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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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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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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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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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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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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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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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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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Re: Settlements
« Reply #23 on: November 29, 2019, 11:51:13 PM »
Christmas 2019 Game Event
Fri, 29 November 2019

2019 In-Game Christmas Event and new items!



As well as the annual Christmas event, this year I am also adding a few new items and changes to the game.

The Highwayman



This new era 6 rare drop is the first head item to have misc skill bonuses added to it. When worn it will increase the damage of your characters gunslinger weapons.

The Woodsman



The Woodsman is an era 5 rare drop that will boost the Critical Damage chance of archers. This item will stack with any critical bonuses obtained from special arrows.

The Cowboy



Era 7 was in dire need of extra headwear and the Cowboy hat is ideal. It is a rare drop that will add damage to your characters gunslinger weapons and is a direct upgrade to the Highwayman, offering more damage and a point of Status. On top of that it also drops the threat gain of the wearer, making it ideal for a healer/leader role.

Black Bess



What Highwayman would be without a new set of pistols? Black Bess is a rare drop for era 6 that rewards the character with a slight edge over the Fine Flintlock and with all rare drops it rewards larger bonuses per skill point.

DUAL WIELD

The dual wield system was not working correctly and as been fixed in this update.
The ranged damage display on your character will now show your off-hand melee weapon statistics and now works as intended.
This should allow characters to experiment with not only twin melee weapons but later on be able to place a sword in the prime melee hand and a pistol in the off-hand, as well as twin pistols.



The following changes have also been made.

   The livestock building has been given a slight boost to meat production.
   The text for the farm boosting pet has now had it's tooltip change to explain only food production building boosts. This does NOT include the livestock farm as that buildings main role is to produce hide & wool.
   The cost of buying the warrior skill from the character feat menu has been increased.
   The Tech tree for era 9 now explains that the Nuclear Power Plant produces electricity based upon the amount of Electric Grids that you have built across all Settlements. Warning: Without a full set of Electric grids, the Nuclear plant does not produce much electricity.


Happy Christmas
Tormunda


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Re: Settlements
« Reply #24 on: December 02, 2019, 11:29:54 PM »
Patch 1.2.4.4.64
Mon, 2 December 2019

Minor Update

Patch 1.2.4.4.64

Just a quick patch today with some minor changes as listed below.



   The Tactical Shield Recipe has been added to the science unlock progress, it should now be available the same time as the Tactical Armour and Helmet. Anyone who has already progressed this far will receive the recipe when they next load a saved game.
   The Stage 1 Christmas tree now has a golden glow to make it stand out.
   The amount of baubles needed to reach the highest stage of the Christmas tree now clearly show.
   Hit points for pets in combat now correctly calculate based upon the characters Beastmastery skill.
   Removed the debug box that appeared when right-clicking on the stars on the character sheet.
   When digging in the last room of the Copper mine, the player will not be moved into the hidden room instead of just a small passage being shown. (This action requires a mining skill of 4).



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Re: Settlements
« Reply #25 on: February 02, 2020, 11:39:13 PM »
New Features and Content Update 1.2.5
Sun, 2 February 2020


Update: 1.2.5: Better Screen Support, Content and Achievements!
The following update is released to the BETA BRANCH.

Instructions:
Right click the game in your library and select properties.
Then betas and then select BETA from the drop down menu.

New Features and Content Update 1.2.5

Hello and welcome to the first update of 2020. This update has quite a few changes to core systems as well as adding some extra goodies to general gameplay. Due to the core changes this update will remain in the beta branch for some time until I am happy that it can move to the default branch. May I suggest that you give the beta branch a try, your save games will work and continue to work once you switch back to the default branch.

New Screen Support

The game was designed to work on the standard 16:9 ratio monitors and as such has been an issue for those with 21:9 ratio ultra wide screen monitors since launch.

To this end I have created a new interface for the 21:9 ratio players.



On the right is the normal game play window for the game, however on the 21:9 screens you can see that I have relocated the Settlement statistics display to the left of the screen and the whole right hand side has been given over to the text update panel.
4:3 and other screen ratio monitors. I have made sure the game still plays in the 4:3 square monitor ratio and a new setting is available in the options menu: Force 16:9.

What Force 16:9 will do is make sure the default display is used no matter what monitor ratio you are using.

Monitor Hot Switching

For those with more than 1 monitor, in the options menu there will be a display of up to 3 monitors connected to your computer. You can click on these images and instantly move the game to which ever monitor you wish. The game will automatically re-scale the GUI and fonts for the new monitor even if in the middle of combat.

New Sound System

Due to a few historical sound issues and 1 recent sound issue, I have changed the code for the sound output. If you had an issue with game freezing due to sound before, please try this current release and give feedback on the issue.

New Content

The Thrasher

A new rare boss event has been added to The Spawn boss encounter. This event will not trigger until at least era 6 or unless you have increased the boss challenge rating.

Bosses, achievements and the Boss Hunter Book

All rare bosses have now been added to the Boss Hunter book, along with the shadow images of their equipment. New Steam Achievements have been added for all of the rare bosses and an extra one for 5 rare boss kills.

Monsters and Pets

   3 new monsters have been added to the game as well as 3 new character pets.
   The new pets will allow you to have your very own barb spitting plants.

Hard and Challenging Difficulty Changes

On the higher difficulty levels some creatures can use special abilities not available to them on other difficulty settings. Some of these have been changed:

Growth and use Bandages: These actions are now restricted to enemies in the reserve rows and if used they will not be able to have an attack that turn.

Regeneration: This is a new ability given to some enemies. It will give them a chance each turn to heal some hit points. This ability is unaffected by the enemy combat position nor does it stop them from attacking.

Restricted Spawns

Changes have been made to the spawning system. Examples of this are the Sandmen. They will no longer be able to attack settlement 7 nor group in staging areas for this location. The reason for this is that the swamplands are the domain of the vampire and are avoided by the shapechanging sandmen.

Many other Changes

Many other changes have been made as listed below.

   Waiting monster numbers now update when spending diplomacy.
   New characters no longer have the chance to inherit dead character backgrounds.
   You are now stopped from spending diplomacy and coin once the gathering numbers of enemies have reached 0.
   Attack animations have been added to the Ice Worm Queen.
   Greater Ice worms can now appear in settlement 6 from era 9 onwards.
   New artwork and animations have been added for Greater Ice Worms.
   Changed the artwork for the ice worm lava.
   Scouts now have increased chances to find what they are looking for.
   The Cartographer skill has been given a boost to better assist scouting.
   Fixed an issue with the Boss Hunter book not showing the templates for items.
   The world map did not correctly update scout activity when sending scouts
   Cleaned up many various GUI niggles.


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Re: Settlements
« Reply #26 on: February 13, 2020, 08:55:04 PM »
Build 1.2.5 goes live!
Thu, 13 February 2020


Beta build moves to live.
Just a short announcement to say thank you to all those who tested and reported bugs in the beta build.

I have now moved this build into live for all to enjoy. Should there be any more urgent bugs I will, as always, fix them as a matter of urgency.

I will be working on EoA:2 and Dev Diary #2 for the rest of Feb but will return to add more fun and mayhem to EoA:1

Please note: Anyone playing on the beta branch may now move to the default branch without impact to their save game.

Tormunda


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Re: Settlements
« Reply #27 on: February 23, 2020, 01:03:51 PM »
New Horizons: Development Diary #2
Sun, 23 February 2020

Development Diary #2

Welcome to Development Diary 2 for Evolution of Ages: New Horizons

Dev Diary #2: SUPPLY

In Settlements the process of supplying your crafting buildings was an arbitrary value that suggested there were many more people about that were working for you.

In New Horizons those people are now in view and you will have much more control over how supply works.

An overview of the crafting process



In the above picture you see a work flow as follows:

GATHERER
Gathering buildings obtain base resources from the world, governed by the value of each terrain tile. The resources they will gather will be either base resources and/or foods.
Workers then carry the base resources to the nearest warehouse that is flagged to store them and has room. (Yellow Arrow)
Foods go to their own storage locations and do not use workers (Grey arrows)

WAREHOUSE
Each warehouse can select what resources it wishes to store.
Workers then carry these to crafting buildings for further processing. (Yellow Arrow)

CRAFTER
A crafting building will process resources into one of the following things: Components, Finished goods or Foods.
Workers will then carry components to a warehouse that is flagged to store them. (Yellow Arrow)
Foods and Finished items go to their own storage locations and do not use workers. (Grey Arrows)

FOODS
In Settlements everything used the same food resources. This led to a fight over the same resource for research and healing.

In New Horizons there are now 3 food resources.

   Base Foods: These will be consumed by your Workers. If there is not enough base food your workers will still do their job but very slowly.
   Research Foods: These will be consumed by research buildings and turned into Research Points that can be spent to unlock technology.
   Healing Foods: These can be consumed by injured characters and militia as well as used to create some in-combat healing items and empower some healing skills in battle.


FINISHED ITEMS
Things like tools, armour, weapons, augment gems etc do not go back into a warehouse. Instead they are available in a generic pool, much like in Settlements.

EXAMPLE



Here is a small example of a startup village.
The crashed ship acts as a large warehouse.
Workers are carrying various base resources and components to and from the warehouse and as they travel they will make their own pathways and trails.

ROADS
As you can see in the above example, workers will make their own little paths over time. These paths can be deleted or upgraded by you into roads.

Roads will further boost the speed of your workers (as well as items and technology) to allow them to do their job faster. Which will become more important if you wish to bring resources from great distances.

That is it for this developer diary. I hope you enjoyed it and look forward to the next diary. If you have any questions on how things will work in EoA: New Horizons, please post them on the forums.

A big thank you to you the community, without whom these games would not be possible.

Tormunda



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Re: Settlements
« Reply #28 on: March 20, 2020, 01:10:55 PM »
Build 1.2.5.22.64 Moved to live.
Fri, 20 March 2020

Minor update moved to live.

Build 1.2.5.22.64 has moved from the beta branch to live.

This build is the last of a series of small fixes that have taken place over the course of this week.

Due to the nature of releasing several fast hot fixes, the chances of other unforeseen minor issues creeping in and possible. As such please post on the forums if you encounter anything out of the ordinary or if things do not act like they did before.

As always I work on bug fixes before content and you will get my full attention.

Thank you.
Tormunda.

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Re: Settlements
« Reply #29 on: March 24, 2020, 01:23:08 PM »
Shield Overhaul goes to Live!
Sun, 22 March 2020



Hi and welcome to the Shield Overhaul patch.



This patch is to re-balance what shields are available and when, while also adding clear progression to the shield line.
I have added the Tribal Shield recipe into the crafting options for era 2.
The Hoplite shield now moves into a rare drop slot in era 3 where it belong.

The current shields in the game now progress as follows.

Read on here



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