http://static.cdn.ubi.com/0034/archi..._changelog.png
19th of January 2016
Dear Settlers,
Please leave your comments about the Changelog for January 19, 2016 in this thread.
Happy commenting!
BB_Endesmor
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http://static.cdn.ubi.com/0034/archi..._changelog.png
19th of January 2016
Dear Settlers,
Please leave your comments about the Changelog for January 19, 2016 in this thread.
Happy commenting!
BB_Endesmor
Endesmor, can we get some more details on what exactly this means and which adventures are impacted?Quote:
Adventure: Landing zones are adjusted in several adventures to allow generals to be used properly
I know in several adventures the quartermaster would block the marching paths for other generals, or would land partially over water making them unmoveable and in some of the new 1001 Nights adventures the other generals would be blocked by the scenery and all you could do is send them home and try again.
What about the Weapons Boost buff?Quote:
Buff: "Damascene Hammer" now works on Platinum Weaponsmiths
If it does indeed work on the Platinum Weaponsmith, then the popup text description for it needs correcting:
http://i1148.photobucket.com/albums/...ps1jbpauwg.png
lol, Yes. Like the Great Nerfing of Fall 2014 when they informed us that they were removing weapons and minor tweaks to the loot of a few adventures.... and then they effectively take the FM out of the loot of Invasion of the Nords. So, those with any Nords2 in Star got SOL. Been there done that.
Hello,
The affected adventures are Surprise Attack, The Heroic Little Tailor, Old Friends, Secluded Experiments, Pirates, Wild Mary, Stolen Sleigh, Old Ruins. The details are difficult to explain as the changes affect the distinct landing zones in a different manner, but the overall usability has been improved. Some landing zones were too close to each other or would overlap other map elements, causing some issues with generals, as SweaterPuppies said.
BB_Endesmor
PS: Thanks Eriond for creating the feedback thread. I edited the changelog and invited everyone to leave feedback here.
Stacking in the Star Menu
Most items in the Star Menu are merged together in one stack. Specialists, Adventures and some buffs like premium days and licenses are not stacked.
If Adventures aren't going to be included in stacking, will the Adventures finally be in some semblance of alphabetical order? Last time I looked at the alphabet, "Twins" should not be before "Gunpowder" and "Arctic Explosion" should be somewhere close to the top instead of in the middle. Just a thought...
I like having all of the scenarios together, but everything else should be in alphabetical order with the adventures beginning with "THE" in the 'T' section.
I want to offer this note of appreciation to all BB's and the TSO development team! Our vast community of players maintains a constant feedback loop that ranges from skilled and time-tested player concerns to perpetual whining to have the game made easier and simpler. It is a difficult challenge to sift through the noise to make positive comprehensive changes.
This week's changelog- introducing stacking and daily guild quest accountability - along with adjusting "Thor's" hammer buff to include the platinum weaponsmith - are significant, positive , and highly responsive improvements.
In addition, this year's introduction of the Baba thread, the archipelago expansion, as well as the continuing tradition of the holiday events - has made the last 12 months one of the best periods of time for players that I have ever experienced.
Thank you and let's keep on settlin'!
+1 Excellent post!
+1
Agreed.
got my vote
Agreed
Though I hold my applause for the current changelog only because it has not been implemented yet; I thoroughly applause the XXL release, and most changes that are currently in the works. TSO is moving along well. Good job.
thank you
Looks like your iron mine fix broke the iron mines.
Hello everyone,
I'm glad that you all like the new features, it wouldn't have been possible for us to improve without your feedback and support.
Thank you everyone for the nice comments :)
BB_Endesmor
Is anyone else having this sudden glitch? I am level 47 and suddenly this week one of my iron mines won't open after it collapsed. I have sent out my geos to try to open it almost a dozen times now. All the OTHER iron mines open, but not this ONE. It is the iron mine that is all by itself in SECTOR 6.This problem has never happened before and i have been playing for years.
Yes.. I have a few Iron Mines that refuse to be found. And i think a new iron deposit was found in the very first section of the new expansion.... Drives me nuts. Further more when i send out two Geo's to find things, it only reports one found deposit even though each of them found a deposit...
About the Iron Mines, the new deposit can be found as long as the maximum amount of iron mines has not been reached.
The old deposit will stay as long as the mine is working and not collapsed. Once depleted and removed, this deposit cannot be found again.
BB_Endesmor
I have this issue, as well. Screenshot:
http://i1148.photobucket.com/albums/...pss9av4taj.png
And, yes, I've let them deplete and my geos find them in the stacked-up positions again, but if something changes in the next go-round of that, I'll be sure to update this post.
And a screenshot after the mines run out and are re-found:
http://i1148.photobucket.com/albums/...psvhml9c15.png
About the Iron deposits: Please check the latest changelog.
Hmm. Guess we will see after the fix ... I haven't been having an issue with "the intended maximum amount of (iron, copper and marble) deposits can now be found again", just WHERE those deposits (specifically, the three iron mines on the first 3 archipelago sectors) were located after last week's change. I realize others have had other issues with deposits, so we'll see what exactly gets fixed tomorrow.
This particular issue with the iron mines on the archipelago was NOT fixed.