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Let Them Trade News

We are at Gamescom! (plus Discord overhaul!)

[p][/p][p]Let Them Trade is headed to gamescom![/p][p][/p][p]As a German indie studio, we are saddling our figurative horses for the yearly pilgrimage to Cologne.  [/p][p]If you want to play Let Them Trade onsite, you can find us at our publisher’s booth: ByteRockers’ Games is exhibiting a whole range of games in Hall 10.2 at position E-022g. [/p][p][/p][p]During our preparation, the Discord went under construction as well, so if you haven’t been there in a while or have yet to join, let us know what you think: [/p][p]https://discord.com/invite/yaTeefS[/p][p][/p][p]. Stay tuned for more news from Spaceflower there! [/p]

Hotfix 1.0.3.13

[p]Fixed an issue in the "Party Prep" mission where the warehouse sometimes failed to apply the castle’s extra storage effect.[/p]

Update 1.0.3

[h3]Old Save Games[/h3]
  • [p]Trader and transporter counts updated to match new game constants.[/p]
  • [p]Outdated buildings rebuilt using base stats, upgrades, modifications, synergy, and global effects.[/p]
  • [p]Outdated research effects removed; current research bonuses applied (e.g., unit speed, capacity).[/p]
[hr][/hr][h3]Changes[/h3]
  • [p]Moved road/bridge deconstruction to a new build menu item.[/p]
  • [p]Added global building count to build tooltips.[/p]
  • [p]Hovering over a build item now highlights all buildings of that type.[/p]
  • [p]Achievements now unlockable in custom maps.[/p]
  • [p]Guard flags can be set on bridges.[/p]
  • [p]Battles no longer occur on bridges; nearest bridgehead is used instead.[/p]
  • [p]Added shortcut T for research tree.[/p]
  • [p]Added shortcut Tab to select knights.[/p]
[hr][/hr][h3]Bugfixes[/h3]
  • [p]Single-slot residential buildings now start with “Content” happiness to prevent early departure.[/p]
  • [p]Global stock info now updates correctly when a city is deconstructed.[/p]
  • [p]Cities can no longer share duplicate names.[/p]
  • [p]Fixed scouting sometimes revealing the entire map too early.[/p]
  • [p]Fixed certain modifications reducing instead of boosting production.[/p]
  • [p]Fixed some research effects not applying.[/p]
  • [p]Fixed quests occasionally not starting.[/p]
  • [p]Fixed possible crash during city destruction.[/p]
  • [p]Battle zones now clean up correctly when a trader’s city is deconstructed.[/p]
  • [p]Fixed final quest not spawning in some games.[/p]

Update 1.0.2

[h3]Tweaks[/h3]
  • [p]Added prebuilt research lab to branching out[/p]
  • [p]Small changes to quest timing in branching out to prevent simultaneous king messages[/p]
  • [p]Removed visible fish tile on other side of bay from starting area in fishy business[/p]
  • [p]Small change to scouting north quest condition in fishy business to prevent players from soft-locking themselves[/p]
  • [p]Added more transporters to city upgrades[/p]
    • [p]Upgrade 1: +1 → +1[/p]
    • [p]Upgrade 2: +1 → +2[/p]
    • [p]Upgrade 3: +1 → +2[/p]
    • [p]Upgrade 4: +1 → +3[/p]
  • [p]Start speed of city transporters +10%[/p]
  • [p]Transporter numbers and stats will be updated on load if save game version is outdated.[/p]
[p]We will rework the city transporters in the future but for the time being simply giving the player more slightly faster transporters should mitigate bottle necks in the city logistic.[/p]

Update 1.0.1.5

[h3]Tweaks[/h3]
  • [p]Small balance change to Stone Tool Maker and Forge production.[/p]
  • [p]Adjusted "Coal is the Goal 2" side quest in the "Livery Delivery" campaign map to recognize any coal production and not just the coal mine building.[/p]
[h3]Bugfixes[/h3]
  • [p]Fixed a bug breaking the main quest in "Branching Out".[/p]
  • [p]Fixed small mistakes in English and German localizations.[/p]
  • [p]Fixed the Level IV Peasant Home upgrade incorrectly requiring Sheep Farm research.[/p]
  • [p]Fixed Aristocrats having only 90% happiness when provided with all goods.[/p]
  • [p]Fixed soft-lock in tutorials when accidentally selecting the wrong research.[/p]
  • [p]Fixed loading save game in map editor.[/p]