What changed
0 fixes2 additions1 change0 removals
- Gameplay
- UI and audio
- Balance
addedHi everybody! Today’s patch had one big topic: manual trade routes. As you know we already made some changes to that system a while ago. Since then we have received lots of feedback which made it clear that you are not yet happy with how manual trade routes are working. That’s why we prioritized another pass on the trade routes and today we’ll bring the improved trade routes to you. Additionally, we also introduced changes to the dynastic trade, particularly focused on improving trading of characters. We are looking forward to your feedback!
addedNew features - We made lots of changes to the manual trade routes. First of all, you are now able to define load and unload priorities in the UI. Those priority lists are independent from how many things the transporter can actually carry. You can define a range from -20 to 20 (basically unloading or loading 20) per item in the priority list. Your transporter will try to follow exactly your priority list on every waypoint. To do so they will wait for a while on every waypoint (if the task assigned can’t be executed instantly). After that time the transporter will move on to the next waypoint. - In order to give you more information and feedback we introduced a new side panel when creating a trade route. That info panel will give you information regarding your trade route (eg. You are loading more items than you unload, etc.). - With the new trade routes we also introduced a new field to your storage management user interface. From now on you are able to set a maximum amount of items for every building you control. With this new option you have better control over what you want to store and you also can more easily avoid having cluttered storages. - There were several bugs related to trading characters. Most of them occurred when there were too many characters traded. To solve those issues and also to make the UI better to use we changed the way you trade characters. First of all, there is a new section in the dynastic trade UI. You can select the character you want to trade as usual but from now on, you also need to select a matching character from the other dynasty. The couple will end up in the family whose crest is highlighted. Don’t worry, you are able to propose multiple matches within one trade. - From now on, you are able to trade all adult family members in a dynastic trade and not just the children of the leader as long as they are not married, not pregnant and not the leader themselves. - We also changed the way the UI is giving you feedback when you try to marry a character. Before, if you had a romance that was already married, or was originally part of your family, those characters weren’t showing up in the UI (or worse case, the UI wasn’t shown at all if there was not at least 1 valid character in the list). From now on the UI will always show up and invalid characters will be greyed out.
changedContent & Balancing - The “play a game of dice” is transferring less money now. - Buffs gained from skills are now properly forwarded to all family members and employees. - The amount of items available on the market in the beginning of the game has been updated. - The price update intervals of the market have been changed.
The Guild 3 changes
addedHi everybody! Today’s patch had one big topic: manual trade routes. As you know we already made some changes to that system a while ago. Since then we have received lots of feedback which made it clear that you are not yet happy with how manual trade routes are working. That’s why we prioritized another pass on the trade routes and today we’ll bring the improved trade routes to you. Additionally, we also introduced changes to the dynastic trade, particularly focused on improving trading of characters. We are looking forward to your feedback!
addedNew features - We made lots of changes to the manual trade routes. First of all, you are now able to define load and unload priorities in the UI. Those priority lists are independent from how many things the transporter can actually carry. You can define a range from -20 to 20 (basically unloading or loading 20) per item in the priority list. Your transporter will try to follow exactly your priority list on every waypoint. To do so they will wait for a while on every waypoint (if the task assigned can’t be executed instantly). After that time the transporter will move on to the next waypoint. - In order to give you more information and feedback we introduced a new side panel when creating a trade route. That info panel will give you information regarding your trade route (eg. You are loading more items than you unload, etc.). - With the new trade routes we also introduced a new field to your storage management user interface. From now on you are able to set a maximum amount of items for every building you control. With this new option you have better control over what you want to store and you also can more easily avoid having cluttered storages. - There were several bugs related to trading characters. Most of them occurred when there were too many characters traded. To solve those issues and also to make the UI better to use we changed the way you trade characters. First of all, there is a new section in the dynastic trade UI. You can select the character you want to trade as usual but from now on, you also need to select a matching character from the other dynasty. The couple will end up in the family whose crest is highlighted. Don’t worry, you are able to propose multiple matches within one trade. - From now on, you are able to trade all adult family members in a dynastic trade and not just the children of the leader as long as they are not married, not pregnant and not the leader themselves. - We also changed the way the UI is giving you feedback when you try to marry a character. Before, if you had a romance that was already married, or was originally part of your family, those characters weren’t showing up in the UI (or worse case, the UI wasn’t shown at all if there was not at least 1 valid character in the list). From now on the UI will always show up and invalid characters will be greyed out.
changedContent & Balancing - The “play a game of dice” is transferring less money now. - Buffs gained from skills are now properly forwarded to all family members and employees. - The amount of items available on the market in the beginning of the game has been updated. - The price update intervals of the market have been changed.
Build number: 588778
Hi everybody! Today’s patch had one big topic: manual trade routes. As you know we already made some changes to that system a while ago. Since then we have received lots of feedback which made it clear that you are not yet happy with how manual trade routes are working. That’s why we prioritized another pass on the trade routes and today we’ll bring the improved trade routes to you. Additionally, we also introduced changes to the dynastic trade, particularly focused on improving trading of characters. We are looking forward to your feedback!
New features - We made lots of changes to the manual trade routes. First of all, you are now able to define load and unload priorities in the UI. Those priority lists are independent from how many things the transporter can actually carry. You can define a range from -20 to 20 (basically unloading or loading 20) per item in the priority list. Your transporter will try to follow exactly your priority list on every waypoint. To do so they will wait for a while on every waypoint (if the task assigned can’t be executed instantly). After that time the transporter will move on to the next waypoint. - In order to give you more information and feedback we introduced a new side panel when creating a trade route. That info panel will give you information regarding your trade route (eg. You are loading more items than you unload, etc.). - With the new trade routes we also introduced a new field to your storage management user interface. From now on you are able to set a maximum amount of items for every building you control. With this new option you have better control over what you want to store and you also can more easily avoid having cluttered storages. - There were several bugs related to trading characters. Most of them occurred when there were too many characters traded. To solve those issues and also to make the UI better to use we changed the way you trade characters. First of all, there is a new section in the dynastic trade UI. You can select the character you want to trade as usual but from now on, you also need to select a matching character from the other dynasty. The couple will end up in the family whose crest is highlighted. Don’t worry, you are able to propose multiple matches within one trade. - From now on, you are able to trade all adult family members in a dynastic trade and not just the children of the leader as long as they are not married, not pregnant and not the leader themselves. - We also changed the way the UI is giving you feedback when you try to marry a character. Before, if you had a romance that was already married, or was originally part of your family, those characters weren’t showing up in the UI (or worse case, the UI wasn’t shown at all if there was not at least 1 valid character in the list). From now on the UI will always show up and invalid characters will be greyed out.
Content & Balancing - The “play a game of dice” is transferring less money now. - Buffs gained from skills are now properly forwarded to all family members and employees. - The amount of items available on the market in the beginning of the game has been updated. - The price update intervals of the market have been changed.
Art - Shadows