Update Notes - 2.0.11.3 - 07/11/13

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pkdevine
Posts: 28
Joined: Sat Jun 23, 2012 10:22 am

Re: Update Notes - 2.0.11.3 - 07/11/13

Post by pkdevine »

lovin the new map
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Merepatra
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Joined: Thu Nov 04, 2010 10:42 am
Location: FF Aussie section

Re: November Update Notes (Release November 7th)

Post by Merepatra »

Sean_MacLeod wrote:
dobbles81 wrote:this might be my favorite update of all time. there might not be one OMG type additional feature, but over half a dozen that i think are all really solid.

kudos FF!

EDIT: one question - will the paladin castle also send out pillage/ransack attacks like normal AI castles?

I notice that any answer to dobbles81's question is conspicuously missing................
No, they won't send out attacks
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metroman
Posts: 883
Joined: Thu Nov 04, 2010 11:02 am

Re: November Update Notes (Release November 7th)

Post by metroman »

Sean_MacLeod wrote:
dobbles81 wrote:this might be my favorite update of all time. there might not be one OMG type additional feature, but over half a dozen that i think are all really solid.

kudos FF!

EDIT: one question - will the paladin castle also send out pillage/ransack attacks like normal AI castles?

I notice that any answer to dobbles81's question is conspicuously missing................
This is what I saw:
daz01 wrote: Paladin's Castles
[tr][td0]Image[/td0]
[td0]These new AI castles will appear in parishes and give a [popularity boost dependent on the size of the castle] +10 or +15 popularity increase for all villages in that parish. They can be attacked in the same manner that normal AI castles can but do not give honour.[/td0][/tr][/table0]
My guess is they won't attack, but I heard they are going to send supplies to villages (Wood/Stone)
dobbles81
Posts: 315
Joined: Sun Oct 23, 2011 5:39 pm

Re: November Update Notes (Release November 7th)

Post by dobbles81 »

Sean_MacLeod wrote:
dobbles81 wrote:this might be my favorite update of all time. there might not be one OMG type additional feature, but over half a dozen that i think are all really solid.

kudos FF!

EDIT: one question - will the paladin castle also send out pillage/ransack attacks like normal AI castles?

I notice that any answer to dobbles81's question is conspicuously missing................
someone did answer my question, but it got lost in some other conversation so it was halfway down the next page i think.
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metroman
Posts: 883
Joined: Thu Nov 04, 2010 11:02 am

Re: Update Notes - 2.0.11.3 - 07/11/13

Post by metroman »

Oh, that Paladin will be easy to destroy to anger your enemy. :)
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countjimula
Posts: 891
Joined: Fri Nov 05, 2010 7:00 pm

Re: Update Notes - 2.0.11.3 - 07/11/13

Post by countjimula »

Pink Sheep wrote:what's the point with this update: "Cards that are in play can be cancelled by players. If a card that is play has been cancelled, it will be lost."? there is no point in cancelling a card if it gets lost...

Before you had to wait until the time on the card ran out until you could use another card for that area in the game. Forced march cards especially can be a real pain if you do not want them. This also lets you cancel cards that do not do enough and replace them with more powerful cards. I do not see this as being useful in normal play, but in defense, and to fix botched attacks they can be a life saver.
We need more incentives to help prevent one house world rule in this game!

Thread here:
http://forum.strongholdkingdoms.com/vie ... 16&t=24768
jayofelony
Posts: 1
Joined: Sun May 12, 2013 5:57 pm

Re: Update Notes - 2.0.11.3 - 07/11/13

Post by jayofelony »

I think I didn't read it here, glory gained by doing quests is not added in the glory hunter leaderboard, at least it seems that way?

Jay
TheProScout
Posts: 380
Joined: Wed Dec 29, 2010 1:06 am

Re: Update Notes - 2.0.11.3 - 07/11/13

Post by TheProScout »

Guardian001 wrote:
Master Merlin wrote:Mostly good overall update. Thanks FF... maybe hope here for some other things like defensive captain stuff and reduced max number of catapults in any given army. That alone would help to level some of the game play. Like max 50... more like the top level Wolf castle. It would just take a little longer to blast to the center. Have you ever been hit by a country capital attack with 300 cat's.... looks like the trumpets of God call down the walls of Jericho.
agreed cat numbers need to be reduced.
Hey man, im the inventor of Breaking county capitals with 400 cat captain armies on world 1,
These are the few fun things u can do in game, Firefly already screwed me over by fixing that Sally Forth Bug,

Please dont reduce catapult armies....

Image
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"We will spend our lives fighting to secure this Imperium,
and then I fear we will spend the rest of our days fighting to keep it intact...
In the far future, there will be only war."
MountainPJE
Posts: 25
Joined: Sun Jan 30, 2011 7:43 pm

Re: Update Notes - 2.0.11.3 - 07/11/13

Post by MountainPJE »

what is happening to the servers. got kicked out and now cannot log on.. same with others ...

server at max capacity?
DekeYoungAtlanta
Posts: 1002
Joined: Thu Nov 22, 2012 4:18 pm

Re: Update Notes - 2.0.11.3 - 07/11/13

Post by DekeYoungAtlanta »

After a lengthy delay I am getting an incorrect password response
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