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BB_Ravel
03.02.14, 14:49
CHANGE LOG -13/02/2014 - postponed

NEW NPC AND QUEST CHAIN

• A new quest chain with a new NPC has been implemented
• It is available for players level 45 and above

EPIC WORKYARDS

• As the first building of its kind, the Epic Woodyard was implemented
• It handles various wood processing chains
• The new building can be obtained in the shop
More details here (http://forum.thesettlersonline.com/threads/26044-Dev-Diary-Epic-Workyards?p=242249&viewfull=1#post242249)

NEW MAIL WINDOW

• The mail interface has been completely re-designed.
More details here (http://forum.thesettlersonline.com/threads/26224-Dev-Diary-New-mail-interface-golem-buffs?p=243457&viewfull=1#post243457)
Later edit: The "Outbox" and "Reply All" features will not be a part of the next deployed version by the looks of it.

PRODUCTION CHAIN OPTIMIZATION

A few optimizations in the production chains were implemented
Please find all relevant information below (http://forum.thesettlersonline.com/threads/27187-Change-Log-13-02-2014?p=249981&viewfull=1#post249981).

NEW MYSTERY BOX

• Buddy's Valentines Surprise was added
• It can be obtained for 95 gems in the shop


BUG FIXES AND MODIFICATIONS

• Clicking on a garrison immediately after moving it now opens the corresponding menu
• Floating residences in construction lost the construction animation and were shown with the final graphic after a zone refresh
• If there are more then 4 tasks in the barrack's queue, cancelling one of them will not force the list to reload.
That way, accidently hitting "instant complete" will be avoided
• The quest "Near the village" showed up with a wrong icon in the quest book
• The "Invite a friend" confirmation mail had a blank body text
• Lemon tee now has the correct, non-Christmas description in the promotion window
• Landing zones in some adventures are now correctly used if multiple players attend it
• More Secluded Experiments: The battle preview was fixed
• The adventure description of all epic raids was updated
• Animations of settlers carrying meat or water were fixed

Please take note that this is a preliminary change log and the final version may differ.

Please feel free to leave feedback in this Changelog's Feedback Thread here (http://forum.thesettlersonline.com/threads/27188-Feedback-Change-Log-13-02-2014?p=249983&viewfull=1#post249983)!

Happy settling!

BB_Ravel
03.02.14, 15:02
Modifications affecting production chains

Dear Settlers,

With the game version update that is planned for February 2014, several modifications affecting production chains will be implemented.
More details about changes can be found below.

Withdraw of resources required for a production cycle
Currently, required resources are consumed at the end of a production cycle. After the change takes place, resources will be withdrawn from a storehouse at the start of the production cycle.


Improvement of deposit-refilling process
In case the max capacity of a deposit is not reached, the number of assigned refilling workyards (e.g. foresters) will be calculated based on the amount of resource units that can be refilled. Example: If the max capacity of a wood deposit is 25 and currently 24 units are already there, only one forester will be assigned to refill it.


Adding resources to a storehouse
Resources will be added to a storehouse only if they completely fit into it. Example: If a workyard produces 5 units of hardwood planks and there is space only for 3 additional hardwood planks in the storehouse, nothing will be added. Production of the respective workyard will be on hold until there is enough space in a storehouse to put the produced goods.


Workyard production after an upgrade
When a workyard gets upgraded while a production cycle is running, after the upgrade is finished, it will create the "old" amount of goods. It already consumed resources required for a production chain (previous upgrade-level), hence it will produce corresponding amount of goods.


Assigning units to extract goods from deposits
When a deposit is about to be depleted by a workyard (e.g. wood cutter), no other workyard will send a settler to extract goods from this deposit. They (other workyards) will search for other deposits instead. Settlers returning without goods will not occur anymore.

Happy settling!
BB_Ravel

BB_Ravel
06.02.14, 17:05
Update: The deployment of this version has been postponed for now.
For info and updates on the version that will be deployed on the 13th of February, go here (http://forum.thesettlersonline.com/threads/27016-Change-Log-30-01-2014-Updated-and-moved-to-13-02-2014).
I will let you know if there are further updates on this issue.