Magazine High tech

Patchs : War in the East 1.01, Patrician 4 1.3, Star Ruler 1.0.4.2, Empires of Steel 1.01.15608, Guardians of Graxia 1.1

Publié le 20 décembre 2010 par Cyberstratege

Patrician 4

RĂŠsumĂŠ des nouvelles mises Ă  jour.

Gary Grisby’s War in the East 1.01

v1.01 Beta 5 / Final – December 16, 2010

¡ Bug Fixes
1. Fixed a bug that restored admin points previously expended by undoing a unit’s
strategic movement.
2. Fixed it so Shift-T cannot be used if the unit does not fulfill the requirements in
7.5.4.1.
3. Corrected the map data in hex 80,40 in Velikie Luki scenario.
4. Fixed a typo in the HQ switch leader check pop-up that spelled « succeeded » as
« succeded ».
5. Disabled map clicking during the AI turn.
6. Fixed a display bug in the combat text shown at high detail levels that could lead it to
report a unit was shot at by itself.
7. Fixed a bug that would in some cases prevent valid air groups from being listed as
available for an air mission (in the pick air groups for mission window) even though
they were closer to the target than some other units that were being listed.
8. Fixed text typos: « Numberal » to « Numeral », « Unit and it’s.. » to « Unit and its.. »
9. Prevented the user preference for the combat resolution message level from being able
to be set higher than 7.
10. Fixed range of Soviet 152mm Howitzer.
11. Changed the name of IS-I, IS-II, IS-III to IS-1, IS-2, IS-3

v1.01 Beta 4 – December 15, 2010

¡ Bug Fixes
1. Fixed a problem that was sometimes preventing the Soviet AI from forming a good
line in the western Ukraine during the summer of 1941.

v1.01 Beta 3 – December 14, 2010

¡ Bug Fixes
1. Air combat fixes, attacking player ground support fighters were not engaging defender
player bombers during combat.
2. Editor function fixes

v1.01 Beta 2 – December 13, 2010

¡ Bug Fixes
1. Fixed mouse button handling which caused left button to be always active. (needed a
small fix in engine)
2. Added fix for one more instance of the missing mouse click.
3. Reduced input polling during airstrike missions. AI should be faster, but more chances
of black screens.
4. Fixed city bombing.
5. Fixed combat report when bombing the city.

v1.01 Beta 1 – December 10, 2010

¡ New Features and Rules Changes
1. New Feature – Added ability to use custom fonts. Disabled automatic font reduction
in high dpi settings. Instructions for setting up the use of custom fonts can be found at:
http://www.matrixgames.com/forums/tm.asp?m=2645378
2. New Feature – Added Multiple Monitor support. Added new code to use the
bounding box of the current monitor to control scrolling.
3. Formula adjustment – Toned down on the amount of disruption that ground units
suffer when bombed by aircraft (in all air mission types).

En tĂŠlĂŠchargement chez Matrix.

Patrician 4 1.3

Gameplay

- Pirate activity can now be set via options in three levels
- Mass gatherings of pirates have been fixed
- Pirates off the town are shown on the nautical chart for cities where the player has an office
- Pirate ships out of the player’s visual range can now be attacked
- When a convoy is attacked on a trading route, there will be an entry in your chronicle
- Added option to skip cities (frozen harbor, full convoy or empty convoy and none of the commodities served)
- Added notification for interrupted trade route
- Redesigned development of Mediterranean cities, expansion to five stars is now calculated properly
- Before sending an expedition, the return harbor of the expedition convoy can now be chosen
- Rebalanced calculation of population to make it more dependable on quality of life
- Adjusted sabotage carried out by the AI
- The state of a city now has an effect on wage costs
- ‘Pause’ is added as a new game speed
- Savegames now show extended information of game type, difficulty and in-game date
- In-game date is added to the file name of the savegame
- Abbreviations of the first and the last town of a route are added to the file name of the trading route files

New Missions

- Share trading with the Prince added (ability for players to acquire shares in the region of the Prince and thus to achieve a permanent increase in satisfaction)
- Loan mission added for the Town Hall (the player borrows gold from the town)
- Loan mission added for the Tavern (the AI borrows gold from the player)

Interface

- Added percentage of occupied dwellings in a town
- Added display of harbor fees to the town information and nautical chart
- Redesigned the trading route interface
- New ordering options added to convoys ship list and convoy transfer dialogue (escort/size/number of guns)
- A gun icon is added to every ship in the ship list to mark them as escort ships.
- Third tab for an overview of the Prince’s shares added
- Added a « Brick » icon to display lack of building materials. Missing materials are displayed in a tooltip
- Gold transfer in the city treasury can now be set using the mouse

Graphics

- Added new effect during construction or demolition of a building
- Added a hit effect for tower projectiles
- Added effect for destroyed towers

Sound

- Added new sounds for shots, hits (melee and distance shots), death, victory, destroyed tower and destroyed business
- Added sound for the construction and demolition of a building
- Added gold jingle sound for every button with a buy/sell function

Star Ruler 1.0.4.2

[Fixed] Choosing to auto-update would crash the game.
[Fixed] Multiplayer clients were not loading the galaxy map.
[Fixed] Certain xml files would not load from mods.
[Fixed] Certain AI designs did not have enough power and would go disabled.
[Fixed] Ships would sometimes run out of control even though they had a surplus available.
[Fixed] Internal Defenses subsystem would not get unlocked.
[Fixed] Fixed various designs being mis-localized or unstable.
[Changed] Updated translations: French.
[Added] /who can be used to list users in the IRC.

1.0.4.0

[Fixed] Multiple colonizer modules on one ship now correctly sums the structure count.
[Fixed] Crash on return to main menu for mods using tag{} blocks in shipsets.
[Fixed] Ships moving to a target that gets destroyed flying towards the quasar.
[Fixed] Disabled ships getting station icon on load.
[Fixed] Ships following a planet after a transfer order.
[Fixed] Loading a game with 0 research rate would lead to an empty sub system / structure list.
[Fixed] Crash when constructing ships on a planet / dry dock in deep space.
[Fixed] Ships with control but without fuel could still use their thrusters every second tick.
[Fixed] Sub Systems did not have their onDeactive binds called when scuttled or retrofitted.
[Fixed] Space port trade now happens in the planet tick, leading to less wasted trade rate.
[Fixed] Fetch orders were not leaking control to subsequent orders until fetching for the first time.
[Fixed] Haulers could get stuck doing nothing waiting for a resource to become available instead of trading in different resources.
[Fixed] Superfluous explosion sounds were playing when scuttling / retrofitting or when colonizing a planet.
[Fixed] Ringworlds were being constructed at the wrong position.
[Fixed] Ringworlds constructed on larger stars (ie the quasar) would appear inside the star.
[Fixed] The ringworld structure size bonus was not applying correctly.
[Fixed] Using a jumpdrive could render the jumping ship unselectable.
[Fixed] Ships parked in orbit using a jumpdrive would not pick a new orbit correctly and fly off into the distance.
[Fixed] Offline planetary structures could not be removed.
[Fixed] Asteroids and comets were not working for multiplayer clients.
[Fixed] Ships constructed after load would not be assigned their proper automation (fetch, deposit, work) orders.
[Fixed] Capturing another empire’s design will no longer spam duplicates each time.
[Fixed] Haulers ended up with wrong / negative cargo after trading with a planet that had cargo storage.
[Fixed] Haulers would end up filled with one particular resource (usually adv. parts) when its supply outweighed demand.
[Fixed] Hovering over the +/- resize buttons while holding shift in the blueprint editor now correctly displays the effect of an increment/decrement.
[Fixed] In the blueprints window, dragging a sub system to an invalid position would sometimes return it to the last valid position, rather than the nearest valid.
[Fixed] We have discovered that a particular function in OpenGL is quite slow; fixing this improved framerate significantly.
[Fixed] Sub-menus in the right-click menu will no longer move off screen.
[Fixed] Objects could push each other to ridiculous speeds.
[Changed] Shields now have a % chance to block or leak all damage from kinetic weapons entirely, rather than always blocking a % of the damage.
[Changed] Objects larger than scale 3600 are now visible everywhere to everyone.
[Changed] The system window’s build on best algorithm now prefers shipyards over other structures.
[Changed] The main menu planet now chooses a random texture.
[Changed] Only one ringworld can be constructed per system. Attempting to construct additional ones will simply fail.
[Changed] The Analyzer now captures the design of disabled ships. Each attempt has a chance to succeed, which improves dramatically with bigger ships and analyzers.
[Changed] Ringworlds are now unlocked at MegaConstruction 22, Gravitics 16 and Spatial Dynamics 16.
[Changed] Haulers only supply when storage is under 45%, to avoid attempting to race against space ports.
[Changed] You can now hold shift when dragging sub systems in the blueprint editor to snap to a grid.
[Changed] When dragging sub systems in the blueprint editor, they can no longer leave the circle (you will see them where they would normally snap to).
[Changed] Dry Docks automatically fetch resources from the planet they are orbiting, if the planet has any.
[Changed] The mouse over information and object information panel now display hitpoints of all objects, not just the ones owned by you.
[Changed] You can now set individual settings, difficulties, names, colors, and cheating or not cheating for Empires in the New Game window.
[Changed] You may now add far more than 10 opponents if you wish; caution: larger numbers of opponents can rapidly degrade system performance.
[Changed] Sped up base panning speed.
[Changed] Updated Translations: Polish.
[Balance] Shields are now more effective, particularly for larger ships.
[Balance] Planetary shields are now much stronger.
[Balance] Increased power cost of middle-tech weapons.
[Balance] Power generators produce significantly less power.
[Balance] Bridges and Computers produce significantly less control.
[Balance] Increased mass of armor.
[Balance] Decrease gains to science labs from general sciences research. (Getting to level 10 takes about twice as long, level 20 four times)
[Balance] Missiles and Torpedoes now have longer range.
[Balance] Increased overall laser damage to compensate for their short range.
[Added] The blueprints tab now displays statistics for the currently selected design.
[Added] The loading screen displays random gameplay tips from a moddable / localizable list.
[Added] « Stockpiling Protocol » civil act: makes space ports keep resource levels at 95% instead of 50%.
[Added] You may now check for updates from the main menu. Note: Steam users won’t see this option.
[Added] Added a patching program which downloads patches from our server and installs them itself. Must be run from Star Ruler.
[Added] AI Personalities may now specify a shipset for the AI to use.
[Added] « Refresh Automation » option in the right-click menu: adds back automation orders (fetch, work, defend, etc) after clearing them.
[Added] Destroyed planets now leave behind a bunch of asteroids based on the amount of ore they had left.
[Added] Added three new tracks by Artem Bank.
[Added] Economic Sub Systems for ships: Metal Refinery, Electronics Fabricator, Advanced Parts Assembler, Export Dock.
[Added] Graviton / Anti-Graviton beams: Repulsor, Attractor, Interdictor.
[Added] New Sub Systems: Quantum Battery, Matter Generator, Overcharged Laser, Internal Defenses.
[Added] Lobby System to Multiplayer and Singleplayer.
[Added] Detailed Statistics sub-window for the Blueprints window.
[Added] Lobby Chat window for both the main menu and in-game that connects to the new official irc channel.
[Added] « Give Vision » clause for treaties. Does what it says on the tin.
[Added] Ability to set teams between players before starting the game.

En tĂŠlĂŠchargement sur le site officiel.

Empires of Steel 1.01.15608

- Made aircraft better about flying home automatically (when they do ad-hoc orders to attack something)
- Fixed a bug in the movement rate of ballistic missiles
- Added text descriptions to the range-lines of aircraft
- Rules Editor: Added the ability to remove upgrades
- Fixed a bug in the view-range of airfield improvements
- City Improvements can now be destroyed by their owner (but only at a rate of one per turn)
- Fixed Regression: Aircraft in groups wouldn’t take off
- Adjusted the Official Rules:
- Slowed down how quickly ballistic missiles move in the Official Rules (allowing players to see incoming missiles)
- Increased the movement range of Missile (V2)
- Renamed « Missile (V2) » to « Short Range Missile »
- Reduced the price of « Short Range Missile » and « Medium Range Missile »
- Increased the submarine-detection range of destroyers and cruisers
- Increased the radar range of the City/Airfield Radar
- The Nuclear SRBM no longer upgrades to the Nuclear ICBM
- Reduced Missiles to 1 HP

Empires of Steel 1.01.15411

Notable Changes and Fixes:
- Added artillery-fire animations for artillery, cruisers, and battleships
- Changed the display of missile-smoke trails to make fuller smoke
- Fixed Bug: The scenario-editor discovered tool wasn’t working correctly
- Fixed Bug: Aircraft inside a group inside a carrier can sometimes fly-back to the wrong location on the map
- Fixed Bug: There was a glitch in the animation system that would slow down the game over time
- Fixed Bug with the research and resource warnings popup
- The tech-research bar will appear even when the application-window width is short
- Fixed a few bugs in the rules editor
- Added debug and verification data to the PBEM system

En tĂŠlĂŠchargement automatique dans le jeu.

Guardians of Graxia 1.1

Product Update – Valve
Stability & Performance
• Killing an enemy unit with the spell card Hellstorm, Wildfire or Shifting Winds no longer crashes the game.
• When an enemy unit dies from using a spell during the command phase the game plays on.
• When the AI uses the spell card Shifting Winds the game no longer locks up.
• Several other performance tweaks

Abilities, Campaign, and Tiles
• The 3rd giant in campaign map 2 “While You Where Awayâ€� no longer spawns on top of a friendly unit.
• The 4th giant in campaign map 2 “While You Where Awayâ€� no longer spawns immediately after loading.
• The giant will not spawn on any friendly units but will spawn the Giant on a different tile if blocked.
• Forest and City tiles now mitigate Wildfire and Hellstorm damage spells during the Command Phase.
• The spell and unit decks where corrected from the skirmish map “In the Shadow of the Valleyâ€�
• Now able to target 3 or less enemy units when activating Prisma’s ability Prisma Call.

Map Pack Exclusive
• The correct amount of tiles will now be awarded when both units die during the Battle Phase.
• Loading into a saved game on the skirmish map “A Damsel in Distressâ€� will no longer reset the positioning of the starting enemy units or the location of the princess

En tĂŠlĂŠchargement sur Steam ou GamersGate.


Retour à La Une de Logo Paperblog