Magazine High tech
Patchs : Gettysburg 1.10, Cross of Iron 3.50.01, Elemental 1.06, The Guild 2 Renaissance 4.15
Publié le 29 août 2010 par Cyberstratege
Résumé des nouvelles mises à jour.
Scourge of War: Gettysburg 1.10
Changes in this release:
* A new map called Alpine. This map is four times the size of the previous maps and has some interesting and hilly terrain. An excellent map for multi-corps battles.
* A number of improvements to the multiplayer experience.
* Three changes on the Gettysburg maps to improve historical accuracy.
* The addition of the first tutorial to the demo.
* Improved courier system for sending and receiving orders.
* Expanded modding capabilities.
* Improved artillery accuracy and behavior.
* Significantly improved game sounds.
* Improved performance in the historical scenarios and in Sandbox games.
* Additional improvements to enhance the ability of the AI to beat you like a drum.
* In total, there are over 110 total new features and bug fixes for the game.
En téléchargement sur le site officiel.
Close Combat: Cross of Iron 3.50.01
EXE fixes
・ LOS line now displays correctly when LOS is blocked but LOF is not (i.e. line is light
green / dark green).
・ Reduced accuracy when LOS to target is blocked.
・ Muzzle flashes now visible on client in multi-player games.
・ Voice cue & message for weapon ineffective against target protection / armor only
plays when target is a vehicle.
・ Gunner now checks if HE for main gun is rated more highly than AP before
automatically unloading HE and assuming AP will be reloaded.
・ Fixed a timing issue with multi-player handshaking where both players would get
stuck on the multi-player screen after the connection was first established.
DLL & help files
・ Changed About dialog title to “Close Combat: Cross of Iron”
・ Added copyright notices (they were there but hidden previously).
・ Modified various strings that referred to “Close Combat III: The Russian Front”
GETeams.txt
・ Fixed a couple « Full Name » entries that displayed redundant information displayed in
the « Default Name » which forced text outside of intended display area.
RUTeams.txt
・ Fixed naming of Russian sniper unit names from SNT-40 to be SVT-40.
Weapons.txt
・ Changed weapon « fire animate » for AT rifle from « bazooka » to « machine gun »
・ Fixed weapon names that used a « . » where they should not be used.
・ Fixed weapon name for Russian SNT-40 to be SVT-40
Map fixes
・ Updated map coding of walls to be more inline with the currently accepted map
coding conventions. Maps effected are: ver1, ver3, ver7, ver8, ver9, ver11, ver12,
Orel, orel2, orel3, Rom1, Rom2, Rom3.
Other updates
・ Added files from GameSaveFixforCoI.exe
・ Added Command Center updates
・ Added MMCC3 Multiplayer update from July 2009
・ Added files from ModSwapBuilderUtility_Patch1010.exe
・Added updated Battle HQ files
・ Updated Mod Swap exe
En téléchargement chez Matrix.
Elemental War of Magic 1.06
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———– Elemental v1.06 Change Log ————
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**********************
* Gameplay / Balance *
+ Cost of weapons increased in terms of gold and materials
+ Monster leveling tops out earlier so that there aren’t crazy powerful monsters late game
+ Training time increased for the more sophisticated weapons
+ AI will focus more on training soldiers rather than building up their cities if under threat
+ General AI improvements
+ AI smarter about training units in cities based on their current resource situation
+ AI more effective at determining who to go to war with
+ By default, the AI opponents added in the Choose Opponents window get difficulty set based on the World Difficulty
+ Campaign: Markinn now gives tactical HASTE spell instead of strategic SUMMON ROCK GIANT spell
+ Campaign: city leveup bonuses for TECH KNOWLEDGE and ARCANE KNOWLEDGE now suppressed in campaign
+ AI sov’s are now using an HP adjustment multiplier based on AI difficulty settings
***********
* Battles *
+ Hooked up the projectile follow camera code to obey the Auto-Move Camera in Tactical option.
+ Adding message boxes to explain why spell casting fails.
+ Fix to repick targets in autoresolve when a counterattack kills the attacker.
+ Fix to make targeting picking more intelligent (to be sure it doesn’t pick invalid targets).
+ Auto selection of the next unit in tactical battles should no longer occur if the game option for not auto selecting is turned on.
+ Tactical action cost modifiers for everything except for movement (which can have buffs) should now be 1.
+ The tactical action cost of special abilities is now 2.
+ All tactical actions use up to their cost, except for spells which require at least 2 action points.
+ When a tactical battle closes it now sets the cursor to be an arrow.
******
* UI *
+ Fixed Map Notifiers only placed for resources your faction can eventually tap (ex. won’t tell kingdoms about wargs)
+ Trade Equipment Wnd tweaks so that summoned creatures show up in the scene views better.
+ Hooked up new entries for the actions list, vitals list, and other basic image entries in main game wnd contexts to act more like buttons (highlight and have a click down state) to indicate that they are clickable
*************
* Bug Fixes *
+ Fixed the infamous « white screen » in tactical battles that occurred on a very specific hardware/driver/OS configuration.
+ Fixed a problem that would cause the particle effects to disappear after alt-tabbing out of the game when running in full-screen.
+ Fixed a DirectX warning in Tile Highlight Graphic
+ fixed uninitalized UNIT pointer in AIMessageBox (caused a debugger crash, probably fixes random crashes users have witnessed)
+ Fixed bug where linked pioneer improvements were getting the multiplier bonuses from their linked cities twice
+ Changed around the values grabbed for some resource breakdowns so that they match getting rid of this double bonus
+ You can no longer build pioneer improvements on resources outside of your ZOC, even if they are adjacent to a city, to prevent them from getting destroyed if they can’t get absorbed in time
+ Adjacent pioneer improvements to cities now get absorbed into the city the very next turn, instead of 2 turns after they became adjacent
+ Fixed bug where custom empire factions designed in the faction designer wouldn’t have a valid tech tree
+ Custom factions now get the appropriate wall set, and change their name to « Kingdom of » or « Empire of » appropriately
+ Fixed a bug in the faction designer that caused the race spinner to not match the actual race being displayed
+ Shortened the text in the caravan info cards to make it less likely that text entries will overflow to the next line down, and got rid of some old text that doesn’t mean anything to how caravans work anymore, and got rid of some hardcoded strings, and moved the hardcoded quote to the different caravan/trader unit types
+ CMapGenerator no longer generates race starting position for tactical battles, since they aren’t used in that mode and were causing debug messages to flood output as the random land tile buffer isn’t getting filled after the first tactical battle map is created.
+ Campaign: Fixed oddity where reloading a save would reblock the pass between New pariden and Gilden.
** Hotfix Update **
We’ve released a 1.06 hotfix – despite our intentions were to have 1.06 be more supportive of 1.05 saved games, things didn’t work as planned and we were seeing a lot of oddities throughout the forums.
The hotfix will force the player to start with the new data, ensuring validity of key components (read: less crashy).
Game Version 1.05
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* Gameplay / Balance *
+ Several new spells added
+ Boats will no longer disband due to dissertion
+ Absolute elimination of duplicate NPCs
+ Vigilant Demon now has mana
+ Combat Speed can only be increased 0.25 per level
+ Shop values for weapons lowered
+ Elementium description added
+ Outposts and such now provide +HP to units stationed
+ Fewer resources are spawned at the start of the game
+ Summoning spellbook no longer available at start
+ Tech trees can now reach level 5 notable locations and quest locations
+ Fixed issue that would prevent people from completing the Old Enchanter quest (a.k.a. the midnight stone quest); it wasn’t checking the items of the unit that reached the quest destination, rather those of the unit that started the quest, which could be a different unit.
+ Random quest locations should no longer spawn on hills.
+ Snathi now has a new, non-Drake leader
* AI *
+ AI manages ships better
+ AI Sovereign’s spouse will seek the safety of a friendly settlement rather than travel with their spouse
+ AI more effective in establishing strong armies prior to going on the offensive
+ AI better at determining whether it is in their best interests to declare war
+ AI will notify player of tiles they should be using and how to use them.
+ Janusk provides a lot more useful information
+ AI difficulty levels tweaked for more challenge at higher levels
+ AI tweaks to XML
* Battles *
+ Added « Auto-Move Camera in Tactical » which is OFF by default
+ Clarified some language for the hurl boulder spells (that it does non-defendable damage).
+ Auto resolve draws will now favor the defender.
+ Added message boxes to tactical battles when action points are too low to do some action.
+ Added the ability to bring message boxes up as forced popups (always on top).
+ Added checks in auto resolve to be sure a unit can counter attack and its target can be counter attacked.
+ Added more robust checks to see if tactical actions can be done.
+ The tactical action check will now return a string if the action cannot be done.
+ Casting a spell will now properly check action points for special abilities and ranged attacks.
+ Moved the logic to refresh troop numbers to happen when a unit’s health changes.
- Updating troop numbers should now be a bit more logical.
- A unit’s max health is now properly based on the maximum amount of troops they have (not their current troop number).
+ In tactical battles units that have no spell can no longer open the spellbook.
+ Fixed a few temporary cursors in tactical battles.
+ Added sound effects to all the spells that were using FlameBurst1 (which doesn’t exist)
+ Added the IsSpecialAbility tag to SpellDefs. Enabling this makes the spell cost 1 ap instead of 2 ap to use
- Updated all the core ability spell defs with the IsSpecialAbility tag.
+ Casting spells in tactical battles costs 2 action points now.
+ Using special abilities in tactical battles costs 1 action point now.
+ Shooting a ranged weapon in tactical battles cost 2 action points now.
+ The tooltip for a unit’s hit points in the tactical battle window will now show any bonuses applied to the health.
******
* UI *
+ added ESC key support for closing common popups.
+ new tutorial messages added to the campaign, explaining the basics, including: camera movement, unit selection and movement, founding a kingdom, tapping a resource, visiting an item shop, etc.
+ Added a bunch of new shortcut keys
+ Fixed unit shortcut keys while in a city (now clicking on a unit portrait in the city will do that unit action instead of overriding to the city keys)
+ Fixed cases that you could click a unit, then click a goodie hut (for example), and still use the previous units shortcut keys
+ Enabled shortcut keys for items that don’t belong to the local player (details, propose, recruit, etc.)
+ Fixed the hiergamenon resource breakdown page to include houses under construction for food
+ Added code to reset minimap for new game
+ New game tray implemented (now has next unit and next city buttons)
+ Added shortcut keys for next unit and next city (shift+u and shift+c, respectively [shift+s already jumps to sovereign so consistent])
+ Tool tips cleaned up
+ hooked up new for when disband unit action is disabled
+ Faction Editor “Faction Creator” hooked up
+ Mod Library button added to workshop
+ clicking someone without a soundpack uses a UI sfx, not a grunt/yes/ etc (less annoying)
+ Champion Lorebook/Context area Tweaked, adding ‘Equip’ button that brings up EQUIPMENT, remove list of items
+ unit context: removed equip icon on medallion (redundant…button directly to the right had same functionality)
+ Map Notifications now display HUD icons on the map, event icons on the side, and when you click the event list icon it’ll take the player to the event they need to see
* Engine *
+ LOD levels on main map are now back to what they used to be for better performance
+ New shard effects, both dormant and tapped, that over 1/2 as intensive as their older versions (the joys of beam particles over billboard particles)
* Impulse Overlay *
+ Support for swedish, finnish, icelandic and spanish keyboards which have the @ symbol on an alt-gr modifier key. It is also now possible to enter some more unusual symbols too!
+ Wheel scrolling in friends list.
* Bug Fixes *
+ Fixed issue that was preventing quests from placing locations with their preferred type (CQuestDef wasn’t saving the preferred type, so when the data zip was loaded, it would be null).
+ Fixed some crashes on load from if a unit type was retired while a unit of that type was in a training queue, since the unit type would be removed from the global vector but some things would still be looking for it on load. Now the function to remove a retired unit type checks the training queues of all the cities, too, and when the AI retires a unit type, it removes it from its list of designs.
- I think this also fixes some crashes on load from the testers downstairs, where I would see units looking for AI designed unit types that weren’t in the unit type list anymore, as well as the loading in of the AI designed unit type vector, but I’m just making an educated guess based on the fact that the AI automatically retires unit types it designs itself. This does fix a reproducible crash related to training units at least, though.
+ Campaign: AI cities named correctly to match lore
+ Lost Library and Ancient Temple now using proper cloth icons for their built versions (lost library used to like ancient temple)
+ Fixed bug where using a soverign for a race not their own (ex. Relias with Capitar) then playing against the race you would have led (Altar, in this example) the random sovereign would retain your name (2 relias’ talking to each other)
Known Issues
- We did find a crash bug where monsters attack the player, the player survives and a bad thumbnail causes the game to crash. We have fixed this internally. But it wasn’t in time for tonight’s build. It should be a rare scenario. Next update will add this fix in. [update, it has been decided to release that fix tonight rather than wait, you may [probably] won’t be affected by it so you won’t need to re-update unless you feel you need to].
- We are going to add an event so that if the user clicks on a global resource it will remove the notice.
- There are a number of AI improvements that were checked in for the next build. [Editor’s note: Brad always has AI improvements he wants in right now now now. ].
- The Sand Golem token may need to be nerfed (quest item).
Téléchargement automatique dans le jeu.
The Guild 2: Renaissance v 4.15
- The installer is in English and German
- The patch includes all former patches and hotfixes and overwrites all changed DBT files and scripts (mods)
- You have to start a new game to make all bugfixes and changes work
- Description of Monasteries on Novaesium broken
- AI didn’t use new professions (has been tweaked a bit)
- Possibility of war tweaked
- War fixed (Inventory-bug, War-only-once-bug)
- Dynasties shouldn’t die so early now
- Amount of workshops displayed at the new-title-pergament counted also fields and meadows
- Wrong icon for the kontor fixed
- Forced marriage now only works for non-dynasty-members (you were able marry the whole dynasty of your enemies in MP)
- Capturing mines now is no longer a good way to make money
- You could save debts in your strongbox
- Graveyard AI shouldn’t curse buildings that much now
- Information window of beggars deactivated
- Children were not controllable after adding to party
- Bribe should now work properly
- Warehous upgrades fixed
- Miller produces more and faster now
- Privilegue « lower office level » (or so) now disappears when the char gets a higher title
- Trials now work properly incl. penalties
- AI also charges other characters now
- Scaffolds of warehouse corrected
- Completely overhauled the market
- Crash when music changes fixed
- New multiplayer lobby form
- Banker now works longer
- Dyes were not produceable
- Text errors
- Map errors
- Fishes now have animated nifs again
- In Cologne there were two similar chappels
- New sellicon
- Soundlocator on Novaesium map corrected
- Added missing resources on some maps
- Workingtime for banker increased to 12 hours
- kontor hat a bad rendering icon
- Graveyard has been smoking out of the roof
- City lamps fixed
- Battle behaviour fixed: Allies don’t flee anymore
- It could occur that a thug was not attackable after he started to attack a building
- Attacking a building now should work properly
- Boobytrap now need resources
- Tirades are now sellable
- It was possible that the market was flooded with raw materials. This should not happen anymore
- Worker don’t disappear anymore or get stuck in woods or rivers
- There should be no spinning carts anymore
- The donkey lost his ability to teleport
- AI-production of raw materials reworked (also has an influence on production of high tier products)
- AI now builds meadows and fields
- Stock purchase warrants nerfed
- Stock order fixed – now you get what you’ve ordered
- Binge fixed
- Diplomats now leave your estate also if you canceled the measure
- AI now should buy titles more often
- Prices for titles lowered a bit
- Juggler now gets for work
- Possible fix for the blackscreen issue activated
- Smuggling-measure reworked
- AI now shouldn’t get any offices anymore without the appropriate title
- Stone rotaries work properly now
- Several causes for OoS messages fixed
- Mouse icon for the Travell-measure added
- Measure « Upgrade residence » can’t be clicked during upgrade anymore
- You can see what profession your candidate is before you start the courtship (the profession is shown in the character screen)
- Medicus treatment reworked
- Higher titles now need a specific fame level
- War on the Hansa map was buggy
- Added mills and orchards on some old maps
- Cost for thugs and bodyguards increased so their equipment can’t be sold anymore with profit
- If you died in war your husband/wife was not able to choose another partner
- Guild elders don’t disappear after some time now
- Orphands don’t get older now and they also need some sleep
- The measures for buying an engagement ring or adopting an orphand sometimes stopped
- Fixed a bug which prevented the player from choosing another town than « Hall » when playing on the map of Kufstein
- Allied characters don’t flee anymore if they see you doing something illegal, they’ll help you now
- Many small bugs…
En téléchargement depuis le forum officiel.