Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on November 15, 2018, 03:27:42 PM

Title: Settlements
Post by: Asid on November 15, 2018, 03:27:42 PM
(https://steamcdn-a.akamaihd.net/steam/apps/704640/header.jpg?t=1537440121)

Settlements is a game of managing resources in the ruins of our world. Recruit characters and level their skills and equipment from the stone age until the space age, while trying your best to avoid the very thing that led to our destruction previously.


Steam: Here (https://store.steampowered.com/app/704640/Settlements/)
Official forum: Here (https://steamcommunity.com/app/704640/discussions/)
YouTube: Here (https://www.youtube.com/channel/UCQwiq7H18P59gSd4AednqLg)
Wiki: Here (https://settlements.gamepedia.com/TREON_Games)


Single-player


Early Access Trailer

https://youtu.be/TCgtls49wMs



About

Civilisation as we know it has been destroyed. We are little more than a few scattered people living in caves and under bushes, banging rocks together to keep warm and eat berries.

Your challenge is to bring humanity together. Lift us up out of the stone age and forge ahead, all the while worrying about what destroyed mankind last time and if it will return to finish the job.

Settlements is a game of managing resources and crafting output over a limited space. You control the pace of the game, relax for many days of playing as you customize each character and train their skills in the items of the era, or rush ahead researching technology as fast as you can. The choice is yours.

The goal of Settlements is to bring a deep crafting RPG game to as wide a range of PCs as possible. Just as enjoyable on a gaming desktop rig as on a low-end laptop used for browsing the web.


Features

•   Character Customisation - Change name, appreance & voices, obtain a large range of feats and even allocate them to a family.
•   10 Technological Eras - From the Stone age to the Space Age. You control the pace of advancement through research and seeking out more land to settle. Play at a speed you are most comfortable with and stay in an era as long as you wish.
•   100+ Buildings to place and use from housing to factories. With space being your primary issue for much of the game, deciding on what to build is key to success.
•   60+ Character Skills. Each character can only train in 15 skills at any one time, so you will need to develop specialists and keep them alive.
•   10+ World Skills. Ranging from house design and metal lore to militia combat training, these skills will effect all your settlements.
•   Diplomacy Points. Although you cannot fit everyone into your settlements, the people who live in the wild are still important to your success. Help them and gain diplomacy points that can be spent on benefits later.
•   1000+ Items, books and recipes: The game has in-depth crafting at its core. Your characters will need to gain skills in various crafting methods to unlock the ability to craft rare and more powerful items as well as advance in technological eras.
•   100+ Base Monsters
•   9 Boss fights, each with their own unique treasure. (Including some with difficulty levels, ultra rare drops and rare spawns)
•   Scout the world for information on the Blight and help out the struggling remains of mankind.
•   5 Difficulty Settings
•   World and Settlement Threat - leading to the Doomsday system and Main Plot Failure! Be careful not to take on challenges that are beyond your character's skills. Too many failures will increase doomsday points and lead to Victory for the Blight.


(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_b926a98df7a7e1367abfc03be2e43307ba01ed1b.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_6998bf4628fef102283710855bd282bdca1b1acf.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_2ebbdf2c284a07e94660abe370913462a062585f.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_e918fcab4f17caeeeced42bac3670feac2b65e75.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_e6d80041f3f1eae64de0c40ad3d3355c5061480e.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_4920981aebb0d387bbb8bc015f6ab910dd05e02a.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_9154be6b8ea8a4477e507f12397b9ab8aa456374.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_6231f8a18e5973185e55394208f179d3b14d5cdb.1920x1080.jpg?t=1537440121)

(https://steamcdn-a.akamaihd.net/steam/apps/704640/ss_a2a29854e58c11c481d5181f9902525328a6cb5e.1920x1080.jpg?t=1537440121)
Title: Re: Settlements
Post by: Asid on November 15, 2018, 03:30:23 PM
Guide 1 Getting Started

https://youtu.be/UzSY8ybSaUM



Guide 2 Resource Gathering

https://youtu.be/8YKmX_J5ab4



Guide 3 - Crafting and Research

https://youtu.be/lsfjY-oXzOs



Guide 4: Game Interface and Character Sheet

https://youtu.be/qqfOh2Np54s
Title: Re: Settlements
Post by: Asid on November 15, 2018, 03:30:59 PM
What is Next!

Update 1: The Black Swamp

As well as several game improvements, this free update adds the following to the core game:
•   A new merchant system
•   A new adventure
•   The boss fight: The Swamp Vampire
•   New 15 items
•   2 new pets
•   6 new recipies
•   A new character feat.

Language Support

Thanks to community support, the tutorial is now also available in Chinese, German, Japanese and Dutch
Title: Re: Settlements
Post by: Asid on November 25, 2018, 01:04:12 AM
Beta update 1.1.7
Hello to all!

This beta update is the pre-patch ahead of the Christmas update that will go live on the 1st of December.
Another announcement will be made when the Christmas update starts, explaining the mechanics of the event!
The patch also has the following changes and fixes.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/7eb88dbe7144207d4445a3143d4b1a593d7f28db.jpg)

•   Added: Christmas content pre-patch (The go-live will be on Dex 1st with an update explaining the event).
•   Added: The ERA of a recipe or building unlock has now been added to the unlock pop-up and text window message.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

•   Changed: Search, Climbing, Swimming and Negotiate books have been removed from the rare book merchant. These skills are only available in adventures.
•   Changed: The Weaponsmith feat bonus now also works with pistols.
•   Changed: The Rangedsmith feat bonus now also works with all rifle types.
•   Changed: Xp gain for Way of the Wasp has been increased from 1 per success to 2.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)

•   Fixed: Some melee based rifles were not doing any damage when placed in the ranged slot.
•   Fixed: Missing text on some ranged weapons in the character sheet.
•   Fixed: Missing text on the mass attack option on some ranged weapons.

Title: Re: Settlements
Post by: Asid on November 30, 2018, 02:04:18 PM
Settlements Christmas Update
30 November - Tormunda

Greetings to all!

Ho! Ho! Ho! and welcome to the Christmas update for Settlements.

Starting on December the 1st a Christmas tree will become available for you to upgrade and obtain presents.
The tree will be visible at any Settlement with a center building (EG: Not available at the oil pump!), clicking on the tree will open the tree menu.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/cac78f0b906a39cce9331e3b8011b447c590dc2f.jpg)
1) These are your currently unused tree baubles. Common-Rare baubles have a chance to drop off of monsters when slain.
2) This is how many baubles you need of each type, in order to upgrade your christmas tree.
3) Tinsel will upgrade the chance of rare gifts. Tinsel can be obtain from opening gifts.
4) This is how many unopened gifts you currently have.

Each in-game midnight, santa will take a look at your tree and if he likes it, he will leave gifts for you. The odds of him leaving gifts are based upon the level of your tree.

There are all kinds of items available in the gifts, from Candy and Cooking Receipes to Pets!

As well as the Christmas update the following additions, changes and fixes are also included in this update.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/7eb88dbe7144207d4445a3143d4b1a593d7f28db.jpg)
•   Added: The ERA of a recipe or building unlock has now been added to the unlock pop-up and text window message.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)
•   Changed: Search, Climbing, Swimming and Negotiate books have been removed from the rare book merchant. These skills are only available in adventures.
•   Changed: The Weaponsmith feat bonus now also works with pistols.
•   Changed: The Rangedsmith feat bonus now also works with all rifle types.
•   Changed: Xp gain for Way of the Wasp has been increased from 1 per success to 2.
•   Changed: Updated the treasure in many adventure quests to be closer to your current era.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)
•   Fixed: Some melee based rifles were not doing any damage when placed in the ranged slot.
•   Fixed: Missing text on some ranged weapons in the character sheet.
•   Fixed: Missing text on the mass attack option on some ranged weapons.
•   Fixed: Map location issue in adventure quest fixed.
•   Fixed: Some text errors.

Title: Re: Settlements
Post by: Asid on December 05, 2018, 03:22:00 PM
Important Notice: 64Bit vs 32Bit
5 DECEMBER   - TORMUNDA

Up until now I have been working on keeping the game withing a 32bit memory profile.
This means that all extended memory is ignored, no matter what OS you are using.

Although the game works fine in 32 bit, I am unable to provide extra content to people who are playing on a 32 bit machine.
Please understand that I have tried my best to squeeze in content to the small memory window. This is often noticed when you relead the game mid-game or if you are running several other services, limiting your base memory.

To this end I am moving all new development to 64 bit only.

Not only will this allow me to provide extra content but it will also make the base game far more stable and perform better for those users who are using a 64bit OS.

Steam allows me to query how many users are using a 32 bit OS (if you have allowed steam to query your OS) .Out of those users who have allowed steam to do this, there are NO users using a 32bit OS.

There is a new BETA branch available listed as 64bit. This is a test area for the new client that is available to all users. When I am happy the new client is stable, I will switch this to be the default client and then move the 32 bit client to the beta branch so that people with old machines can still play the game (Without any extra content).

I hope you understand and approve this move that will allow me to continue to add to the game you all enjoy and provide a stable game for all users.
Title: Re: Settlements
Post by: Asid on December 07, 2018, 03:43:32 PM
64bit Client goes to Beta Branch
The Beta Branch is now the latest 64 bit client.

Beta Update. 1.1.8.2.64

•   Changed: Re-balanced game client sizing
•   Changed: Changes to the size of some text
•   Changed: Changes to the location of some parts of the GUI
•   Changed: Changes to the character sheet GUI
•   Changed: Save file format
•   Changed: 64 Bit client only
•   Changed: Now using .Net Frameworkv4.7.1

Title: Re: Settlements
Post by: Asid on December 10, 2018, 01:37:20 PM
64bit Client goes live.
10 DECEMBER   - TORMUNDA


I am happy to announce that the 64bit client is now the default client when playing the game.

For those who have 32bit machines you can still access the old client by switching to the beta branches and selecting the 32bit option
Title: Re: Settlements
Post by: Asid on December 12, 2018, 02:40:27 PM
New features in Beta
12 DECEMBER   - TORMUNDA

There are several new features available in the beta branch for testing.
Along with the new features there are many new feats.
The details of which are available on the forums.

Please post any issues with the beta on the bugs forum. Thank you.

Title: Re: Settlements
Post by: Asid on December 12, 2018, 02:40:46 PM
Beta Update. 1.1.9.1.64

Many major additions to the game are available for testing.

Additions

•   Added: New Feat - Skill 16. This feat allows you to purchase an extra skill slot
•   Added: New Feat - Skill 17. As above.
•   Added: New Feat - MaceMaster. An extra 4% critical for maces / clubs
•   Added: New Feat - AxeMaster. An extra 4% critical for axes.
•   Added: New Feat - Polearms. A feat for 4% critical for polearms.
•   Added: New Feat - PoleMaster. An extra 4% critical for polearms.
•   Added: Crafting Repeat - A long awaiting request to allow a reapeat option on the craft menu. When ticked, any follow on recipe will swap with the starting recipe and continue indefinately.
•   Added: Character Filter Text. - A text field is now available on the character sheet that can be seen in the character lister menu and can also be filtered by.
Title: Re: Settlements
Post by: Asid on December 18, 2018, 01:11:33 AM
Special Christmas Update
17 December - Tormunda

Merry Christmas and welcome to a special Christmas Update.
The update adds several of the most popular community requests, some of which have been long awaited and it is fitting that they now arrive as a special xmas gift to the community.

CRAFTING REPEAT

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/4c1299c6565cf813ac2a4af1a39d49cde1a1ca60.jpg)

The new update now has an extra 'Repeat' column on the far right.
When a building has both a current and a follow on recipe, the repeat flag will now cycle those recipes.
Example: If you set the current recipe to produce 5 Copper Ingots and then a Follow on recipe of 2 Tin ingots. When the repeat flag is ticked, the production will continue to cycle betwen the Copper and Tin ingots in the quantities reqested.

MORE CHARACTER LIST FILTERS

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/22fb7bc1efc7f7c6b648b3a99477dd6c5d3b3b69.jpg)

It has long been requested that extra abilities to search for and filter Characters in the Character Lister would help in equipment planning.
To this end there is now a Free Text Field in the character sheet that can be filtered in the Character Lister menu.
Below is an image of the field on the Character Sheet.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/896c91f499e15ce239d31be3c09360f2268984a7.jpg)

MORE THAN 15 SKILLS
With the introduction of more skills to the game it has become a much debated requirement to allow for more than 15 skill slots.
Understanding that not all characters need so many skills and that a key management part of the game is to juggle skills around your character pool, the release of extra skill slots is as follows:
1) All characters can purchase 2 extra skills with gold.
2) These 2 extra skills are obtained as feats in the General Feats tab.
3) The costs of these extra skill slots are not cheap, however by the time you have characters in need of these extra slots, the gold costs should be managable.

MORE FEATS
Some key weapon types are in need of some love to make them desirable. Axes, Polearms and Maces are often taken as a secondary weapon type compared to the Sword.
To Help balance this, extra feats have been added to make these other weapon types more desirable.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/7eb88dbe7144207d4445a3143d4b1a593d7f28db.jpg)

•   Added: New Feat - Skill 16. This feat allows you to purchase an extra skill slot
•   Added: New Feat - Skill 17. As above.
•   Added: New Feat - MaceMaster. An extra 4% critical for maces / clubs
•   Added: New Feat - AxeMaster. An extra 4% critical for axes.
•   Added: New Feat - Polearms. A feat for 4% critical for polearms.
•   Added: New Feat - PoleMaster. An extra 4% critical for polearms.
•   Added: Crafting Repeat - A long awaiting request to allow a reapeat option on the craft menu. When ticked, any follow on recipe will swap with the starting recipe and continue indefinately.
•   Added: Character Filter Text. - A text field is now available on the character sheet that can be seen in the character lister menu and can also be filtered by.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)

•   Fixed: A bug where research would not happen if you have a quantity of the item being researched, larger than your current store allowance.
•   Fixed: An error in the German Tutorial where some steps did not show.

Title: Re: Settlements
Post by: Asid on January 22, 2019, 02:44:43 PM
Patch 1.1.9.6.64
22 JANUARY - TORMUNDA

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)


•   Fixed: Issue with the taunt ability when the character has a taunt feat bonus.
•   Fixed: Colours on the new game start screen not being correct due to a change in the development software version.
•   Fixed: A few minor text changes.
Title: Re: Settlements
Post by: Asid on February 17, 2019, 06:14:21 PM
Beta Update 1.1.9.7.64 is available
17 FEB - TORMUNDA


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/7eb88dbe7144207d4445a3143d4b1a593d7f28db.jpg)

•   Added: Better memory management of the client & assets. All memory leaks should have been squashed now.
•   Added: Support for multiple monitors. You can now drag and drop the client between moinitors and it will resize as required.
•   Added: Improved screen draw performance for the settlement areas.
•   Added: Improved the stability of multiple reloads of the game. There should not longer be any need to restart the client.
•   Added: Diplomacy - You can now increase the wealth of merhants by 1% per 1DP spent. This means that merchants will now turn up with a larger pool of coins available to purchase equipment from you.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

•   Changed: Location of several menu screens
•   Changed: The size of several menu screens.
•   Changed: Diplomacy - Summoning merchants now costs 2 DP.
•   Changed: Diplomacy - The ability to buy 10 coins for 1 DP has been removed.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)

•   Fixed: An issue with the Oil rig not recalculating oil output correctly when machinery was changed.
•   Fixed: An issue where tooltips did not show on the character screen, when the character was loaded from the scouting screen.
•   Fixed: The Diplomacy point display was not updating as DP's were spent.

Title: Re: Settlements
Post by: Asid on February 21, 2019, 01:04:15 PM
Latest Update has gone live!
21 Feb - Tormunda


This is the last general performance update before Content Update 2 begins.
News on the Content Update 2 will be released next week.

The patch notes are as follow.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/7eb88dbe7144207d4445a3143d4b1a593d7f28db.jpg)

•   Added: Better memory management of the client & assets. All memory leaks should have been squashed now.
•   Added: Support for multiple monitors. You can now drag and drop the client between moinitors and it will resize as required.
•   Added: Improved screen draw performance for the settlement areas.
•   Added: Improved the stability of multiple reloads of the game. There should not longer be any need to restart the client.
•   Added: Diplomacy - You can now increase the wealth of merhants by 1% per 1DP spent. This means that merchants will now turn up with a larger pool of coins available to purchase equipment from you.
•   Added: Ability to select combat stances for your characters on the character sheets.
Once selected, that character will start all combat encounters in the desired stance until changed.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

•   Changed: Location of several menu screens
•   Changed: The size of several menu screens.
•   Changed: Diplomacy - Summoning merchants now costs 2 DP.
•   Changed: Diplomacy - The ability to buy 10 coins for 1 DP has been removed.
•   Changed: Several user interfaces

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)

•   Fixed: An issue with the Oil rig not recalculating oil output correctly when machinery was changed.
•   Fixed: An issue where tooltips did not show on the character screen, when the character was loaded from the scouting screen.
•   Fixed: The Diplomacy point display was not updating as DP's were spent.

Title: Re: Settlements
Post by: Asid on February 24, 2019, 12:02:02 AM
Expansion News: Update 2 - BEASTMASTERY
23 FEB - TORMUNDA


Since the launch of Settlements there has been a heavy focus on adding community requests and expanding on the current content, with more boss fights and equipment.

So after the last wave of updates you may be asking what is next for the game?

The answer is:

BEASTMASTERY.
The second free expansion to the game.

Without giving away all the spoilers right away, the new expansion will add the new character skills of Beastmaster and Veterinarian as well as the world skill of Animal Breeding.

Masses of new pets have been added to the game as well as the ability for characters to use 2 pets at once.

All pets have now been classed as either a Combat or a Support pet. With further subclasses as worker, assault, defender, harasser, mount, protector or distracter.

As your skill in beastmaster increases so will the ability of the pets you command. However the downside is that all pets can now be attacked in combat and knocked out. A knocked out pet will no longer fight for you until the battle is over.
This creates a whole new dynamic of trying to match what pets are best for what characters based on their combat and settlement roles.

As well as this there will be 2 new adventures that will become available from era 3, these new adventures are randomly filled with monsters of your current era and can be played as many times as you wish, no matter what era of the game you advance to. Some of the new pets can only be found within these adventures.

Adding to that, you will also have the ability to breed your own pets. Once you have 2 or more of the same pet you can spend coin to attempt to upgrade to a better or even a rare version of the advanced pet.

The expansion will also come with a host of new steam achievements to unlock.

More information on this expansion will become available as it enters beta testing.

Beta testing is planned to begin on the 28th of Feb (this date may move slightly), so for those who wish to wait until the expansion is stable before enjoying the new content, please make sure you switch to the default branch now.

I hope you enjoy the new content and the many extra hours of play it will bring to the game.
Tormunda
Title: Re: Settlements
Post by: Asid on February 28, 2019, 09:58:52 AM
Update 2 - BEASTMASTERY goes to open beta!
28 Feb @ 8:46am - Tormunda   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/2d1db1f0924307e8e010edc5fcc6e2de67ebf0b5.jpg)

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.
Title: Re: Settlements
Post by: Asid 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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)

•   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.

Title: Re: Settlements
Post by: Asid on March 09, 2019, 12:20:04 AM
UPDATE 2 - BEASTMASTERY
8 Mar - Tormunda

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/7abe4ec00271a287412d1fb7b932bf9a94be274b.jpg)


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:


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/7eb88dbe7144207d4445a3143d4b1a593d7f28db.jpg)

•   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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

•   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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)

•   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

Title: Re: Settlements
Post by: Asid 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.

Title: Re: Settlements
Post by: Asid 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.

Title: Re: Settlements
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

•   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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d1f352093eb41291ce0eb4b0a94d2a9ac069b95d.jpg)

•   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.

Title: Re: Settlements
Post by: Asid 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.
Title: Re: Settlements
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/a8ec8cf9940da6cb8076d64e2e9f791291440a9a.jpg)

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
Title: Re: Settlements
Post by: Asid on November 29, 2019, 11:51:13 PM
Christmas 2019 Game Event
Fri, 29 November 2019

2019 In-Game Christmas Event and new items!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/dd71c04c0e2fe17d1dd3cc09a9cd24b229ef4290.png)

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

The Highwayman

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/4290c7c6ff4dd5dd7a58f360d269496e6652e84e.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/724531a4fa42a612af45c07345f62f6f9a7f64b0.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/8241f27c439155766106afc2c130f145edb27da4.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/a681b9e3868ce8fa8b4dfdac4a54a60e37a8ed2e.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

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

Title: Re: Settlements
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

•   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).


Title: Re: Settlements
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/e0a7e1797b3a544f3cb6c76e42791d8e0c5eb9f9.jpg)

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.

Title: Re: Settlements
Post by: Asid 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

Title: Re: Settlements
Post by: Asid 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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/0d305a5b9b8dd85067b507e0777f739b6f1c8dea.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/dcd52aaa8973a56ccb7c0c4b24921339dff040ca.jpg)

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


Title: Re: Settlements
Post by: Asid 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.
Title: Re: Settlements
Post by: Asid on March 24, 2020, 01:23:08 PM
Shield Overhaul goes to Live!
Sun, 22 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/c2a6b69c8e8d7f02f34b491852ff913e5575d48d.jpg)

Hi and welcome to the Shield Overhaul patch.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/5ba64bee08951bae23fa9ab5bb1fe9da30b377c4.jpg)

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 (https://steamcommunity.com/games/Settlements/announcements/detail/1840223680979998299)


Title: Re: Settlements
Post by: Asid on March 30, 2020, 12:04:34 AM
Next Update in the works!
Sat, 28 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/8d5ff84235ad1b3f91a4bd671ae66ddf91866528.jpg)

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


Title: Re: Settlements
Post by: Asid 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

Title: Re: Settlements
Post by: Asid 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

 
Title: Re: Settlements
Post by: Asid on April 29, 2020, 02:27:59 PM
UPDATE 3: ENHANCED COMBAT
Tue, April 28, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/e32406245c2748251076e781b321622969d6be34.jpg)

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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/6dd1dab078123c087d2f61badd50ea31c1427f9a.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/4e54d1bc4def03c901b083fc2c0eca85b97b1e5d.jpg)

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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/1a1e20804dc22f313f7b07e557ca8c64e61e764a.png)

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).


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/dbe9f956d88465ea9b3ac505f9a3719771bd7b60.png)

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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/1953532c225ec33d79801d4bfbae6436ba03d364.png)

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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/069dcfce83acf8c628667ad261cee5b18318fd1e.png)

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.


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/e716d960ff0c4f1bbe0d1b3612104ec6ac0822e8.png)

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.


Title: Re: Settlements
Post by: Asid 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


Title: Re: Settlements
Post by: Asid 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.

Title: Re: Settlements
Post by: Asid 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.

Title: Re: Settlements
Post by: Asid 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.
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/e716d960ff0c4f1bbe0d1b3612104ec6ac0822e8.png)

•   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,


Title: Re: Settlements
Post by: Asid on May 31, 2020, 01:05:13 AM
Beta Update 1.3.8
Sat, 30 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/6edad582dbb8e25387b9bc53c6cc6e50cb7c6bba.jpg)

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)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/36dc9fecc57f759ca5423887788ddef7ef15171a.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/d62e7d91f40b33700599de7478af4a114d38603b.png)

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

Era9 Warehouse

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/71f685392954b17753dd08025cb37481f5ae926d.png)

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


Title: Re: Settlements
Post by: Asid 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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/b5c29c85f2f8310bda1196ab63d606f64d609dd7.jpg)

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!
Twitter
For my latest GameMaster update on Rollquests, subscribe here!

RollQuests


Title: Re: Settlements
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/b5c29c85f2f8310bda1196ab63d606f64d609dd7.jpg)

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!

Twitter For my latest GameMaster update on Rollquests, subscribe here!
RollQuests More About This Game



Title: Re: Settlements
Post by: Asid 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.

Title: Re: Settlements
Post by: Asid on June 29, 2020, 03:43:14 PM
Stone Age Challenge Update
Sun, 28 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30745047/ec21ca41f5da4eb65d74802a9125a5ae41968953.jpg)

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.


Title: Re: Settlements
Post by: Asid 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

Title: Re: Settlements
Post by: Asid 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!

Title: Re: Settlements
Post by: Asid on July 15, 2020, 12:45:53 AM
Latest update moves to the test branch.
Tue, 14 July 2020

Hi all of you wonderful people and welcome to another update to Evolution of Ages: Settlements

This update is more of an overhaul of minor issues that have been outstanding or posted on the forums of late.

List of Fixes
•   Changed the name of Militia training on the world skills page from Military Training, which was incorrect.
•   I have overhauled the storage values. Not only do they now work as intended but also you have a tooltip on your storage to explain where all of the storage has come from.
•   I have added the option to change between static monsters and dynamic monsters, onto the combat screen itself. You can now switch views between the new way monsters move based upon agro and the old way the combat used to run, which I understand is better for quick spamming of attacks.
•   I have changed the icons on the combat screen for the 3 display options so that they are in keeping with the other icons on the screen.
•   Smelting was incorrectly listed as an advanced skill on the pop-up info page. It is correctly displayed as a basic skill on the character sheet.
•   Nuclear power has been overhauled and a tooltip has also been added to the building. I will explain power below.


Power

Power can often be confusing once you unlock Electricity. I am adding extra information to the game to try and make this easier to understand, however I am also going to give an overview below.

Wind Power
Some machines use wind power, you do not need to do anything else with these beyond making sure they are placed above ground.

Solar Power
As with wind, these will look after themselves as long as they are used above ground.

Coal (Steam) Power
You need to have access to coal for these machines to be used. Coal is produced from a coal mine and each mine can power a maximum of 4 machines.

Oil Power
Things start to get confusing here. The oil rig cannot produce Oil without machines to power it.
You cannot use an oil powered engine if you are not producing oil. So you need to start off using another type of power to get things going.

Electric Power
This is where we need to take a moment to understand the power chain else it will suddenly all stop.
An Electric Power Station needs machines to make electricity but those machines cannot run on electricity themselves.
So you can end up with a situation where you have electric machines in the oil rig and oil machines in the power station, which are both reliant on each other.
One machine change and it can all shut down.
At least 1 coal machine in the chain can help solve this.

Electricity Grid Upgrade
This is an upgrade available in the town centre.
Once built it will provide 1 extra electricity for free. (Thus solving a lot of the power chain issues).

Nuclear Power
The Nuclear power station provides 2 power +1 extra per Electricity Grid Upgrade you have in the game.
The good news here is that the Nuclear power station does not need machines to produce its energy.
This makes the power supply chain almost obsolete.

Nuclear & Fusion Machines
These advanced machine types do not need any supply of power and are the most powerful machines in the game.
They are ideal for getting maximum production from late game factories.

End game power
It is still useful to have some electricity being produced in the end game as powerful production robots are available that still require power.

I hope this helps.

Where is the DLC?

It is still moving along.

I had to make the call between faster updates but a risk to my health and thus less updates in the long term or slightly slower updates but a healthy developer who will make more updates in the long term !

Yes I can see you at the back shouting, "Forget health, I want my DLC!" lol. It will get here when it is ready :)



Title: Re: Settlements
Post by: Asid on August 01, 2020, 11:33:09 PM
State of the game update!
Fri, 31 July 2020

State of the game update!

Hi everyone and welcome to a State of the Game Update.

So first up, I have posted a few times on the forums but not everyone reads every post I make, so it is likely that many of our player base are wondering where is Update 1.4 and DLC 1.

So lets address that first before we go into when it they are due out.

1) Sadly I have not been very well of late and worse yet, I did not rest last time I was unwell and this led to a series of back to back illness that ended up in me being very sick.
2) I was also burn't out as far as development goes. Instead of wanting to get more cool stuff added, I needed to take a break from looking at 100k lines of code each day.

So where are we now?
Well the good news is that I have taken some sound advice and just done something else for a while.
For those who take a look at my profile, I have a youtube channel and I have been playing games and enjoying myself a bit. (Although I am not very good at it - lol)
I have taken up regular walks and am feeling much better. Although don't get too excited, I am still only about 80% of the way back to full health.
I have also built up a bit of a fire in my passion for development again and want to get back to adding some great content for the game.

So, what is the state of Update 1.4 and DLC 1?
Update 1.4
The good news here is that all of the hard work has been done.
I need to add an interface for the 2 world buildings, the Hall of Heroes and The Graveyard.
Linking up the legendary skills for the halls will take some playtesting and balancing but that is not taxing work.
DLC 1
The moonstone glade is also in a very good place.
The only thing holding me back on this is a new way to add extra journal updates so I can link all the story together.
Not a lot of work but still enough to need planning before I go ahead and code it.

So how long before it is all out?
I would say I only have around 100 hours of work left to get these launched.
In the past I would happily do a 70 hour working week and so I would say things like : 10 days and it will be out.
But I still need a break, I am not well enough yet to go crazy and when I get back to work it will be more like 20 hours a week instead of 70.
So, all is ok. Both updates are almost complete but they will be out when they are ready.

I am still reading and replying on the forums and for those who want to see how much I suck at other games you are welcome to watch my youtube channel and call me a noob in the comments also (lol), I may reply to you their if you are nice :)

Until then, do not worry, more content is on the way.
I am well and looking forward to getting back to work.
Keep safe and enjoy life.

Tormunda.