Changed storyline quests to have a high chance of appearing from a scout mission, no matter what option is selected
Changed some of the scouting % values
Fixes
Fixed: Able to set multi-run on research projects
Fixed: An issue where you could get 2 scout results
If you are enjoying the game, why not give it a review?
Follow Settlements on Twitter! @treongames
Settlements update 0.11.6
Welcome to Settlements update 0.11.6
The Production Menu! The production menu is now live.
To menu can be opened from the main menupanel on the left hand side of the game.
This menu has the following features.
Right Click a Character to view/change equipment
Select and change machinery. - The window will go red if the machinery is not powered.
Select item recipe, research or factory greenprint creation.
Select multi-run or single run.
Select a set quantity to run, up to a max of 999
View how many of each material you have stored for every crafting recipe.
Select a follow on recipe that will take over when the 1st recipe completes. (If the first recipe is on Multi-Run INF qty, then this will never happen!)
Select multi-run, single run and qty for the follow on recipe.
This will give you complete control over your production from a single menu.
Patch Notes
Added
Added: The new Crafting Menu.
Added: Several new achievements - more to come later.
Changed
Changed: Some merchant text was not displaying correctly.
Fixed
Fixed: Various typos.
Fixed: Options menu was not holding pause.
Fixed: The show combat option was actually showing the opposite toggle.
Fixed: An incorrect tutorial pop up when using the options menu.
Fixed: It was possible to select multi-run on single research items.
Fixed: Stone tools were locked in at production 10.
If you are enjoying the game, why not give it a review?
Hear it first at
Twitter: @treongames
Update 0.11.5 goes live!
Welcome to Settlements update 0.11.5
There are quite a few new features as well as the usual patch notes.
The new features are:
Game Difficulty Settings There are not 5 difficulty settings that can be selected from the options menu.
Gentle Cannot lose due to Doom
Easier Boss Fights
Less chance of scouts being attacked
More money from treasure
Better merchant prices
Reduced chance of Rare or Ultra rare loot
Easy Reduced doom risk
Slightly Easier Boss Fights
Less chance of scouts being attacked
Slightly more money from treasure
Better merchant prices
Less chance of Rare or Ultra rare loot
Standard No change from current play
Hard More chance of Settlement attacks
Slightly Harder Boss Fights
More chance of scouts being attacked
Slightly less money from treasure
Slightly poorer merchant prices
More chance of Rare or Ultra rare loot
Challenging Quicker build up of enemy at Settlements
Harder Boss Fights
More chance of scouts being attacked
Less money from treasure
Poorer merchant prices
Good chance of Rare or Ultra rare loot
Injured Characters Characters will now carry wounds between battles.
If they go into combat while injured, they will suffer the following effects.
Wounded:
Melee -5 to hit
Ranged -5 to hit
Hard Mode or Challenging: -5 Melee Defence
Broken:
Melee -20 to hit
Ranged -10 to hit
Hard Mode or Challenging: -10 Melee Defence
Incapacitated:
Melee- 40 to hit
Ranged -20 to hit
Hard Mode or Challenging: -15 Melee Defence
New world skill: Militia Recruitment You will require this skill now if you wish to have more than 1 militia defending your settlement.
The amount of militia differs per difficulty level you are playing on.
Gentle: Max = 6
Easy: Max = 5
Standard: Max = 4
Hard: Max is still 4 just harder to aquire.
Challenging: Max is 3
New Rare world skill: Logical Thinking This skill can only be gained from scouting missions.
It increases the amount of science output in the science lab.
Added
Added: 5 Game Difficulty Settings.
Added: New world skill Militia Recruitment
Added: New world skill Logical Thinking
Added: Missile Defence System now works in combat.
Added: Militia damage tooltips (Can be seen in combat).
Added: Rare Scouting return: Knowledge skills.
Added: Output text when a craft building completes its item.
Added: Character wounds.
Added: An option for extra combat text. (combat text has been cleaned up).
Added: More xp for Logical Thinking from completing Science fields.
Added: Hit points and condition to the character tooltip when in a settlement.
Unlocked: Science Lab Field - Energy 7 + items
Unlocked: Science Lab Field - Energy 8 + items
Unlocked: Science Lab Field - Energy 9 + items
Unlocked: Science Lab Field - Energy 10 + items
Unlocked: Science Lab Field - Computers 7 + items
Changed
Changed: The treasure generation system has been redone.
Changed: The amount of militia you have is now based upon the Militia recruitment skill.
Changed: Loading tip for warrior reading health when it should read Hit Points.
Changed: Chosenman rifle can now be equipped in melee as with other rifles.
Changed: The way quester times are calculated
Changed: Treasure from quester unlocks should be available instantly now, instead of waiting for the questers to return.
Changed: Calculation and display of power changes when you equip new engines
Changed: Some artwork changes to make the characters look better
Changed: Combat text output and colours to make combat text more useful.
Fixes
Fixed: An issue with the Spider Queen not healing correctly.
Fixed: Scout screen not showing correctly if double clicked.
Fixed: Issue with MA Wasp not giving xp.
Fixed: Issue with MA Wasp unlocking incorrectly.
Fixed: Missing health on the health clinic.
Fixed: An issue where 2 Kyals could spawn in combat.
Fixed: Other minor spawning issue.
Fixed: Issues with the sound effects.
Fixed: Several Cosmetic issues.
Fixed: A rare bub that could cause a draw error or a missing character when a new person is spawned.
Fixed: An arithmatic overflow in the science lab
Fixed: An issue with some questers being gone a lot time
Fixed: The game would incorrectly unpause when you came back fom the main menu
Fixed: A display issue with militia turning up outside of defence battles.
Fixed: Nuclear engines not giving any power
Game Difficulty Changes <*>Gentle
Reduced the amount of enemy that spawn in combat
<*>Standard
Standard hit chance in combat is 75%
<*>Hard
Changed massing rules so that monsters do not start to mass until settlement threat is higher
All Monsters have +5 armour
Standard hit chance in combat is 70%
Better treasure in new treasure system
<*>Challenging
Changed massing rules so that monsters do not start to mass until settlement threat is higher
All Monsters have +10 armour
Standard hit chance in combat is 65%
Some monsters now have a chance to heal themselves
Better treasure in new treasure system
Hear it first at
Twitter: @treongames
No Default Branch Update today
Due to the amount of changes needed to add 5 difficulty settings, there will be no default branch update today,
There will be beta branch updates and I encourage everyone to give the beta branch a go and report any issues.
Thank you.
Tormunda
Beta Branch Update 0.11.5
This is a special update that introduces game difficulty settings. - Please see forum post for more information.
Patch Notes
Added
Added: 5 Game Difficulty Settings
Added: Missile Defence System now works in combat
Added:
Changed
Changed: Loading tip for warrior reading health when it should read Hit Points.
Fixes
Fixed: Issue with MA Wasp not giving xp
Fixed: Missing health on the health clinic
Fixed: An issue where 2 Kyals could spawn in combat
Fixed: Other minor spawning issue
Fixed: Issues with the sound effects.
Twitter: @treongames
Minor Update 0.11.4 has gone live.
This update fixes a few issues that arose over the weekend.
Patch Notes
Added
Added: ERA 10 Medical Centre
Added: Tooltips for production and supply to factories.
Added: A lot more face and hair options for men. (will add more women in time).
Changed
Changed: Production for machines - because of this change I also had to rebalance oil/electricity output. So if your output has changed slightly, this is why.
Fixes
Fixed: Issue with the sound effects.
See all the latest updates first on
Twitter: @treongames
Minor Update 0.11.3 has moved to live.
This is a quality of life update
Patch Notes
Added
Added: Toggle on the crafting menus to turb on/off showing of factory blueprints
Added: Factory blueprints now show their current rare % crit chance
Added: Some lower era monsters to the late era settlements.
Changed
Changed: Removed Botany as a requirement for crafting healing herbs
Changed: Redone the Crafting / Research menus
Changed: Minor performance changes
Changed: Some minor sound system changes.
Changed: Removed more references to 'Clock' for the doom system.
Changed: System responce to Chemistry 10 being unlocked.
Fixes
Fixed: Some minor cosmetic issues.
See all the latest updates first on
Twitter: @treongames
SETTLEMENTS Update: ERA 10 - Victory or Death!
Welcome to the start of ERA 10 content.
Today's patch will open the way into ERA 10 and more content will be released throughout June.
ERA 10 is different from every other era.
There will be a lot less building/item creation but more focus on the 3 seperate storylines, adventure quests and victorys that can be achieved.
As we progress into ERA10, you will have to decide upon how you will try to end your game.
Make peace with the Blight Entity!
Destroy the Blight Entity!
or Flee the planet and save as many people as possible.
Here are the patch notes for today's release.
Enjoy!
Patch Notes
Additions
Added: Questline - The Awakening
Added: Reward Item - Merlin's Staff to Era 4+ treasure
Added: Crafting Item: Martial Arts Weapons to Era 6
Added: Crafting Item: Martial Arts Bio-Weapons to Era 9
Added: Crafting Item: Martial Arts Tonfa to Era 6
Added: Tooltips to the resource bars
Added: Tooltips to the Settlement quick icons
Added: Scientist skill books to treasure
Added: The Missile Silo Adventure Quest
Added: Various items to be able to make a prototype rocket and missile system
Added: 2 Stages of buildings for the Rocket Platform
Added: Missile Defence System
Added: Various Scrapbook updates
Added: The ability to view characters in the science lab
Added: Coffee plantation and the ability to make coffee
Added: Health gains as well as warning added to the settlement screens
Added: Tooltips on the buildings and on the character health stats to explain health +/-
Added: Names of the rewarded early access players to the credits page
Added: Final era 9 task completions
Added: Some alternative sound options for those who get hanging/freezing due to sounds. - please contact me in chat for more information.
Added: 2 rare boss encounter spawns for the Headhunter brothers.
Added: New loot for the Headhunter brothers.
Unlocked: Rocketry 7
Unlocked: Rocketry 8
unlocked: Settlement 10 - It is via a quest.
When you get there, you can move people in but there is nothing for you to do as yet - this will be in one of the ERA 10 victory questlines.
Changes
Changed: Several buildings are supposed to be unique builds. This has now been applied to the Observatory line and the ScienceLab.
Changed: Scouting Panel now stays open when you close a character sheet.
Changed: Reduce Science Lab point requirements for Chemistry and Early Energy.
Changed: Increased XP for Science unlocks
Changed: Made some late game performance improvements
Changed: Improved item tooltips
Changed: Reduced the number of kills needed for the Elemental Slayer achievement
Changed: Increase the range that you can modify the font sizes in the output text area.
Changed: The feat text on the feat purchase panel.
Fixes
Fixed: Several Cosmetic issues
Fixed: Issues with the Kill X Bio-Creature tasks
Fixed: There was an issue with 'The Missing Prt1' auto completing.
Fixed: An issue where characters working in the central plot would show incorrect locations on the character lister.
Fixed: An issue with the wrong boss spawning on scout returns.
Fixed: An issue with the adventure quest system - i have had to change part of the code in this update - please alert me if any issues arise in AQ's.
Fixed: An issue where you could stop the Oil Pump from working.
Fixed: A resize issue with the word font on the infopanel
Fixed: A resize issue with the settlement names
Fixed: A resize issue if the windows taskbar was on the side of the screen.
Fixed: Turning on/off the massing view in options did not take effect until a restart.
Fixed: On some resolutions the starting tutorial would appear in the wrong place and block the screen.
Fixed: Science Tools not being usable
Fixed: The Science Lab is now correctly imbeded in the game client.
Fixed: A bug with adventure quests - they should now not re-unlock once completed.
Fixed: mis-aligned merchant information
Fixed: Several minor resize issues.
Fixed: An error message when you had a damaged settlement but no buildings built in the central plot.
Known issues <*>Missing Artwork: Missing picture for the Medical Center upgrade in ERA 10
<*>Missing Content: Cannot fire Missiles in combat
Twitter: @Treongames
Settlements Mid-Week Update: 0.10.7
Hi all,
Due to a few key bug fixes, this update is coming out mid-week.
There will still be a full week update with the end ERA 9 questline and rocketry. (Eta: Friday)
Patch Notes
Additions
Added: Questline - The Awakening
Added: Reward Item - Merlin's Staff to Era 4+ treasure
Added: Crafting Item: Martial Arts Weapons to Era 6
Added: Crafting Item: Martial Arts Bio-Weapons to Era 9
Added: Crafting Item: Martial Arts Tonfa to Era 6
Added: Tooltips to the resource bars
Added: Tooltips to the Settlement quick icons
Changes
Changed: Several buildings are supposed to be unique builds. This has now been applied to the Observatory line and the ScienceLab.
Changed: Scouting Panel now stays open when you close a character sheet.
Changed: Reduce Science Lab point requirements for Chemistry and Early Energy.
Fixes
Fixed: Several Cosmetic issues
Fixed: Issues with the Kill X Bio-Creature tasks
Fixed: There was an issue with 'The Missing Prt1' auto completing.
Fixed: An issue where characters working in the central plot would show incorrect locations on the character lister.
Fixed: An issue with the wrong boss spawning on scout returns.
Fixed: An issue with the adventure quest system - i have had to change part of the code in this update - please alert me if any issues arise in AQ's.
Fixed: An issue where you could stop the Oil Pump from working.
Twitter: @Treongames
Our First Community Reward Item
Today we release our first community reward item: Merlin's Staff
Steam player Merlin666 has requested this item be added to the game as his Early Access Reward.
The staff is average for the era except in that it has Bio-Damage.
It will be the earliest weapon in the game to be able to deal Bio-Damage.
Merlin's Staff has been added to the Iron Age treasure tables as a possible loot drop.