Archives by Day

The Settlers 7: Paths to a Kingdom

Platform(s): PC
Genre: Strategy
Publisher: Ubisoft
Developer: Blue Byte
Release Date: March 23, 2010 (US), March 2010 (EU)

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

Advertising

As an Amazon Associate, we earn commission from qualifying purchases.





'The Settlers 7: Paths to a Kingdom' v1.08 Patch Available NOW

by Rainier on July 31, 2010 @ 3:00 a.m. PDT

The Settlers 7: Paths to a Kingdom gives gamers the opportunity to choose the best way to lead their kingdom to victory, in a rich environment set in middle-Europe during the early Renaissance.

Get the The Settlers 7: Paths to a Kingdom v1.07 Patch off WP (95/470mb)

Version 1.08

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

Additional

• 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:

o 7 Planks, 7 Stone -> 5 Planks, 5 Stone, 2 Bread
or
o 4 Tools, 4 Meat -> 4 Tools, 4 Coal, 2 Bread
or
o 6 Gold, 6 Coal -> 4 Gold, 4 Iron Ore, 2 Bread

• Victory Point „Generalissimo“:

o The amount of defeated soldiers needed to gain this Victory Point has been lowered to 20.
o From now on, only enemy (not neutral) soldiers, that haven’t been killed by fortifications, count towards the Victory Point.

• Costs of Military Units:

o Tavern:
Pikeman: 4 Coins, 1 Plain Food -> 3 Coins, 1 Plain Food

o 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

o Cannon Foundry:
Cavalry: 7 Coins, 5 Garment, 3 Jewellery -> 4 Coins, 3 Garment, 2 Jewellery

• Generals‘ Bonuses:

o Bertram, the Bonecrusher
Before: +50% close combat damage
Now: +30% close combat damage

o Philipp, the Prudent
Before: +25% close combat and +25% long-range damage
Now: +15% close combat and +15% long-range damage

o Theobald, the Tactician
Before: +50% long-range damage
Now: +30% long-range damage

o Hugo, the Hotspur
Before: +25% close combat and +25% siege damage
Now: +15% close combat and +15% siege damage

o Cuno, the Cool-Headed
Before: +25% long-range and +25% siege damage
Now: +15% long-range and +15% siege damage

o Siegfred, the Specialist
Before: +50% siege damage
Now: +30% siege damage

o 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.
o The costs of proselytism and bribery have been reduced altogether.
o Conquering sectors peacefully won’t destroy their fortifications anymore.
o 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.
o Destroyed fortifications aren’t taken into account anymore when calculating the costs of bribery and proselytism.
o The proselytism of Cavalry, Cannons and Fortifications now also calls for Brothers and Fathers.
o The bribery of Cavalry, Cannons and Fortifications now also calls for Garment and Jewellery.
o 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)
o 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:

o The costs of trade quests at Event Locations have been reduced.
o The costs of quests granting a treasure have been raised and adjusted to the costs of quests granting a technology.
o 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:
o Badland Ridge
o Glacier Vale
o Amber Coast
o Crushed Mirror
o Blazing Heat
o River Town
o Swampland Rivermouth
o Sandbeken
o Fiery Chasm
o Tempest Taiga

• Map specific Changes:

o River Town
- The Victory Point “Trading Company” has been added.
- The amount of Victory Points needed to achieve victory has been raised to 5.
o Tempest Taiga
- The amount of prebuilt buildings has been reduced.
- The amount of animals has been reduced.
o Nienroth
- The preset AI opponent has been changed from Raspun to Zoé.
- The amount of animals has been reduced.
o 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.
o Amber Coast
- The Victory Point “Trading Company” has been added.
o Crushed Mirror
- The Victory Point “Trading Company” has been added.
o Swampland Rivermouth
- The Victory Point “Trading Company” has been added.
- The amount of Victory Points needed to achieve victory has been raised to 6.
o Badland Ridge
- The Victory Point “Trading Company” has been added.
- The amount of Victory Points needed to achieve victory has been raised to 7.
o Glacier Vale
- The Victory Point “Trading Company” has been added.
o Blazing Heat
- The amount of Victory Points needed to achieve victory has been raised to 7.

The Settlers 7: Paths to a Kingdom gives gamers the opportunity to choose the best way to lead their kingdom to victory, in a rich environment set in middle-Europe during the early Renaissance.

The Settlers 7: Paths to a Kingdom brings a fresh, innovative design to the franchise, while reintroducing the strong game mechanics and deep gameplay that are hallmarks of the highly acclaimed Settlers series. Players will easily become engaged in an exciting campaign, skirmish maps or multi-player challenges in a world of lush forests, open meadows, fast flowing rivers, and high mountains.

Key Features:

  • Rich gameplay mechanics: The deep building and production system allows gamers to expand their kingdoms village by village, sector by sector, optimizing their creation by fine tuning production chains and transport systems.
  • Variety of gameplay: Gamers will be able to choose the best path to lead their kingdoms to victory around three main pillars:
    • Military: by building strong armies and defeating opponents with shear military power.
    • Technology: by being the first to develop new and beneficial technologies.
    • Trade: by occupying the best trade routes to become the wealthiest player on the map.
  • Depending on style of play, gamers will be able to unlock a variety of new and unique possibilities, changing the way they build their own kingdoms.
  • All-new victory system: The new victory point system brings more tension and competition to the game. Victory points are awarded in many different ways depending on the choices gamers make throughout the evolution of their kingdoms.
  • Online multiplayer: Gamers will be able to play online and face opponents in classic adversarial and co-op teamplay modes. Online features include user-generated and downloadable content, in-game feeds, and various leaderboards.
  • A new graphic engine and improved AI: A brand-new graphic engine will let gamers experience the beauty of their kingdom in a never-before-seen level of detail. More than a dozen AI profiles, each with unique behaviors, will add enhanced variety to the game like never before.
  • Build your own castle: Bring even more customization to your game as you assemble your castle from a wide range of styles, designs and architectural details. You and your friends can share your creations online.
  • Social networking integration: Deep social networking integration with Facebook and Twitter) lets you bring your gaming experience to your social circle.

More articles about The Settlers 7: Paths to a Kingdom
blog comments powered by Disqus