What's new in The Settlers 7: Paths to a Kingdom Patch 1.12

Apr 21, 2011
  • The patch offers a new Coop-mode that’s available for all skirmish- and multiplayer maps.
  • A BRAND NEW COOPERATIVE GAME MODE:
  • Allies can donate sectors to the team partner.
  • Allies can send resources and goods to the team partner.
  • Allies share technologies with the team partner.
  • Allies share tradeposts with the team partner.
  • Allies share victory points and all calculations, that count towards gaining victory points.
  • OTHER IMPROVEMENTS:
  • Allies can mark locations on the map by holding CTRL while pressing the left mouse button. Marking a neutral or hostile sector this way will increase the likeliness that an allied AI will attack that sector. This effect can be increased by setting more markers.
  • New AI Player: Fieldmarshal Ludowig (Military/Church/Trade).
  • Slight performance improvements for multi-player matches.
  • More reliable ranking in empire mode.
  • Sound notification before an empire game starts.
  • Recently started multi-player games are now displayed in the multi-player game list for a while.
  • BUG FIXES:
  • Fixed an UI bug were 2 Generals blocked each other.
  • Fixed a bug on Eternal city where the player is captured in the middle sector if he chooses to play after victory.
  • Fixed a bug where the maps for two and three players were incorrectly displayed as unlocked if the players filter is changed.
  • Fixed a bug with the camera barrier at the map border on the skirmish map Monhaim Valley.
  • Fixed a bug due to which the teammates didn't see the "Free Pass" sign.
  • NEW CONTENT:
  • Enjoy the tenth and twelfth campaign map, optimized for skirmish and multiplayer
  • SEENBACH
  • On the icy coast of Seenbach, three rulers fight for domination. It may be beneficial to choose your strategy wisely depending on your starting position. Ports and a marketplace offer rich trades to complement your economy. Utilize the Cannon Foundries to supply your armies. The ruler who conquers the central town sector will be awarded with a victory point. Visit the White Castle on the coastal cliffs or the Laboratory inside the meteorite crater to gain an advantage over your competitors.
  • DRAKENAU
  • Four Kings fight for domination. Once upon a time Drakenau was a fertile and friendly realm. But now it is a devastated land, dominated by numerous volcanoes surrounding the barren plains and hills. There are no fish and only limited fertile soil. Adapt your strategy. To overcome your opponents it may be helpful to visit the gigantic Volcano, the Field of Mandrakes, the Ancient Library, the Dark Fortress or the Enchanted Tower. There are two large towns which offer a victory point each when conquered. Expand to the Cannon Foundry to support your army. Several marketplaces can be found, which may help to complement your economy with trading.
  • There's more: Finally, the brand new DLC 4 - The Two Kings will go live today, 6PM (CET)! Those who purchased the Gold Edition of the game will have immediate access to all the features of DLC 4. For everybody else, the DLC will be available at the UbiShop. Let’s look at the new contents that DLC 4 offers you:
  • A NEW 2 PLAYERS MAP:
  • FOREST REALM
  • The Forest Realm is located in a wide open mountain valley marked by thick forests and very spacious meadows. Two kings face each other on opposing sides of the valley. The king-sized home sectors are characterized by central marketplaces, where you can increase your wealth
  • player map with 42 sectors
  • Victory Point Setup: 20
  • NEW MAPS EXCLUSICELY DONE FOR THE BARND NEW COOPERATIVE MODE:
  • TOWER ISLAND
  • Welcome to Tower Island. This is a menacing place, where four rulers challenge each other. The island is dominated by the central Tower of Tandria. Gaining access to the tower may be key to your success. Distances to your opponents are very short, so keep an eye on your defense
  • players map with 37 Sectors
  • Victory Point Setup: 25
  • THRONE OF TANDRIA
  • In this realm two teams compete for the Throne of the King. There are different starting conditions, so adapt your strategy according to your position. One Ruler has access to plenty of fertile building ground, but has only few mines in his reach. The other ruler has access to plenty of mines, but only limited fertile ground.
  • Team 2 vs. 2 map with 39 sectors
  • Victory Point Setup: 22
  • NEW EVENT LOCATION:
  • TRONE OF TANDRIA
  • Throne of Tandria offers a victory point for trading quest, free passage for military quest and an additional Ghost General for church quest
  • NEW VICTORY POINTS
  • Pacifist, Economist, Ascetic
  • NEW ECOBUILDINGS
  • Infernal Mines, Order of Knights, Ceremonial Fairground, Royal Slaughterhouse, Whaling Station, Crypt

New in The Settlers 7: Paths to a Kingdom Patch 1.11 (Dec 8, 2010)

  • one new skirmish & multiplayer map
  • fixed false warning when game looses net connectivity
  • fixed rare desynchronisation issue
  • fixed shortcuts in Mac-version
  • fixed Facebook connect

New in The Settlers 7: Paths to a Kingdom Patch 1.10 (Sep 30, 2010)

  • Improvements:
  • Players will now be informed if a player is lagging behind when loading a multiplayer session
  • Players who are not responding for more that 45 seconds can now be kicked by vote
  • Bug Fixes:
  • Fixed a rare freeze when conquering a sector owned by another player or AI
  • Fixed a non upgradeable tower on “Battle for Tanholm”
  • Fixed a bug with a non reachable sector on “Grassland Mesa”
  • Fixed a savegame issue on the 1st campaign map
  • Fixed a bug with the game´s connection to Facebook
  • Fixed a rare bug where the new victory points “Pacifist” and “Ascetic” were not awarded correctly
  • Fixed a rare crash with corrupt savegames

New in The Settlers 7: Paths to a Kingdom Patch 1.09 (Sep 6, 2010)

  • Improvements:
  • Game duration time is now displayed when hovering the mouse cursor over the icon in the bottom left corner. Clicking the slider locks it into position
  • Gameplay speed in singleplayer games can be changed now (Slow/Snail [75%], Normal/Mouse [100%], Fast/Rabbit [150%])
  • The weather effect settings can be modified in the gameplay menu
  • Text fields now support the paste feature (CTRL + V)
  • Added a spam protection to the chat system
  • Player icons now show if other players are human or an AI
  • Added a link to The Settlers My City – Facebook game
  • Improved resource marker
  • Bug Fixes:
  • The game will no longer crash if a sector is conquered in the same moment as a workshop inside is completed
  • A general will not attempt to retreat to the sector he is currently in
  • Street upgrades after an earthquake work correctly now
  • New Content:
  • Enjoy the fifth and ninth campaign map, optimized for skirmish and multiplayer
  • Moorach
  • The arid, cliff landscape of Moorach is home to a fierce conflict between two opponents. There are slightly different starting conditions, so adapt your strategy wisely. Both rivals have access to marketplaces. There are two major landmarks characterizing Moorach: a huge meteorite crater where the Alchemist has set up his laboratory, and the Dark Fortress on the opposing side of the valley, where the Fallen Knight has set up camp with his band of robbers. There are watermills located at riversides and lakesides which may help to complement your economy.
  • Kronstedt
  • Kronstedt, the kingdom in the heart of Tandria, is the stage for a challenge between three rulers. The Opponents have slightly different starting conditions and are separate by several rivers, which run through the land. Find river ports to enhance your economy. In Kronstedt, all midway sectors are heavily defended. Several isles are located in the huge central lake. All lake isles are fortified. One of them is even harbors a victory point, if you dare to try and defeat the cannon towers. The Cathedral, Pilgrimage Site and Royal Observatory may be useful to overcome your opponents.
  • Additional"
  • New Hotkeys
  • V = Deploy Farm
  • B = Deploy Mountain Shelter
  • N = Deploy Lodge
  • F = Deploy Stronghold
  • G = Deploy Church
  • H = Deploy Export Office
  • T = Deploy Constructor
  • Z = Deploy Well
  • Shift+ Hotkey lets you jump to and traverse through the respective buildings

New in The Settlers 7: Paths to a Kingdom Patch 1.08 (Jul 30, 2010)

  • Improvements:
  • The game´s balancing has been improved (details below)
  • The chat functionality has been improved
  • The installer has been improved
  • The Quick Play function is now customizable
  • Added a list of recently played opponents in the contacts menu
  • Added fertility information for soil when clicking on it
  • When playing human opponents, players now can spectate the game after a defeat
  • A quitting player in multiplayer sessions will now be replaced with an AI
  • The map Crushed Mirror is now available in Empire mode
  • Bug Fixes:
  • Fixed a chrash when loading certain older savegames
  • Fixed a sporadic desync when players quit a session
  • Fixed an issue with locked non DLC maps when using map filter
  • Fixed a display issue when unlocking content from the Limited Edition
  • Fixed a bug that would prevent achievements from being posted on the Facebook wall
  • Fixed various localization issues
  • Aditional
  • The monthly and weekly leaderboard is now shown in an extra tab in the leaderboard menu
  • Balancing Changes
  • (Special thanks to all our balancing beta testers!)
  • Starting Resources:
  • 20 Meat -> 15 Meat
  • 5 Iron -> 3 Iron
  • 5 Garment -> 4 Garment
  • 3 Jewellery -> 2 Jewellery
  • Standard Trading Options:
  • Before:
  • 3 Garment -> 6 Coins
  • 2 Jewellery -> 6 Coins
  • Now:3 Garment -> 4 Coins
  • 2 Jewellery -> 4 Coins
  • Conquest Reward:
  • 7 Planks, 7 Stone -> 5 Planks, 5 Stone, 2 Bread
  • 4 Tools, 4 Meat -> 4 Tools, 4 Coal, 2 Bread
  • 6 Gold, 6 Coal -> 4 Gold, 4 Iron Ore, 2 Bread
  • Victory Point „Generalissimo":
  • The amount of defeated soldiers needed to gain this Victory Point has been lowered to 20.
  • From now on, only enemy (not neutral) soldiers, that haven't been killed by fortifications, count towards the Victory Point.
  • Costs of Militaty Units:
  • Tavern:
  • Pikeman:4 Coins, 1 Plain Food -> 3 Coins, 1 Plain Food
  • Stronghold:
  • Musketeer: 1 Coin, 1 Weapon, 1 Coal -> 2 Coins, 1 Weapon, 2 Coal
  • Cavalry:2 Coins, 1 Fancy Food, 1 Weapon, 1 Horse -> 2 Coins, 1 Plain Food, 1 Weapon, 1 Horse
  • Cannon:2 Coins, 1 Fancy Food, 2 Weapons, 2 Wheels, 1 Coal -> 2 Coins, 1 Fancy Food, 1 Weapons, 2 Wheels, 2 Coal
  • Cannon Foundry:
  • Cavalry:7 Coins, 5 Garment, 3 Jewellery -> 4 Coins, 3 Garment, 2 Jewellery
  • Generals' Bonuses:
  • Bertram, the Bonecrusher
  • Before:+50% close combat damage
  • Now:+30% close combat damage
  • Philipp, the Prudent
  • Before:+25% close combat and +25% long-range damage
  • Now:+15% close combat and +15% long-range damage
  • Theobald, the Tactician
  • Before:+50% long-range damage
  • Now:+30% long-range damage
  • Hugo, the Hotspur
  • Before:+25% close combat and +25% siege damage
  • Now:+15% close combat and +15% siege damage
  • Cuno, the Cool-Headed
  • Before:+25% long-range and +25% siege damage
  • Now:+15% long-range and +15% siege damage
  • Siegfred, the Specialist
  • Before:+50% siege damage
  • Now:+30% siege damage
  • Albert, the Allrounder (Only available at the Dark Fortress)
  • Before:+20% close combat, +20% long-range and +20% siege damage
  • Troops regenerate twice as fast
  • Now:+10% close combat, +10% long-range and +10% siege damage
  • Troops regenerate twice as fast
  • Clerics' Defensive Bonuses:
  • The defensive bonuses of clerics deployed in camps now also affect fortifications.
  • Expansion with Church and Trade:
  • The conquest of sectors by proselytism or bribery has been adjusted.
  • The costs of proselytism and bribery have been reduced altogether.
  • Conquering sectors peacefully won't destroy their fortifications anymore.
  • Because they aren't destroyed anymore, fortifications have to be "payed for" when a sector is conquered by proselytism or bribery, increasing the relative costs of fortified sectors.
  • Destroyed fortifications aren't taken into account anymore when calculating the costs of bribery and proselytism.
  • The proselytism of Cavalry, Cannons and Fortifications now also calls for Brothers and Fathers.
  • The bribery of Cavalry, Cannons and Fortifications now also calls for Garment and Jewellery.
  • Bribery Costs:
  • Coins: (10 x 0,5) + (10 x Pikemen x 0,2) + (10 x Musketeers x 0,2) + (Wooden Towers x 10 x 0,5) + (Stone Towers x 10 x 0,6)
  • Garment: (10 x Cavalry x 0,2) + (10 x Cannons x 0,2) + (10 x Wooden Towers x 0,4) + (10 x Stone Towers x0,5)
  • Jewellery: (10 x Stone Towers x 0,4)
  • Proselytism Costs:
  • Novices: (1 x 4) + (1 x Pikemen x 0,5) + (1 x Musketeers x 0,5) + (1 x Wooden Towers x 1,8) + (1 x Stone Towers x 2,7)
  • Brothers: (1 x Cavalry x 0,5) + (1 x Cannons x 0,5) + (1 x Wooden Towers x 0,9) + (1 x Stone Towers x 1,8)
  • Fathers: (1 x Stone Towers x 0,9)
  • Event Locations:
  • The costs of trade quests at Event Locations have been reduced.
  • The costs of quests granting a treasure have been raised and adjusted to the costs of quests granting a technology.
  • The Earthquake now also destroys 50% of the supply of Stone, Coal, Iron Ore and Gold in the storehouses of the targeted player.
  • Fortification of Victory Point Sectors:
  • From now on sectors granting a Victory Point are generally fortified or are defended by strong neutral units.
  • Defense of neutral Sectors:
  • The amount of troops in neutral sectors has been adjusted on the following maps:
  • Badland Ridge
  • Glacier Vale
  • Amber Coast
  • Crushed Mirror
  • Blazing Heat
  • River Town
  • Swampland Rivermouth
  • Sandbeken
  • Fiery Chasm
  • Tempest Taiga
  • Map specific Changes:
  • River Town
  • -The Victory Point "Trading Company" has been added.
  • -The amount of Victory Points needed to achieve victory has been raised to 5.
  • Tempest Taiga
  • -The amount of prebuilt buildings has been reduced.
  • -The amount of animals has been reduced.
  • Nienroth
  • -The preset AI opponent has been changed from Raspun to Zoé.
  • -The amount of animals has been reduced.
  • Mordsweiler
  • -The fertility of the starting sectors and adjacent sectors has been adjusted for all players.
  • -The amount of neutral units defending the Victory Point sector has been raised and the fortifications in that sector have been upgraded to stone fortifications.
  • -The amount of neutral units defending the sector between players has been increased and the fortifications in those sectors have been upgraded.
  • -The amount of animals has been reduced.
  • Amber Coast
  • -The Victory Point "Trading Company" has been added.
  • Crushed Mirror
  • -The Victory Point "Trading Company" has been added.
  • Swampland Rivermouth
  • -The Victory Point "Trading Company" has been added.
  • -The amount of Victory Points needed to achieve victory has been raised to 6.
  • Badland Ridge
  • -The Victory Point "Trading Company" has been added.
  • -The amount of Victory Points needed to achieve victory has been raised to 7.
  • Glacier Vale
  • -The Victory Point "Trading Company" has been added.
  • Blazing Heat
  • -The amount of Victory Points needed to achieve victory has been raised to 7.

New in The Settlers 7: Paths to a Kingdom Patch 1.07 (Jul 7, 2010)

  • Improvements:
  • Added a feedback to construction buildings when constructors cannot be spawned due to a lack of living space
  • The ingame chat is now available on the defeated / victory screen
  • The name of the winning player is now displayed on the victory screen
  • Improved desync handling. Desync cause will be removed, so the remaining players are able to continue playing
  • Improved stability
  • Bug Fixes:
  • Fixed a bug that settlers returned goods to the occupying enemy after their castle has been conquered
  • Fixed constructors not working, if their construction building is located at dead ends
  • Fixed a bug that special events occasionally did not start
  • Fixed a bug that lost sessions would not be counted for the “Heat of Battle” achievement
  • Improved logistics load balancing, fixing wells which stopped production on large maps
  • Fixed various crashes
  • Fixed various minor bugs
  • New Content:
  • Enjoy the seventh and eleventh campaign map, optimized for skirmish and multiplayer
  • Mordsweiler:
  • Four rivals compete to reign supreme in Mordsweiler, a wide valley high up in the mountains of Tandria. It may be beneficial to choose your strategy wisely depending on your starting position. There are two marketplaces allowing trade with the world behind the high mountains, one located at the western border, the other at the eastern border. To the north is a cavernous labyrinth of cliffs, a defended sector which offers a victory point when conquered. If you are looking for help in overcoming your competitors, search for the Pilgrimage Site in the north, the Enchanted Tower in the southeast or the Dark Fortress in the southwest.
  • Nienroth:
  • The Realm of Nienroth is divided by a broad river. Two rulers have set up camp on opposing sides of the river. By the riverside, you'll find another town sector - already fortified by palisades - which offers a victory point when conquered. Long bridges grant access to a huge river port located nearby. Two special places are also worth a visit; the Royal Observatory in the northwestern mountains and the Ancient Library near the meandering river in the south. Choose your tactics wisely depending on your starting position, as it may favor a certain strategy.

New in The Settlers 7: Paths to a Kingdom Patch 1.06 (Jun 19, 2010)

  • Improvements:
  • Fixed empire connectivity problems
  • Fixed some multiplayer connectivity problems
  • Fixed a problem with savegames that could not be deleted
  • Fixed tower issues on Sandbeken
  • Known Issue:
  • The game might freeze for a few seconds when joining an empire or multiplayer session

New in The Settlers 7: Paths to a Kingdom Patch 1.05 (Jun 5, 2010)

  • Improvements:
  • Event sectors for which players have gained free passage (by finishing quests) are now indicated on the overview map by a free passage icon
  • Added a warning icon to construction buildings whose constructor cannot spawn due to a missing tool
  • Added a warning icon to special buildings where trainings stalls due to the population or army limit
  • Bug Fixes:
  • Fixed a concurrency issue during account authentication (first login)
  • Fixed various random crashes
  • Fixed a rare crash when activating the earthquake
  • Fixed a bug that prevented achievements from being unlocked
  • Fixed a possible exploit with retreating armies delaying the conquest of a sector
  • Fixed a bug with the calculation of coins rewarded for completing a map
  • Fixed a bug with player profile points being reset
  • Blazing Heat: Adjusted amount of units in a neutral sector

New in The Settlers 7: Paths to a Kingdom Patch 1.04 (May 5, 2010)

  • Improvements:
  • Fixed some stats based victory points. Technologies, trade posts and killed soldiers now count for deactivated players
  • Players who leave a session are now removed from the map / UI
  • Bug Fixes:
  • Fixed a bug that caused construction huts and storehouses to disappear
  • Fixed a bug with an already upgraded fortification on Crow´s Nest
  • Fixed a bug that reset campaign progress
  • Fixed a bug of the screenshot function
  • Fixed a bug that the “Heat of Battle” achievement was not properly unlocked
  • Fixed a bug with the desync error message
  • Fixed hunters that beam home when working in deep woods
  • Additional:
  • New Hotkey:
  • - Ctrl + P = Take Screenshot

New in The Settlers 7: Paths to a Kingdom Patch 1.03 (Apr 23, 2010)

  • Improvements:
  • The allocation of fancy food to butchers has been improved
  • If a teammate gains a dynamic victory point that has been yours, this will not be shown in your interface anymore. A sound will be heard instead
  • Added a check if the last game launch was successful. If not, the game options are reset to default
  • Bug Fixes:
  • Fixed rare crashes of the auto save function
  • Fixed a bug with the screen mode detection that prevented the game from starting
  • Fixed failure to unlock next campaign map
  • Various client side networking fixes
  • Various server side networking fixes
  • Various UI fixes
  • Fixes for Russian localization
  • Streets beneath bridges are no longer visible
  • Fixed inaccessible resource piles
  • Fixed rare failure to destroy and rebuild work yards in the vicinity of streets
  • Fixed bug with a street that was build into the terrain
  • New Content:
  • Added the 4 player map: “Crow´s Nest” for skirmish and multiplayer matches
  • The "Crow´s Nest" has a single marketplace and unevenly spread resources. Additionally, not all sectors have fortifications to protect them. Consider your starting position and choose your strategy wisely. The map is intended to be played by teams of two, east vs west
  • Additional:
  • Prestige rewards now grant weapons, garments or books
  • The readme has been updated
  • New hotkeys:
  • Ctrl + 2 = VP screen
  • Ctrl + 3 = Economy menu
  • Ctrl + 4 = Logistics menu
  • Ctrl + 5 = Trading routes menu
  • Ctrl + 6 = Warfare menu
  • Ctrl + 7 = Technology board

New in The Settlers 7: Paths to a Kingdom Patch 1.02 (Apr 6, 2010)

  • Fixed various stability issues

New in The Settlers 7: Paths to a Kingdom Patch 1.01 (Mar 23, 2010)

  • Improvements:
  • Facebook and Twitter features implemented
  • Increased multiplayer stability
  • Fixed various balancing issues
  • Fixes localization issues
  • Bug Fixes:
  • Fixed various problems with the savegame option
  • Fixed problems with online profile storage
  • Fixed crashes related to street upgrade
  • Fixed crashes in map forge
  • Fixed a lot of minor bugs