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Starting working on 1.32

After successful release of the patch 1.31 on some german worlds we started to work with 1.32 (of course we also doing bug fixes in 1.31 ;)). With 1.32 we want to convert as many screens as possible to the new screen layout and window manager, some of them will just converted others will be completely reworked in order of that i have two screenshots for you. 

For your information about the updates we started to translate 1.31 for all languages. We will finish the updates on german worlds this week. After that we will update other markets when their translations done.

20 Comments

  1. abedy
    abedy May 12, 2011

    Finally :P, thanks for info 😉

  2. Freund Hein
    Freund Hein May 12, 2011

    Nice ;), will in 1.32 the new jobs for the builders implement? the ability to upgrade buildings etc…

  3. Bluep
    Bluep May 12, 2011

    Good news! 🙂

    I like the new design – much better than the drafts posted on mid february / early march.
    But I miss the minimize / reload buttons – are they only missing in the screenshots, or will they be left out in the new version for some mysterious reasons..?

    Will the new version (or even a 1.31 patch) include the display of needed/availiable ressources in the crafting screen..?
    (as demanded by many players, starting from http://forum.westbeta.innogames.de/showthread.php?p=14307#post14307 ) – and will the sorting of items (especially products) be improved? (Inventory and, even worse, the market is a bad mess with ID sorting…)

    Curiously looking forward for the changes to come! 😀

  4. JoxerTM
    JoxerTM May 12, 2011

    Rainy I have a feeling that all devs except Ashock play soldier class… Is that the reason soldiers are overpowered? 🙂

  5. Katerchen
    Katerchen May 12, 2011

    I like the new design, but in my opinion, the charakter window is a bit overloaded.

  6. Kicha
    Kicha May 12, 2011

    will there be a reload and a minimize button, like in the current windows, too?

  7. Bullet
    Bullet May 12, 2011

    Hope you will change the quest-saloon.

  8. Joao611
    Joao611 May 12, 2011

    U forgot the reload and minimize button! 😛

  9. LuX
    LuX May 12, 2011

    i loove this design <3

    great work

  10. abedy
    abedy May 12, 2011

    @JoxerTM
    Good one Joxer :D:D

  11. the black penny
    the black penny May 12, 2011

    painted fence?

  12. @JoxerTM- haha looks like i am not the only one.

    soldiers- ALL BONUS HELPFULL AT HIGH LEVEL
    HP- party. premium-BLASTING PARTY
    TACTICS- ?? GIFT I SPOUSE
    +3 WEAPON- no wounder they use premium and use golden on others.
    leadership- HELL YES

    Worker-
    xp +5. hell ya!
    cash -2% well well, no fee with premium
    +5% lb town- party while const.
    motive+10% what! u say you never work under 80% on town. answer: my motive is never under 90.
    +30 bonus battle- hell yes! workers evening up.

    Dueler-
    speed- +10% ok, not bad but could be better like 30%or50%
    +40 motivation- party for pure duelers
    +10$- i will take u money!
    critical hit- GG bonus & critical! party on my house!
    radium- man everyone is afraid. camp a ‘new’by town members Quick and i am out!

    Adventurer- ONLY HELPFUL BONUS IS DODGE CHANCE AT HIGH LEVEL PASS 30.!
    find a product +10%. lol. not much
    find an item +10%. lol. 2 extra items after 100 hrs of work.
    [HOLIDAY SET! PARTY]
    Hotel level 2 free- sure great at low level but high level i earn $5–/hr.
    Chance of calling MAMA -10%. this is a joke. get +20 lb and damage goes to ZERO.
    Starting with hit 2 within one round of a fort battle, you have a chance of 25% to keep from being hit at all for the rest of the round- something helpful BUT who advent had tank. except betas.

  13. *Hotel level 2 free- sure great at low level but high level i earn $500/hr to 600.

    u guys are real jokers. please FIX/increase ADVENT bonus……….NOW!
    not the next update or the next or the ‘nexted’

  14. kernel
    kernel May 13, 2011

    everything is balanced!

  15. daybb
    daybb May 13, 2011

    this is not balanced i think,
    because if soldier class get tactic bonus,why düeler class can’t get appearance bonus?, same way worker must be vigor bonus …etc. Soldier class is unbalanced and too much powerful. The other class players quit the game because not challenge the soldier.

  16. kernel
    kernel May 13, 2011

    i used soldier only once and stop play on that world.No more soldier for me!!!

  17. @ Kernel- either you have all soldiers or you are “newbaby”

    @daybb- duelers are balanced with soldiers class. 40% motiv incre. +10% $,critical hits. are you kidding me.
    and worker- are meant to work and build town. if you want to duel with them that find but the class description is “worker builds”. if you go dueling not building that just proves you DECIDED to give up the advantage of YOUR class.

    Advent are ripped of by 10% produce and find.
    product- on 10% find item, chance goes to 11%, OH MY GOD IN 100 hr i find 11 instead of 10.
    items- MOST have around 25% with holiday you get +54ish% with advent you get +10% 2 extra items in 100hrs.

    hotel big deal once high level.

    dodge- who here is advent and tank. only few.

    THE DESCRIPTION DOES NOT STAND UP TO THE EXPECTATION.

  18. Tracker John
    Tracker John May 15, 2011

    kernel :
    everything is balanced!

    Really? SERIOUSLY? Take a step back and analyze each class from both an internal and an external view and be both critical and honest about it too. Sorry about the “book” in advance but if you’re going to look at all classes honestly then it’s not going to be short and everyone will have their own takes on it too … this is just to show you that it’s far from everything being balanced (which doesn’t mean it’s not either playable or fun, because in it’s present form it still is very much both of these, playable and fun).

    The Soldier is undoubtedly, IMHO, the strongest class and the percentage of players choosing the Soldier class verifies this as well. The only class that comes close to the Soldier in the realm of fort fighting would be a dedicated adventurer high level tank. All others pale in comparison.

    Soldier – +50%/+100% HP is only partially countered by the dueler critical hit ability and then only in fort fights, this ability extends far beyond fort fighting yet has no game balance outside of fort fighting. Same holds true with tactics protecting the Soldier from being dueled with no other class having an ability of such magnitude/power. With the weapon bonus being added, this is just “piling on”. The dueler does not have a critical hit out of fort fighting to counter the higher HP granted a Soldier and nothing counters the increased tactics and there is also nothing that compares in the other classes to share your bonuses with those next to you, as the leadership sharing does. You want a good measurable but variable enhancement to a soldier that is both game and job appropriate, then how about increasing their appearance and tactics based on the inverse of their opponents dueling motivation (this means that a soldier actually is a dueler hunter and if they go after people who don’t duel then they get no bonus but if they go after a zero motivation dueler then they get 100% bonus … there are plenty of ideas floating around there and all it takes is a bit of thinking “outside the box” to increase the excitement in the game but not at the expense of playability).

    Dueler – More money as a “bonus”? Pfft, pretty lame once the banking limits were eliminated because other players can bank unlimited funds from any town on the map. Branch banking DID NOT exist in the west, banks released their own currency notes during the early expansion in the west so this is a 20th century convenience applied to a 19th century game environment (branch banking was not even legal in Colorado until the late 1970’s or early 1980’s, I know because I lived there). Critical hits, nice but they only apply to fort fighting while the only dueling advantage a dueler receives is a break on “travel time” if their opponents are within 15 minutes (why not extend a critical hit to dueling as well as fort fighting? Or give a dueler the first shot in all duels? Or reduce the time from a 10 minute wait cycle to 5 minutes … there are still game-playable options that are available to equalize the dueler class). I know it’s “only a game” but the logic in a person who is a dueling specialist translating to being a horse riding specialist to move faster somewhat escapes me (but as I said, it’s a game and 8 shots in a six shooter also caught my attention when I first started playing too). Duelers get motivation recovery faster …. great if you want to get XP from dueling but this only allows higher level players to attack duelers quicker and thus has it’s own balancing factor built-in (not to mention the vast numbers of zero motivation duelers who work to intentionally counter this “bonus” which for many is an anti-bonus feature).

    Worker – Suitable bonuses for building, but building is over with so fast that this class basically has a built-in obsolescence for their class bonus. Some advantages that have been dismissed would allow this class to continue as a meaningful class (building deterioration in towns or damaged in fort fights for example). With many factions within the game being anti-worker dueling, there is room for a suitable equalizing ability (such as some type of penalty to the appearance for “picking on weak/defenseless” builders, which most experience players know is total bull because a dedicated worker is also automatically a potent melee dueler too). The XP bonus is nice, but does not seem to extend to fort fighting otherwise we’d see their +5%/+10% applied to the 1500XP limit. Their relatively recent fort fighting bonus makes them quite potent from reinforced fort positions but relatively lame as an upper level non-fort fighting character (unless you break character and become a melee fighter)

    Adventurer – Has the ability to be a totally destabilizing force in fort fights and has done so in several worlds. The 25%/50% invisibility mode after the 2nd shot become absurd when a single character can intentionally stand in front of 140 people and potentially only be shot twice whether it be standing/controlling a tower (offensively or defensively) or the flag. Filthy Pete is a 7600HP Premium Adv in W11 .net and if he chooses to sit on a flag, it takes about 15 rounds from the time walls are mounted until the flag can be taken (10 rounds on average to kill him and an additional 5 just to hold the flag, this is from an elevated mound with no cover where everyone can easily see him … an area where nobody should get a class bonus of any type). The invisibility feature could be tweaked without being nerfed in this class (say a 40% based chance of being “invisible” on every shot which is expanded to 80% for premium, still retains the ability but gets rid of the totally absurd scenario of an adventurer being able to do the tango through a firing squad untouched). Also, the adventurer’s non-fort bonus are exceedingly weak in comparison to the other classes as has been argued above (+10% pushes a 10% bonus to 11%? What about making it an additional 10% of a bonus drop?) What demonstrates the weakness of this classes bonus is that a simple money premium is FIVE times more potent than this classes bonus is by itself. It could be a +100% to the chance to find an item and +50% or +100% to the base amount on which the values are calculated and it still wouldn’t make much of a difference. If this class were the only class able to ever find the extremely high end named items, then this class would regain some of it’s popularity but staying in hotels for free is only really useful for a low level character or one who decides to remain “homeless” with no town.

    Greenhorn is great in the beginning with a 250% fixed speed but I think more people would remain greenhorns longer if there were some minor tweaks to this non-class class of characters. Why do they not get the additional clothing bonus for speed for example? As a greenhorn class, they could have some masking of their abilities due to their anonymity (maybe nobody could see what they were wearing or their dueling record as they have chosen to take a path of obscurity … just ideas that were rattling around in my empty head and I thought I’d toss a few random examples in as long as I was critiquing the other classes too).

    Many people choose to criticize the character classes based on their own method of play. I play all character classes and initially when I stared to play over 2 yrs ago, I chose to play in 8 worlds with 2 of each class so I feel I have a more well rounded appreciation for the benefits and liabilities of each class compared to most players. I also feel that I can step back and give an objective review of each class as I did above (some of the comments listed above are skewed towards a class or style of play, such as fort fighting, and don’t take a “big picture” view of all characters and how they relate to each other – – – this game is not only fort fighting, or dueling, or development of buildings/forts, or quests and jobs but a blending of all these phases and more). Sometimes, as I have noticed in the development progression, the developers are overly eager to add a new bonus to equalize a character class rather than to minimize an existing bonus for the sake of “playability” within the game but once something is given, it’s much harder to take it away (like welfare in real life I guess would be a good comparison).

  19. Darth.LE
    Darth.LE May 27, 2011

    Tracker John :

    kernel :
    everything is balanced!

    Sometimes, as I have noticed in the development progression, the developers are overly eager to add a new bonus to equalize a character class rather than to minimize an existing bonus for the sake of “playability” within the game but once something is given, it’s much harder to take it away (like welfare in real life I guess would be a good comparison).

    I agree with you.

  20. Darth.LE
    Darth.LE May 27, 2011

    And the golden weapons?

    With 50% of the players in possession of them, the gun shops have lost the sense of being.

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