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Let Them Trade News

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  • [p]Outdated buildings rebuilt using base stats, upgrades, modifications, synergy, and global effects.[/p]
  • [p]Outdated research effects removed; current research bonuses applied (e.g., unit speed, capacity).[/p]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]

Cozy new city builder Let Them Trade feels like Civilization 7 with less stress

Trading is one of those magical problem solvers in city-building games. Whether it's securing that valuable resource you need to support a unit's production in Civilization 7, or offloading supplies you don't need to secure those you do in Simcity. Indie studio Spaceflower's new game Let Them Trade embraces this fully, setting you on a course to build out an ever-expanding network of cities that can exchange their resources. It's a relaxing blend of managing settlements and optimizing your production lines, and it's out now.


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