Settlements cover
Settlements screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Settlements

Christmas 2019 Update


As well as the annual Christmas event, this year I am also adding a few new items and changes to the game.

The Highwayman

This new era 6 rare drop is the first head item to have misc skill bonuses added to it. When worn it will increase the damage of your characters gunslinger weapons.

The Woodsman

The Woodsman is an era 5 rare drop that will boost the Critical Damage chance of archers. This item will stack with any critical bonuses obtained from special arrows.

The Cowboy

Era 7 was in dire need of extra headwear and the Cowboy hat is ideal. It is a rare drop that will add damage to your characters gunslinger weapons and is a direct upgrade to the Highwayman, offering more damage and a point of Status. On top of that it also drops the threat gain of the wearer, making it ideal for a healer/leader role.

Black Bess

What Highwayman would be without a new set of pistols? Black Bess is a rare drop for era 6 that rewards the character with a slight edge over the Fine Flintlock and with all rare drops it rewards larger bonuses per skill point.

DUAL WIELD


The dual wield system was not working correctly and as been fixed in this update.
The ranged damage display on your character will now show your off-hand melee weapon statistics and now works as intended.
This should allow characters to experiment with not only twin melee weapons but later on be able to place a sword in the prime melee hand and a pistol in the off-hand, as well as twin pistols.



The following changes have also been made.

  • The livestock building has been given a slight boost to meat production.
  • The text for the farm boosting pet has now had it's tooltip change to explain only food production building boosts. This does NOT include the livestock farm as that buildings main role is to produce hide & wool.
  • The cost of buying the warrior skill from the character feat menu has been increased.
  • The Tech tree for era 9 now explains that the Nuclear Power Plant produces electricity based upon the amount of Electric Grids that you have built across all Settlements. Warning: Without a full set of Electric grids, the Nuclear plant does not produce much electricity.



Happy Christmas
Tormunda

Work continues on Chapter 2

Hi everyone and thank you for the best wishes from those who knew I had been unable to work for some time.
I am now working on Chapter 2 of Evolution of Ages and thought it was time enough to show you the combat screen.

As you can see the combat in Chapter 2 is very different than in the first game.
Although I enjoyed the combat in Chapter 1, after some time, unless it was a boss fight, it was just a case of clicking and asking who won.
In the second game you will need to use terrain to your advantage and protect injured units.
Healing and agro management will still be as important in the second game as the first, however now you will be able to use choke points and flanking actions.
I am not able to work as fast as I did on the first game, however I will keep you posted with screenshots as the game comes together.
Thank you for all your support.
Tormunda

Update 1.2.2.11.64

Hello and hope everybody had a good Easter.
This is a minor update with a few bugs fixes and qualify of life changes.

For those who wish to change the colour of max goods from red, there is now an option in the settings menu to select other colours.

Update 1.2.2.7.64

Hello and I hope everyone had a good Easter.

Work is continuing at a good pace on the second game in the series and I hope to have some screenshots and information to show next month.
Until then, here is a minor update for Chapter 1: Settlements.



  • Changed: If you obtain a book in a treasure chest that you already have 100 of, then you will gain 250c / skill level of the book instead.
    This changed fixes the exploit available of being able to open a chest multiple times when you have 255 of any given book.
  • Changed: Many more pieces of artwork have been added to the modding list, allowing you to change them.
  • Changed: Some improvements on sound memory handling.
  • Changed: Health and condition information is now available on the tooltip for characters in guard posts.




  • Fixed: An issue whereby crafting criticals from pets were not given boosts from beastmastery skill.
  • Fixed: The tooltip information for world research skills was not showing the correct XP gain.

Evolution of Ages (TM): Chapter 1: Settlements!

Having learnt a lot from developing the current game and due to the very positive feedback from the community, I am glad to announce that work has begun on a second game title and a branding for the game series.

The Game will be re-branded as Evolution of Ages: Settlements and the working title for the second game will be: Evolution of Ages: Horizon Mars.

This re-branding allows me the freedom to improve the aspects of the game that work well and redesign areas based on your valued feedback. (With a better GUI, Engine, Combat, Tutorial, amount of Characters etc).

The current plan is to add another content update to Evolution of Ages: Settlements and then take the story from the Space Victory to a crash landing on Mars.

There will be more news and initial images from the second game at a later date, as well as the opportunity for players to take part in Alpha testing.

I wish to thank the whole community for your support and valued feedback, allowing me to develop the game series we all wish to play.

Tormunda.

Minor Update : Beta 1.2.2.5.64

A minor update has been moved to the beta branch. (see the forums on how to access the beta version of the game).


  • Changed: If you obtain a book in a treasure chest that you already have 100 of, then you will gain 250c / skill level of the book instead.
    This changed fixes the exploit available of being able to open a chest multiple times when you have 255 of any given book.
  • Changed: Many more pieces of artwork have been added to the modding list, allowing you to change them.

Minor Fix Update

CHANGES

  • Changed: Removed the anti-cheat check during load. I am happy for people to play the game in any way they choose. This includes any modding of the game of their save files.
  • Changed: The difficulty of the Deep Wilds Adventure. Feedback is welcome.


FIXES

  • Fixed: An issue where you could keep clicking BREED for world XP.
  • Fixed: An issue where characters could still be available under some circumstances, even though they were busy elsewhere.

Missing Chest Fix

<*>Fixed: The extra small chest from the deep wilds has been found and the thief has been thrown into the swamps. You should now be able to get all 4 chests from the Deep Wilds adventure.

<*>Changed: A small healing buff has been given to enemy healers on Hard and Challenging difficulty levels.

Minor Change Update

[B]CHANGES

  • Changed: The Missile Launcher can no longer target 'The Brain' and 'The Ice Queen' combat encounters.
  • Changed: Characters that are out scouting can no longer also be available for adventures.



FIXES

  • Fixed: '?' Type quests were not always clearing from the world map after completion, resulting in an error when clicked a second time.

Hotfix: 1.2.2.1.64

<*> Fixed: It was possible that some scouts would not be able to find the 'Big Rubble' and 'Sandman Army' adventure questlines.