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EE 15.1 Preliminary Release Notes

Bob
These are the Preliminary Release Notes for Early Enrollment v15.1. We deployed a Final Candidate for EE 15.1 to the Test Server on Thursday, May 17. We plan to deploy EE 15.1 to Live during Daily Maintenance on Monday, May 21, assuming that it performs well during testing.

What Is In This Release

This release adds Settlement and Company Messages so Settlement and Company Leaders can set messages seen by all members whenever they log in, or immediately if they’re already logged in. New Guild Codexes were also added, made from any combination of Rogue, Expert or Freeholder Expendables, allowing the Guild House Structure Kits to be made without depending on only Rogue Expendables. As always, multiple other improvements were made to various systems in order to keep steadily improving the overall player experience, particularly where features added in EE 15 needed some polish or bug fixes.

Full Release Notes

Settlement/Company Messages:
  • Settlement and Company Leaders can set messages that are shown to all members each time they log in during the message's duration. They’re also shown to all members logged in at the time the message is set. The messages are displayed in all the chat tabs and an alert is also displayed above the chat window.
  • The UI for setting these messages is available from the Company Window by clicking Edit and then selecting the appropriate UI from the pull-down menu. The message duration can be set from 1 to 72 hours.
  • The chat commands /SetSettlementMotd, /RefreshSettlementMotd, /SetCompanyMotd , and /RefreshCompanyMotd can also be used to manage these messages. Refreshing the message extends the message’s duration by its original duration, or makes the previous message active again for its original duration. Refreshing doesn’t post the message to users who are currently logged in, since its primary intent was for extending the duration of messages that those members should have already seen.

Settlements/Buildings:
  • The recipe for Guild House Structure Kits now calls for Guild Codex Collections, which are refined from Guild Codexes, which are crafted from Rogue, Expert and Freeholder Expandables in any combination. For the next month, anyone who has excess Rogue Codexes or Rogue Codex Collections can arrange for a trade to the Guild equivalents by contacting customer.support@goblinworks.com.
  • Shops at Crafting Studios are not limited by the settlement’s Auction House tier/upgrade restrictions.
  • Settlements that are shut down for insufficient DI will re-activate immediately if enough structures are downgraded or torn down.
  • Settlements won't automatically pay weekly upkeep if already shut down for insufficient DI. Upkeep can be paid manually at any time, but probably shouldn't be done until the DI situation is resolved.
  • Holdings scheduled for destruction that day will first try to pay their upkeep. If they succeed, they will be reactivated instead and avoid destruction.
  • Taxes are collected properly at new holdings that don’t yet have their vaults initialized.
  • Outposts no longer remain overrun for an extended time if they are captured on the final day of the 3-day PvP window.
  • Training taxes are rounded up. They may be a little too aggressive about rounding up in some cases where the tax rate should have resulted in an exact coin cost that didn’t need rounding, which we’re working on fixing.
  • Settlement and Company Leaders can use the chat command /GetHousingInfo to log out information on all their buildings and structures.
  • Town criers don’t appear if their settlement is shut down.
  • Outposts display a model when being torn down.
  • Multiple visual anomalies were fixed on various structures and upgrades.

Escalations/Quests/Encounters:
  • The Bonedancer Standards for the Boot Camp event are easier to right-click and destroy.
  • Multiple props had their collision models lined up better with their visual models.
  • More typos fixed in Finding Your Path.

Combat:
  • Fixed an edge case where ammo containers could be overloaded.
  • Guards at NPC settlements were moved inside the settlement hex so they’d avoid teaming up with outpost or holding guards from the neighboring hex.


UI:
  • Gaps removed from the Allies list on the Company Window.
  • Message in Upkeep Management Window when upkeep is paid but settlement remains shutdown for insufficient DI was clarified.
  • Auction House warnings for tier/upgrade restrictions on sales and bids were combined into one warning, and unneeded warnings about durability restrictions on items that don’t take durability damage were removed.
  • Removed the unnecessary chat command usage message that appeared in the chat window whenever the company statement was edited.
  • Removed “null” text from the end of outpost resource generation warnings when the outpost is upgraded above the holding.

Edit 1: Added that settlements won't automatically pay weekly upkeep if already shut down for insufficient DI.
Bob
Added that settlements won't automatically pay weekly upkeep if already shut down for insufficient DI. We didn't want to waste a settlement's resources if it was just going to be shut down anyway. Fortunately, settlements can pay their upkeep manually at any time as of EE 15, though they probably shouldn't do so until the DI situation is resolved.
Bringslite
Nice! smile
Virtute et Armis
-Unknown
You are a Troll
"Holdings scheduled for destruction that day…."

This sounds different than being torn down. Was something about this in the ee15 release notes? Can someone please clarify?
WxCougar of KOTC
You are a Troll
"Holdings scheduled for destruction that day…."

This sounds different than being torn down. Was something about this in the ee15 release notes? Can someone please clarify?

I think this is referring to after so many days of being shut down, a holding will be destroyed if no upkeep is supplied.
Keeper's Pass (NG) - Respecting life, protecting freedom, united against tyranny. We are a Crafting Settlement with friendly people and welcome many play styles including casual and Role playing. For more information check our Traveler's Guide to Keeper's Pass at https://goblinworks.com/forum/topic/109/. If you wish to join with us in Keeper's Pass come visit us at our website at http://www.kotcguild.com/.
You are a Troll
WxCougar of KOTC
You are a Troll
"Holdings scheduled for destruction that day…."

This sounds different than being torn down. Was something about this in the ee15 release notes? Can someone please clarify?

I think this is referring to after so many days of being shut down, a holding will be destroyed if no upkeep is supplied.

That's what it sounded like, but when was that put in? Could not find as part of ee15 release notes…?
WxCougar of KOTC
Its not in EE15, it was much earlier for holding destruction after being shut down for X days. (I forget the details other than its been in game for awhile).
Keeper's Pass (NG) - Respecting life, protecting freedom, united against tyranny. We are a Crafting Settlement with friendly people and welcome many play styles including casual and Role playing. For more information check our Traveler's Guide to Keeper's Pass at https://goblinworks.com/forum/topic/109/. If you wish to join with us in Keeper's Pass come visit us at our website at http://www.kotcguild.com/.
Bob
If a holding fails its upkeep payment, it is shutdown for the day. If it remains shut down for 7 more days, then it is scheduled for destruction the following day, regardless of whether there's enough bulk resources in the vault the next day. That started in EE8, coincidentally exactly two years ago today. Technically, it's supposed to be 7 total days instead of 7 more days, but that's a bug for another time.

The holding is still scheduled for destruction the next day, but as of EE 15.1 (deploying today, fingers crossed), the holding will make one last attempt at paying upkeep right before destroying itself. If it succeeds, it will reactivate and avoid destruction.
You are a Troll
Huh…wow..who knew? LOL - I have seen plenty enough Shut Down Holdings but I don't think I have ever seen one destroy itself for lack of bulk. This must be a very fringe/edge case where the outposts can't make enough bulk for seven straight days to support the Holding given that the Holding will eat anything available (yes I know, at 4x the rate) and Outposts continue to generate bulk even when the holding is shut down. Maybe this is only really a viable mechanic when a holding is paired with only a single outpost or the outposts placed are completely wrong for the terrain rating? Because if this is designed to remove Holdings from inactive companies, I don't think it is ever going to work…?
Bob
We're deploying EE 15.1 today, so Daily Maintenance will take a bit longer than usual.
 
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