lunes, 1 de septiembre de 2014

Mantenimiento y novedades en el test server

 Martes 2 de septiembre del 2014

Chers Settlers,
El próximo mantenimiento tendrá lugar en la fecha siguiente :
 Martes 2 de septiembre del 2014 en la madrugada entre las 02:15 h y las 07:00 h*
  • El juego no estará disponible mientras duré toda la operación.
  • Premium y aventuras : Se añadira el tiempo suplementario.
*Tener en cuenta que las horas son aproximadas.
Tener en cuenta tambien el mantenimiento, a la hora de potenciarse y la duración de los potenciadores.
 
A jugar !! y que el mantenimiento nos pille confesados! ;)



Mantenimiento: 1de Septiembre [Terminado desde las 18:15]

mantenimiento: Re-equilibrar el sistema de combate

Queridos Settlers!
3,2,1: ¡Lucha!

Hoy (01.09.2014) habrá un mantenimiento con un nuevo sistema de combate en el Test Server
Se cargarán junto con esta versión.

  • Date: 1st of September 2014
  • Start: approx 17:00 CEST
  • Duración: hasta aprox 19:00 CEST (que podría tomar más tiempo)
  • Account wipe: Las cuentas no se resetean
  • Le recomendamos cancelar cualquier Aventura que tengas en este momento y comenzar otra después del mantenimiento con el fin de probar el nuevo sistema de combate.
Maintenance status: Terminado
Happy settling!
BB_kaurkal






Avance: Reequilibrando el combate 

¡Queridos Settlers!
Como la mayoría de vosotros sabeís, estamos experimentando con un nuevo sistema de combate. No os preocupéis, el sistema actual seguirá formando parte de "The Settlers Online". Para que el nuevo sistema tenga una fundación solida, hemos decido hacer una revisión general que tanto necesita

3,2,1: ¡Combate!

Para saber más detalles visitad el foro, donde hemos publicado el Avance más reciente! Podéis probar los cambios en el servidor de prueba.
El lanzamiento se espera el lunes (1ro de septiembre) a las 16:00.


Avance: Reequilibrando el combate

Los avances contienen información breve sobre una de las próximas versiones del juego y puede que no reflejen el estado final del contenido.
Una vez se finalice la versión del juego, se publicará un diario de los desarrolladores correspondiente.




¡Queridos Settlers!

Como la mayoría de vosotros sabeís, estamos experimentando con un nuevo sistema de combate. No os preocupéis, el sistema actual seguirá formando parte de "The Settlers Online". Para que el nuevo sistema tenga una fundación solida, hemos decido hacer una revisión general que tanto necesita, especialmente en el aspecto del equilibrio. Los siguientes sistemas han sido afectados:
  • Orden de ataque
  • Los atributos de las unidades del jugador
  • Los atributos de las unidades enemigas
  • Habilidades
  • Recursos y Costes
  • Aventuras y Cambios generales
Para dar la posibilidad de probar previamente estos cambios, lanzaremos la primera versión del sistema en el servidor de prueba internacional.

Podéis probar estos cambios en el servidor de prueba internacional.
El lanzamiento se espera el lunes (1ro de septiembre) sobre las 16:00.
Por favor, recordad que la versión del juego en el servidor de prueba se encuentra en la fase temprana del desarrollo, por lo tanto la versión final puede ser diferente. Cuando la versión final estará lista, publicaremos un diario de los desarrolladores.
¡A disfrutar!




Combat Rebalancing

Greetings dear Settlers,

as most of you might know, we are currently performing tests for a new combat system. Don't worry though, as our current one will continue to be a part of "The Settlers Online". In order to give the new combat system aa solid foundation, we decided to do a much needed general overhaul, especially to the balancing. The following systems are affected:
  • Attack Order
  • Player unit attributes
  • Enemy unit attributes
  • Skills
  • Resources and Costs
  • Adventure and General Changes

To give you the possibility to test these changes early, we will deploy the first version containing the balancing adjustments on the regular test server. Unfortunately, we cannot adjust most of the texts at the moment, so I want to use this forum post to inform you about the most important changes.

1. Attack Order

The order in which units attack and the priority with which units get attacked has changed. The new order is:

Melee units - Ranged units - Special units - Boss/Elite units

This means that melee units get attacked first, then ranged units, then special units and finally elite and boss units. There is one exception however: When a unit is flagged as being "weak" and an attacking unit has the skill to attack weak units first, the weak unit is going to be attacked from the skilled unit first, no matter the unit type.
If there are multiple targets that fit these specifications, the unit with the lowest HP is attacked first.

2. Player unit attributes

All unit values have been reworked. The new values are as follows:



3. Enemy unit attributes

Just like the player units, all enemy units have been reworked as well. The balancing of these is still pretty much work in progress, though, so I want to give you only a general overview over what we want to achieve with these changes in the end:



4. Skills

The skills also underwent some minor adjustments. First of all, all units now have splash damage (enemy and player units). This means, that all undistributed damage is now given to the next unit.
Additionally, we added some new skills. The following skills are now part of the combat:
  • Splash Damage - Undistributed damage is given to the next unit (all units have Splash Damage now)
  • Bonus Armor in tower - Some units have armor in special buildings, called towers. This Armor has to be decreased before the actual HP are affected. The amount of armor is depending on the building. Generally, tower buildings are leader camps, most hard camps and some medium camps. You can see which units are affected in the enemy camp window.

  • Armor Penetration - Units with this skill ignore a certain percentage of the armor from the skill I explained above.
  • Additional damage against unit type - Some units do additional damage against specific enemy unit types. This only applies to player units.
  • Attack weak unit first - Units with this skill first attack units with a weak flag. Weak units are usually units with low HP and/or ranged or first strike units.

5. Resources and Costs

To better fit the overall balancing, we also adjusted some of the resources and costs:

Base resources:


Melee unit weapons:


Ranged weapon costs:


Unit costs:


6. Adventure and General Changes

We made some changes to the adventures. For the initial test we changed 2 aspects:
  1. Rewards: We removed all weapon rewards from the adventures. We will adjust the remaining rewards later on, when we are done with the unit rebalancing and we have a better idea of the overall losses players will have in these adventures.
  2. Adventure types and icons: Adventures will now have a distinct adventure type, a corresponding icon and different difficulty colors.

    Our current adventure types are:
    • Mini
    • Follow Up
    • Resource
    • Experience
    • Epic
    • Heroic
    • Coop
    • Special

    The difficulty colors are:
    • easy - white
    • medium - green
    • hard - blue
    • very hard - purple
    Example:

    The icon shows that this is a heroic adventure (purple color), meaning it is very difficult.

Additionally, we made some general changes:
  • As mentioned before, all units have Splash Damage now.
  • Miss Damage is now in general "1" for normal units and 50% of the damage value for bosses.
  • First and Last Attack were removed as skills. Instead all units now have an initiative stating in which phase the unit attacks. We have 4 initiatives, where 1 replaces the old "First Strike" and 4 the old "Last Strike".

These are the changes we made for this balancing test.
Please keep in mind, that this is only a first iteration, and we will very likely still adjust these values and changes based on the general feedback.

Lastly, here is a short overview about what hasnt been changed yet, but is currently still being evaluated for possible adjustments:
  • General adventure balancing (unit deployment and camp positions)
  • Cavalry costs
  • Unit beer costs
  • Adventure rewards besides weapon removal
  • Balancing of Generals

Have fun testing and we are looking forward to receiving your feedback!

Your "The Settlers Online" - Team





*Información publicada en el foro y en la página principal del juego en nuestro servidor y en el test server.

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