1) Single-game tie-breaker added/fixed for leagues with 1 wild card team (1995-2011)
2) HTML Scouting Reports fixed when user turns on "Players In One Folder".
3) Sim time cut ~60%.
4) Personal catcher problem fixed.
5) "Clear Year by Year Stats" crash fixed.
6) Database fixes to the following players: Carlos Correa, Will Harris, Darwin Barney, Evan Gattis, Travis Hafner, Chris Resop.
Changes and fixes for v2.42
---------------------------
General:
- fixed handling for multiple displays and GPUs
- fixed a small non-critical glitch in FMSel
DromEd:
- fixed issue that caused wireframe drawing in 2D viewports to go nuts on some video cards/drivers, when running DromEd with hardware rendering
Sources:
- added missing file to FMSel source package (fltk patch)
- updated sources to build referencing the latest CRT DLLs (VS08 SP1 9.0.30729.1) so the private assembly fallback works
Changes and fixes for v2.41
---------------------------
General:
- fixed sky (non-)rendering bug when texture palette contained more than 246 textures
- fixed crash when using movie_disable/fm_movie_disable/movie_crop_exclude/fm_movie_crop_exclude config vars
- fixed bug with game dir write access test (gave false positives if game directory was assigned a custom icon in Windows)
- fixed issue with garbled HUD text on some older video cards
- fixed rare crash when using HUD buttons to change ammo type or reload
- fixed issue with crouching on crates
- fixed alpha calculation bug on scaled bitmap particles
- fixed bug with pendulum tweq stopping for angles larger than 32 degrees
- fixed issue with duplicate receptrons when added by a DML file
- fixed bug with force_ani_settings material flag not having any effect
- fixed crash when Corona property has no texture name specified
- fixed crash bug with "ForceCameraOverlayNormal" config var
- fixed song sound load failure if other format than in specified song file (i.e. if file is ogg but song file has wav)
- fixed crash when song sound file was not found
- fixed bug with display device selection on multi-device systems (probably picked the opposite device than the default/selected)
- fixed crash related to 4096 sized textures
- fixed walk forward bind in options menu, in patch_ext.crf, so walk speed is normal (requires re-bind to take effect)
- changed so horizontal and vertical mouse sensitivity is equal when "mouse_sensitivity_y_scale" is 1
- added "mouse_sensitivity_use_aspect" bind var to enable old behavior where horizontal/vertical mouse sensitivity differ based on resolution aspect ratio
- added support for RLE compressed BMP images (RLE4/RLE8)
- added localization support to FMSel (so FMSel UI can be translated)
- added FM language support to game and updated FMSel to make use of it
- added support for the original indeo5 codec (ir50_32.dll), may improve movie playback on slower CPUs
- added option to use enhanced ray trace for AI body/suspicious obj detection ("enhanced_aidetect_trace")
DromEd:
- fixed rare mono console related bug that caused editor to hang (was remedied by enabling monolog, no longer necessary)
- fixed/changed angle parameters in Gun->"AI Gun Description", Gun->"Player Gun Description" and Gun->"Kickback" properties (IMPORTANT: any exsiting DML files with these params will need to be updated to specify values in degrees)
- fixed a less common crash when compiling rooms, caused by newly created room brushes that were excluded from compile usually by a me-only area brush (crash was preceded by a "Attempt to get room 0 of 0" assert)
- fixed crash bug when selecting sky surface if texture palette contains more than 246 textures and editor is using software rendering
- fixed a couple of crash bugs related to editing the Creature Type property
- fixed bug where loading a stripped mission could result in wrong texture assignments on terrain surfaces
- fixed bug in reconstruct_rooms that it assigned default room instead of reconstructing the original room types
- fixed crash that could occur during extensive UV editing when running editor with HW rendering
- fixed so creating a new stimulus archetype doesn't require editor restart for propagators to work
- fixed sunlight object shadow bug
- fixed crash that under certain circumstances could occur during UV align editing
- fixed crash when loading file at editor startup through "file" config var
- fixed crash with Scaled bitmap particles when invalid bitmap and added mono warnings
- fixed issue with precision select and tiny point sized brushes
- fixed issue with uvmap_cylinder when using non-symmetric textures and rot 90 (and allowed it to be used on pyramid brushes)
- fixed prim_special command to only allow setting valid types, to prevent more or less obvious bad things from happening (even if it appeared to work in previous versions, it could cause memory overwrites which are very bad)
- added prim_cylinder/pyramid/cpyramid commands for quick type set and sides
- added proper support for negative Extra Light property again (worked in T1 but was removed after)
- added "Use Model 5" flag for random model tweqs, so randomization includes Model 5 (2.4 falsely always included it, which could break existing content)
- added support for "Bitmap disk" particles to use the default disk texture if no bitmap name is specified
- added support for mission (and location) defined env maps
- added viewport bg image support
- added lg.ini option to enable word wrapping for Editor Comments property
- added "default_tx_scale" config var for user defined default brush texture scale
- added option to show texture index in texture palette
- added hilight brushes using texture command to texture palette context menu
- added support for user configurable precision of sdesc formatted floats ("sdesc_decimals")
- added extended option for sunlight to allow all shadowed/unshadowed quad/non-quad combinations
- added config option "show_world_limits" to draw world limits in 2D viewports (line color can be changed with "edit_color_grid_lim")
- increased max length for "bitmap\" images (with ani frames) from 6 to 28
- changed room building so room brushes with invalid room types still get used, with the default room type, instead of being ignored
(No changes to multiplayer.)
A small sample of changes and fixes for v2.4
--------------------------------------------
Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys
General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Fixed a crash when the "current" folder is missing (it will now be created)
- Added an option to only use a single binding file, eliminating the "broken use/shoot mode" bug once and for all
- Added option to have the quicksave save to a proper slot (now defaults to last regular save slot), complete with proper name (as opposed to "crouchhold")
- Removed four junk lines at the bottom of the map window
- Fixed gun jitter
DromEd:
- Added support for full game mode backup/restore
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging or elevable objects)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object
- See the included modders_notes.txt for more details on editor changes
Main Features
· AI changes.
· Widescreen UI (user interface)
· Wider field of vision for widescreen resolutions
· Mach drag
· Scoring system changes
· Open interface for sounds
· New visual effects
New Flyable Planes
· B5N2
· Hawk 75A-3
· Hawk 75A-4
· Ki-45 Kai Ko
· Ki-45 Kai Otsu
· Ki-45 Kai Hei
· Ki-45 Kai Tei
· SB 2M-100A
New AI Planes
· Beaufort I
· Beaufort I late
· Beaufort II
· Do 217 M-1
· Wellington III
· Mohawk IV
New ground units
· German submarine VIIB
· German submarine IXB
Other small Changes & Improvements
· New weapon loadouts for US planes
· P-38J cockpit repainted
· Added Misc settings UI
· New textures for several buildings
· Russian tanks with multiple turrets (T-28 & T-35) can shoot with each gun independently.
· New landing gear failures
· Adjustable reticle brightness
· Added new key for opening & closing bomb bay doors
· Added new option in tracks selection UI for disabling icons in track playback
· Added new joystick axis for mixture
· Added Air Force selection to FMB aircraft window
· Added yellow & blue runway lights
· Adjusted the white navigation light so it doesn't get bigger than the red & green when viewed from far away
· Added a new view key that cycles through only stationary cameras
· Changed radio station icons so that they are rendered in minimap & briefing if the army color is neutral or matches player's army
· Changed HUD log so that bomb sight, ToKG & nav. beacons related info is always printed even if NoHudLog=1
· User BMP skins enabled for stationary planes
· Added full screen map with adjustable transparency level
· Added red night light for maps when plane is flown at night and cockpit lights are on
· Changed old padlock difficulty option into two separate padlock options. Padlock air & padlock ground
· Bombsight added to D3A1 Val
· Added conf.ini option NoMissionInfoHud=1 under [game]. This will hide the "Mission completed" and similar messaged from HUD
· Added conf.ini option NoKillInfoHud=1 under [game]. This will hide the "Enemy/friendly xxx destroyed" messages from HUD
· Added conf.ini option SaveTrk=0 under [game]. This will disable automatic in-flight data storing for TRK tracks and reduce memory consumption. TRK cannot be saved after the mission
· Enabled ship padlocking
· Fixed spawn points problem on Midway sea base
· Fixed R-5 stationary plane ski orientation
· Fixed R-5 ground attack bug with certain weapons
· Adjusted IL-2 controls damage & toughness
· Fixed Fulmar's landing gear shock absorber movement
· Fixed IL-4 artificial horizon instrument movement
· Adjusted FM length parameters of Bf 109s F to K to 8.94 meters (F-2 to G-6) and 9.02 meters (G-6 Late to K-4), respectively
· Fixed bug that caused speed bar settings to reset back to default instead of using saved value
· Flight model changes for P-36 series, P-40 series, SB-2 series, B5N, Me-163
· Tweaked burning engine damage model. Single engined planes are not going to explode completely and multi engined planes like P-38 are no longer immune to engine fires
· Fixed Ki-43 I & II smoothing bug in external 3D model
· Fixed Ki-43 II wing tip hook position
· Added radiator animation to He-111 series
· Fixed bug in stationary plane spawning & DF mission that could spawn player to wrong position
· Fixed I-16 Zveno texture bug
· Fixed M2A1 105mm howitzer wrong pivot point
· Plus other small fixes
Please note that all new conf.ini options can be also adjust from the new Misc setting menu.
Trainers:
- Booze teaches the perk "Liquid Courage" correctly. [^]
- Webster teaches the perk "Critical Hits" correctly. [^]
- Alvarez ("Swordmaster") is still available as a trainer if all four artifacts have
been collected. [^]
- Severin is available as a trainer even if one chose the dialog option "You'd be
better off teaching them how to fight.".
- The perk "Monkey Trainer" cannot be learned (and paid for) twice. [^]
Items:
- The quest item "Spear of the Warrior" cannot be sold or thrown away. [^]
- The artifact "Sacrificial Knife" cannot be obtained twice. [^]
- Osamu gives away the quest item "Blood of the Ancestors" even if Garcia's identity
has been disclosed by the help of Angus. [^]
- After loading a saved game, Flanningan and Quinn still sell Monkeys. [^]
- The potion "Fool's juice" has its own icon and can be sold like the other permanent
potions. Additionally the SortID has been corrected. [^]
- The item description of the "White diamond" has been corrected. [^]
- Slick accepts the quest item "Fruit basket". [^]
Quests:
- The quest "The Lookout's Report" is canceled if the player joins Chani (otherwise
it could not be finished). [^]
- The quest "Search Garcia's Possessions" can be finished even if the Isle of the Dead
is completed beforehand. [^]
- The quest "Meat for the Cook" (Osorio/Thompkins) is canceled if it cannot be
finished anymore. [^]
- Quest reward for "Blades for Cooper" is the item "Sword hilt: King's sword" as
announced in the preceding dialog. [^]
- When returning to Osorio without having talked to Thompkins, one still gets 3/4 of
the quest reward (150 gold coins) and the corresponding dialog is triggered.
Logic:
- After the player having returned to Caldera, Severin doesn't mention Corrientes'
expedition anymore as it has already parted. [^]
- It is not possible to be accompanied by a crew member on the Isle of the Dead (even
if exploiting the fast travel system). [^]
Miscellaneous:
- One can still provoke Riley ("Red bandana") after having failed at the first
attempt. [^]
- It is not possibly to pick up a flying parrot (gold exploit) or to use the "Thief's
Bone Hand" on it (crash). [^]
Build 424 is a hotfix for two multiplayer related bugs that slipped through the testing phase. Specifically, a bug that caused myrkridia to attack slower than usual, and a bug which occasionally caused the randomness of multiplayer start locations to be, well... less than random.
Changes for Advance of the Reich V1.05
- Added Weapons Off option under View Menu to hide discarded weapons on
the map.
- Added reliability 'X' for loads, weapons, and vehicles.
- Added Leader morale modification to assault morale (see Assaulting
in User Manual).
- Added Demoralize load effect which causes units to become
Demoralized or Disrupted (see Weapon Types in the User Manual).
- Changes that reduces protection and movement cost between adjacent
Trench hexes (see Users Manual under Movement and Firing).
- Added Inspirational Weapons in addition to Motivational Weapons.
- Added ability to sort data in the Database Editor.
- Added option for Mouse Wheel Zoom.
- Added hot key 'F' in main program to toggle Hold Fire.
BUG FIXES
- fixed bug where some pirate games would often 'stall' on some hardware configurations
- fixed bug where pirate relations would sometimes get mixed up
- corrected bug where pirates were offering negative pirate protection amount when normal empire cashflow was negative
- fixed bug where pirates could not manually change tax rate at colonies where they build Criminal Network
- fixed bug where pirate colonizing planet where already have spaceport would cause spaceport to be removed
- fixed bug where a pirate faction raiding a colony where they already have a pirate base or fortress resulted in them battling against their own troops who defend the base
- fixed bug where galactic storms would often get 'lost' when reload game
WEAPONS AND ARMOR
- fixed Ion Pulse weapons to properly disable weapons and engines
- fixed bug where normal components were getting damaged before Armor was completely destroyed
RETROFITTING
- when retrofitting damaged ships or bases, damaged components are now first repaired
- Troop loadouts for ships are now reviewed when the ships is retrofitted to a new design
- pirate construction ships no longer retrofit or repair at controlled (but unowned) colonies
- fleets will no longer go to retrofit when no ships in the fleet have newer designs available
SHIP DESIGN
- AI ship design process no longer creates unbuildable new designs (too large) for a ship subrole when there is an existing buildable design for the same subrole
USER INTERFACE
- added some filters at the top of the Pirate Missions panel in the Empire Navigation Tool at screen left: attack/defense/smuggling mission types, accepted/open missions
- fixed Design Detail screen warnings panel so that text wraps and scrolls
- increased text size in Research screen
GAME SETUP
- altered "Random" proximity setting in Game Startup to distribute starting empires *EVENLY* across the galaxy
- now exclude space creature appearance Shadows events if space creatures are completely disabled in game setup
CHARACTERS
- characters no longer have skill increases until skills and traits are revealed
- fixed bug where Demoralizing and Inspiring character traits were sometimes not working
OTHER
- pirate and diplomatic offers now ensure that offered empire has *excess* money to purchase (not just enough)
- weak pirate factions (no spaceport, weak military, negative cash and cashflow) now join stronger nearby pirate factions
- added new Engagement Stance settings for *manually* controlled ships and fleets (Game Options > Empire Settings). These settings default to 'no change', so that Engagement Stance does not change when a player manually assign missions to ships and fleets. Existing Engagement Stance settings now apply to auto-controlled ships and fleets
- military ships will now 'gang-up' on enemy targets better, assigning many attackers to take on a target
o Fixed several issues that could cause a crash at the end of a battle, possibly resulting in the loss of the saved game file.
o Fixed several bugs with supply propagation across maps with blown bridges. This corrects multiple issues where supply could sometimes flow across a blown bridge, allowing incorrect bridge repair and reinforcements.
o Fixed an issue with moving between two maps with multiple connections. When maps are linked by two connections, and the use of one link would require a river crossing while the other would not, a battle group moving via both links will get a normal entry zone on the near side of the river and a smaller entry zone across the river, with deployment on the far side limited to infantry teams.
o Fixed a multi-player bug where host and client could get out of sync if two opposing battle groups both rest for at least one turn (avoiding a battle) and then only one player cancels his rest order without moving the battle group off the map.
o Fixed bug where supply could propagate incorrectly.
o Fixed bug with repair of a blown bridge could cause an error when you reloaded the saved game.
o Fixed bug where using the Relieve order in multi-player game could cause the host and client to be out of sync.
New Features Exclusive to Ghost Divisions
--------------------
Campaigns
• Campaigns consist of a number of related firefights that the player plays in a sequential order. For example, the Hoth campaign consists of five firefights named "Hoth1," "Hoth2," "Hoth3," "Hoth4," and "Hoth5;" to get to the Hoth firefights from the main menu, first select "Play Game," then "Hoth Campaign." To play through the Hoth campaign, choose the firefights in this order, one through five, as you would any other firefight. Any surviving units from a firefight that you or your opponent controls will be carried over to the next firefight in the campaign. Some of the units that carry over main gain experience and thus have improved stats.
You can play the firefights out of order, but you shouldn't. For example, you can play "Hoth3" before you have played "Hoth2," but if you do this, you won't receive any of the units that would normally carry over between firefights and it will be very difficult.
For "Ghost Divisions" we have provided slightly different firefights for single and multiplayer lobby games in order to tweak the game balance.
Snipers!
• "Ghost Divisions" introduces the Soviet Sniper unit. Unlike other hidden units, hidden sniper units are revealed when attacking only 1 time out of 6. The player targeted by a sniper can spend CAPs to increase this chance: there is a new button on the left side of the screen in the CAPs area of the interface that allows you to spend 0, 1, or 2 CAPs on the next roll you make to detect an enemy sniper. Snipers always attack the flank defense of a target. The target of a hidden sniper receives an indication as to whether the attack came from the front or flank of the unit.
Classic AP Rules
----------------------
The Classic AP rules recreate the activation system used in the board-game version of "Conflict of Heroes." Select the Classic AP rule option by first selecting "Rule Options" from the main menu, then by selecting "APS Rule" until "Classic APs" is displayed.
When playing with the Classic AP rules a player cannot switch freely between his units. Once you select a unit to move, you must continue taking activations with this unit until you end the unit's activation by pressing the ESCAPE key or by pressing the "End Activation" button. When a unit's activation is ended it loses all remaining APs.
There are two ways to take actions with units other than the selected unit: Opportunity Actions and Command (CAPs) Actions.
Opportunity actions are initiated by pressing the "Opportunity Action" button. You can then select any of your units that has not already been spent (that is, that has APs remaining). After selecting this unit, you may take one action with the unit. After this action, the unit taking the opportunity action becomes spent, losing all of its remaining APs, and selection is returned to the formerly selected unit.
Command actions are similar to opportunity actions, but instead of causing the unit taking the command action to become spent, the player instead pays for actions taken by expending CAPs. Furthermore, command actions may be taken with any unit, even units that have already been spent.
Both opportunity and command actions may be canceled by pressing the "Normal Orders" button.
Change History:
v1.30 – June 13th, 2013
• Features
o Fixed button problem on victory screen for smaller width monitors
o Possible fix for bug randomizing quality of units carrying over between firefights of a campaign
o Fixes a few minor things pertinent to the Ghost Divisions.
o Campaigns and multiplayer reworked and updated.
o Campaigns can now be played multiplayer
o Russian Sniper unit added
o Numerous bug fixes including a significant improvement to memory management that should reduce out of memory crashes
o Added message upon completing a firefight in a campaign providing instructions on playing the next FF.
o Improved some memory usage and garbage collection methods.
o AI Placement data for all GD scenarios.
o Added multiplayer versions of the GD firefights. These are available from the lobby menu.
MAJOR:
- Added a "Retract Vassal" interaction
- Disallowed destruction of non-titular titles under Gavelkind
INTERFACE:
- Added lots of portrait fixes from the "CK2 Portrait Fixes" mod by zebez
- Adjusted the random CoA colors and color choices
- Scripted a lot of CoAs for various dynasties
- The CoAs of titles named after a dynasty now match the dynasty CoA
- Bishops no longer wear pope hats, but the pope does
- Livonia now has the correct pagan flag
- Buildings requiring a coastal province now show up in the tech tooltip even if the capital is not coastal
- Fixed some tooltips in the settlement view not showing building levels with the name
- Nicknames are now shown for heads of religion
- The 'Grant Independence' action is no longer even shown if the recipient is not your vassal
- The 'Prepare Invasion' action is now shown but grayed out if you are at war with the recipient
- Added missing Bektashi religion description
- Endgame screen now shows correct score for characters
- Added missing name of the Reformed Aztec Church title
- Tweaked the religion colors to make them more distinct
- Corrected some event text typos
GAMEPLAY:
- Norse Pagans can no longer employ the coastal conquest CB against other pagans (neighboring counties can still be taken though)
- The Subjugation CB can now only be used once per lifetime instead of every 10 years. (Unless you have the 'Become King' ambition.)
- Characters with the "Become King" ambition and access to the subjugation CB can no longer move their capital out of the de jure kingdom
- Subjugated rulers of another religion now get a smaller opinion bonus vs the winner, lasting for a shorter time
- Fixed a bug with many vassalizing casus bellis where the target's own counties would be seized when they should not be
- Tengri Pagans are now limited to Agnatic succession
- The Jomsvikings now reform if the Norse reformation takes place
- Fixed an issue where the primary heir under Gavelkind would not inherit the capital county
- West African pagans can now also raid
- Lowered the spawn rate of TOG rebels by 20%
- Added the "Ghanan Band" mercenary company
- Slavic, Baltic and Finnish Pagans now get a bonus to their levy sizes, at the cost of their garrison bonus
- Fixed a problem with the decadence invasion event
- Fixed a bug with decadence revolts ending strangely on the attacking ruler's death
- Court Chaplain job events no longer restricted to men for pagans
- Made the Chancellor job to improve relations more effective
- Mercenary ships will no longer spawn in major rivers
- The Viking trait can now only be gained by adults
- Heirs returning from the Varangian Guard to take the throne of their dead father can no longer get the same event twice
- Piast the Wheelwright and his son are now of the Piast dynasty
- Pagan festivals can now only be held in summer as intended
- City Shipyards now produce slightly more galleys than their Castle and Temple counterparts
- Fixed a bug where banishing landed vassals would not take all their titles
- Under Gavelkind, your oldest son will no longer ask for titles
- Added additional names and dynasties for Roman characters created in the Ruler Designer
- Added an earlier king of Ireland to make Irish liberation revolts possible
- 867: Strengthened the coastal Baltic, Slavic and Finnish tribes with better Holdings
- 867: Slightly strengthened the initial forces of Ivar and Halfdan
- 867: The Karling kingdoms are now on Agnatic succession
- 867: Moved Uglich from the Meryas to the Vyatichi
- 867: Byzantium is now properly on Primogeniture, not Gavelkind
- 867: The Duchy of Meath now exists, called "Tara" by the Irish
- 867: Made some important vassals to the King of Italy Italian culture to prolong the survival of the culture and ensure more internal troubles
- 867: Adjusted the initial political and dynastic setup among the Baltic tribes to make them more resilient
- The vassal opinion for free investiture law now correctly only applies for Catholics
- Build cost and time is now affected by your capital tech, not the average tech in your realm
- Ignoring pagan defensive attrition is now controlled by your capital tech, not by the average tech in your realm
- Own fort level no longer affects ability to navigate major rivers
- Tweaked the AI bonuses on Hard and Very Hard difficulty settings
- Successful non-claimant adventurers are now known as "the Conqueror"
- Fixed a bug with weird dynasty names for the commanders of Liberation rebels
- Castrating or blinding a prisoner now removes the righteous imprisonment cause when they are released
- The ambition to gain a council position now only increases a skill the first time it is successful
- The generic Pagan religion now has a description and holy sites
- Added the Hellenic religion
- The events when certain cities are sacked now properly trigger for the Mongol Empire
- The event when you raise a runestone as a zealous Reformed Norse character no longer treats you as a Christian
- Captured Rebel leaders now have a "Broken Spirit" modifier, making them pretty useless
- Fixed a bug where Gavelkind could produce republics
- Fixed a general bug with multiple kingdom inheritance that could produce republics
- The decision to create the Kingdom of Leon now makes it a de jure part of the Empire of Hispania
- Trade posts are no longer counted towards the Prepared Invasion realm size limits
- Fixed a bug with being able to semi-grant invalid duchies and kingdoms to your heir under Gavelkind
- Heathen priests can now inherit titles
- Mayors and heathen priests will now marry if they are heirs to other titles
- Lack of Piety rumor event now only triggers for Christian lieges as intended
- Trade post garrisons now give less retinue cap increase
- Moved the counties of Loon and Julich from de jure Cologne to Luxemburg
- Technology points are now gained by own demesne when containing buildings that give technology points
- Baltic cultures can now also form the Wendish Empire
- Finnic cultures can now also form the Russian Empire
- Finnic cultures can now also form the Scandinavian Empire
- North Germanic cultures can now also form the Empire of Britannia
- 867: Greater Poland is no longer a republic after a resign
- Norse Patricians are now correctly on Seniority succession
AI:
- Will not convert to Norman culture if in a huge Norse empire
- Higher prio on building temple towns
- Adjusted propensity to backstab brothers of the faith who are primary parties in holy wars
- Behaviour is now affected subtly by the difficulty settings
- Tweaked max field army sizes a bit
- Will not agree to concubinage for title claimants
MODDING:
- Exported BASE_REVOLT_CHANCE_MOD and TOG_REVOLT_CHANCE_MOD to defines
- Added a 'can_appear' field to dynasties to prevent for example the Seljuks from appearing before their event
Changes:
- Quick access to users' profiles is now possible directly from any leaderboard menu
- New game option allows to "de-pimp" legendary weapons' in order to use standard (regular) skins
- Extra directional arrows are now displayed next to action keys during Quick Time Events sequences when played on mouse/keyboard
- Slightly balanced Ranger's possibilities of building score in Arcade mode
- Availability of the hit indicator in True West difficulty mode now depends on "crosshair" setting in the game's options
- Changing game's difficulty during the first mission doesn't affect granting achievements after completing the playthrough on different difficulties - it now counts from the second mission on
- New settings available in video.scr file
- Additional characters in Japanese font allow for better displaying users' nicks on leaderboards
Fixes:
- Fixed potential gameplay block on the mission "Bounty Hunter Is Still My Name"
- Fixed several inconsistencies of the Ranger, Rifle and Sawed-off Rifle animations
- Corrected Ranger's Fast Aim bonus in Arcade Mode
- Fixed problem of restoring the video settings to default values on each launch of the game
- Fixed potential crash on re-launching the game after setting shadows quality to a value unobtainable on given configuration
- Fixed crash when using -safemode command line switch to reset video settings to default values
- Fixed some problems with audio playback, potentially leading to audio blackouts etc.
- Fixed mapping of audio channels on 4.0 quadrophonic output configurations
- Fixed potential crash after using Steam overlay in the leaderboards menu
- Workaround for apparent blocks when game is sent to background during loading
- Fixed some rare scenarios of losing game's window after sending it to background
- Workaround for problems when booting the game on systems that have problems with video playback. Please follow instructions from http://windows.microsoft.com/en-us/windo...ws-media-player in case of such problems.
- Minor tweaks and fixes in all localizations.
Placeable buildings do not move vehicles anymore
Crash issues fixed
Some machines improved (fps)
Storage problems in cellar fixed
Several graphical glitches fixed
Working on foreign land cost money again
Display of grass silos fixed
Fixed tutorial issues
several small bugs fixed
Changelog 1.1.0.2
Plazierbare Objekte kippen keine Maschinen mehr um
Crashprobleme wurden gefixt
Ein paar Maschinen wurden überarbeitet (FPS problem)
Lager problem im Keller behoben
Grafikfehler behoben
Arbeiten auf fremdes Feld wird wieder angezeigt
Grasilloanzeige stimmen jetzt
Tutorial überarbeitet
Diverse kleine Fehler behoben
- fixed a controlled movement error that would cause a CTD in some rare cases
- fixed a swap unit error
- fixed a base game not found error for retail versions of Strategic Command WWII Global Conflict
CAMPAIGN CHANGES
All Campaigns
- Fixed stat error in FTRs (Ivanov)
- Corrected rail/road Minsk to Smolensk (Kuniworth)
- Added port to Batumi (Kuniworth)
- Reduced STRs to 1 strike due to a big advantage in supply strikes (Ivanov, Ghost)
- Reduced STR tech to 2 levels maximum (Ivanov, Ghost) due to game balance
- Added more event popups
- Fixed Italian surrender error
- Fixed Allied strategic bombing error
1941 Barbarossa
- Corrected OOB (Kuniworth)
- Adjusted winter effect on Germany from losing 30% damage to 25% damage
- Increase moral loss for winter effects slightly for Germany
- Corrected Mech elite unit research entry for 1943 event
1942 Case Blue, 1943 Citadel
- Corrected Mech elite unit research entry for 1943 event
- Adjusted tech levels (Ivanov, Ghost)
1941 Barbarossa to Berlin (NEW Campaign)
- All fixes for 1941 Barbarossa apply to this scenario also
- Added Swedish convoy B2B scenario
- Extended map to Berlin
- Added naval minefields
- Adjusted winter effect on Germany from losing 30% damage to 25% damage
- Increase moral loss for winter effects slightly for Germany
A new client version is releasing which addresses an issue we have had some reports of post Update 4.0.
Those reports involve trying to load a city and being stuck in perpetual loading and having to quit out of game to get out of the loop.
Changes:
- Hit indicator is now disabled in True West difficulty mode
- New option to disable crosshair regardless of the difficulty mode
- New option to adjust mouse sensitivity on duels
- New settings available in video.scr file
- Additional checks before posting scores to the leaderboards
- Additional credits
Fixes:
- Fixed problems with audio on 7.1 output configurations
- Fixed crashes related to using 7.1 audio configurations
- Fixed potential crash when using long Steam nicknames with non-latin characters
- Fixed display issue on Leaderboards for nicks with non-latin characters
- Patched up heavy stuttering when using certain keyboard and mouse models
- Workaround for blocks when booting the game on systems that have problems with video playback
- Enhanced enemy behavior during duels in order to avoid duels with no conclusion
- Fixed HUD gadget in Arcade mode sometimes not displaying "versus" friend's name
- Fixed navigation and centering in My Score and Friends leaderboards
- Tweaks and fixes of Japanese localization
hotfix patch notes:
- "Disable Joystick" initial value display fixed. (Would not reflect the actual value of the option upon opening the Options menu)
- Can not redeem an item you already own as a prize (The OK button simply doesn't show now)
- Inspecting your own ship while inspecting someone else's ship no longer blows the entire game UI up
Features
- New map: Paritan Rumble, 2v2 deathmatch - Advanced map with low visibility and lots of obstacles
- additional achievements for all classes
- level cap raised to 13
- new elite costumes, hats, and goggles for achievement unlocks
- “Skyrider” costume for Adventure Mode kickstarter backers
Balance
- Incendiary Rounds modifiers changed to +25% chance of fire (up from 10%) and -35% projectile speed (down from -50%)
- Dragon Tongue Light Flamethrower: increased chance to add fire charge to 20% per particle (up from 15%)
- Banshee Rocket Carousel: increased fire charge chances to 35% chance of 1 charge on direct hit, 22% chance of 2 charges in explosion area (from 12% for 2 and 30% for 1)
Fixes and Optimization
- Fixed a shader bug that could cause pixelated artifacts in rainy levels on some cards
- Maintain correct gun rotation when first getting on a gun
Server stability fixes (includes hotfixes made to 1.2):
- Changes to match list distribution to support a larger number of users and matches effectively
- Fixed several memory leaks
- Fixed a rare case where object destruction messages would not be sent
- Improved performance of networking subsystem
- Improved ability of networking and chat to use multiple cores
- Fixed a bug that could cause time in a match to run faster than intended
Changes for Kursk '43 1.08
- Added Magnified 2D view with 2x sized graphics.
- Added Fanatical nations which have special assault rules when defending.
- Change so that half Frozen Penalty is applied only to Urban (Village,
Town, City, and Industrial) hexes.
NOTE: Starting with this version, no CD-check is performed by the main program and all documentation is supported only in PDF format, available from the Help menu in each application.
Changes for Kursk '43 1.07
- Change so that Disrupted units do not receive replacements and
Detached units receive replacements at one-fourth (not one-half) the
normal rate.
- Change so that for an HQ unit, both the actual and nominal command range
are displayed in the alternate hex info area (actual/nominal), the
Command Range view option uses the actual Command Range, while the
Maximum Range view option shows the Nominal Command Range (see the
Command section of the Users Manual).
- Change so that F quality units can recover from Disruption and Broken.
- Added ability for engineers to abandon an engineering bridge (see
Engineer Menu).
- Added current date and time to Scheduled Dialog.
- Change so that Saving Movement Points will save enough points for a
towed artillery unit to unlimber at the end of its movement.
- Added the ability for commandos to blow bridges and damage AT trenches.
- Change so that Partisans and Commandos can move from one enemy ZOC to
another.
- Change so that Commandos are always in command and never isolated.
- Change to allow Battleships to fire AA at high flying aircraft.
- Added new Forced Bridge Crossing Rule which allows units to force a
bridge crossing against enemy ZOC (see Users Manual under Movement).
- Increased Engineer digging in bonus from 2x to 3x.
- Added toolbar button for highlighting units in Travel Mode.
- Added new Bunker and Mine Prob Parameter Data Values and allowing
non-bridge engineer units to construct Bunkers.
- Added new Night Move Disruption parameter data value which determines
probability of night movement by non-rail and non-travel or
non-road movement units causing Disruption.
- Change so that Interdiction attacks have twice the chance of Disruption
and can cause the loss of up to half the movement allowance in movement
points.
- Added a range 1 hard target artillery fire modifier (see Users Manual
under Firing).
- Added Optional Rule for delayed reporting of enemy Disruption.
- Change so that towed AT gun unit which changes to Travel Mode without
expending any movement points prior to that change will not trigger
enemy Opportunity Fire.
- Added Quality Fire Modifier Parameter Data Value which applies to
quality A and B units.
- (Editor) Added ability to determine units which have no on-map HQ under
File Menu.
- (Editor) Added Reinforcemnts to Scenario Summary file under File Menu.
- Added new Submap Editor (pcsub.exe).
- Updated visibility in weather file.
Changes for Kursk '43 1.06
- Fixes for Vista compatiblity.
- Change to Rail Movement so that units in Rail Mode do not count against
the total stacking in a hex, only against other units in Rail Mode.
- Added new Partisan unit type (see Users Manual in section on Movement).
- Added Partisan reinforcement type which moves to adjacent hex when
arrival hex is occupied.
- Change to allow hexside ferries to convey Supply.
- Change so that indirect fire is twice as disruptive to HQ units as
normal.
- Added new Quality Fatigue Modifier optional rule.
- Change to allow Engineers to ferry supply one hex across a river so that
units on the other side are not Isolated.
- Detached units are displayed with their unit name in yellow.
- Change so that indirect fire and airstrikes spotted by only Detached
units are half value.
- Split Air Strike Hex Limits into two values, one for each side.
- Added new Patrolling feature to use against Partisans and for spotting.
- Added the ability for an organization to receive Replacements in
addition to the standard unit strength recovery feature (see Order of
Battle editor and Users Manual under Combat Results).
- Change so that the command range displayed in the alternate hex info
area for an HQ unit and the command range view option use the Nominal
Command Range instead of the Modified Command Range value (see the
Command section of the Users Manual).
- (Editor) Added the ability to define a Direct AI Order.
- (Editor) Added "A" hotkey for toggling Stockpile status.
- (Editor) Added the ability to highlight a single unit which allows AI
orders to be given to individual units.
- (Editor) Added the ability to assign AI Orders to specific Operations
in Strategies (See AI Order Dialog).
- (Editor) Added the ability to write a scenario summary to a text file
(see File Menu).
- Added new Parameter Data Editor (pcparam.exe).
- Change so that bridge engineer companies have a lower probability of
creating bridges than bridge engineer battalions.
Changes for Kursk '43 1.05
- In File Selection Dialog, it is now possible to list new scenarios
based on the length of the scenario.
- Change so that Assaulting does not cost less than movement into defending
hex.
Changes for Kursk '43 1.04
- Change so that units with Hard Attack values of range 0 only have those
attack values affect assaults under the optional Alternate Assault rule
and not default assaults.
- Added new Frozen Penalty rules (see Environment section of Users Manual).
- Changes to AT Guns including no ZOC, ability to retreat after assault,
and increased disruption against hard vehicles.
- Changes to Heavy AA Guns including no ZOC and increased disruption
against hard vehicles.
Changes for Kursk '43 1.03
- Modification so that F5-F8 now affect PBEM replay speed.
- Change so that units that suffer a minefield attack lose movement points
equal to S / 3 of their allowance, where S is the strength of the
minefield (1, 2, or 3).
- Added ability to view wired bridges in Scenario Editor under View Menu.
- Added a new Auto Move feature that automatically moves divisions in
columns (See AI Orders feature in Main Program help file).
- Change so that the use of AI Orders does not invoke additional AI
actions.
- (Editor) Added hotkey "C" for combine/breakdown command.
Changes for Kursk '43 1.02
- New implementation of DirectPlay which fixes DirectX 9 problems.
- Change so that HQ units cannot initiate Digging-In.
- Added total Victory Points of each side to Strength Dialog.
- Added a new Storm weather feature (see the Environment in the Users
Manual).
- Change to move logic so that bridges can be crossed in the presence
of Rubble.
- Added ability to define small bridges as "Wired" and added an
Auto-Bridge Demolition feature using Parameter Data values.
- Added new Limited Air Recon optional rule (see Main Program documentation
under Optional Rules Dialog).
- Added ability to add Ferries to a scenario using the Scenario Editor and
for those Ferries to be used by units to cross rivers and canals (see
Hexes Menu in Scenario Editor for how to create Ferries, the Command menu
in Main Program for how to destroy Ferries, and the Movement section of
the Users Manual for how to cross rivers and canals using Ferries).
- Added new Congestion feature which affects movement through a hex
for a specified side (see Movement in Users Manual).
- Added ability to designate a Corps or other organization as not
being able to attach to or from (see Order of Battle Editor).
- Change so that Amphibious units must be in Travel Mode to cross a
River or Canal.
- (OB) Fix for defensive value of armored cars.
- (Editor) Added ability to define a Release as "Fixing" which causes units
in the specified organization to become Fixed when the Release is
invoked.
- (Editor) Added ability to "tie" reinforcements together so they all
arrive at the same time by having all reinforcements in the group
after the first have an arrival probability of 0 (see Reinforce
Dialog in the Scenario Editor).
- (Editor) Added ability to determine Fixed units with no Release
under File Menu.
- (Editor) Added ability to define a reinforcement as "Check Once Daily"
which causes the arrival of the reinforcement to only be checked once
a day at the same time as the original arrival date.
- (Editor) Added ability to define a turn that an Active AI Order
takes effect.
- (Editor) Added ability to define multiple AI Orders for the same
organization as long as they occur on different turns.
- (Editor) Added "E" hot key for toggling Fixed status.
Changes for Kursk '43 1.01
- Fix for AI stopage when using on-map results and Counterbattery
Optional Rule.
- Fix for message formatting problems when two PBEM players use
differing on-map results settings.
- Fix for on-map result message disappearing off map edge.
Changes for Kursk '43 1.0
- Added a new On-Map Results feature which shows combat results on the
map instead on in a dialog box. Feature can be turned on/off from the
Settings Menu and defaults to on.
- Modification in Digging-In probability for battalions and combined
companies (see Users Manual under Movement).
- Added ability in OB Editor to change Quality of organizations.
- Added ability to flag a unit as a Demolition Unit (see OB Editor Manual
and Users Manual under Engineers and Assaults).
- Added ability to flag units as Low Reliability which increases their
chance of Breakdown (see Movement in Users Manual).
- Added new "Sub Scenario" feature to Scenario Editor for creating
sub-scenarios using sub-maps (see Scenario Menu in Scenario Editor).
- Change so that SP artillery is not subject to Setting Up provided its
side Setting Up value is at least 90%.
- Added Fast AI Processing option under AI Menu equivalent to F8 hot key.
Change so that F8 setting automatically turns of sound effects during
the AI turn. This allows the player to play their turn normally with
full sound effects and still have high-speed AI turns.
Battle Engine
Added – ‘Shock & Awe’ – Experienced, warband, militia and levy units will undergo a morale break test if contacted by a charging enemy unit. If the unit fails the test it will rout automatically.
Added – Melee weapon effectiveness reference chart to menu – Help options.
Adjusted – Leader units now move during each segment of the action phase. For mounted leaders when under ‘Group Command’ they move at the speed of the slowest unit in the group.
Corrected – When using ‘Next to Move’ unit option and the default movement instruction is employed, the correct response is shown by the red arrows.
Corrected – Lead-shot slingers as well as normal slingers now shown with ‘S’ on 2D counter unit.
Corrected – 3D view where mantlets are in use – they appeared under all friendly units. Fault now removed.
Corrected – Stone throwers (catapults) now able to provide indirect fire.
Corrected – Weapons Range pop-up box updated with change in range of lead-shot sling and horse archers.
Battle Engine
Added – ‘Shock & Awe’ – Experienced, warband, militia and levy units will undergo a morale break test if contacted by a charging enemy unit. If the unit fails the test it will rout automatically.
Added – Melee weapon effectiveness reference chart to menu – Help options.
Adjusted – Leader units now move during each segment of the action phase. For mounted leaders when under ‘Group Command’ they move at the speed of the slowest unit in the group.
Corrected – When using ‘Next to Move’ unit option and the default movement instruction is employed, the correct response is shown by the red arrows.
Corrected – Lead-shot slingers as well as normal slingers now shown with ‘S’ on 2D counter unit.
Corrected – 3D view where mantlets are in use – they appeared under all friendly units. Fault now removed.
Corrected – Stone throwers (catapults) now able to provide indirect fire.
Corrected – Weapons Range pop-up box updated with change in range of lead-shot sling and horse archers.
Alexandrian Wars Version 1.06
Battle Engine
Added – ‘Shock & Awe’ – Experienced, warband, militia and levy units will undergo a morale break test if contacted by a charging enemy unit. If the unit fails the test it will rout automatically.
Added – Melee weapon effectiveness reference chart to menu – Help options.
Corrected – Lead-shot slingers as well as normal slingers now shown with ‘S’ on 2D counter unit.
Corrected – 3D view where mantlets are in use – they appeared under all friendly units. Fault now removed.
Corrected – Stone throwers (catapults) now able to provide indirect fire.
Corrected – Weapons Range pop-up box updated with change in range of lead-shot sling and horse archers.
Version 1.09
Battle Engine
Added – ‘Shock & Awe’ – Experienced, warband, militia and levy units will undergo a morale break test if contacted by a charging enemy unit. If the unit fails the test it will rout automatically.
Added – Melee weapon effectiveness reference chart to menu – Help options.
Adjusted – Leader units now move during each segment of the action phase. For mounted leaders when under ‘Group Command’ they move at the speed of the slowest unit in the group.
Corrected – Lead-shot slingers as well as normal slingers now shown with ‘S’ on 2D counter unit.
Corrected – 3D view where mantlets are in use – they appeared under all friendly units. Fault now removed.
Corrected – Stone throwers (catapults) now able to provide indirect fire.
Corrected – When using ‘Next to Move’ unit option and the default movement instruction is employed, the correct response is shown by the red arrows.
Corrected – Weapons Range pop-up box updated with change in range of lead-shot sling and horse archers.
Version 1.12
Battle Engine
Added – ‘Shock & Awe’ – Experienced, warband, militia and levy units will undergo a morale break test if contacted by a charging enemy unit. If the unit fails the test it will rout automatically.
Added – Melee weapon effectiveness reference chart to menu – Help options.
Adjusted – Variable ammo levels introduced. Default numbers at start of a battle are
- Javelins - 5 shots
- Infantry bow – 15
- Mounted bow – 30
- Lead shot slingers – 30
- Other slingers – 20
- Bolt shooting engine - 25
Corrected – Lead-shot slingers as well as normal slingers now shown with ‘S’ on 2D counter unit.
Corrected – 3D view where mantlets are in use – they appeared under all friendly units. Fault now removed.
Corrected – Stone throwers (catapults) now able to provide indirect fire.
Corrected – Weapons Range pop-up box updated with change in range of lead-shot sling and horse archers.
Version 1.11
Battle Engine
Adjusted – Leader units now move during each segment of the action phase. For mounted leaders when under ‘Group Command’ they move at the speed of the slowest unit in the group.
Corrected – When using ‘Next to Move’ unit option and the default movement instruction is employed, the correct response is shown by the red arrows.
Known issues:
The multiplayer game still has some issues. Please play it with a character created for the multiplayer only because data loss may occur sometimes.
Balance changes:
- Will-o-Wisps and Ornithopters are slightly nerfed.
- Monsters on the roof maps are slightly stronger.
- The Marquis of Soot is stronger and got some new friends.
- Igor’s range of the mine laying ability reduced.
- Some new chests added to the Industrial Port.
- Damage of Traps is scaled to Difficulty, the number of players and also as the story progresses.
- Losing Generator Capacity after a failed Siege may result in traps being destroyed randomly.
- Levels of Quests give appropriate Item rewards.
- "Point of no return" is removed from the game. You can go back to the first chapter after getting to Borgova.
- You can no longer farm for Ability Points through special conversation rewards like the Gluttoner Idol or Saffi's magic potion if you play in the Multiplayer game of someone else. You will receive such rewards only once.
- The inherent Magic Item Find bonus in Hardcore reduced.
Fixed bugs:
Multiplayer:
- Fixed a bug with the bossfight when the master died and respawned in town.
- Fixed some bugs with the game list window.
- Fixed bugs with the effects
- Made some improvements with the scripts.
- Made some optimizations in the network code.
- The amount of the XP received by killing a monster is individually calculated for each player. (I.e. killing a lower level monster with a higher level character can give XP for a lower level character on the same map.)
- The XP range has been removed. You receive the XP from the monster even if you are far away as long as you are on the same map.
- Made some countermeasures against the "file too old" bug. Backup creating checks if the previous save was correct and if it wasn't, it does not overwrite the proper game save with a broken one.
- Fixed a bug with the "Werewolf on the run" quest.
- When synchronizing with the Steam Cloud, if no appropriate save has found on the Cloud, the local version is moved to the Backup\Cloud folder.
- Synchronizing with the Steam Cloud is much safer.
- Fixed a random bug with the Multiplayer game list not showing any games even though there are available games.
General:
- Fixed a bug where the "Find the Engineer" quest got stuck.
- Fixed an issue with the experimental gate in the Abandoned Research Station.
- Spells reapply correctly when changing maps.
- Fixed a bug with the "Kill Fulmigati's General" quest.
- Fixed the spiders in the Worm's cave in the Orichalcum Mines scenario.
- Fixed a display inconsistency with Skill resets.
- Fixed an issue that caused monsters to attack during a cutscene.
- Fixed another issue where items could be dropped inside terrain objects.
- Fixed a recent bug with the one liners of the final boss.
- Fixed an issue with the Merchant in Croakwood.
- Fixed some localization issues with the Scenario mode.
- Fixed the Obsessed Alchemist hidden achievement.
- Fixed an issue with the Forge: you can no longer forge Trophies with more than 5 enchants.
- Fixed some consistency issues with the different Scenarios.
- Improved the AI of the Dreadknechts and the rats with rifles.
- Behemoths can no longer be knocked down.
- The chests give loot based on their own level.
- Fixed the 3% Life Steal for the 50 Mastery bonuses on the Occult Hunter tree.
- Fixed a missing localization string for the poodle of goo in the Rookery.
- Fixed an issue with the calculation of Mana Steal on the Character Sheet.
- Fixed a crash in the Forge window.
- Fixed the missing icon in the Achievement window for the Treasure Hunter DLC bonus.
- Fixed an issue with skill respec.
- Fixed an issue with the Ray of Destruction and switching skill sets.
- Fixed the additional levels of the Elemental Damage Skill.
- Fixed the progress window when you are invited to a bossfight in different resolutions.
- Fixed an item duplication bug with the Laboratory.
- Fixed an issue with the activation of the Mentor Perk.
- The Explosive Rounds powerup of Shoot no longer causes friendly fire.
- Some skill descriptions have been changed for better reflecting their actual effects.
- Rats in the Lair for the Clear the Tunnels quest fixed.
- The lag when changing to the Excalibur fixed.
- Fixed certain minor bonuses you could receive through conversations.
- When you leave the Secret Laboratory with the help of the Inventor the nighttime version of the Industrial Port becomes unavailable. At this point you will automatically fail "The orichalcum shipment" quest, if you haven't finished it yet.
- Fixed some issues with equipment models.
New features:
- Some new resolutions supported: 2048x1152, 2880x1620, 3200x1800 and 3840x2160.
-Fixed bug: Sometimes parked cars blocks busses to enter a stop
-Fixed bug: Rulesets are saved only to local file even if cloud is selected
-Improvement: Ruleset editor has tooltips in English (other languages coming soon)
-Updated to Unity 4
-New content: Underground metro depots
-Fixed bug: Using inspectors causes incorrect cashflow
-Fixed bug: Campaign progress lost if user pressed OK too fast on scenario end screen or the game is not properly shut down