Stay safe all.
I will be fixing issues and rolling out content to beta over the next few days without posting a new news item until the bosses are in and working.

Enjoy.
Tormunda

 
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Offline Asid

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Re: Settlements
« Reply #33 on: April 29, 2020, 02:27:59 PM »
UPDATE 3: ENHANCED COMBAT
Tue, April 28, 2020



The Latest Free Update to E.O.A.Settlements: Enhanced Combat

UPDATE 3: ENHANCED COMBAT

Welcome to the third and free major update to Evolution Of Ages: Settlements.
This update focuses not only on overhauling the combat screen and combat mechanics but also on adding lots of extra equipment, bosses and feats as well as high definition portrait artwork.

For new players, the game offers 100's of hours of gameplay and for those who have played before, this is an ideal time to take up the challenge once again and enjoy not only the new combat system but also the more balanced and enjoyable progression path through the game.




Here is an overview of some of the new changes to combat.
The combat screen visuals have changed, enemy agro is now clearly displayed as each of the front line enemy move towards the character generating the most threat.
This new mechanic allows for quick and easy understanding of threat generation, enabling ideal tank-agro management.



All monsters and characters now record and generate threat throughout the combat.
There is no more sneaking off to the back in order to drop threat. (Although threat is quickly lost while you are out of sight.)
Armour damage has been introduced into battle.
Your characters are able to repair this damage between fights, however losing armour in the middle of a fight could be devastating.
All equipment and pets have been reworked so that they are specialists in certain types of combat, making all set-ups viable and increasing options.
This is especially so with regards to new bosses and some of the new boss mechanics that have been added.




Another long requested feature has been added.
The ability to let the computer fight the battle for you.
This feature can be turned on at any point in the fight, allowing you to manually handle the difficult parts of the combat until it is clear that victory is at hand.
Once activated, the computer will only hand back control if your characters are about to die. (Please note: No experience is earned while in automatic mode).




As part of the combat overhaul, all equipment was re-balanced and many new items added.
These include: 11 Suits of Armour, 33 Weapons, 6 Misc Items, 3 New Shields as well as several new Recipes, a Science research step and 7 new Character Feats.




To add more challenges for those of you who wish to test themselves.
4 new bosses have been added, including the first Era 9 Boss.
4 new Steam Achievements have been added so you can show off your victories over these bosses.




It has long been requested by the community that the portraits were improved.
This update is happy to answer this request with all portraits now being upgraded to high definition.
This is just the first planned upgrade to the games artwork, with plans to improve more of the games art in the future.




Thanks to the testing of the dedicated and much loved community of this game, many historical bugs have been brought to light and squashed.
Adding to this an overall performance sweep, the game is more accessible than ever.

Now is the time to take up the challenge.
Save mankind and defeat the blight.


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Offline Asid

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Re: Settlements
« Reply #34 on: April 30, 2020, 02:21:35 PM »
1.3.5 Update Patch
Thu, 30 April 2020

Minor bug fix patch

This small update fixes a few minor issues in the 1.3 update.

•   AutoCombat Now Gives XP! - Not really a bug but a change in the way auto combat works in the game.
•   A small diplomacy bug has been fixed
•   Several minor back system bugs and artwork glitches have been resolved.


Next week I will launch a new beta update, focused on adding some changes to the current combat system.

Things that are in scope for the first wave of changes.

•   Adding some kind of text feedback which used to be available in the previous combat.
•   A way for a player to view the value of threat against each character
•   A focus fire option to allow for quicker attacks against a single target, speeding up turn cycles.


Tormunda


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Offline Asid

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Re: Settlements
« Reply #35 on: May 02, 2020, 02:52:05 PM »
Update 1.3.6
Fri, 1 May 2020


Minor patch for 1.3 release

I have made several changes to the new combat and added bug fixes, as listed below.

•   Faster combat. The overall speed of combat has been improved.
•   Auto Combat toggle. If you need that extra boost of speed, you can toggle automated combat on/off as you wish.
•   Threat values. Threat numbers have been added to the monster mouse over text. As well as this threat details have been added to various action tooltips to help understand how much threat each action will produce.
•   Improved mouse response when clicking on a monster rapidly. The updates and quicker combat should provide a smoother response when attacking monsters quickly.
•   Improved Reserve character mouse over response.
•   Supply Issue fix. This is the second update for this, please let me know if the issue is resolved.
•   A bug that would cause a decrease in ultra rare drops on very high difficulty settings has been fixed.
•   A line 0 bug error has been caught and fixed.
•   An issue that could cause a combat lost response when an automated combat was won, has been fixed.

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Offline Asid

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Re: Settlements
« Reply #36 on: May 06, 2020, 01:47:20 AM »
Beta Update Build 1.3.6.4
Tue, 5 May 2020

Final fixes for the 1.3 update

Today's beta update should be the last of the beta updates for 1.3

Combat speed should now be as good if not faster than in 1.2

Extra support has been added for 4k screens, allowing them to fully enjoy the game at high resolution.

Many other minor bugs have been fixed.

Combat text is not available at the moment. So I will explain why.
Once 1.3 is complete, I will be moving onto 1.4 free (with many more game quality enhancements) and the first paid DLC.
During this time I am going to add a battle report screen at the end of a fight that will give greater detail into how your characters performed.
As part of this I will be collecting a lot more data in combat and as such it is only right that I merge the combat text scripts with the new data capture scripts.
So both will come out at the same time.

As long as there are no show stopping issues, the current 1.3 beta will go live tomorrow.

I recommend all players take the time to switch to the beta path to test the current update on their machines before it moves to live.

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Offline Asid

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Re: Settlements
« Reply #37 on: May 18, 2020, 01:41:23 AM »
Live Update: 1.3.7
Sat, May 16, 2020


Update to the live branch of the game, containing enhancements and bug fixes.

Hello to all and I hope you are all doing well in these times.

Although the current live update has been listed in the beta branch as part of the 1.4 build, there are a few updates and enhancements in there that deserve to be moved into live.

The live build is listed as 1.3.7 to make it clear that the 1.4 update is still to come.

What is new in 1.3.7

Combat text.

In combat there is a button to turn this on/off.
Doing so will give you a new text feedout when you mouse over characters and monsters.

A new item selection interface.

A new interface is available with more filter and sort options for equipment.
 


•   Cleaner world map images
•   Fixed a memory leak from combat.
•   Toxicity now correctly spawns.
•   Scouting for bosses at era 6 or above would sometimes allow you to scout for them, even if none were available.
•   Some items continue to be tweeked and rebalanced.
•   Several performance improvements.
•   Adding the extra combat text uncovered a few minor glitches in combat that have been fixed.
•   Equipment images in the item selection interface have been improved in quality.
•   Fixed a few minor art glitches
•   Fixed an issue where you could select double strike without the skill.
•   Fixed an issue where the 'click to send scouts' settlement circle would not work.
•   Launching the game and then exiting straight away no longer warns you that you have not saved the game.
•   Opening the character sheet from the science lab no longer hides the character sheet.
•   Merchant Jamby has stopped people calling him Jambie on some menu's.
•   A long standing character status error has been fixed.
•   Character feedback on formation and inspire in combat, is now correct.


Enjoy and stay safe,


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Offline Asid

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Re: Settlements
« Reply #38 on: May 31, 2020, 01:05:13 AM »
Beta Update 1.3.8
Sat, 30 May 2020



Combat Report, Era 9 buildings and more.

Hello and welcome to beta release 1.3.8

As work continues on update 4 there are still opportunities to release content for Update 3.

COMBAT REPORT
The first new feature is the combat report. When combat is over you will be given a pop-up report that allows you to review the activity of each character and see how they performed compared to the others.
This feature will feed into a new feature coming in Update 4. (See below)

Attack Quickkeys
The community has requested the ability to press a key to set attacks. The keys QWERT have been linked to the various attack types, allowing for a quicker allocation of attacks.

Era 9 Housing (Modern housing)



This is one of 3 buildings that were missing from the original build.
The modern building rewards those who live their with extra status and health and is ideal for the core characters that are going to face down the end battles in era 10.

Era9 Roads



The final upgrade to the road system and increase in supply speed. Now your settlements can look like they belong in era9.

Era9 Warehouse



The last of the 3 missing buildings is the logistics centre. This will finish off the look of your settlement and add a little more storage room.

UPDATE 4
The work continues and you may be wondering when you will get your hands on the new content, as well as what kind of new content will be coming free in the next update.

Legendary Skills and Feats: These skills and feats are extremely powerful and will be sought after by all of your characters. However each character may only even have one of these, making it useful for less used characters to be played so they can obtain them.

Wondrous Buildings: Special buildings that get built from their own interface. 2 Buildings will be released as part of update 4.

The Graveyard: When built you will not only be able to review dead characters but should you have enough gold and enough death urns, you can even bring them back from the dead.

The Hall of Heroes: Once built, when your characters pass certain milestones, this building will unlock special bonuses, Legendary Skills and Legendary Feats.

DLC 1
As well as work on Update 4, the first Paid DLC is also in progress.
I can now announce its name: The Moonstone Grove.
Without giving away too many spoilers on what is in store, I can let you know that there will be:

New Monsters, New Items, New Pets, a New adventure, a New Village, a New Playable Race (Yes you read that correct!), a New World Map, New buildings, New Legendary Skills and Feats and more.

The DLC is an optional purchase and is there to add extra content for players who want more adventure for their characters. The game can be played, enjoyed and completed without it.
The DLC is aimed at era 1-2 and if successful, future DLC's will continue to add content all the way to era 10 and beyond.


Changes and Fixes in this build.
Fixed: The bear helm did not sit correctly on male heads.
Fixed: Removed the tooltip pop-ups on plots that could not be built upon (mainly settlement 7)
Added: There are now plot signs on areas where buildings can be placed.
Changed: Reduced the to-hit bonus from the Inspire skill.
Fixed: Combat pets did not clear correctly upon character death.
Changed: Continued code improvements as part of Update 4.


As always, check out my twitter feed to get the latest inside information.

Take care and enjoy!
Tormunda


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Offline Asid

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Re: Settlements
« Reply #39 on: June 13, 2020, 01:09:30 AM »
Update 1.3.9 is now on the Test Branch.
Fri, 12 June 2020

Update 1.3.9 is now available on the Test Branch.

New CHARACTER SHEET!

As part of the 1.4 update and to get ready for the new features coming with that update, the character sheet has been redone.
•   Larger portraits
•   Ability to drag the screen via top bar
•   Stats have been changed to numeric to allow for numbers beyond 5
•   Skills have been changed to numeric to be inline with the Stats but also to make room for the delete skill option to be available on the main sheet.
•   Race and Sex have been added
•   Skills have been colour coded, based upon difficulty. (Difficulty directly effects how much XP is required to advance that skill).
•   Lots of new artwork
•   Clearer options for Availability, Combat and Helmet showing.
•   All of the new gameplay statistics have been added
•   Equipment, gameplay Stats, Backgrounds and Edges can now be accessed via buttons.
•   You can now cancel reading a book. The book will return to your collection.

Things not complete at this point.
•   The Feats button still takes you to the old customisation sheet.
•   There is a blank button below the feats button. This does not work at the moment but will be used to access some of the customisation options when that screen is retired.
•   Game Stats: Crafted: Epic is not yet available as there are no epic crafts available.
•   Skill 18 is locked and is part of DLC 1: The Moonstone Grove
•   Legendary Skills are not available until free Update 1.4



Skill Changes
As part of this update, some of the skills have had their experience requirements changed.
The rate of XP is as below.
Basic: x1
Advanced: x2
Specialist: x3
Mastery: x4 or x5
•   Combat medic upgrades from Advanced to Specialist
•   Dodge was incorrectly listed as Basic in the skill notes.
•   Shields were incorrectly listed as Basic in the skill notes.
•   Marksman upgrades to Mastery 4 to be in-line with other Critical skills.
•   Gunslinger upgrades to Mastery 4 to be in-line with other Critical skills.
•   Assassin upgrades to Mastery 4 to be in-line with other Critical skills.
•   Search downgrades from Mastery 4 to Specialist
•   Climbing downgrades from Mastery 4 to Specialist
•   Swimming downgrades from Mastery 4 to Specialist
•   Negotiate down downgrades from Mastery 4 to Specialist
•   Martial Arts: Wasp downgrades from Mastery 5 to Mastery 4

Changes and Fixes
•   Added the missing Toxicity Boss battle background.
•   Fixed a bug that could cause combat to stop when in autocombat mode and using a warmachine.
•   Fixed Goliath appearing correctly on the map.
•   Fixed the in combat effects for Goliath
•   Goliath is now larger on the world map.
•   The game now will launch on the last monitor it was set to. (If set via the options menu, not a dragged window. Should the screen no longer be available, the game will launch on the default monitor).
•   The Combat report now displays the game difficulty, the game era, the boss difficulty, the boss rarity and the boss name.
•   Fixed some sound issues.
•   Character List menu updated with the new artwork changes.
•   Pet2 did not correctly clear from dead characters.
•   Tools did not correctly clear from dead characters.
•   Skill notes have been updated.
•   Various minor performance and code cleanups.

Follow me on Twitter for the latest Eoa: Settlements game news!
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Re: Settlements
« Reply #40 on: June 15, 2020, 03:33:22 PM »
Update 1.3.9 has moved to live.
Mon, 15 June 2020


Hi all,
The update 1.3.9 has moved to live.

CHARACTER SHEET!

•   Larger portraits
•   Ability to drag the screen via top bar
•   Stats have been changed to numeric to allow for numbers beyond 5
•   Skills have been changed to numeric to be inline with the Stats but also to make room for the delete skill option to be available on the main sheet.
•   Race and Sex have been added
•   Skills have been colour coded, based upon difficulty. (Difficulty directly effects how much XP is required to advance that skill).
•   Lots of new artwork
•   Clearer options for Availability, Combat and Helmet showing.
•   All of the new gameplay statistics have been added
•   Equipment, gameplay Stats, Backgrounds and Edges can now be accessed via buttons.
•   You can now cancel reading a book. The book will return to your collection.



Skill Changes

As part of this update, some of the skills have had their experience requirements changed.

The rate of XP is as below.
Basic: x1
Advanced: x2
Specialist: x3
Mastery: x4 or x5

•   Combat medic upgrades from Advanced to Specialist
•   Dodge was incorrectly listed as Basic in the skill notes.
•   Shields were incorrectly listed as Basic in the skill notes.
•   Marksman upgrades to Mastery 4 to be in-line with other Critical skills.
•   Gunslinger upgrades to Mastery 4 to be in-line with other Critical skills.
•   Assassin upgrades to Mastery 4 to be in-line with other Critical skills.
•   Search downgrades from Mastery 4 to Specialist
•   Climbing downgrades from Mastery 4 to Specialist
•   Swimming downgrades from Mastery 4 to Specialist
•   Negotiate down downgrades from Mastery 4 to Specialist
•   Martial Arts: Wasp downgrades from Mastery 5 to Mastery 4

Changes and Fixes
•   Added the missing Toxicity Boss battle background.
•   Fixed a bug that could cause combat to stop when in autocombat mode and using a warmachine.
•   Fixed Goliath appearing correctly on the map.
•   Fixed the in combat effects for Goliath
•   Goliath is now larger on the world map.
•   The game now will launch on the last monitor it was set to. (If set via the options menu, not a dragged window. Should the screen no longer be available, the game will launch on the default monitor).
•   The Combat report now displays the game difficulty, the game era, the boss difficulty, the boss rarity and the boss name.
•   Fixed some sound issues.
•   Character List menu updated with the new artwork changes.
•   Pet2 did not correctly clear from dead characters.
•   Tools did not correctly clear from dead characters.
•   Skill notes have been updated.
•   Various minor performance and code cleanups.
•   Added missing character sheet artwork.
•   Added the scouting button back onto the character sheet
•   Fixed an issue with modern road calculations
•   Removed the customisation menu
•   Added feats onto the character sheet
•   Added the ability to change character face etc onto the main character sheet
•   Cleaned up some code and made some other minor changes
•   Added Legendary feats to the character sheet (Although the list is hidden for now)
•   Added Legendary Skills onto the character sheet. (Same as feats)
•   Added the ability to filter the feats to remove the ones you already have.

Follow me on Twitter for the latest Eoa: Settlements game news!

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Re: Settlements
« Reply #41 on: June 21, 2020, 12:42:51 AM »
Patch and extra game options!
Sat, 20 June 2020


Hi,

This is just a small patch to fix a few bugs.

However, at the same time I added a few community requested game options.

1) Turn off helmets by default.
Now when a new character is created, they will start with the show helmet flag set to off. If you manually set the helmet to on, then this character will save with that personal override.

2) No Battle Report
You can turn end of combat battle reports off via this game option. All stat gains for your characters will still calculate.


Bug Fixes

•   Fixed an issue where completing a task would cause combat to stop.
•   Fixed an issue where setting characters to melee or ranged would reset.


I am working on the DLC content for a while before I push any 1.4 update to the test branch, so hold on in there, I am still here if I go quiet :)

Tormunda.

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Offline Asid

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Re: Settlements
« Reply #42 on: June 29, 2020, 03:43:14 PM »
Stone Age Challenge Update
Sun, 28 June 2020



Game update 1.3.9.8 and a new play mode!

Hello and welcome to another regular mini update.

This time I am going to release a new play mode...
Yes, some of you already love it and have made this your own little game: Now everyone else can have a go and the challenge has expanded.

Stone Age Challenge.
In order to play this mode you need to go into the game settings menu and turn on Stone Age Challenge.
This mode is only available to a) New games or b) a current game that is in era 1 and on challenge rating 5.
In this mode, ALL BOSSES will spawn (even Toxicity!)
While this mode is on, you will not be able to research anything from era 2+, all higher era equipment drops will have to come from boss fights.
This mode can be turned off at any time.
Static Combat Monsters
Some players have requested the old style combat whereby the front line monsters do not move.
There is now an option in the settings menu where you can switch to this style.

Work is still going on with update 1.4 and DLC, for updates please check in with my twitter channel.

Other changes
•   Fixed graphical error on the character sheet
•   Improved the tooltip response on the character sheet
•   added back the missing pet tooltip information on both the character sheet and the pet selection menu
•   added a new play mode: Stone Age Challenge. (In the Settings menu)
•   added option: Static Combat Monsters. (In the settings menu) whereby the front line monsters no longer move around. This is very much like the old style combat that used to be in the game.
•   fixed an issue where the dodge skill would stack when using the taunt option.
•   Fixed an alignment error on the character sheet.
•   Fixed a scaling error on the character sheet.
•   several minor improvements.


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Offline Asid

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Re: Settlements
« Reply #43 on: July 02, 2020, 11:39:12 PM »
Scouting changes move to the test branch!
Thu, 2 July 2020

Build 1.3.9.9 goes to the test branch.

Hello and welcome to this first update of July.

This is build 1.3.9.9 (or 1.4.0.24, as it is part of the 1.4 update build).

First, some scouting changes....

SCOUTING
You can now set scouting to auto select your next scout. This option can be made in both the settings menu and on the scouting screen.
This option will help to reduce the amount of clicks required to send out your scouts.

Next up, you can now send 8 scouts!
This is something that has been requested a few times and although it is now available, it is the one feature that stops this update going straight into live. This is due to possible hidden issues with 8 scouts. If there are no major issues after a few days, I will move this update into live.


CHANGES
•   Spears now use the Polearm feats!
•   The treasure table should no longer detach from the game
•   The treasure screen is now moveable
•   The slayer screen is now moveable
•   The Boss screen is now moveable
•   Some of the menu items have moved, they now appear when you mouse over other menu items.
•   A new menu item has been added for the world building menu, this is not available as yet.
•   Extra tooltips have been added to some buttons and items to help with clarity.


FIXES
•   Fixed some sound issues. Sound should now be more controllable.
•   You can no longer multi fire artillery
•   Fixed an issue with some stats carrying over between fights
•   Fixed an issue where the support row would not gain stats

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Offline Asid

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Re: Settlements
« Reply #44 on: July 05, 2020, 01:20:48 AM »
Update 1.3.9.10 now available on the test branch.
Sat, 4 July 2020

Update 1.3.9.10 now available.

Hi folks,

This was going to just be a hotfix for the Treasure bug on test but I decided to add a little extra!

New World Skill Interface
I have built a new interface for the world skills.
All world skills in the game are now listed on the new GUI.
There are now tooltips for each skill, explaining what they are used for.
There is now a clear experience bar, showing how close you are to the next level.

New World Skill
Yes! You even get a new world skill.

Logical Thinking!
This skill is gained through unlocking new tech in the science lab.
You can also research this skill from era 6, although it is expensive and slow due to the effect of this skill.

What does it do?
It directly adds its level to the Science point output of your science lab. With a maximum of an extra 10 points per cycle, this can really help boost the speed of the science lab.

As always I am constantly improving the game, with new interfaces, better clarity and new toys for you to play with.
Enjoy!

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