Developer Update 2020/11/01

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Hello there Celeste players! We are back again with another Developer Update blog (it's a big one!).

This time, we are going to spotlight a few of the important changes that are included in this patch, which is one of the most fundamentally impactful ones we've ever had.

Legendary, Elite and Repeatable Quest Difficulty Levels
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A recent look at our logs showed that a surprising number of our players spend most of their time playing everything but Legendary Quests. A closer look to the Legendary Quest rewards and comparing them with original Legendary Quests showed us that the Celeste Quests' rewards were very disorganized and all over the place. We have went ahead and classified all end-game Quests based on their difficulty (and adjusted Legendary Quests' rewards based on both their difficulty level and their cooldown timer, as you will see below.) Check the graphics below for more information:

Repeatable_Quest_Tiers.png

Repeatable_Quest_Rewards.png

Elite_Quest_Tiers.png

Elite_Quest_Rewards.png

Legendary_Quest_Tiers.png

You will be able to see these Quests' difficulty rating directly inside the Quest description UI as well.

Legendary Quests' Cooldown Timers
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In the original game, Legendary Quests either had 12 hours or 6 days as their cooldown timer. Previously, we added a new cooldown class of 36 hours, but this has now been changed to 12 days, and the rewards for the Quests that have gotten this new cooldown class has been adjusted accordingly.

Below you can find the unified reward amounts for all Legendary Quests:
12hrLegendaries.png

6dayLegendaries.png

12dayLegendaries.png


These rules do not apply to Event Quests, as we want them to be a little more lucrative than non-Event Quests.

Note that in order to keep some of the nostalgia feeling for players who have been around since the beginning, we have kept some Quests' rewards intact, not applying these rules to them. These Quests include:
  • Legendary: Recapturing Marion
  • Lots of Rogues! (and its Elite version)
Additionally, we have increased the rewards of some of the original Quests. Those include:
  • The Elite Meet in Crete (find the details later in this post.)
  • City Conquest Quests (in Northern Hold)
  • City Defense Quests (in Northern Hold)
  • Bella, Come Home (Now grants Legendary Chests)
  • Good Ol' Peepaw (Now grants Legendary Chests)
Last but not least, all Repeatable Quests now grant Empire Points.

Defense of Crete Changes, Buffs and New Exclusive Legendary
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CreteRewards.png


EMiCBuff.png

In addition to these changes to Crete, we also have plans on making adjustments to the Crete scoring system and leaderboards at some point in the future, but we cannot give any time estimates for that.


Better Transparency on Treasure Chests and Rewards
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TreasureInfoUI.png

One of the biggest detriments for new players playing Age of Empires Online has been the lack of information regarding the contents of Treasure Chests that are found in the game. We have addressed these issues by adding a multiple new information tooltips and interfaces throughout the game.

TreasureChestInfo.png


PF2K's Personal Note: I created that UI live on my own stream. You can find its VoD here! Thanks for everyone who tuned in and gave feedback. (P.S. Sorry for the cut out audio in some parts)
We have tried our best to make sure there are no issues or bugs regarding the new UIs or the Quest Rewards, but we are all only human and mistakes are inevitable. If you find anything that's looking incorrect or missing, please kindly report it to our Bug Reports subforum. Thanks for helping out!

All current and future content will stay 100% free and accessible to everyone.

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Thank you so much for reading, and we will see you all next time!

Project Celeste Development Team

What do you think about this week's blog? What would you like to see next? Let us know in the comments below!

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Missed the Roman Civilization's announcement? Find out about it HERE.

Project Celeste is completely free and always will be. However, we gladly accept donations for our overhead costs, which are larger than we have budgeted. If you want to support us, you can do so HERE.

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Yeah finally a reason to uninstall the game, you guys always have done a great job with this game, but the lasts choices have kill the pve game and the end game (PvP its fun but only for pro).
 
Yeah finally a reason to uninstall the game, you guys always have done a great job with this game, but the lasts choices have kill the pve game and the end game (PvP its fun but only for pro).
Increasing rewards, and balancing rewards based on difficulty killed the pve game?
Interesting. If you have any legitimate examples, instead of an overall broad statement like this, we wouldn't have any issues looking in to it. We plan to make some tweaks.
Really interesting to hear the perspective that making rewards a lot more clear, and balanced has ruined the game. Im not sure this update is what you think it is. :oops:
 
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12 Days waiting time is a bit much. The intention is probably to force making others quests then grinding the weekly leg missions. People should take this decision by theireselfs.
 
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I think players should experience it, instead of read this and assume. There are still far more quests to play in each cooldown bracket than we had in the old game, by far! This was a huge reward buff. I'd say there are some hard core misunderstandings going on about what this is.
 
I think players should experience it, instead of read this and assume. There are still far more quests to play in each cooldown bracket than we had in the old game, by far! This was a huge reward buff. I'd say there are some hard core misunderstandings going on about what this is.

Overall I’d agree. 12 days feels like a bit much (especially for those with a strong preference for one or two civs), and I think some people are getting real focused on that, but this is a very positive patch. I appreciate all the time that went into it. Y’all are the best.
 
Overall I’d agree. 12 days feels like a bit much (especially for those with a strong preference for one or two civs), and I think some people are getting real focused on that, but this is a very positive patch. I appreciate all the time that went into it. Y’all are the best.
As we introduce potentially hundreds of more quests, I wouldn't be suprised if we introduced even larger cooldown periods honestly.
 
As we introduce potentially hundreds of more quests, I wouldn't be suprised if we introduced even larger cooldown periods honestly.
Yeah. There is always a real stickiness in game design to goodies. It's usually important at all costs to avoid taking toys away because of the backlash. (This is why we always try to add cool new things at the same time -- such as lots of legendary quests and lots of buffed quests.) I was just thinking that the we may want to release some brand new quests at 20 or 30 days or something so players instantly associate the quests with super long cooldowns and dont later get angry. I dunno. We don't really need 30 day cool downs right now, but worth a thought.
 
As we introduce potentially hundreds of more quests, I wouldn't be suprised if we introduced even larger cooldown periods honestly.
I would much rather we share cooldown between civs, though I am not sure how feasible it is to implement this. That also fixes the problem of people with more civs benefitting more from quests with long cooldown than those with only 1 or 2 civs.
 
Yeah. There is always a real stickiness in game design to goodies. It's usually important at all costs to avoid taking toys away because of the backlash. (This is why we always try to add cool new things at the same time -- such as lots of legendary quests and lots of buffed quests.) I was just thinking that the we may want to release some brand new quests at 20 or 30 days or something so players instantly associate the quests with super long cooldowns and dont later get angry. I dunno. We don't really need 30 day cool downs right now, but worth a thought.

Basicly, the event quest has 11 months cooldown. :p
 
I would much rather we share cooldown between civs, though I am not sure how feasible it is to implement this. That also fixes the problem of people with more civs benefitting more from quests with long cooldown than those with only 1 or 2 civs.

Everyone has access to the same civs (granted, there's repeated effort/EP-expenditure involved to have a particular quest unlocked on each civ). Doing this doesn't really make sense to me, it cuts the amount of questing one can do by 83%.
 
I understand that it’s not feasible to share cooldowns across civs. The game is built with civs separated under the hood.
 
The game is built with civs separated under the hood.
A pity that, I've always thought it would be awesome to take 2 civs on a quest at once. At least on those maps that allow co-op play.
Just imagine having a 200 + 200 pop limit - War ellies + gastra and you are controlling both:)

A real Age of Empires instead of Age of One civ at a time... lol
 
A pity that, I've always thought it would be awesome to take 2 civs on a quest at once. At least on those maps that allow co-op play.
Just imagine having a 200 + 200 pop limit - War ellies + gastra and you are controlling both:)

A real Age of Empires instead of Age of One civ at a time... lol

Sheesh. The micro involved from having to control 2 seperate civs at once though would be intense.