These are the Release Notes for Early Enrollment v14.2. EE 14.2 has been running on the Test Server since Wednesday, November 22, and was deployed to Live on Tuesday, November 28. EE 14.2 fixes a bug we’ve been tracking for some time that would result in individual hexes being unable to properly apply specific combat effects until they would be cleaned up during Daily Maintenance. Reports ranged from Agile Feet resulting in Bleeding, to Energetic Field not applying all of its effects, to characters not being able to stay in Combat Mode. Many thanks to all of you for sending in detailed reports on these issues, which helped us finally figure out the underlying cause and get it fixed. In addition, more tweaks have been made to help Line of Sight and ammunition work better.
These are the Release Notes for Early Enrollment v14.1. EE 14.1 has been running on the Test Server since Wednesday, November 15, and was deployed to Live on Thursday, November 16. EE 14.1 is a small update taking care of a few issues that were discovered after EE 14 was deployed to Live. It also includes a few fixes that were in the works toward the end of EE 14 but didn’t quite make it into the final build.
These are the Release Notes for Early Enrollment v14. EE 14 has been running on the Test Server since Tuesday, November 7, and was deployed to Live on Friday, November 10. This release adds ammunition use, line-of-sight restrictions, two new categories of premium player housing, and a new escalation to the game. Many smaller bug fixes and tweaks have also been made to improve the overall game experience.
These are the Release Notes for Early Enrollment v13. This build was deployed to the Live Servers on Thursday, August 10, and has been running on the Test Servers since Tuesday, August 8.
This release adds multiple regular activities to the game, including Harvesting (gatherers find resource “gushers” that attract attacking creatures while being harvested), Raids (feuding companies can attack each other’s vulnerable Holdings to steal bulk resources) and Invasions (creatures from nearby escalations, or just from the hex itself, can attack Holdings to steal that day’s bulk resource production). There is also a new quest to help guide new players up to Tier 2 capabilities, as well as new Town Criers to help players find and join a settlement. And to help everyone get the resources they need, raw materials were rebalanced to better match equipment needs, and muleteers were added to all +2 or better Holdings.
A new premium item, Azoth, is available for purchase and can be used to improve the output of refining and crafting projects. Azoth can also be converted into months of game time, and can be offered for sale at Auction Houses.
There are also several other significant changes, including changes to the Auction Houses (a new Active Bids view makes it possible to view only those items with bids on them, and the default sales prices try to match those of a character’s previous offers) and the addition of Take/Transfer All buttons to Vaults and Inventory screens to make transferring multiple items easier. As usual, there are also many other smaller bug fixes and tweaks.
These are the Release Notes for Early Enrollment v12. This build was deployed to the Live Servers on Thursday, May 25, and has been running on the Test Servers since Tuesday, May 23.
This release greatly enhances the ability for settlements to have meaningful control over their own territory, including the ability to decide how much access other players have to their buildings and what the overall security level is for hexes under their control. It also makes it easier for players to decide just how much PvP they opt-in for, with players unable to be attacked by other players until they either join companies that get feuded or enter hexes that allow more PvP.
There are also several other significant changes, including changes to the Azlanti Stones (renamed to Aeon Stones, they are now a rare drop from all escalation events, and the recipes for combining them into more powerful stones now drop as well), two new T3 escalation variants (Elite Dark Elves and Elite Duergar Slavers), and improvements to the AI for NPC mobs (including spreading their initial attack out to anyone nearby instead of just party members, sharing agro with their teammates, a higher likelihood to retarget when their current target stays out of range, and the ability to do AoE attacks without hurting their teammates).