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EE11 on Zog

Bob
EE11 is now available to download using the Test Client Patcher, and the servers are up and running.

Here's the second draft of the Release Notes for EE11 (FYI, these are written to be sent out when EE11 goes live, so they occasionally refer to things in the past tense that haven't happened yet, such as the distribution of the structure kits):

What's In This Release

This release delivers the ability to customize each player settlement’s selection and layout of structures, allowing each settlement to specialize in the training, crafting, and economic capabilities its members are most interested in. There’s also a new escalation (Dark Elves, which drops a new kind of Azlanti Stone), better loot for ogres, more T3-dropping mobs, new locations for all the shrines (on the edges of monster hexes), and many other improvements and bug fixes.

Full Release Notes

Customized Settlements:
  • Each player settlement can construct up to 2 Large, 6 Medium, 10 Small, and 10 Support Structures, using Structure Kits (similar to the way Holdings and Outposts are constructed. Settlements will be given an initial distribution of Kits to replace their original Structures (contact customer.support@goblinworks.com if your settlement hasn’t yet made arrangements to receive them), and additional ones can be crafted by Engineers.
  • Structures can only be placed by Leaders of the settlement they’re being placed in.
  • All player settlements come with a Keep, Bank and Tavern pre-placed.
  • In addition to Trainers being affected by Settlement Level, the Facility Rating for all Crafting Structures will go up as Settlement Level increases.

Escalations:
  • Added Dark Elves, a new escalation which drops a new kind of Azlanti Stone. The escalation was launched in 12 random hexes, and will become part of the regular escalation rotation when only a small number of instances are left.
  • All escalations other than those that at one time dropped Azlanti Stones (The Wrath of Nhur Athemon, The Shadow of Nhur Athemon, Them Ogres Ain’t Right, Dark Elves) now lose a little bit of strength every hour.
  • All event timers have been removed, so none of the escalations will grow in strength anymore when their events time out.
  • Bonedancers, Razmiran Cultists, and Skeletal Uprising now get tougher as their strength drops.
  • Them Ogres Ain’t Right is now a regular part of the escalation rotation, though it no longer drops Azlanti Stones. Its event loot drops have been adjusted to be more appropriate, and it now takes less time to complete than it did previously. The sudden strength drops during some of the phases have also been slightly smoothed out. Its boss has also been renamed as Targ Ascended.
  • Made Bandit Raid, Bonedancers, Broken Men, Float Any River, Goblin Raid and Mercenary Raid less common.
  • Made Duergar Slavers, Elemental Rift, Mordant Spire and Ustalav Invaders more common.
  • The Razmiran Holy Book event now requires burning only 10 books instead of 40.
  • The wandering version of Ustalav Invaders once again includes Ustalav Legends, much tougher knights with a correspondingly better chance of dropping T3 loot (particularly recipes). Increased the likelihood of running into Ustalav Heroes as well.
  • The Moloch Cultists are now tinted a bit to make them stand out from other enemies wearing similar clothes.
  • Bloodbriar Goblins now runs correctly in both of its hexes near Thornkeep. Previously, it would only run in one hex at a time.

Terrain:
  • Shrines have been removed from the settlements and are almost all now on the edges of monster hexes. Until we have a better system for binding them to individual players and their companies/settlements, this will help prevent problems of respawning in the middle of enemy settlements or too near a contested holding/outpost.
  • Increased the number of encounter sites for the 15m and 5m encounters in all hexes. There should now be enough spots to support all escalation events in any hex (even when 2 smallholdings are placed in that hex).
  • All existing buildings (e.g. Outposts and Smallholdings) will move from their current location to the nearest new 15m encounter site. The new location may be basically at the same spot, or could be a short distance away.
  • Water in rivers was lowered slightly to better stay inside its boundaries, which should keep monsters from spawning in the rivers.
  • Floating bridges brought back down to ground.

Influence: The ramp for earning influence was reduced. New characters still earn influence at the same rate as before, but completely experienced characters earn influence roughly 3 times faster than before.

Feats:
  • Blind-Fight training is now available from Seminary and Occultist Trainers.
  • Channel Smite training is once again available from Cleric Trainers.
  • None of the Cantrips require specific Feature Feats as prerequisites anymore (e.g. Acid Dart no longer requires Conjurer).

Monsters:
  • Ogres now drop loot appropriate to monsters 1 level above their actual level. Until we can take a closer look at their combat stats and figure out exactly why ogres seem to require so much more effort to kill than similarly leveled monsters, this will help balance out the rewards for putting in that effort.
  • Elite and Boss monsters now count toward quests (such as tutorial quests) that previously only counted the basic versions of those monsters (e.g. killing cultists of any level will count toward completing the Wizard tutorial kill quest).

Achievements:
  • Cleric 9 now properly requires Power 18 (it was previously listed in the description, but wasn’t actually being checked).
  • Added achievements for killing Dark Elves.

Items:
  • The various ingredients needed to craft Structure Kits 3.g. Worker’s Tools, Decorative Weapons, Codex Collections) can now be crafted.
  • Unused recipes can now be used as ingredients in Codices, which in turn are ingredients for Codex Collections, which are needed for crafting Structure Kits.
  • All new items can be bought and sold at the Auction House in appropriate categories.
  • T3 Armors all have placeholder models when worn.
  • Fixed typos in descriptions for camps and smallholdings.

Holdings and Outposts:
  • The Facility Ratings for Holdings at each upgrade now more closely match the Facility Ratings assigned to Settlement Levels that provide similar Training levels (and eventually to similar upgrade levels for Settlement Structures that provide similar Training levels). This increased the Facility Rating for Holdings at each upgrade.
  • Stonecutting Outposts are now visible at all stages and upgrades.

NPCs:
  • The various quest givers were moved to the Keep, Bank and Tavern.
  • The Pack Suppliers from the old tutorials were removed.
  • Freeholder and Expert Trainers were added to Rotter’s Hole.
  • Named NPCs such as Kel the Red were given specific color settings so that they won’t change hair color all the time.

UI: Icons have been fixed for the newer Expendables released in the last update.

Textures:
  • Texture on side of Tavern no longer oddly rotated.
  • Texture on grain sacks no longer shimmers.

Settlement Names: The text for quests near High Road and Live Oak no longer refer to those settlements by their former names.

Tutorials: Multiple editorial fixes made to the tutorials.

EDIT #1: Removed Skull-Basher Ogres from the list of escalations that now get tougher as their strength drops. They now drop in strength over time like other escalations, but the full work of making them get tougher as they lose strength hasn't been finished.
Bob
FYI, on Zog, characters are not restricted to obtaining just one Azlanti Stone, so you'll get a new one each time you qualify for one.

Also, we are aware that several of the special locations around the world (e.g. the Emerald Spire) aren't properly positioned on the ground, or don't have the ground around them properly flattened. We've already made the fixes for that, but didn't want to delay going to Zog to get them in. They'll be part of the first update to Zog.
Bob
For those wanting to try out building some structures, I have the following settlements available:

El Dorado
Ogreville
Wolfdale
Skellingtown

I can probably make additional settlements if necessary, but let's run through those first. If you'd like to be a leader of one of those settlements, just apply to join the founding company and let me know you've sent in an application so I can approve it. I can also arrange to teleport you to the settlement, if necessary, and load the town up with structure kits and such.
Bringslite
Ser Vanderham arrived at Skellingtown early in the day. His first impression was a little delayed as the rising sun was full on into his face. Shading his brow and grey eyes with a hand reminiscent of a salute, he looked at the work in progress that was the new settlement of Skellingtown. Built upon a rise or actually a large hill that jutted, not sharply but rather wide and blunt from the surrounding forest, the site was impressive. Successively higher levels were sharply sculpted with much room for building upon each rise. The levels were each buttressed with impressive stone walls, already in place, that made the town look like it would be a tough nut to crack in a siege.

His first order of business was to clean the dust of the road from his gear along with leaves and pine needles from his cloak and clothing. He made his way to what he thought must be the Inn. A little disappointed to find that it was really just a large tavern and empty of patrons, he took a table on the empty upper floor. Once settled, he grunted to the stocky barkeep that stood waiting. Asking for some bread and butter, some clean rags and a pitcher of clean water. Once they arrived he set to cleaning his gear and clothing as best he could while wolfing down the rich dark bread and sweet local butter. Anyone watching would have had trouble discerning whether his main focus was the food or cleaning the gear. He was more hungry than he had realized but also in a hurry. Finishing, he thanked the barkeep and set a small handful of coppers on the bar.

Stepping out into the still early morning sunlight he made his way toward the keep. The air was that early spring air that had not yet been warmed by the day's sun. The sky was like cold light blue crystal. The sun threw long morning shadows that small birds swooped and played in. The highest rise, was of course, for the Keep and was on the east most part of the hill. It was built in the typical Riverkingdom's style but surrounded with a sturdy looking palisade of wood with a good spacing of small towers each perhaps 20 feet high. Most Riverkingdom towns had no more than spiked wooden barricades around their keeps. The Guards were alert and watchful. Of course they were. The Thornguards were an Elite force and served well at every area town that could afford them. He spotted the usual representatives of the regional factions about. There was a Rift Warden that he had always supposed were Wizards. There was a Pure Legion Enforcer in very nice chainmail, accoutrements with helm and tabard. He knew little about the Legion, but he knew that they were fearsome and deadly in battle.

Then he spotted The Keep's Seneschal. Without delay he stepped close to Her and presented his papers, "Greetings M'Lady. I am Ser Vanderham. I have come at the behest of Lord Test 4 A. I am told that there are some buildings to be raised here in Skellington and I have, with my Engineering skills, been asked to help with that."

She looked up at him a long moment with the harried look that Seneschals must practice, and finally smiled.
Virtute et Armis
-Unknown
Bob
"Typical of Test Four A to send help without any advance notice. Fortunately, I'm used to this type of thing with her, and at least this time she sent someone with the proper paperwork. You'll find all the kits you need in the Settlement Upkeep vault. Let me know if those bankers give you any trouble, or if the kits aren't quite what that fancy Engineering school led you to believe."
Bob
The following buildings have already been placed in Goblinville and TesterTown. Feel free to place whatever suits your needs (since we can always tear things down and build something else in its place until everything has been built and checked out), but it would be helpful to keep track of everything that gets placed so we can make sure everything gets tried at some point. That said, I'm mostly interested in hearing whether you run into unexpected problems trying to place and/or use the buildings that we've overlooked because we've been working with the system for a while.

Goblinville:

Auction House
Garrison

Academy
Seminary
Temple
Thieve's Guild
War Wizard School
Workshop

Alchemist's Lab
Apothecary
Arcanist's Workshop
Armorer
Artificer's Workshop
Bank
Geologist
Iconographer
Institute of Technology
Jewellers
Leatherworkers
Library
Loom
Sawmill
Smeltmill
Tailors
Tannery
Weapon Master

Guard Post
Guillotine
Public Garden
Shrine
Silo
Statue Heroic
Statue of Pharasma
Statue Philosopher
Statue Religious
Warehouse
Well


TesterTown:

Cathedral
Guild House

Boutique
Cooperative
Dreadnaught School
Fighter College
Lab
Occultist School

Apothecary
Arcanist's Workshop
Armorer
Artificer's Workshop
Bank
Geologist
Iconographer
Institute of Technology
Jewellers
Leatherworkers
Library
Loom
Sawmill
Smeltmill
Tailors
Tannery
Weapon Master
Woodshop

Bringslite
Thanks Bob.

If Mike did the settlement areas, please tell him that they really look great! Instead of hill forts the settlements look like fortress towns. Very cool.

Visually, overall, I think that players are going to be pretty happy. Can't comment on mechanics yet, but will soonest.
Virtute et Armis
-Unknown
Bringslite
Just going to note things here as I go along. I will update this post.

First Question: Is there any way to plan out the facing of the buildings?

Minor Issue: In some cases (at least one) if you stop placement of a building, you seem to hang slumped over for a minute.
Virtute et Armis
-Unknown
Ravenlute
Will they all be fortress towns or will we be upgrading from hill forts?
Myl - Herald of Stone Bear Clan (Tavernhold)
"You can walk into Tavernhold but a horse will have to carry you out."
Bringslite
Ravenlute
Will they all be fortress towns or will we be upgrading from hill forts?

You really should come in and take a look. They are all the same template right now, as you know. Basically 3 tiers in height, going from small plots to med to large, looks like some overlap in that. Where the heights are separated there are stone walls in place of slopes. Not really completely enclosing. Looks really good. smile
Virtute et Armis
-Unknown
 
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