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

Settlements

Update 1.0.5 goes live.

Patch Notes



Additions

  • Added: There are now many more tutorial pop-ups during the start of the game.
    Tutorial pop-ups will also output their text to the textwindow in the bottom right of the screen, this can be used to re-read a tutorial if you closed the window too soon.
  • Added: An Setting to turn off the tutorial in the options menu.
  • Added: An option to reset the graphics back to default is now available in the options menu.
  • Added: Tooltip to the research study recipe to explain its usage.
  • Added: A further 15 tooltips to various places.
  • Added: An abandon Quest button while on the initial screen of an Adventure Quest, while having characters in the 'Going' area. (Previously these would need to be removed to cancel the quest at this stage).


Additions

  • Changed: When a skill is removed to make room for other skills, the skill list will re-organise itself to remove any blanks. Characters that currently have blank spaces will also have them removed.
  • Changed: All World Skill recipe artwork has been revamped to give a much better contrast in the research window.
  • Changed: Changing screen resolution will now drop you out of full screen mode. Previously the full screen mode would stay on and you would not see the changes you had made.



Fixes

  • Fixed: An issue where the Rubble Quest could become lost
  • Fixed: Some text error on certain screen sizes
  • Fixed: Some tutorial spam from the previous beta
  • Fixed: An issue where you could move a character to another settlement incorrectly due to the quick-keys added this weekend.
  • Fixed: An issue where a recipe could get lost.


The tutorial is currently being translated into other languages.
This should be available soon.

New Beta Branch Update Available 1.0.5

Thank you to all the new players who have joined us this weekend.
I am aware that the tutorial notes have not been clear enough to assist some of the new players through the first few stages of play.

Hopefully this update will go somewhat to resolving this issue.
I will also be looking at translating these tutorials into other languages as soon as possible.

Thank you
Tormunda
Settlements Developer


Patch Notes



Additions

  • Added: There are now many more tutorial pop-ups during the start of the game.
    Tutorial pop-ups will also output their text to the textwindow in the bottom right of the screen, this can be used to re-read a tutorial if you closed the window too soon.
  • Added: An Setting to turn off the tutorial in the options menu.
  • Added: An option to reset the graphics back to default is now available in the options menu.
  • Added: Tooltip to the research study recipe to explain its usage.


Additions

  • Changed: When a skill is removed to make room for other skills, the skill list will re-organise itself to remove any blanks. Characters that currently have blank spaces will also have them removed.
  • Changed: All World Skill recipe artwork has been revamped to give a much better contrast in the research window.
  • Changed: Changing screen resolution will now drop you out of full screen mode. Previously the full screen mode would stay on and you would not see the changes you had made.



Fixes

  • Fixed: An issue where the Rubble Quest could become lost
  • Fixed: Some text error on certain screen sizes
  • Fixed: Some tutorial spam from the previous beta


For those who wish to join the beta branch, there are instructions on the roums.

Settlements Update 1.0.4

Patch notes as follows



Includes update 1.0.3

Additions

  • Added: Better tooltips to blank plots
  • Added: Tutorial text and tooltip information on picking up and placing characters in building sites and production areas.
  • Added: Quick key options for each Settlement. Keys 1-0 will select a settlement as long as you have it unlocked.
  • Added: Quick key 'M' that will switch views to the main map from the settlement view.


Changes

  • Changed: Quick keys for the resource bars at the top have been set to just the numberpad 1-3 keys as the main keyboard keys are now used for settlements. They can still be clicked. I will be looking at allowing players to set up their own quick keys for these.
  • Changed: Some storepage and steam text and art.
  • Changed: Several tooltips to help better explain some functions.


Fixes

  • Fixed: An issue where a settlement would still allow you to create new characters even though the maximum settlement population had been reached. Resulting in a homeless person.
  • Fixed: An issue where the GUI would allow you to select full screen without a widescreen monitor, instead of just windowed. This would result in the game launch hanging as it tried to find space to display items.
  • Fixed: An rare issue that could result in defeated monsters guarding a settlement returning when the next settlement was found.




Following Settlements on Twitter for all the latest news: @Treongames

If you are enjoying the game, why not do a steam review?

SETTLEMENTS LEAVES EARLY ACCESS!

SETTLEMENTS LEAVES EARLY ACCESS!



The journey through early access has been a very positive one, with many great community ideas being brought into the game and a wonderful playerbase willing to help hunt down bugs and make Settlements the great game it is today.

VICTORY



The game comes with 3 different victory options, allowing the player to explore the possible storyline outcomes.

BOSSES AND ADVENTURES



Challenge yourself against a whole range of bosses, each with rare and unique treasures as well as the 10 different dungeon crawl like adventures available at launch.

ITEMS



Over 1000 different Buildings, Recipes, Weapons, Armour, Misc Items, Books, Shields and Pets to be discovered, used and crafted.

CUSTOMISE



Continue to customise your characters with over 30 feats and 60 skills.
Set up your own Settlement configurations to best suit your needs.
Train a force of militia to help defend your homes and build a range of warmachines and traps to make it hard for the enemy to attack you.

RESEARCH


Work your way from the Stone Age to the Space age, upgrading forges and bakeries to factories as well as using various forms of energy from Wind and Sun to Oil and Nuclear.

WHAT NEXT?


The game already has a huge amount to offer, with many of our early access players enjoying 100's of hours of entertainment.
However the fun does not stop there. More content and features are in the works and i will continue to work with the community to help test this new content and give out in-game rewards similar to those awarded to the early access community!

Update 0.11.12 Goes Live!

Patch Notes below!



Better Lockboxes
The lockbox system has been overhauled, with lockboxes now available all the way up to Era 10. Rare lockboxes with better treasure can also be found, however they will need harder skill checks to open.

Monster Wounds
Monsters now suffer wounds the same way that character do, reducing their to-hit chance.
This opens up a whole new combat strategy, allowing you to cripple dangerous monsters with multiple attacks or leave yourself with a buffer of injured enemy, helping you to heal before you let more through.

Character Skill lister menu
A request that has been asked for many times. You can now select a drop down of skills on the character lister menu. This will show the skill value against each character, clicking the SKILL header will sort all characters from high to low.

More updates below.

Additions

  • Added: A better lockbox system.
  • Added: Monster Wounds.
  • Added: Ability to list skills on the character lister menu.
  • Added: A combat sign that makes it clear your scout has been ambushed and the fight is stacked against you.
  • Added: Better Stat effect visability on items.
  • Unlocked: Bio-Chemistry 10 - This is the last Science Lab path to unlock. You can now complete the Science Lab.
    Although you will be able to create the Bio-Warhead and follow the questline, the Adventure Quest is locked for now.
  • Added: Text feedback when a building is completed.
  • Added: You can now scout from the world map by clicking on a blank piece of world screen.
  • Added: New hidden recipes for Figurines to thank the Launch Testers.


Changes

  • Changed: Spun wool now produces 2 per craft cycle
  • Changed: Ambushed! Result on scouting now correctly takes into account the scouts skill.
  • Changed: Removed the Scientist skill from possible lockbox skills.
  • Changed: Bonus critical quantity items are now also taken into account when you are crafting X of an item.
  • Changed: Stat value of 5 now gives a +3 bonus to damage
  • Changed: Some merchant prices have been changed.
  • Changed: The frequency of settlements attacks has been reduced.
  • Changed: Tips have been added to some adventure quests to help new players understand the mechanics of how they work.
  • Changed: Overhauled the Settlement Attack code. Attacks should be more balanced.
  • Changed: The tooltip for some storyline research items to offer better descriptions.
  • Changed: You will no longer keep getting a hidden recipe if you already have it.


Fixes

  • Fixed: An issue where some lockchest questers would not return correctly
  • Fxied: Fine versions of items were triggering 2 task updates.
  • Fixed: An issue where some recipes no longer multi-run in the factories.
  • Fixed: The Bio-Lab was able to craft all items, this is an error. It should only be able to craft scholar items like the previous research buildings.
  • Fixed: The character sheet was not updating items pictures while the character list was also open.
  • Fixed: An issue where monster wounds would sometimes carry over.
  • Fixed: Removing equipment in the character sheet would not update the character list unless it was re-opened.
  • Fixed: Settlement 5 (The Cave) was not having any attacks between cave 1 and cave 6 being closed. This has been fixed and now you will still get attacks until all caves have been sealed.
  • Fixed: Several other minor issues and typo.
  • Fixed: A character blocking with a polearm and also carrying a ranged weapon would show the wrong blocking artwork.
  • Fixed: An issue where chest pictures would change back to crates after you opened one of X number.
  • Fixed: An issue where coins would not multi-run in craft buildings.

Beta update 0.11.12.5

As launch day approaches, the beta build updates are filling up nicely.
Todays update has several major additions as well a whole list of changes and fixes.

Better Lockboxes
The lockbox system has been overhauled, with lockboxes now available all the way up to Era 10. Rare lockboxes with better treasure can also be found, however they will need harder skill checks to open.

Monster Wounds
Monsters now suffer wounds the same way that character do, reducing their to-hit chance.
This opens up a whole new combat strategy, allowing you to cripple dangerous monsters with multiple attacks or leave yourself with a buffer of injured enemy, helping you to heal before you let more through.

Character Skill lister menu
A request that has been asked for many times. You can now select a drop down of skills on the character lister menu. This will show the skill value against each character, clicking the SKILL header will sort all characters from high to low.

Full Patch Notes



Additions

  • Added: A better lockbox system.
  • Added: Monster Wounds.
  • Added: Ability to list skills on the character lister menu.
  • Added: A combat sign that makes it clear your scout has been ambushed and the fight is stacked against you.
  • Added: Better Stat effect visability on items.
  • Unlocked: Bio-Chemistry 10 - This is the last Science Lab path to unlock. You can now complete the Science Lab.
    Although you will be able to create the Bio-Warhead and follow the questline, the Adventure Quest is locked for now.
  • Added: Text feedback when a building is completed.


Changes

  • Changed: Spun wool now produces 2 per craft cycle
  • Changed: Ambushed! Result on scouting now correctly takes into account the scouts skill.
  • Changed: Removed the Scientist skill from possible lockbox skills.
  • Changed: Bonus critical quantity items are now also taken into account when you are crafting X of an item.
  • Changed: Stat value of 5 now gives a +3 bonus to damage
  • Changed: Some merchant prices have been changed.
  • Changed: The frequency of settlements attacks has been reduced.
  • Changed: Tips have been added to some adventure quests to help new players understand the mechanics of how they work.


Fixes

  • Fixed: An issue where some lockchest questers would not return correctly
  • Fxied: Fine versions of items were triggering 2 task updates.
  • Fixed: An issue where some recipes no longer multi-run in the factories.
  • Fixed: The Bio-Lab was able to craft all items, this is an error. It should only be able to craft scholar items like the previous research buildings.
  • Fixed: The character sheet was not updating items pictures while the character list was also open.
  • Fixed: An issue where monster wounds would sometimes carry over.
  • Fixed: Removing equipment in the character sheet would not update the character list unless it was re-opened.
  • Fixed: Settlement 5 (The Cave) was not having any attacks between cave 1 and cave 6 being closed. This has been fixed and now you will still get attacks until all caves have been sealed.
  • Fixed: Several other minor issues and typo.

Game Update 0.11.11

The game is getting ever closer to launch and a very helpful team of player/testers are working hard on finding every bug they can.

Please be aware that some content is now being held back for the launch, date to be announced.

Below is the list of changes and fixes from this weeks testing.

Patch Notes



Added

  • Added: I have made the ability to send multiple scouts much easier by not closing the scouting window when you send out a scout. The window can be closed by using the X button or it will auto-close when you have sent out a maximum about of scouts.
  • Added: A recipe to turn Hides into Furs


Changes

  • Changed: Lockboxes will now provide a better loot system and have a more appropriate skill requirement.
  • Changed: Empire Supply cost has changed form 4 Diplomacy point to 5.
  • Changed: Boss spawns have been reduced to the correct frequency.
  • Changed: Monsters always have at least a 5% chance to hit when shooting and a 10% chance to hit in melee, no matter what weather or wall defences you have.
  • Changed: The Superior Bio-Rifle BIO-Damage is now 18 instead of 10.
  • Changed: I have reduced the amount of merchants that will turn up on their own, encouraging scouting.
  • Changed: Make brick now requires 6 clay instead of 2
  • Changed: Clay pits will now produce clay faster - these two changes will make the need for supply more obvious.
  • Changed: The King Rat helm now has +2 Status
  • Changed: The unlock fight for Settlement 4 has been increased in difficulty.
  • Changed: Some recipes needing Wool have had their quantity increased.
  • Changed: Recipes needing Heartwood have had their quantity increased.
  • Changed: The Livestock building now produces twice as much wool.


Fixes
<*>Fixed: The BIO-Lab now displays the 3rd material
<*>Fixed: Scouting 'No Results' has been recalculated
<*>Fixed: The Goliath quest was spamming through its options too quickly due to the previous update.
<*>Fixed: The attack % data was not showing in combat when mousing over a monster with a ranged weapon in the melee slot (Rifles).
<*>Fixed: The correct defence art was not always showing for barbed and razor wire.
<*>Fixed: There was a 'head is full' text output when researching items that give no skill.
<*>Fixed: The flood of merchants that came with the last update.
<*>Fixed: There was a flashing of the cog wheel when a building was not producing due to lack of manpower.
<*>Fixed: An issue where a scout would stay scouting for too long.
<*>Fixed: Questers not returning to their last position upon return.
<*>Fixed: Construction workers will no go back to work after an attack.
<*>Fixed: An error message that would occur if you right clicked on a specific blank space in the scouting window.
<*>Fixed: Various lesser issues and typos
<*>Fixed: An issue with questers returning
<*>Fixed: Returned missing art asset.

Beta Patch: Update 0.11.11.1

The current beta version has the following patch notes:

Changes

  • Changed: Empire Supply cost has changed form 4 Diplomacy point to 5.
  • Changed: Boss spawns have been reduced to the correct frequency.
  • Changed: Monsters always have a 5% chance to hit when shooting and a 10% chance to hit in melee, no matter what weather or wall defences you have.


Fixes
<*>Fixed: The BIO-Lab now displays the 3rd material
<*>Fixed: Scouting 'No Results' has been recalculated
<*>Fixed: The Goliath quest was spamming through its options too quickly due to the previous update.
<*>Fixed: The attack % data was not showing in combat when mousing over a monster with a ranged weapon in the melee slot (Rifles).
<*>Fixed: The correct defence art was not always showing for barbed and razor wire.

Minor Patch

A few minor fixes have been rolled out.


  • Fixed: Minipic not updating on building deletion
  • Fixed: Homeless icon not always showing correctly on characters
  • Fixed: Minigun skill was using gunsmithing instead of gunslinger.

Update 0.11.10 is now Live.

Hi and welcome to patch 0.11.10



So what is new in this update?

ERA 10 Tasks
Era 10 tasks are now available and this will also unlock the final task achievement. (leaving just 2 achievements that cannot be obtained at the moment).

The final armour and weapons Science Lab unlock!
For those who wish to push the limits before they try the last missions of the game, there is no the ultimate weaponry. The Minigun and Power Armour.
Power Armour comes in 2 parts, the main armour and a separate helm.
All the new items come with fine version upgrades.



Added Tooltips to the Central Plot buildings
You will now be able to see the damage values of your militia, including their skill bonus.
Also the protection values of walls, guard houses, pits as well as the healing and health from welfare buildings.

Resource Output Tooltips
Added Community Request to put resource output on the building tooltips in Settlements. Any buildings that create a resource will now display these and any rare resources.

Full patch notes



Additions

  • Added: Power Armour & Fine version
  • Added: Power Armour Helm & Fine version
  • Added: Minigun & Fine version
  • Added: Building Tech Tree for Era 9
  • Added: Building Tech Tree for Era 10
  • Added: Tooltips to the central plot buildings
  • Added: Tooltips for resource output.
  • Added: Community Request for scrolling through characters while in the character sheet view.
  • Unlocked: Science Lab - Ballistics 8
  • Unlocked: Science Lab - Composites 6


Changed

  • Changed: Put the text update for snowing conditions in settlement 6, back into the text screen.
  • Removed: the words "Work In progress" from the Character List tooltip.
  • Changed: the tooltips on the Data Core objects, I have plans for these.
  • Changed; the way settlement attacks are calculated
  • Changed: the calculations for Scouting for Merchants
  • Changed: Scientists in the Science Lab can now also read books while they work!


Fixed

  • Fixed an issue where a character in a guard post would not display.
  • Fixed an issue where sometimes it was not possible to place a character in a guard post.
  • Fixed an issue where changing the follow on recipe qty would change the current recipe qty.
  • Fixed an issue where the Blight tasks would not update without restarting the client.
  • Fixed the scrolling issue in the Character List.
  • Fixed an error with 0 attackers against a settlement
  • Fixed an error where power usage was not always recalculated when changing machines
  • Fixed as error with some pit defence damage
  • Fixed an error with the healing rate bonus on some buildings
  • Fixed an error where watch towers were kicking out characters on loading
  • Fixed an error where a scout would not always return to a watch tower and instead drop to the overflow bar
  • Fixed an art error where the wounded status would stay in the scouting window
  • Fixed a typo in the Whiteout encounter
  • Fixed a typo in 'Bring it back' adventure
  • Fixed an error with the basic Power Armour picture.
  • Fixed an error in the way 'no preference' was being handles while scouting


Twitter
Please follow Settlements on Twitter: @Treongames

Reviews
Please find the time to post a review on steam - Thank you!