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Month: March 2019

[TSHC] Changelog 13 March

The Settlers I History Edition

  • Config menu will now start after installing the game

The Settlers II History Edition

  • Config menu will now start after installing the game
  • Fixed an issue where campaign maps save games are saved with an English name and not via the language selected in the config menu

The Settlers III History Edition

  • Config menu will now start after installing the game
  • Implemented Map Editor
    • The Map Editor is now accessible via Uplay -> The Settlers III -> Play
  • Added a 5 minute auto save timer via the config menu
  • Fixed an issue where it could lead to empty lobbies
    • After loading a multiplayer save game and inviting others, it could lead to empty lobbies / matches. This issue should now be fixed.

The Settlers IV History Edition

  • Config menu will now start after installing the game
  • Added a 5 minute auto save timer via the config menu
  • Added 10 auto save game slots for multiplayer matches
    • The auto save will cycle through; beginning from A to H. If H is reached it will start from the beginning and therefore overwrite A.
  • Fixed various typos in the campaign mission texts

The Settlers Heritage of Kings History Edition

  • Increased the maximum distance for the camera
  • Steam: Fixed an issue where Multiplayer was not available in the “Expansion Disc” and “Legends Expansion”

The Settlers VII Paths to a Kingdom History Edition

  • Fixed an issue where it was not possible to access Club rewards while in Offline mode
  • Fixed an issue where the wrong resolution was used in-game
    • If the issue is still present, please delete the “Options.ini” file in the /Documents/The Settlers 7 – History Edition folder
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[Building] Sawmill

We have previously covered the Woodcutter so it makes sense to go one step further now and cover the Sawmill.

For the first basic buildings, we only need raw logs but soon we will need slightly more refined resources: wooden boards. One building requiring those is: The Townhall. Since this building enables further upgrades and also unlocks more advanced buildings, we want to get that Sawmill running after we’ve secured the very basic resource supplies and expanded our territory a bit.

The different levels allow for more craftsmen and additional products:

At Outpost-Level, one craftsman is busy sawing softwood trunks into softwood boards.

At Village-Level, another craftsman joins – and together they are now able to produce hardwood boards out of hardwood trunks.

At Town-Level, yet another craftsman will help.

Softwood boards are used to construct buildings; at village level, they already fully replace the softwood trunks. Hardwood is important to craft wooden weapons like bows and clubs, to craft vehicles in the wainwright like pull-carts or ox-carts and to repair the ships that set sail in the harbour. As with previously presented buildings, if we have a bottleneck we can have our craftsmen solely focus on one of the two goods: softwood or hardwood boards.

What’s your preferred approach to resource production? Always keeping production close to how much is needed and then reacting to shortages or aim for surplus production to have a buffer should anything unforeseen happen? Let us know in the comments!

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