Magazine High tech

Patches : Battlefield Academy 1.51, Civilization 5 1.0.1.167, Blood Bowl édition légendaire 2.0.1.1, Star Ruler 1.0.5.2

Publié le 06 février 2011 par Cyberstratege

Blood Bowl

RĂŠsumĂŠ des nouvelles mises Ă  jour [...]

Battlefield Academy 1.51

New in v1.5.1
+ Game speed control for single player.
+ Global SFX folder.
+ Tweaks and fixes for Blitzkrieg multiplayer maps.

Game Speed Controller
Access through the options menu (ESC). Only available in single player currently.

Global SFX Folder
Set up a My DocumentsMy GamesBBCBAGlobalSounds folder and any sounds found there will replace the main game sounds, but any campaign specific sounds will always be the priority.

Fixes
+ Multiple Blitzkrieg multiplayer map fixes.
+ Victory Point plugin wasn’t cleaning out the turn limit and could end battles early.

En tĂŠlĂŠchargement sur le site officiel.

Civilization 5 1.0.1.167

Released 1/20/2011
[CRASHES]

* Dead interceptor crash fix (occurred frequently in late-game, usually on the AI turn)
* Movement limit crash fix (occurred when any high-movement unit, a gunship in this case, made use of the railroad bonus and moved beyond the engine visualization limits)
* Crash fix for diplo AI. When the player witnesses an AI leader buy a minor ally, and aggressively purchased them back, the game would eventually crash when the AI leader would correctly try to complain to you about it.
* The following crashes were all discovered via the Steam Crash Reporting system that Civilization V utilizes:
* Crash – pCitizens->GetCityPlotFromIndex(iPlotLoop); is returning NULL in the CvPlayer::DoRevolt loop.
* Crash – Occasionally strange values are sent to the movement cursor code. Wrap and clamp the values before they get to the pathfinder.
* Crash – Fix to divide by zero crash with AI buying plots.
* Crash – In RouteValid, the CvTacticalAnalysisMap cell thinks a plot is claimed, but the plot itself has no owner.
* Crash – Era out of bounds during a reload.
* Crash – During a resync, a crash happens when GameplayUnitCreated calls CvPlot::GetActiveFogOfWarMode apparently because the game’s ActiveTeam is NO_TEAM (-1).

[GAMEPLAY]

* Fix to Golden Age length (for Reformation policy with both the Persian trait and Chichen Itze)
* Corrected duration of golden ages generated from Taj Mahal and when a Persian player has Chichen Itza (Before the multiple 50% additions were ÂŤ compounded Âť rather than added together into a 100% bonus.)

* Fix to blank science victory details screen

En tĂŠlĂŠchargement automatique sur Steam.

Blood Bowl ĂŠdition lĂŠgendaire 2.0.1.1

BLOOD BOWL – EDITION LEGENDAIRE – MISE A JOUR 2.0.1.1 (41 MO) POUR LES VERSIONS DVD/DIGITALE A L’EXCEPTION DE LA VERSION STEAM.
UTILISATEURS STEAM : VEUILLEZ DEMARRER STEAM AFIN DE METTRE A JOUR AUTOMATIQUEMENT LE JEU.

- Ligues PrivĂŠes avec rĂŠglages « Ligue Open » :
* Il est maintenant possible de crĂŠer des ligues privĂŠes avec des rĂŠglages similaires aux Ligues Publiques actuelles (Auld World, Naggaroth Open…).
* Ces nouvelles ligues sont accessibles depuis la Recherche de ligues (Type de ligue: Ligue publique, Gestionnaire: CommunautĂŠ).
* Il est possible de mettre en liste noire des coachs lors de l’administration de ces ligues (GĂŠrer la ligue, Equipes, Liste noire).
* Sur candidature (Oui/Non): Si dÊsactivÊe, les Êquipes peuvent rejoindre la ligue teams sans validation d’un commissionnaire.
* Nouvelles ĂŠquipes uniquement (Oui/Non): Si activĂŠe, seules les ĂŠquipes qui n’ont pas encore jouĂŠes de match peuvent rejoindre la ligue.
* Plusieurs rĂŠglages pour le Matchmaking et les DĂŠfis sont disponibles (ClassĂŠ/Non classĂŠ).

- CorrigÊ un blocage du match lorsqu’un vampire à terre qui a ratÊ le jet de Soif de Sang essaye de se relever.
- CorrigĂŠ un exploit permettant de dĂŠclarer un Blitz avec plusieurs joueurs dans le tour.
- CorrigÊ un mauvais Turnover sur la rÊception de la balle à l’engagement.
- CorrigĂŠ Poignard toujours utilisĂŠ avec Pieux.
- CorrigÊ un problème avec les joueurs qui ne peuvent pas dÊclarer un Blitz après certains Êvènements d’engagement.
- CorrigÊ un plantage sur l’Êvènement Chandelle à la sÊlection d’un joueur à l’extÊrieur du terrain.
- CorrigÊ un plantage sur la remise en jeu de la balle à la sÊlection d’un joueur à l’extÊrieur du terrain.
- CorrigĂŠ Cornes toujours actif avec un Blocage ou un Blitz.
- CorrigĂŠ Poursuite et Tentacules automatiquement relancĂŠes lorsque le rĂŠsultat est 0.
- CorrigÊ un problème avec les Champions perdant leurs compÊtences lors d’une partie avec une Êquipe exportÊe.
- CorrigÊ Blizzard autorisant des Passes d’une distance supÊrieure à Passe Courte.
- CorrigĂŠ Ecrasement bloquant parfois le match lorsque la balle est impliquĂŠe dans la sĂŠquence de Blocage.
- CorrigĂŠ Saut relancĂŠ automatiquement plusieurs fois dans certains cas.
- CorrigÊ Tacle Plongeant demandÊ à l’utilisation de Saut.
- CorrigÊ le double rebond de la balle à l’engagement.
- CorrigĂŠ Soif de Sang testĂŠ au lancement de la Bombe.
- CorrigĂŠ le compteur de temps sur la fenĂŞtre demandant de suivre un joueur repoussĂŠ.
- CorrigĂŠ Transmission fonctionnant sur un joueur HypnotisĂŠ.
- Tacle Plongeant : Mise Ă  jour de la fenĂŞtre pour y afficher le log.
- Tacle Plongeant : Ne sera pas demandÊ sur un jet d’Esquive de 1 ou 6 avant modification.
- Chandelle: Le jeu ne choisira plus alĂŠatoirement un joueur Ă  placer sous le ballon Ă  la fin du compteur.
- Mise Ă  jour de la fenĂŞtre de Relance pour afficher les informations correctes sur le rĂŠsultat de Poursuite et d’autres compĂŠtences (Par exemple avec Poursuite: « Vous avez fait 6 et avez besoin de 6″ au lieu de « Vous avez fait 6 et avez besoin de 8″).
- AjoutÊ Tacle dans la fenêtre des CompÊtences Optionnelles lors d’un Blocage.
- Mode Blitz : Le sponsor donne maintenant de l’argent à la fin d’une saison (5 pÊriodes en Campagne) avant le paiement des joueurs.
- Mode Blitz : CorrigÊ un problème en Campagne avec les joueurs qui Êtaient payÊs à la fin d’un tournoi au lieu de l’être à la fin d’une saison complète (5 pÊriodes).

En tĂŠlĂŠchargement automatique sur Steam, par le biais du jeu ou sur le forum officiel.

Star Ruler 1.0.5.2

Hotfix, pas de changelog

Star Ruler 1.0.5.0

Changelog:

[Fixed] A long lag before joining a multiplayer game in progress that appears as a freeze (but eventually does connect).
[Fixed] Modded EmpireNames.txt and EmpireColors.txt are now used in the lobby.
[Fixed] Tips files were showing up as languages.
[Fixed] Freeze when holding alt for range rings while hovering on an enemy unit.
[Fixed] Antimatter generators would not explode when disabled due to lack of control.
[Fixed] Queue management commands did not work for dry docks in multiplayer.
[Fixed] Light/Heavy/Stealth hulls were incorrectly scaling with level, making them much too powerful at later tech levels.
[Fixed] Ships can now be retrofitted / scuttled at dry docks.
[Fixed] The victory message was not showing up when eliminating all enemy teams in a team game.
[Fixed] Docking stations into planets or carriers could crash.
[Fixed] Starting a multiplayer game with teams could crash due to timing issues.
[Fixed] When hovering over a sub system with a modifier/link attached to it, the correct stats will now be shown on the left.
[Fixed] Overriding controls that had a default key assigned to them would create duplicate bindings and not be displayed correctly in the options menu.
[Fixed] Hotkey groups are now saved and loaded.
[Fixed] The Rack Mount was misbehaving at small scales. It now behaves much more sensibly at all scales.
[Fixed] Fixed jittery movement of ships in multiplayer (except in very high-lag situations).
[Fixed] Manual transfer orders did not work for MP clients and did not save.
[Fixed] The order list on completely idle ships would not properly display for clients.
[Fixed] Boarding defenses were not scaling up, making them wholly ineffective.
[Changed] Nano armor hitpoints and damage reduction now only increase with armor research, while regeneration rate increases with nanotech research only.
[Changed] Multiplayer server names now default to « <nickname>’s Game ».
[Changed] Clicking the planet lost message now zooms to the system the planet was lost in.
[Changed] Version compatibility is now checked before joining the lobby, instead of after starting the game.
[Changed] When a treaty ends prematurely because of one party lacking the required materials / research, a message is now displayed.
[Changed] Use tool only appears in the right click menu if the ship could actually use that tool on the clicked object.
[Changed] Stations built from orbital dry docks now correctly orbit the original planet.
[Changed] System Searches (used by the AIs) should now be faster.
[Changed] The hovered object poll now uses the OctTree, improving performance by ~10% in large galaxies.
[Changed] Arrow key movement speed now changes more drastically with zoom level, instead of being exceedingly slow when zoomed out.
[Changed] Zoom in now locks on to the system plane, so missing a target will no longer zoom « through » the system.
[Changed] The Remnants now use designs with more advanced technology in them. Analysing or boarding their designs will let you build high-tech toys much earlier.
[Changed] The system rings are now larger so as to fully contain the bounds of the system.
[Changed] Space damage is now percentage based.
[Changed] System ring owner color is now based on military strength rather than pure ship count.
[Changed] Systems are only marked as under attack if either you or the enemy have military presence.
[Changed] Systems that are contested now glow rather than their ring changing color.
[Changed] Distant icons for ships that are taking damage now glow.
[Balance] All armor levels are now equalized, making more advanced armor more viable.
[Balance] Ablative armor now scales the same way as other armor, giving it significantly more hitpoints at higher tech levels.
[Balance] Torpedoes now use less ammo.
[Balance] Planets now have a damage resistance related to cities, capitols, and bunkers. This scales with level, increasing their longevity late-game.
[Added] Savegames may now be deleted in-game.
[Added] Added an ‘experimental’ tab to the options menu. Has various completely unexplained options that aren’t quite ready for release, but mostly work.
[Added] Dedicated server binary to run a server without playing or rendering the graphics.
[Added] UPnP support: port forwarding is no longer necessary to host a server when using a modern router that supports UPnP.
[Added] Moving your mouse to the edge of the screen now moves the camera. (Can be turned off from the options menu).
[Added] Options menu settings for ambient brightness and multiplayer server autosave.
[Added] 3D movement orders: Double right clicking and holding the right mouse button now lets you adjust the vertical component. (Also works by holding control, single right clicking and holding)
[Added] Added support for scripted planet queues. Use ‘<script call= »Module::Function » />’ in a queue to use a function of the type ‘bool Name(Planet@).’ Return true to prevent the rest of the queue from running.
[Added] A grid is now displayed on every system’s XZ plane. (Can be turned off from the options menu).
[Added] Added ‘OrderList::leaveFleet()’ to remove a ship from its fleet.
[Added] Added a new weapon: Artillery. Huge range, massive damage, but very slow fire rate. May only be equipped to stations.
[Added] Added log & log10 functions for formulas.
[Added] Added new planet conditions: Plains (Cheaper buildings), Volcanic (Weaker buildings), and Geothermal vents (Faster electronics/advanced parts production).
[Added] Empire messages now have a category. Categories can be toggled on or off when expanding the ticker display.
[Added] Options to control the display or hide the distant icons for ships, stations and planets.
[Added] Race Customization: before the game starts, you can pick traits affecting your empire in various ways. Traits are picked with a point-buy system.

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