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Offline Asid

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Re: Settlements
« Reply #15 on: February 28, 2019, 09:58:52 AM »
Update 2 - BEASTMASTERY goes to open beta!
28 Feb @ 8:46am - Tormunda   



Update 2 BEASTMASTERY has moved to open beta

Information on how to access open beta and patch notes for the current build, please visit the forums.

If all goes well the full release date will be the 8th of March.

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Offline Asid

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Re: Settlements
« Reply #16 on: March 05, 2019, 01:34:49 PM »
Beta Update
4 Mar - Tormunda


The live update of the Beastmastery expansion is still due to release this Friday.
The latest beta updates are as follows:



   Changed: When resource quantity reached or exceeds maximum storage, the resource tracker bar value will change to red.



   Fixed: Character List tools now correctly update without the need to reopen the panel.
   Fixed: Correct skill information for the new skills now display correctly
   Fixed: Merchant +% coin now shows correctly when a game is loaded
   Fixed: Skill 16 & 17 now display correctly
   Fixed: The list of feats no longer have random spaces appearing
   Fixed: Screen docking issue
   Fixed: The skill information sheet was not bound to the client
   Fixed: The skill information sheet size and text did not scale correctly.
   Fixed: Some issues with the skill information popup when you right click on character skills or world skills.
   Fixed: Settlement number on the character portrait option did not update the settlement number when the character changed locations.
   Fixed: The challenging difficulty option was hidden when starting a new game.


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Offline Asid

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Re: Settlements
« Reply #17 on: March 09, 2019, 12:20:04 AM »
UPDATE 2 - BEASTMASTERY
8 Mar - Tormunda




Welcome to the latest free content update for Settlements: Beastmastery

This update introduces 2 new Characters Skills and 1 new World Skill, enabling you to power up, heal and breed a whole range of pets. Each specialised in one of 7 different forms of training.

31 New pets have been added to the game bringing the total amount of pets in the game to 45.

2 New repeatable adventures have also been added. These new adventures have random encounters in them that will scale with your current era as well as the treasure they guard.

To enhance the ability of pets, characters can now equip 2 separate pets at all times. A combat based pet and a support based pet.

I hope you all enjoy the new challenges that this update brings to the game as well as the new layer of mechanics the pet breeding offers.

As always, please follow Settlements on Twitter for all the latest news: https://twitter.com/TreonGames

The full patch notes are as follows:




   Added: The Beastmaster Skill.
   Added: The Veterinarian Skill.
   Added: The Wilds adventure map.
   Added: The Deep Wilds adventure map.
   Added: Animal Breeding. A new button on the main menu is now available to bring up the animal-breeding screen.
   Added: Each character can now equip a second pet. The second pet slot is for Support pets only.
   Added: A whole range of character buffs can now be obtained from pets.
   Added: Skill information for the new skills.
   Added: Second pet slot added to the Character Lister.
   Added: Pets and Pet hit points are now visible on the combat screen.
   Added: Tooltip information on pets after beastmaster skill adjustment is available in the character sheet and combat screen.
   Added: 18 New steam achievements.
   Added: Health has been added to a lot of light armour and other misc items to make them more valuable to characters that have a high health stat.
   Added: Initiative has been added to light armour to improve its use in combat.
   Added: Clothing has been given a health boost, which together with the research & production bonus should make it more desirable to worker type characters.
   Added: 31 new pets.
   Added: Both pets now appear on the character portrait.
   Added: Some pets can now do poison/bleed damage to enemies.
   Added: Beastmaster books.
   Added: Veterinarian books.
   Added: Health now displays up to rank 15.
   Added: Extra combat backgrounds.
   Added: Options to display Pets, Weapons and Settlement on the character portraits in the settings menu.




   Changed: The base pet slot is now for Combat Pets only.
   Changed: Pets can now be attacked and knocked out. Once knocked out they cannot return to the battle but will fully recover after the fight.
   Changed: Single use heal items now also heal pets.
   Changed: The chance to unlock a previously explored adventure is now much higher.
   Changed: You can now scout even if you have a full quest list, however the chances of being attacked while scouting are far higher.
   Changed: A Stat of 5 in a linked skill now gives a bonus xp boost when triggered.
   Changed: A Stat of 5 in a linked skill now triggers xp gain more often.
   Changed: Bleed criticals have been redone to better improve bleed effects on monsters.
   Changed: Stagger criticals have been redone to better improve stagger effects on monsters.
   Changed: Continued memory and GUI performance improvements.
   Changed: Borderless window is now available again.
   Changed: Factories no longer output a text message when they complete a production run, if the factory is set on a continuous cycle.
   Changed: On Challenging mode, researching new recopies will now take longer.
   Changed: Health has been redone to provide a better curve for hit point gain.
   Changed: Linked combat background to better suit their area.
   Changed: Added the pet images to be behind the character on their portrait rather than in front.
   Changed: Altered the qty values for resources so that values over 1000 now show in x.k
   Changed: Removed the low memory character option as no longer needed in 64 bit and added the option to change what is displayed on the character portraits instead.
   Changed: When resource quantity reached or exceeds maximum storage, the resource tracker bar value will change to red.




   Fixed: Hot keys for settlements now trigger if you load the game directly onto the world map.
   Fixed: Characters would no longer gain xp for using adventure skills.
   Fixed: Camouflage and some other second misc slot abilities were not working correctly.
   Fixed: An issue where the scout icon would not immediately show on the world map if sending scouts from the world screen.
   Fixed: Homeless can no longer scout from the character sheet.
   Fixed: Combat medic was incorrectly linked to Charisma when it should have been Intellect.
   Fixed: Negotiate was incorrectly linked to Intellect when it should have been Charisma.
   Fixed: Some issues with the skill information popup when you right click on character skills or world skills.
   Fixed: Settlement number on the character portrait option did not update the settlement number when the character changed locations.
   Fixed: The challenging difficulty option was hidden when starting a new game.
   Fixed: Character List tools now correctly update without the need to reopen the panel.
   Fixed: Correct skill information for the new skills now display correctly
   Fixed: Merchant +% coin now shows correctly when a game is loaded
   Fixed: Skill 16 & 17 now display correctly
   Fixed: The list of feats no longer have random spaces appearing
   Fixed: Screen docking issue
   Fixed: The skill information sheet was not bound to the client
   Fixed: The skill information sheet size and text did not scale correctly


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Offline Asid

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Re: Settlements
« Reply #18 on: March 10, 2019, 01:24:23 PM »
Minor Change Update
10 MAR - TORMUNDA


CHANGES
   Changed: The Missile Launcher can no longer target 'The Brain' and 'The Ice Queen' combat encounters.
   Changed: Characters that are out scouting can no longer also be available for adventures.


FIXES
   Fixed: '?' Type quests were not always clearing from the world map after completion, resulting in an error when clicked a second time.


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Offline Asid

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Re: Settlements
« Reply #19 on: March 30, 2019, 12:11:13 AM »
Minor Update : Beta 1.2.2.5.64
29 MAR - TORMUNDA


A minor update has been moved to the beta branch. (see the forums on how to access the beta version of the game).

   Changed: If you obtain a book in a treasure chest that you already have 100 of, then you will gain 250c / skill level of the book instead.
This changed fixes the exploit available of being able to open a chest multiple times when you have 255 of any given book.
   Changed: Many more pieces of artwork have been added to the modding list, allowing you to change them.


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Offline Asid

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Re: Settlements
« Reply #20 on: April 24, 2019, 12:05:42 PM »
Update 1.2.2.7.64
24 Apr @ 11:01am - Tormunda


Hello and I hope everyone had a good Easter.

Work is continuing at a good pace on the second game in the series and I hope to have some screenshots and information to show next month.
Until then, here is a minor update for Chapter 1: Settlements.



   Changed: If you obtain a book in a treasure chest that you already have 100 of, then you will gain 250c / skill level of the book instead.
This changed fixes the exploit available of being able to open a chest multiple times when you have 255 of any given book.
   Changed: Many more pieces of artwork have been added to the modding list, allowing you to change them.
   Changed: Some improvements on sound memory handling.
   Changed: Health and condition information is now available on the tooltip for characters in guard posts.



   Fixed: An issue whereby crafting criticals from pets were not given boosts from beastmastery skill.
   Fixed: The tooltip information for world research skills was not showing the correct XP gain.


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Offline Asid

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Re: Settlements
« Reply #21 on: May 08, 2019, 12:29:25 PM »
Update 1.2.2.11.64
8 MAY @ 12:11PM   - TORMUNDA

Hello and hope everybody had a good Easter.
This is a minor update with a few bugs fixes and qualify of life changes.

For those who wish to change the colour of max goods from red, there is now an option in the settings menu to select other colours.

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Offline Asid

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Re: Settlements
« Reply #22 on: August 12, 2019, 02:49:52 PM »
Work continues on Chapter 2
12 Aug @ 11:44am - Tormunda

Hi everyone and thank you for the best wishes from those who knew I had been unable to work for some time.
I am now working on Chapter 2 of Evolution of Ages and thought it was time enough to show you the combat screen.



As you can see the combat in Chapter 2 is very different than in the first game.
Although I enjoyed the combat in Chapter 1, after some time, unless it was a boss fight, it was just a case of clicking and asking who won.

In the second game you will need to use terrain to your advantage and protect injured units.
Healing and agro management will still be as important in the second game as the first, however now you will be able to use choke points and flanking actions.

I am not able to work as fast as I did on the first game, however I will keep you posted with screenshots as the game comes together.

Thank you for all your support.
Tormunda

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