Settlers online simulator

Settlers online simulator DEFAULT
General

HP: 1

Damage: 120-120(80%)

Round: 2

Round time: 20s

Recovery time: 1:00:00

Travel time: 30:00
Battler Hardened General

HP: 1

Damage: 120-120(80%)

Round: 2

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00
Grim reaper general

HP: 1

Damage: 120-120(80%)

Round: 2

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00
Master of martial arts

HP: 1

Damage: 450-500(80%)

Round: 1

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00

- Area damage
- Attack the unit with less HP
Veteran General

HP: 1

Damage: 120-120(80%)

Round: 2

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00
Master of Defense

HP: 5000

Damage: 25-50(80%)

Round: 2

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00

- Area damage
- Attack the unit with less HP
Major General

HP: 1

Damage: 120-120(80%)

Round: 2

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00
Log General

HP: 1

Damage: 120-120(80%)

Round: 2

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00
Lord Dracul

HP: 999

Damage: 111-333(77%)

Round: 1

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00

- Area damage
Ch. Vargus

HP: 200

Damage: 750-1250(80%)

Round: 1

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00

- Area damage
- Intercept – enemy units deal 5% less damage and cannot attack your weakest units first.
Ch. Nusala

HP: 150

Damage: 1000-1500(90%)

Round: 1

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00

- Area damage
- Attack the unit with less HP
- Explosive Ammunition – assigned offensive units (bowman, longbowman, crossbowman, marksman, armored marksman) deal Splash Damage and Attack The Weakest Target First.
Ch. Anslem

HP: 150

Damage: 1000-1500(50%)

Round: 2

Round time: 10s

Recovery time: 2:00:00

Travel time: 15:00

- Area damage
- Attack the unit with less HP
- Dazzle – reduces the accuracy of enemy units to 0%.
Recruit


HP: 40

Damage: 15-30(80%)

Round: 2
Militia


HP: 60

Damage: 20-40(80%)

Round: 2
Soldier


HP: 90

Damage: 20-40(85%)

Round: 2
Elite Soldier


HP: 120

Damage: 20-40(90%)

Round: 2
Calvary


HP: 5

Damage: 5-10(80%)

Round: 1

- Attack the unit with less HP
Bowman


HP: 10

Damage: 20-40(80%)

Round: 2

- Armor bonification
Longbowman


HP: 10

Damage: 30-60(80%)

Round: 2

- Armor bonification
Crossbowman


HP: 10

Damage: 45-90(80%)

Round: 2

- Armor bonification
Cannoneer


HP: 60

Damage: 60-120(90%)

Round: 3

- Armor bonification
- Ignore armor
Swordsman


HP: 150

Damage: 40-80(90%)

Round: 2
Mounted Swordsman


HP: 250

Damage: 25-50(90%)

Round: 2
Knight


HP: 80

Damage: 35-70(90%)

Round: 1
Marksman


HP: 50

Damage: 50-100(90%)

Round: 2
Armored Marksman


HP: 50

Damage: 100-200(90%)

Round: 2

- Attack the unit with less HP
Mounted Marksman


HP: 50

Damage: 50-100(90%)

Round: 1

- Area damage
Besieger


HP: 80

Damage: 100-200(90%)

Round: 3

- Area damage

Rapid Fire (Level: 1+)

Increases the maximum attack damage of your Bowmen by 5/10/15.

Juggernaut (Level: 1+)

Increases the general\'s attack damage by 20/40/60. These attacks have a 33/66/100% chance of dealing splash damage.

First Aids (Level: 1+)

Recovers 3/6/9% of lost units after every combat.

Jog (Level: 1+)

Adds 33/66/100% to the General\'s movement speed when returning to or relocating the garrison.

Snipper Training (Level: 26+)

Increases your Longbowmen\'s and regular Marksmen\'s minimum attack damage by 45/85/130% and the maximum by 5/10/15%.

Overrun (Level: 26+)

Decreases the HP of enemy bosses by 8/16/25%

Hostile takeover (Level: 26+)

When this army wins a battle, gain 1 Recruit mercenary * for every 600/300/200 XP worth of enemies defeated. (The recruits are gained as a buff in the star menu)

Navigation Crash Course (Level: 26+)

Reduces the general\'s travel time by 15/30/45%.

Unstoppable Charge (Level: 33+)

Increases the maximum attack damage of your swift units by 1/2/3 and their attacks have a 33/66/100% chance of dealing splash damage.

Battle Frenzy (Level: 33+)

Increases the attack damage of this army by 10/20/30% for every combat round past the first.

Fast Learner (Level: 33+)

Increases the XP gained from enemy units defeated by this army by 10/20/30%.

Just a Flesh Wound (Level: 33+)

Reduces the general\'s recovery time by 15/30/45%.

Cleave (Level: 40+)

Increases the attack damage of your Elite Soldiers by 4/8/12 and their attacks have a 33/66/100% chance of dealing splash damage.

Weekly Maintenance (Level: 40+)

Increases the attack damage of your heavy units by 10/20/30.

Garison Annex (Level: 40+)

Increases the unit capacity by 5/10/15.

Confident Leader (Level: 40+)

Reduces the length of combat rounds by 15/30/45%.

Lightning Slash (Level: 45+)

The general attacks twice per round. That second attack\'s initiative is \'Last Strike\'.

Master Planner (Level: 45+)

Adds 10% to this army\'s accuracy.

Bounty Hunter (Level: 45+)

After completing an adventure, gain 1 star coin for every 1,000 XP worth of enemies defeated by this army.After completing an adventure, gain 1 star coin for every 1,000 XP worth of enemies defeated by this army.

1-Up (Level: 45+)

The general recovers instantly after their first defeat in every adventure.

Simulation results

Best attacks

Sours: http://settlersonlinemaps.com/fastsim.php?LangCode=2
Sim1.png

The Combat Simulator is a very handy website you need to get to know as it will save you hours of pain and days of recovery from millitary losses.

Its basic function is to allow entry of battle details between a camp and and simulate the outcome based on differing armies set against them.

See the image for a view of the interface and this key:

  1. Click this to swap between 200 & 250 troop general.
  2. Your Army window with selection boxes
  3. Total Number of Units in your simulated army
  4. Select an Adventure Island
  5. Auto fill the enemy window with defaults
  6. Press Simulate battle to run simulation.


The Results

Sim2.png

The results take a few seconds to appear below your selected battle options and

  1. Wave: Breakdown of the waves of attacks
  2. Player Min Loss: The least possible casualties to your army.
  3. Player Max Loss: The most casualties possible to your army.
  4. Bandits Min Loss: The least losses the enemy will take.
  5. Bandits Max Loss: The most losses the enemy will take.

Note the EP figure next to the Mx/Min Bandit Loss, this is the XP gained by the enemies you manage to defeat. Further Interpreting the Results

To get a quick idea of what you need to understand of this output:

  • If the Max & Min losses of the Bandits show exactly the same it means your attack will be 100% successful and the enemy defeated, otherwise you are likely to have an injured General.
  • If the Max & Min losses of the Player show exactly the same it means your attack will be a 100% failure and result in an injured General... however note the Bandits column and see how much damage they did. This becomes important when you need to whittle down the enemy in harder battles.

A great result of the Simulator is you can see how certain units work against certain enemies so you can learn not to attack Dogs with Cavalry or Bowmen and how to use Recruits to take damage and protect those costly Soldiers.

Sours: https://thesettlersonline.fandom.com/wiki/Combat_Simulator
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  1. 11-10-14 10:48 am#1
    Moderator Magenta_old's Avatar
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    Combat Simulators

    Here are a few alternate combat simulators available from the community:

    Settlers Online - Combat Simulator: www.settlerscombatsimulator.com/en

    Settlers Online - Combat Simulator: http://546e810ba39faf8b8d5e4e7971e67...dfb3BfRUtxZTg/
    Updated with Fairy Tale splash changes

    Settlers Online Maps: http://settlersonlinemaps.com/fastsim.php?LangCode=2

    Settlers Online Tools: http://settlersonlinetools.com/en/combat_simulator/#

    The Settlers Online Wiki: http://www.thesettlersonlinewiki.com/combat-sim/
    [/INDENT]Please feel free to append other simulator site links.
    Last edited by mod_Magenta; 08-08-16 at 04:31 pm. Reason: updated Dec 21, 2014

  2. 11-16-14 06:03 pm#2
    Settler
    Join Date
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    Ares
    it really sucks that it had to stop for real life :_( it was a good combat simulator.

  3. 11-17-14 05:48 am#3
    Mayor
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    Ares
    agreed best one out there.... i used to use it for LS quite often... but these don't see to show what troops are lost (enemies) details etc when you're testing a small LS hit

  4. 11-17-14 04:17 pm#4
    Settler
    Join Date
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    Ares
    its like a TSO way of life died D_: I am really really REALLY curious if BB is doing anything about it? because I don't think it would be hard to integrate it into TSO.
    well it is what it is unfortunately.

  5. 11-24-14 08:39 am#5
    Mayor
    Join Date
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    Zeus
    here is one i found. doesn't look that bad and has the expeditions on it too

    https://546e810ba39faf8b8d5e4e7971e6...dfb3BfRUtxZTg/

  6. 04-11-15 09:54 pm#6

  7. 06-09-15 12:44 pm#7
    Noble
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    Zeus
    I have found Osettlers the best now for info along with seidler vision

    Osettlers has a link to this Sim it even does the expedition fights. ( this is the same as troll Phu's recomendation)
    Zeus Artillerist {Gnomelot}
    Ares AAtillerist {Weeble Nation}

  8. 08-06-15 06:48 pm#8
    Recruit
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    Ares
    My search is for a simulator that can handle wave attacks. The one at settlerscombatsimulator.com looks like it should but I cannot get it to work properly for 2 waves with both set for "Find the best attacker".

    I set the first wave for "Find best" with general and troop types, switch to the second wave and set it for "Find best" with gen and troop types and it runs as if I didn't check the "Find best" box for the 1st wave.

    Am I just missing something obvious?

  9. 11-01-15 10:54 am#9

  10. 11-01-15 06:14 pm#10
    Noble Droidhak's Avatar
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    @dizney, if you're missing something obvious, then I have as well. I can't get that one to do multiple waves with all those waves doing the best attack selected. I wish it did. My trick is to just run the sim twice for an enemy camp, just deduct the enemy troops from the stated losses when you run the second wave (rd 1 with best attack selected, say you would kill 50 enemy militia, deduct those militia from the enemy camp number boxes, write down what your best army would be on that first round, run the sim again to find best army to kill off the camp, write down your army numbers for the second round, repeat if necessary for a third round). It's a time waster, but it will at least do what you want. This is my favorite sim, but yes, this part of it sometimes drives me batty!

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Sours: https://forum.thesettlersonline.net/
The Settlers Online Review - \

This is a guide on how to use battle simulators to help you find the best way to attack an enemy camp. There are many ways to go about this, and if you read this and have another way of doing it, let us know, and we’ll add it to this guide.

First of all, when we say battle simulators, we’re not talking about the in-game combat preview that you can use to see how much of your troops will die. While that can be of use to you early on, when you don’t have many different types of troops, later on you need to know WHAT troops are being killed, and if what you’re sending with your general is the very best troops for the job.

The battle simulators are third party sites/programs you can use to see specifics on what troops you would lose in a fight. Every recruit saved is a recruit you don’t have to make, and for most units you shouldn’t have to lose any of them, except in very few cases, so our object with this guide is to try to only lose Recruits.

There are four known simulators.

http://tsosim.github.io/ hasn’t been updated for newer generals, so avoid that. You can use it for basic generals, but the fact that it isn’t updated for other generals probably means it isn’t updated in other ways.

http://www.thesettlersonlinewiki.com/combat-sim/ is perfectly serviceable but not as aesthetically pleasing in my opinion

http://settlersonlinemaps.com/fastsim.php?LangCode=2 is currently the only one that is updated to be used with the general skills. It also tends to be the first to be updated when new things come along. I find it annoying visually because of the flashy aspects and adds, but it is a very good simulator that gives you the most information about the battle.

https://www.settlerscombatsimulator.com/uk/ is my peronal favourite because it is easy to use and has a clean design, but I often use the one above too.

The pictures below are taken from the fourth of them.

Understanding the simulator

To start, we pick what camp to fight, then what general to fight with, and then our units to send on the camp. Make sure to set the number of simulations done, if the simulator you use have that option.

simulator1edited

While you’re at it, giggle at my lovely spelling mistake in this picture.

Clicking “Home Island” will let you select an adventure to simulate from, but for now, let’s stick to your home island for all the examples used, because you’re most likely to need this guide if you still have the home island up.

Simulating an easy camp.

Let’s start with something easy. The bandit leader of sector 3, that is the bottom right sector (the sectors are named according to a keyboard numpad, with 5 in the middle).

simulator2.png The camp in question is marked with green on this picture.

It has 79 Thugs, and 1 One-eyed Bert. The thugs are a fairly easily defeated unit, with 60 hitpoints (the number of points you need to damage before they die) and 20-40 damage (the number of points they will damage you with), making them about as strong as your Militia. Bert is a boss with 6000 hitpoints and 300-500 damage. He is also a “last strike” unit, which means that he will attack in the last phase of the battle round.

We’re going to start using only the regular tavern general and only recruits, just to see what we get. I almost always start my simulations with full load of recruits, to get an idea of what else I’d need. So, Tavern general with 200 R gives me this result:

simulator3

As you can see, my victory here is 100%. I would win this battle. I would lose between 63-90 recruits out of my 200, and the battle would last 3 rounds.

sim4

Now, I could be happy with this, send my general and celebrate taking the sector. But first of all, I want to see if I can save some recruits.

Because the max recruits killed in last simulation was 90, I’m going to lower my recruits from 200 to 90. I’m then filling up with the strongest unit I have, let’s for conversation sake say it is the longbowmen.

 

 

 

 

We’ll then hit the simulation button again, this time with 90R and 110LB. The results are:

sim5

As you can see, the number of dead recruits have now gone down, from 63-90, to 55-78, which is 12 saved recruits. We’ve also shortened the battle from 3 rounds to 2 rounds. This means One-Eyed Bert, the big bad boss in this camp, had one less round to murder our poor units.

We could now try again, to lower and lower the number of recruits used, but I looked ahead and it won’t go lower than this IN THIS CASE. Simulating 78 recruits and 122 LB shows the same amount of dead recruits as 90R and 110LB. However, always go down 1 Recruit and replace with a militia, solider or elite soldier, whichever are your strongest units. Since they have more hitpoints, they can absorb more damage without dying, so you can usually save one more recruit that way without risking losing anything else.

Another easy simulation

Let’s try another boss camp, shall we?

Sector 7, the top left sector, has 150 Scavangers, with 40 hitpoints and 15-30 damage, and 1 Skunk Boss, with 5000 hitpoints and 1-100 damage. Like Bert, he has Last Strike, but is weaker than him.

Again, tavern general with 200R to start with, and the simulation showed this:

sim6

Once again, the 200R are enough to get a 100% win. We’d lose 87-106 R, and it would last 4 rounds. So, we’ll try again, this time let’s fill up with soldiers instead. So 106R and 94S gives this:

sim7

This pushed our losses down to 69-89, so we saved about 17R. We also shortened the length of the fight to 3 rounds instead of 4.

This time let’s not be happy with this. Let’s simulate 89R and 111S. I won’t bother with a picture this time, but the losses were down to 67-85, so again we saved a few R. If we keep this going, we eventually get down to max 83. But this is using Soldiers. Using LB won’t get us further, but if we had Crossbows, the losses would go down to about 77.

Notice we’re not using cavalry here, since they would attack the Scavangers, and the scavangers aren’t really the problem here, so adding cavalry wouldn’t help.

But where can the cavalry be useful then?

Simulating First Strike units

Cavalry have low hitpoints and not very high damage either, but they are first strikers. Units attack in different phases, and while units that attack in the same phase both will get a chance to attack each other, a first striker units will get kills on normal strikers without those being able to fight back.

Cavalry are therefor best used, first of all, against camps that don’t have first strikers themselves. On the home island that means don’t use them against the guard dogs (except against Wild Mary’s camp), but against most other units they will work. They mostly won’t work as well as recruits though, so let’s focus cavalry on units with low hitpoints, such as Rangers (Note: don’t send cavalry against units which have the “attack weakest target first”, because those will kill cavalry before they kill recruits).

sim8

Marked here, in sector 9, is a camp with 200 Rangers.

Rangers, who are not first strikers, have 10 hitpoints and 30-60 damage, meaning they deal a lot more damage than they can handle. Hitting them with cavalry means cavalry would kill a bunch of them before they got a chance to deal that damage. Cavalry has 5 hitpoints and deal 5-10 damage. 1 cavalry will therefor not 100% kill 1 ranger. Ergo, 200 cav will not kill 200 Rangers. So, we’ll start, once again, with 200R;

sim9

These 200R would get 100% victory and losses would be 129-159R, but let’s focus first of all on the fact that it would only be 1 round. When fights are only 1 round, that is the best hint that cavalry would work against this unit.

So, let’s put 159R and 41C and see what we get:

sim10.png

Losses are down to 104-134, which is over 20 saved, so let’s keep going, 134R and rest C, and then go on until we can’t save anymore. A number of tries this way gives this:

sim11

95R is a lot less losses than the original 159R. But, we now have the battle last 2 rounds instead of 1. There’s not much we can do about that though, and the rangers that still survived round 1 will be killed in the first strike of round 2 and not get a chance to kill anything during that round. As you can see, using cavalry saved the most recruits in these three different examples, but it only works in certain cases.

Simulating Last Strike units

Let’s get to the point first: you’re not going to have access to last strike units in the beginning of your game, because the only last strike unit available to us is the cannoneers, and you get those at lvl 48, and by then you’ll probably already know how to simulate well enough to not need this guide ;).

But, let’s talk about what to use AGAINST Last Strike units, or indeed any strong units or bosses. Before access to cannoneers you have crossbowmen and elite soldiers (or soldiers before that). Let’s compare their stats:

Crossbowmen –  Hitpoints: 10, Damage: 45-90

Elite soldiers – Hitpoints: 120, Damage: 20-40

So, as we can see, the crossbowmen deal a lot of damage, but can’t take much damage themselves, and the elite soldiers are the opposite. This means that in general, crossbowmen will help you the most. But, a lot of units and bosses in later adventures will have the “attack weakest target first”-skill, and if you have any of those in a camp you want to attack, then don’t use XB (or LB), stick to E (or S)

When to use cannoneers

Short answer: everwhere

Long answer: almost everywhere. Cannoneers can be used in almost any attack where the fight would last for several rounds, as they are so strong they will lower the amount of rounds in pretty much any fight. If you run a sim (again, of 200R), and find that the number of rounds is already quite low, take a look at the units in the enemy camp. If they are last strikers (and not attack weakest target), then crossbows will work better, because crossbows will kill them in an earlier phase of the round, hence lowering the number of units that will be able to fight in the last strike.

What if 200R won’t get a victory in the first simulation attempt?

So far, we’ve dealt with cases where the 200R were enough from the beginning. So, how do we simulate a camp where it’s not?

sim12

Let’s take a look at this camp: It has 120 Roughnecks, a tough unit with 90 hitpoints and 20-40 damage, and 80 Rangers.

200R will not be enough on this camp. It has a 0% chance of victory. It would kill at the most 81 of the roughnecks. The rangers, who deal the most damage won’t get killed by the recruits, who are focusing their efforts on the roughnecks and there is no way around that.

There are three options on how to deal with a camp that you can’t kill with 200R (and I checked, and 200B wouldn’t work either):

  1. 1 R suicides with a strong general. In this particular case you would need a general with the “attack weakest target” skill, such as Master of Martial Arts, Nusala or Anselm. For 1R suicides you need to make sure that the general can kill some of the troops you want to get rid of the most (the ones that does the most damage preferably). If you don’t have a general who can do that, move on:
  2. Sending 200R with one general on a basic suicide mission to kill as many troops as it can, and then go on simulating from the new unit numbers.
  3. Sending enough of whatever unit you’d need to kill the strongest enemy, on a targeted suicide mission to kill just those. 100 cavalry has a good chance of killing 80 Rangers for example.

Each of these suggestions include letting your general be wounded and having to heal. But let’s face this from the start: you’ll have to do that some times. It’s part of the game. How often you do it is up to you, but it is not inevitable. There is a separate guide on when to use the 1R suicides to the best advantage where you can read more about it.

sim13

200R is more than 100C. But 200R is cheaper than 100C, so I would recommend going with the 200R. Now you can either simulate that and then adjust the numbers, or you can simulate several attacks at once, by clicking on the numbers above the generals. This allows to simulate many waves at once, so let’s do this now. In wave 1, let’s put 200R, and then do the same in wave 2, and then hit simulate:

sim14

You’ll notice that both waves can be seen in the top fields, and that under “attack waves” we now have the option to see the results of both waves. For this picture I clicked on the second wave, because that’s the result I’m mostly interested in. We can see that the first wave left alive 80R and between 39-52 roughnecks, and that the second wave claimed the lives of 89-147R. Because the second wave has a 100% victory chance, we can now do as we did in the earlier camp with rangers and use some Cavalry to try to get the losses down on that one by simulating 147R and 53C, and then keep reducing the R and adding C as the losses go down.

This is where I landed:

sim15

with 149C 50R and 1S in the second wave, we have considerably reduced the losses of this fight, which end on a total of 225-250R dead, which all in all is not bad. For reference, this is how low the losses could be with 2 suicides from a MMA: 109R, using XB.

sim16.png

But what if the 200R won’t kill anything at all in the camp in the first simulation?

In some fights, the 200R test simulation will give you no kills on anything, as is the case with the sector 6 leader camp.

sim17.png

This has Chuck as boss, 50 guard dogs, 100 roughnecks and 49 rangers.

200R won’t kill anything, because they will try to kill Chuck, but 200 of them aren’t strong enough to kill him, so they all go to waste. This camp obviously requires some fiddling.

Again, 1R suicides will help you a LOT, because they will take the dogs and the rangers with enough of them, but we’re trying to do this without suicides.

First, we need to decide if we’d rather lose Cavalry or Soldiers. This is a personal preference, but horses are mostly going to be cheaper than steel swords. Militia will be hard to not lose in this particular case.

If you’d rather lose cavalry, then you focus on killing the rangers and the guard dogs, which 120 cavalry will be enough. With the second wave, kill Chuck. That can be done with about 90R, 55B and 55M. The third wave is for getting rid of the rest of the roughnecks.

The full simulation is shown here:

sim18

If, however, you want to really save your cavalry, and instead lose soldiers, you can take down Chuck in the first wave, but it would require 100 soldiers and a bunch of militia, so the first route is probably your best bet. Again, let’s, just for the sake of conversation show how to take this camp using suicides instead, where we wouldn’t lose any cavalry or soldiers (but still militia and bowmen, because it’s Chuck and he’s tough):

sim19

This is the end of this guide. It is meant to show the different ways of thinking about how to simulate troops if you’re not used to it yet. If anything is unclear, please let me, QueenZ, know, and if there’s any extra step needed that isn’t covered, again, let me know.

 

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Sours: https://theunsettlersguild.wordpress.com/general-strategies/simulating-battles/

Online simulator settlers

The Settlers Online

Welcome

12.10.2021 Change Log 19.10.2021

Dear Settlers,

This game update includes the technical implementation of this year's Halloween Event - starting on October 25th!

Read more about the version in our Change Log.

Happy settling,
BB_Trafffer

01.10.2021 Unity Version - Community Update #2

Dear Settlers,

Over the last few months, we've been hard at work further developing the Unity Version of The Settlers Online, along with providing the usual annual events. However, we know that a lot of this work can go unnoticed, and we'd like to share with you an update on our current progress, our near-future goals, as well as some improvements we'd like to implement down the line.

Please check out the full in-depth update over on our forums. Don't forget to leave your feedback and thank you for sticking with us throughout this process!

Your "The Settlers Online" Team

20.07.2021 Unity is Live!

Dear Settlers,

Our maintenance has already ended at 12:00 p.m.

The Unity Version has been successfully implemented to the live servers. The client is now no longer needed to play! The game starts directly in the browser again.Please note: It is possible that there are still chat problems on some worlds. We are already working on a solution, but it might take some time.

If you have any problems, please contact us in the forum or via social media channels.

Your "The Settlers Online" Team

23.03.2021 Final Legacy Change

Dear Settlers,

From now on, all old Legacy accounts will be automatically prompted to connect to Ubisoft Connect as soon as they log in on the home page.

From now on you will only be able to play if your account is connected to either Ubisoft Connect or Facebook. For more information, see here.

Happy Settling,
Your "The Settlers Online" Team

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