Update 1.57: Tech Tree Additions
Author: indiefoldcreator
Date:
Sun, 01 Dec 2024
Game: Empire Architect
Genre:
Casual, Indie, RPG, Simulation, Strategy
Developer: Batholith Entertainment
Release Date: Fri, 06 Oct 2017
Developer: Batholith Entertainment
Release Date: Fri, 06 Oct 2017
Hi Everyone,
I mentioned that I had new tech options in the last set of patch notes and here they are :) 7 more of them added, which makes 13 total options up from 6. On top of that I added some keybinds that were requested. Many of the tech options are made to address some of the feedback that was given to me over the last month or so. Hopefully you guys like the additions! I do plan to add more of these over time, so if you have ideas for new ones feel free to make the suggestions :)
Patch Notes:
- New Population Tech Option: "Hidden Pathways", Merchants move 3% faster per point spent.
- New Population Tech Option: "Workmanship", Workshop workers work 3% faster per point spent.
- New Population Tech Option: "Craftsmanship", Finishing workers work 3% faster per point spent.
- New Management Tech Option: "Lead Pipes", Reservoirs range is exteneded by 1 per point spent.
- New Military Tech Option: "Composite Bows", Archers now have 3% greater range per point spent.
- New Military Tech Option: "Guard Training", Guard Towers now have 3% greater range per point spent.
- New Military Tech Option: "Advanced Guard Training", Guard Towers now have 1 more damage per point spent.
- Spoked Wheels now adds 4% cart speed, up from 3% cart speed.
- Drilling now adds 3% health to Legionnaire.
- Added a keybind for itterating through the overlays. The Standard Keybind is "Tab", but you can change it to whatever you want :)
- Added 2 keybinds for itterating through units. The Standard Keybinds are "<" and ">", but you can change them to whatever you want :) When the unit menu is closed these keys will open it.
- Fixed a very rare crash that dealt with the Granary.
If anyone is willing to help translate into French and German the new tech options they are in the install location/XML/techtree folder. That would be very helpful to me :)
I mentioned that I had new tech options in the last set of patch notes and here they are :) 7 more of them added, which makes 13 total options up from 6. On top of that I added some keybinds that were requested. Many of the tech options are made to address some of the feedback that was given to me over the last month or so. Hopefully you guys like the additions! I do plan to add more of these over time, so if you have ideas for new ones feel free to make the suggestions :)
Patch Notes:
- New Population Tech Option: "Hidden Pathways", Merchants move 3% faster per point spent.
- New Population Tech Option: "Workmanship", Workshop workers work 3% faster per point spent.
- New Population Tech Option: "Craftsmanship", Finishing workers work 3% faster per point spent.
- New Management Tech Option: "Lead Pipes", Reservoirs range is exteneded by 1 per point spent.
- New Military Tech Option: "Composite Bows", Archers now have 3% greater range per point spent.
- New Military Tech Option: "Guard Training", Guard Towers now have 3% greater range per point spent.
- New Military Tech Option: "Advanced Guard Training", Guard Towers now have 1 more damage per point spent.
- Spoked Wheels now adds 4% cart speed, up from 3% cart speed.
- Drilling now adds 3% health to Legionnaire.
- Added a keybind for itterating through the overlays. The Standard Keybind is "Tab", but you can change it to whatever you want :)
- Added 2 keybinds for itterating through units. The Standard Keybinds are "<" and ">", but you can change them to whatever you want :) When the unit menu is closed these keys will open it.
- Fixed a very rare crash that dealt with the Granary.
If anyone is willing to help translate into French and German the new tech options they are in the install location/XML/techtree folder. That would be very helpful to me :)
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