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Month: February 2019

[TSHC] Changelog 27 February

The Settlers IV History Edition

  • Fixed some causes for Fatal Error to happen and the game to crash. (We are still working on improving and fixing other various issues related to this topic.)
  • Fixed an issue where the “Maya music” would not start after a fight / combat situation

The Settlers Heritage of Kings History Edition

  • Fixed several localization issues in German language
  • Fixed an issue where a farmer spawned at the village center to work as a barkeeper. It will now spawn the appropriate unit

The Settlers VII Paths to a Kingdom History Edition

  • Added missing Club Rewards localization for several languages
  • Fixed an issue where the game would de-synchronize when creating a multiplayer game with “co-op mode” applied
  • Fixed an issue where the window “Achievement unlocked” would pop up several times
  • Fixed an issue that the lobby was not updated correctly when adding AI
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[Building] Woodcutter

Let’s continue our building overview series with one of the most important buildings for any The Settlers colony: the Woodcutter.

Our Settlers do bring some softwood and hardwood with them on the ship, but since all early construction-work requires it, we should quickly get our own softwood production going.

Every Woodcutter will cut down trees in a certain area around his work place and store the lumber in front of his hut. The target area, called focus point, can be moved, e.g. when wanting to focus on trees in a specific place. The gathered wood can then be used for construction or be further processed via the Sawmill.

As we discussed in our blog about the Townhall, all buildings can be upgraded to unlock various advantages – and the woodcutter is no exception:

At Outpost-Level there is one woodcutter working who is able to gather soft wood for the first basic buildings (Outpost-Level) and hard wood for weapon creation and to repair ships.

At Village-Level a second woodcutter will join to help and therefore speed up production.

At Town-Level the building will be supported by a third craftsman.

There are even more options of how the wood can be used. With the support of the Sawmill, softwood boards can be used for further building construction while hardwood is required to craft pull-carts for the carriers. The building menu allows us to prioritize: only cut softwood, only hardwood, or both. While more craftsmen speed up production, we need to keep in mind this will also increase the amount of food required.

You will also be able to decide if all trees should be cut or if the woodcutters should focus on older, fully-grown trees to preserve the forest. While shorter walking distances will boost your initial wood output, if you place many woodcutters and cut down too many trees the forest may not regrow fast enough and you will deplete it.

Please keep in mind the game is still in development, so certain functions or even the looks of buildings can still change.

With episode two of our buildings overview series done, which building would you like us to cover in one of the future blogs? Are there any additional info you would like to see in these articles? Let us know!

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[TSHC] Changelog 13 February

The Settlers III History Edition

  • Added the option to invert mouse scrolling in the config menu
  • Added multiple savegame slots for multiplayer games
  • Adjusted wording when a host tried to remove himself from the game
  • Fixed an issue where grouping units with Alt 1-9 did not work properly
  • Fixed an issue with the in-game chat. Chat should now scroll and act correctly.
  • Fixed an issue where players did not leave the game lobby after accepting a new invite.
  • Fixed an issue that the wrong music was played

The Settlers IV History Edition

  • Added English & French localization for both add-ons (Names: “New World” & “Great Crusades”)
  • Adjusted the hit points and the damage for Trojans in Multiplayer matches. They now match with the other races. (ONLY multiplayer)
  • Fixed an issue where the wrong Maya and Vikings music was played
  • Fixed an issue where exported Maps from The Settlers 4 History Edition Map Editor did not go in to the correct folder
  • Fixed an issue where players did not leave the game lobby after accepting a new invite
  • Fixed an issue where the “Allow Trojans” box was not ticked in a multiplayer match but players could still choose them
  • Fixed an issue where multiplayer saves games on random maps could not be loaded

The Settlers Heritage of Kings History Edition

  • Fixed several localization issues in German language
  • Fixed an issue where Multiplayer was not available in the “Expansion Disc” and “Legends Expansion”
  • Fixed an issue where players did not leave the game lobby after accepting a new invite
  • Fixed an issue where the technology “Town watch” was unlocked but had no result. It will now unlock the correct technology

The Settlers Rise of an Empire History Edition

  • Fixed an issue where some laptop users could not launch the game and received the message “graphics adapter does not meet minimum requirements”
  • Fixed an issue where players did not leave the game lobby after accepting a new invite.

The Settlers VII Paths to a Kingdom History Edition

  • Fixed an issue where players did not leave the game lobby after accepting a new invite.
  • Fixed an issue where unlocked Club rewards were not accessible in-game

Thanks to all the community contributions, bug and feedback reports. You made our life easier and we really appreciate your help.

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[Dev] Territory Expansion

We have built and expanded great settlements with a flourishing and lively economy. However, we’ve never talked about how we expanded our territory. In this week’s blog post we talk about just that.

In previous the “The Settlers” game we usually had to build barracks, guard towers or other military buildings, wait for a soldier to occupy it and our territory was automatically expand.

In the new The Settlers the players have more choices in territory expansion and it is visualized in more details too.

Whenever we see our frontier, marked by the border stones, we know we cannot build past that. Everything behind it is unknown, unexplored and might be dangerous.

In order to expand our territory we need to build a keep, castle or fortress. The keep is the most basic military building helping us to expand and secure the area.

Once the construction is completed, our military units will make their way to the building. If this is our first keep, our military units will move from the shoreline to the building. If we already have another keep in our settlement they will split their forces depending on the keep settings, which we can define.

Once they reach the keep they will start claiming any neutral territory nearby. Step by step by moving the border stones manually.

If we want to expand in a specific direction we can easily do this. We simply click on the keep and set a focus point. Our units will then favor the direction we choose and expand accordingly. However, each keep has an “area of influence”. This is the maximum distance they will go and expand. The same goes for castle and fortresses.

Once our units have expanded to our defined direction, they will not rest until the other areas of influence has been claimed.

In order to speed things up we can assign more units to specific keeps, castles or fortresses. Each type has an individual unit limit. The more units we have assigned, the faster we will claim the land around the keep.

In a future dev blog we will dive deeper into other military buildings, various units and different defensive options available in the game. Stay tuned.

What do you think about territory expansion? Do you like the concept of it? Let us know what you think in the comments below.

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