Magazine High tech

Cities in Motion 1.0.14, DoW II Retribution 3.13, MoW Assault Squad 1.18.2, SoSE Trinity 1.2

Publié le 22 mars 2011 par Cyberstratege

Dawn of War 2

Résumé des dernières mises à jour.

Cities in Motion 1.0.14

1.0.14
-Improvement: Stops on the opposite sides of a road get the same name.
-Improvement: External configuration tool (Config.exe in game install directory).
-Fixed bug: Scenario 10 has some portraits disorganized.
-Fixed bug: Game may crash if a stop is forcibly removed because of timeline updates.
-Fixed bug: Map editor crashes when placing building to the corner of the map.
-Fixed bug: Missing mouse over image in condition button in roster panel.
-Fixed bug: Graphical errors and freezing after building ground metro station on a field.
-Fixed bug: Crash when loading a specific saved game.

Téléchargement : Retail copies will be patched automatically, for digital download copies please use the same provider for patch and game.

Dawn of War II: Retribution 3.13

Bugs

* Matchmaking improvements that will reduce wait times for some users
* Fixed an issue during loading that could cause games to begin prematurely

Dawn of War II: Retribution 3.12

Bugs

* Players no longer need to wait for all of their enemies to leave the game in order to be able to select Continue on the post game stats screen
* Fixed an issue that could cause users to become stuck on the post game stats screen after using the Link button and selecting Continue
* Fixed an issue that could cause users to suddenly drop to the Main Menu from the post game stats screen
* A full party of 3 should now instantly enter a Last Stand match instead of searching for one
* The name field of a new campaign will now be pre-populated with the race chosen
* Fixed an issue that could prevent the AI from displaying custom badges
* Fixed an issue that could prevent the preview for the Imperial Guard Laser turret arc from displaying
* Optimized texture mipmapping to improve memory performance on High visual settings and below

Téléchargement automatique par le biais du jeu.

Men of War: Assault Squad 1.18.2

General

• Added new Panther 3d model
• Added new Achilles 3d model
• Added new M36 Jackson 3d model
• Added new M4A3 Calliope 3d model
• Added new Type 99 rifle 3d model
• Added new Type 99 sniper rifle 3d model
• Added new Type 99 light machine gun 3d model
• Added Type 2 rifle
• Added MP 3008 SMG
• Added MP 28 30 rounds mag SMG
• Added MP 28 50 rounds mag SMG
• Added Type 2 SMG
• Added the ability to plant cover to Japanese elite infantry
• Changed shaders to be further optimized
• Changed highlighting of selected units (credits to « L etranger »)
• Changed Home Guard weapon layout
• Changed Japanese Stormtroopers weapon layout
• Changed Kamikaze to have better stealth
• Changed at-grenade of Russian assault SMG to RPG40
• Changed auto-cannons to be separated from light AA guns
• Changed medium AA guns to be separated from light AA guns
• Changed Homeland Fury special unit to have 3 types of infantry
• Changed U.S. Marines to carry M1 Garands instead of M1903
• Increased smoke grenade duration from 60 sec to 90 sec
• Increased smoke shell duration from 60 sec to 120 sec
• Increased rate of fire of Grease Gun
• Increased accuracy of Grease Gun
• Increased volume of G43 and G43 scope
• Increased range of binoculares from 150m to 180m
• Increased range of flamethrower from 20m to 25m
• Increased damage modifier of M12 Shotgun
• Increased uncover range of hidden units slightly
• Increased range of AA guns
• Increased accuracy of Bazooka Jeep
• Increased accuracy of 200mm rocket launcher
• Increased accuracy of 300mm rocket launcher
• Increased recharge time of M4A3 (105) from 18 sec to 20 sec
• Increased damage power of 300mm rocket slightly
• Reduced damage modifier of Thompson M1928 slightly
• Reduced reloading time of M12 Shotgun from 5.0 sec to 4.0 sec
• Reduced small arms damage modifier slightly
• Reduced accuracy of M19 slightly
• Reduced penetration power of Hetzer tank gun
• Reduced reload time of Hetzer from 6.5 sec to 6.0 sec
• Reduced information sharing range for vehicle AI from 80m to 50m
• Reduced information sharing range for infantry AI from 80m to 35m
• Reduced reaction time of AI from 0.5 sec to 0.25 sec
• Reduced speed of IzuzuTX40 Mortar from 34kmh to 30kmh
• Reduced speed of IzuzuTX40 AA from 34kmh to 30kmh
• Removed repair kits from ammo trucks
• Fixed missing shell ejection of cannons
• Fixed missing sound of SdKfz 222
• Fixed ammo start count of SdKfz 222
• Fixed missing interface damage display of Black Prince
• Fixed rear mgun limits of IS-2
• Fixed faulty use of the MP41 by the German sapper team
• Fixed 100mm AP shell to use AP mechanics
• Fixed 100mm APCR shell to use APCR mechanics
• Fixed 100mm HE shell to use correct 3d model
• Fixed 100mm shell sizes
• Fixed missing fuel barrels in Commonwealth ammo truck
• Fixed missing texture of model trash
• Fixed Japanese Home Guard icon
• Fixed Japanese Fieldcap LOD
• Fixed ammo start count of Iszuzu Mortar truck
• Fixed M10Wolverine armour
• Fixed missing APCR for Ke-Nu
• Fixed limits of 150mm Type 96
• Fixed a shader issue causing freezes on some GPUs when ultra shadows enabled
• Fixed Wespe hit animation
• Fixed Comet hit animation
• Fixed M10Wolverine hit animation
• Fixed Pak 38 damage animation
• Fixed armor settings of M12 GMC
• Fixed some vehicle textures
• Fixed inventory ammo order of Ho-Ni I

Multiplayer

• Added 1v1 Road multi map
• Added 1v1 Snow Church multi map
• Added 2v2 Canyon multi map
• Changed attacker to see both lines of defences in frontlines when attack starts
• Changed planes to be not usable in 3v3 Frag Town multi map
• Increased ANZACs to 10 men
• Increased Marines to 10 men
• Increased Brandenburger to 8 men
• Increased Guards Rifle to 8 men
• Increased command points of SU-122 from 5 CP to 15 CP
• Increased command points of ISU-152 fom 5 CP to 30 CP
• Increased price of Japanese Stormtroopers from 350 MP to 355 MP
• Reduced price of P4G from 420 MP to 400 MP
• Reduced price of P4H from 650 MP to 600 MP
• Reduced price of Crusader from 360 MP to 350 MP
• Reduced price of Cromwell from 400 MP to 375 MP
• Reduced price of M4A3 Sherman from 500 MP to 450 MP
• Reduced price of M20 from 200 MP to 180 MP
• Reduced price of Chi-Nu from 420 MP to 400 MP
• Reduced price of T34-75 early from 360 MP to 350 MP
• Reduced price of T34-75 late from 420 MP to 400 MP
• Reduced price of Flak18 from 750 MP to 700 MP
• Reduced price of Hetzer from 550 MP to 500 MP
• Reduced price of IS-2 from 1600 MP to 1500 MP
• Reduced price of IS-3 from 2200 MP to 2000 MP
• Reduced price of SU-100 from 1300 MP to 1200 MP
• Reduced price of Ho-Ni I from 400 MP to 350 MP
• Fixed a small graphic issue with the flag slave icon in frontlines
• Fixed Winter Hills bridge to no longer break fully causing height-map issues
• Fixed small map issues
• Fixed crew member count on Ke-Nu
• Fixed missing edifices on 2v2 Heights multi map
• Fixed combat mode of 4v4 Lakeland multi map

Skirmish

• Changed Maxim into Degtyarev mgun in Soviet missions
• Changed unlocking of achievements so a higher difficulty will unlock a lower one
• Changed infantry call-ins to clutter less and stay together when moving to ordered position
• Changed map boarders to be more streamlined
• Disabled night effects on [Soviet Union] Smolensk to improve performance
• Reduced price of Flamer from 125 MP to 80 MP
• Fixed some map elements on [Soviet Union] Smolensk
• Fixed ammo type of PzKpfw 2 Luchs
• Fixed T-34 in skirmish to have full fuel
• Fixed AI not to shoot at unknown enemies (explosions etc.)
• Fixed small map issues
• Fixed some bad AI pathing on [Japan] Khalkhin Gol
• Fixed wrong USA skirmish hint on mission start (English localization)
• Fixed some localization issue in Japanese missions (English localization)

En téléchargement sur le site officiel.

Sins of a Solar Empire: Trinity 1.2

[ Engine ]

* The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now.

[ Gameplay ]

* Pirates
o The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
o The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
o Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn’t enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
o Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
o The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you’ll get (and makes issuing raids generally quicker).
o The Pirate base’s population upgrade will now properly increase population growth rate.
o Fixed mission timer bug where the timer wasn’t properly syncing up to reality (i.e., the timer said a player couldn’t place another mission when they could.)
o Pirates will now notify the player if they successfully complete a mission.
o Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
o Pirate planet’s base population has been boosted slightly (for increased income).
o Fixed a memory access error in the Pirate mission system.
o Pirate raid level escalation has been slowed down slightly for better overall progression.

* TEC Balance
o Kol:
+ Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
+ Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
+ Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
o Dunov:
+ EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
+ Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
+ Strikecraft destroyed by the Dunov’s Magnetize ability now give XP as intended.
o Marza:
+ Incendiary Shells: Stacking limit increased from 1 to 3.
+ Missile Barrage: Range reduced from 10,000 to 8,000.
o Hoshiko:
+ Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
o Novalith Cannon:
+ Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
* Advent Balance
o Radiance:
+ Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
+ Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
o Rapture:
+ Vertigo: Increased range from 4500 to 4500/5000/5500.
o Revelation:
+ Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
+ Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
+ Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
* Vasari Balance
o Jarrasul:
+ Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
+ Jarrasul capital ship’s colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
o Skirantra:
+ Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
o Antorak:
+ Distort Gravity: Reduced cooldown from 45 to 40.
o Vulkoras:
+ Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
+ Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
o Stilakus Subverter:
+ Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
+ Distortion Field: Reduced radius from 2000 to 1600.
o Kostura Cannon:
+ Will no longer damage and stun enemy ships.
o Missile Platform:
+ Disruptor Nanites ability now stacks correctly off missile defense platforms.
o Orkulus:
+ Debris Vortex will now only activate when debris is in range of the effect.
+ Debris Vortex’s second level will now unlock correctly.
+ Orkulus Phase Gate upgrade will now work at stars.
+ The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
o Raider Xenophobia: Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
o Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.

* Diplomacy System
o The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
o The calculation for Military Presence has been updated to look at the ratio of the players’ used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels.
o Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.
o AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
o Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.

[ AI ]

* The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
* Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players’ relationship value dropped to a certain level repeatedly.
* The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
* AI players will no longer « spam » the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

* The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

* Fixed a couple errors in the entity files that would cause the game to crash.
* Ability PhaseOutHull will now play the proper sound effect.
* Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
* Missions can now be rejected so long as there’s at least half the original mission time remaining.
* Fixed some misspellings in various data files.
* Starbases with trade upgrades will now work properly at stars.
* Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We’ll need more info on this one if there are other instances where players see this happen.
* Tips that weren’t being properly loaded should now appear.
* Various fixes for old crash bugs (thanks to the community on these).
* Various fixes to mesh files (thanks to the community on these).
* Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn’t jump in right on top of one.
* Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know.
* Some fixes to make AIUseTargetConditions more effective based on feedback.
* Various other minor tweaks.
* Research screens should now properly show fleet supply numbers based on game options.

Please note that v1.2 is not save game, replay or mod compatible with prior versions.

En téléchargement sur Impulse.


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