Magazine High tech

Patchs : Starcraft 2 1.01, Settlers 7 1.08, Distant Worlds 1.06, Gratuitous Space Battles 1.45, Field of Glory 1.3.3

Publié le 31 juillet 2010 par Cyberstratege

Starcraft 2

Résumé des nouvelles mises à jour.

StarCraft II: Wings of Liberty — Patch 1.0.1

Bug Fixes

* Campaign saves have been optimized.
* Fixed an issue with sound not playing on some 7.1 systems.

Téléchargement automatique par le biais du jeu.

Settlers 7 1.08

Improvements

• The game´s balancing has been improved (details below)
• The chat functionality has been improved
• The installer has been improved
• The Quick Play function is now customizable
• Added a list of recently played opponents in the contacts menu
• Added fertility information for soil when clicking on it
• When playing human opponents, players now can spectate the game after a defeat
• A quitting player in multiplayer sessions will now be replaced with an AI
• The map Crushed Mirror is now available in Empire mode

Bug Fixes

• Fixed a chrash when loading certain older savegames
• Fixed a sporadic desync when players quit a session
• Fixed an issue with locked non DLC maps when using map filter
• Fixed a display issue when unlocking content from the Limited Edition
• Fixed a bug that would prevent achievements from being posted on the Facebook wall
• Fixed various localization issues

Additional

• The monthly and weekly leaderboard is now shown in an extra tab in the leaderboard menu

Balancing Changes
(Special thanks to all our balancing beta testers!)

• Starting Resources:

20 Meat -> 15 Meat
5 Iron -> 3 Iron
5 Garment -> 4 Garment
3 Jewellery -> 2 Jewellery

• Standard Trading Options:

Before: 3 Garment -> 6 Coins
2 Jewellery -> 6 Coins
Now: 3 Garment -> 4 Coins
2 Jewellery -> 4 Coins

• Conquest Reward:

o 7 Planks, 7 Stone -> 5 Planks, 5 Stone, 2 Bread
or
o 4 Tools, 4 Meat -> 4 Tools, 4 Coal, 2 Bread
or
o 6 Gold, 6 Coal -> 4 Gold, 4 Iron Ore, 2 Bread

• Victory Point „Generalissimo“:

o The amount of defeated soldiers needed to gain this Victory Point has been lowered to 20.
o From now on, only enemy (not neutral) soldiers, that haven’t been killed by fortifications, count towards the Victory Point.

• Costs of Military Units:

o Tavern:
Pikeman: 4 Coins, 1 Plain Food -> 3 Coins, 1 Plain Food

o Stronghold:
Musketeer: 1 Coin, 1 Weapon, 1 Coal -> 2 Coins, 1 Weapon, 2 Coal
Cavalry: 2 Coins, 1 Fancy Food, 1 Weapon, 1 Horse -> 2 Coins, 1 Plain Food, 1 Weapon, 1 Horse
Cannon: 2 Coins, 1 Fancy Food, 2 Weapons, 2 Wheels, 1 Coal -> 2 Coins, 1 Fancy Food, 1 Weapons, 2 Wheels, 2 Coal

o Cannon Foundry:
Cavalry: 7 Coins, 5 Garment, 3 Jewellery -> 4 Coins, 3 Garment, 2 Jewellery

• Generals‘ Bonuses:

o Bertram, the Bonecrusher
Before: +50% close combat damage
Now: +30% close combat damage

o Philipp, the Prudent
Before: +25% close combat and +25% long-range damage
Now: +15% close combat and +15% long-range damage

o Theobald, the Tactician
Before: +50% long-range damage
Now: +30% long-range damage

o Hugo, the Hotspur
Before: +25% close combat and +25% siege damage
Now: +15% close combat and +15% siege damage

o Cuno, the Cool-Headed
Before: +25% long-range and +25% siege damage
Now: +15% long-range and +15% siege damage

o Siegfred, the Specialist
Before: +50% siege damage
Now: +30% siege damage

o Albert, the Allrounder (Only available at the Dark Fortress)
Before: +20% close combat, +20% long-range and +20% siege damage
Troops regenerate twice as fast
Now: +10% close combat, +10% long-range and +10% siege damage
Troops regenerate twice as fast

• Clerics‘ Defensive Bonuses:
The defensive bonuses of clerics deployed in camps now also affect fortifications.

• Expansion with Church and Trade:

The conquest of sectors by proselytism or bribery has been adjusted.
o The costs of proselytism and bribery have been reduced altogether.
o Conquering sectors peacefully won’t destroy their fortifications anymore.
o Because they aren’t destroyed anymore, fortifications have to be “payed for” when a sector is conquered by proselytism or bribery, increasing the relative costs of fortified sectors.
o Destroyed fortifications aren’t taken into account anymore when calculating the costs of bribery and proselytism.
o The proselytism of Cavalry, Cannons and Fortifications now also calls for Brothers and Fathers.
o The bribery of Cavalry, Cannons and Fortifications now also calls for Garment and Jewellery.
o Bribery Costs:
Coins: (10 x 0,5) + (10 x Pikemen x 0,2) + (10 x Musketeers x 0,2) + (Wooden Towers x 10 x 0,5) + (Stone Towers x 10 x 0,6)
Garment: (10 x Cavalry x 0,2) + (10 x Cannons x 0,2) + (10 x Wooden Towers x 0,4) + (10 x Stone Towers x0,5)
Jewellery: (10 x Stone Towers x 0,4)
o Proselytism Costs:
Novices: (1 x 4) + (1 x Pikemen x 0,5) + (1 x Musketeers x 0,5) + (1 x Wooden Towers x 1,8) + (1 x Stone Towers x 2,7)
Brothers: (1 x Cavalry x 0,5) + (1 x Cannons x 0,5) + (1 x Wooden Towers x 0,9) + (1 x Stone Towers x 1,8)
Fathers: (1 x Stone Towers x 0,9)

• Event Locations:

o The costs of trade quests at Event Locations have been reduced.
o The costs of quests granting a treasure have been raised and adjusted to the costs of quests granting a technology.
o The Earthquake now also destroys 50% of the supply of Stone, Coal, Iron Ore and Gold in the storehouses of the targeted player.

• Fortification of Victory Point Sectors:
From now on sectors granting a Victory Point are generally fortified or are defended by strong neutral units.

• Defense of neutral Sectors:
The amount of troops in neutral sectors has been adjusted on the following maps:
o Badland Ridge
o Glacier Vale
o Amber Coast
o Crushed Mirror
o Blazing Heat
o River Town
o Swampland Rivermouth
o Sandbeken
o Fiery Chasm
o Tempest Taiga

• Map specific Changes:

o River Town
- The Victory Point “Trading Company” has been added.
- The amount of Victory Points needed to achieve victory has been raised to 5.
o Tempest Taiga
- The amount of prebuilt buildings has been reduced.
- The amount of animals has been reduced.
o Nienroth
- The preset AI opponent has been changed from Raspun to Zoé.
- The amount of animals has been reduced.
o Mordsweiler
- The fertility of the starting sectors and adjacent sectors has been adjusted for all players.
- The amount of neutral units defending the Victory Point sector has been raised and the fortifications in that sector have been upgraded to stone fortifications.
- The amount of neutral units defending the sector between players has been increased and the fortifications in those sectors have been upgraded.
- The amount of animals has been reduced.
o Amber Coast
- The Victory Point “Trading Company” has been added.
o Crushed Mirror
- The Victory Point “Trading Company” has been added.
o Swampland Rivermouth
- The Victory Point “Trading Company” has been added.
- The amount of Victory Points needed to achieve victory has been raised to 6.
o Badland Ridge
- The Victory Point “Trading Company” has been added.
- The amount of Victory Points needed to achieve victory has been raised to 7.
o Glacier Vale
- The Victory Point “Trading Company” has been added.
o Blazing Heat
- The amount of Victory Points needed to achieve victory has been raised to 7.

Téléchargement automatique par le biais du jeu.

Distant Worlds 1.0.6.0

Pas de changelog, même contenu que bêta changelog, a priori

v1.0.6.0 Public Beta – July 21, 2010

Please Note – This update does create a new save folder, although it will work with previous saves. You need to navigate to the previous version save folder to open your older saves. We recommend starting a new game in order to get the full effect of the changes and improvements, as some will not apply to older save files.
Also, this update may reset the automation settings in your Options screen. Please open the Options screen again to adjust them to your preference. Please note there are many new settings as well that you should check and set to your preferences. Apologies for any inconvenience.

Note that there is a change to the new fleet behavior from 1.0.5.6, where refueling/gathering automatically kicked in. Now this behavior is opt-in, i.e. you have to specifically request it by selecting these new mission types (from the pop-up menu or by using the ALT key). See the Improved Fleet Operations notes below for more details.

Bug Fixes:

1. Fixed bug where construction ship would occasionally get stuck in loop rebuilding same item at same location
2. Fixed crash that occurred when bombarded the last colony of an empire
3. Fixed crash in new Diplomatic Message Queue (at top-left of screen)
4. Fixed tech bonus received from disassembling advanced ships – now much lower than before and focussed in area where disassembled ship is advanced (e.g. torpedo weapons, shields, etc)
5. Fixed some special cases where military ships may not always attack an enemy in a timely manner
6. Fixed crash that occurred when you colonized a planet that previously had a blockade and was then bombarded to extinction
7. Fixed bug where ships would sometimes not attack targets (engagement range was corrupted)
8. Fixed bug where abandoned ships and bases with RepairBot components were auto-repairing themselves prior to discovery (e.g. in debris fields)
9. Fixed bug where independent colonies were not generating their own defending militia. This makes independent colonies more difficult to invade
10. Long range sensor display is now properly updated in galaxy view when ships/bases retrofitted with better sensors
11. Resupply ship designs now need only 25% of their components to be either cargo/docking bays/gas extractors (previously was 30%). This ensures that default designs are valid
12. Fixed the following bug: 1) discuss negotiating an end to war with a warring empire in diplomacy screen, but do not end the war. 2) then discuss a trade offer with another empire, including a request to “declare war on XXXX” 3) clear the offered items using the button at the bottom of the screen 4) instead of clearing, the offer changes to “end our war with you”
13. Fixed bug where player is sometimes not notified of an end to war with another empire
14. Fixed bug where newly colonized planets sometimes rebel due to high taxes
15. Fixed rare bug where colonized planets will no longer allow investigation of ruins (this could also lead to exploration ships clustering around the planet)
16. Quameno and Zenox no longer repeatedly offer knowledge of the same secret location
17. Scrapped long range sensors no longer leave sensor range on the galaxy map
18. Fixed a bug where crash research was not completing when you traded that tech with another empire
19. Diplomacy messages (top-left of screen) now correctly use custom race images if a theme is in use
20. Fixed a bug where some races and starting locations where swapped in some situations
21. Fixed a bug where you could colonize ice asteroids
22. Fixed a bug where ships and bases would sometimes have more docking bays or construction yards than specified by their design
23. Fixed a crash that sometimes occurred when zooming
24. Fixed a display problem (garbled fonts) when viewing information on construction yards in the Component Guide (Design Detail screen)
25. Fixed a bug where investigating an abandoned ship or base sometimes caused an infinite loop of messages
26. Fixed another crash that sometimes occurred after using a planet destroyer
27. Fixed a bug where Galaxy Map screen was no longer showing potential colonies
28. Ensured that empires do not perform spy missions against themselves
29. Fixed another rare GxBO crash
30. Fixed tutorials (were broken in 1.0.5.6 beta)
31. Fixed images for refugee ships (discovered from some ruins)
32. Fixed situations where wars or trade sanctions would sometimes unilaterally end without negotiation
33. Fixed additional rare GxBO crash
34. Fixed bug where construction ships could not be retrofitted
35. Fixed bug where large ships would sometimes not move (i.e. top speed was zero or below)
36. Asteroids no longer have ruins on them
37. Fixed crash that sometimes occurred when colonizing a planet (GxBO crash)
38. Fixed crash that sometimes occurred when assigning a fleet to patrol a system
39. Fixed bug where centering on multi-selected ships would not properly center (either by clicking in Selection Panel or using ‘Lock to Selected’)
40. Fixed bug where colony ships would sometimes not be built at colony with sufficient population (100 million)
41. Pause/spacebar keys no longer active when game screens are open, thus cannot accidentally resume a game while paused in a game screen
42. Can now build bases at top-left quadrant of colonies (right-click > build XXX)

New Feature: Habitat Quality determines colony value (income and max population)

1. Colonies with quality below 50% cost an empire money to maintain, instead of earning income
2. Continental and marshy swamp planets usually have high quality, desert and ocean medium quality, ice and volcanic low quality. But there are occasional exceptions to this, with some high quality ice and volcanic planets
3. Abundance of quality planets can be altered with new slider setting in galaxy settings at game start
4. Home system favorability determines quality of home planet – planet type is now determined by native planet type of race
5. Each race receives a 10% maximum population bonus for their native planet type
6. Independent colonies now always have a quality of at least 50%, making them always worth colonizing.
7. Planets and moons with Quality below 50% are also listed in red in the Expansion Planner (along with those in hostile territory).

More Realistic Colonization and Migration:

1. Cannot build colony ships at a colony until population reaches a threshold of 100 million
2. Colony ships take population from the colony they are built at (e.g. 10 million people)
3. Some new colonization tech increases population growth rate for colonies (as well as unlocking new colonization components)
4. When planet type is not native type for a race, then population growth rate is slower, BUT colonization research progressively improves the growth rate for these non-native planet types
5. Passenger ships now carry less people when migrating

Planetary Combat and Rebellion Changes:

1. Troops now receive a 10% bonus when fighting on their native planet type (for either attack or defense)
2. Troops now have higher deterrence of rebellion/defection at colonies
3. Rebelling colonies may raise militia forces (their own troops) to battle garrisoned empire troops
4. Independent colonies recruit their own troops to deter invasion
5. When conquered colonies rebel against their new owners, they are likely to return to their previous empire instead of simply becoming independent, but if a rebelling colony with quality below 50% leaves an empire, it will generally become independent instead of joining another empire (because it is a net drain on an empire)

Automation and AI Improvements:

1. Empires are now more likely to invade independent colonies that are likely to resist colonization (due to racial animosity)
2. AI colony tax rate setting is now more accurate and less prone to ‘jumping around’
3. Target prioritization altered so that distance is more important, i.e. closer targets more preferred – thus in wars, AI empires much more likely to attack border colonies, thus maintaining more coherent empire borders
4. Improved AI colonization logic so that AI empires expand better
5. Increased targeting priority for enemy colonies so that they are more likely to be invaded when at war
6. Construction ships and colony ships now remember dangerous areas (pirates and space creatures) and attempt to avoid them. This information is also reflected in the warnings in the Expansion Planner screen for colonization and mining targets
7. Automated ships in a fleet will make a better effort to keep themselves loaded with troops
8. AI expansion improved – other empires will now consider more planets for colonization, thus improving their rate of expansion
9. Empires will now be more careful about declaring wars – will not do so unless they have forces available to attack the enemy
10. Creature threat detection now works properly in restricted areas, so that military ships will auto-engage creatures
11. Improved exploration ship scouting so that they do not cluster
12. Default construction ship designs now have 3 energy collectors (instead of one), so now fully meet their static energy requirements without consuming fuel

Improved Fleet Operations:

1. New fleet mission types: Prepare and Attack, Prepare and Bombard: if the fleet requires refueling or is dispersed then the fleet will first refuel or gather prior to attacking/bombarding the assigned target. To assign these new mission types either select them from the right-click pop-up menu (when zoomed out to sector or galaxy level), or hold down the ALT key when right-clicking a hovered target (i.e. attack or bombard).
You can fine-tune how this behavior works in the new “Fleet Attack Settings” section of the Empire Settings screen (from Game Options). This allows you to specify when fleets will refuel or gather before engaging in attack/bombard missions.
2. Changed behaviour of fleets when attacking or bombarding planets: will not complete their mission until all ships in the fleet have arrived at the target planet (even when the fleet cannot otherwise carry out the mission, e.g. no troops to invade)
3. Fleet load troops command – right click fleet for pop-up menu item, or use new button in Fleets screen (F8)
4. Ships in fleets will make a better effort to remain together, new ships assigned to fleets will travel to the fleet location after completing their current mission
5. Troop loading for individual ships and fleets will now pick up more troops from each colony

New Target Engagement Stances and Improved Ship Behavior:

1. New Auto-Engagement Stance: engage targets when attacked, engage nearby targets, engage system targets
2. New default Empire-level engagement stances for mission types: patrol, escort, attack/bombard, other (See Game Options screen, Empire Settings sub-screen)
3. New Empire overkill factor, determines firepower (and thus number of ships) auto-assigned to targets within engagement range: 1:1, 1.5:1, 2:1, 3:1, 5:1 (see Game Options screen, Empire Settings sub-screen)
4. Set engagement stance for an individual ship or an entire fleet: use the comma key to cycle settings when an individual ship is selected
5. More careful evaluation of targets – ships do not auto-attack bases (e.g. pirate bases) stronger than self unless other nearby forces available
6. Manual attack mission assignment always sticks with assigned target until complete
7. Auto-refuel refinements – ships do not auto-refuel when colonizing or invading a colony
8. Fine-tuned ship maneuvering when firing weapons at moving targets so that target movement is better accounted for when attempting to maintain ideal firing range
9. Ships will no longer continue an escape mission if all of their attackers are destroyed (i.e. they will stop fleeing)
10. Troop Transport ships now engage enemies more aggressively
11. Improved attack maneuvering so that military ships better stay within weapons range of moving targets

Interface Improvements:

1. New display of diplomacy messages at left of screen – click a message to discuss with sending empire. Some important message types still popup a window as previously: declarations of war, ending wars, threats of war or trade sanctions, requests to honor mutual defense pact
2. New Slider settings in game startup to alter level of Corruption for player empire and galactic Habitat Quality
3. Design Detail screen updated – design components consolidated so that multiple components of same type are now listed as a single entry (e.g. 5x)
4. Can now select special government types for other empires in Start a New Game screen (when their race allows them)
5. Extra command buttons in Ships and Bases screen: Refuel selected ships, Retire selected ships, Scrap Selected Ships
6. Added explanation of racial bonuses at colonies in the Colonies screen (Population tab). If dominant race at one of your colonies provides a bonus (lower war weariness or higher happiness) it will be explained directly underneath overall colony happiness (“The inhabitants of XXXX are happy with you (+20)”)
7. Grid row selection in expansion planner screen properly reverts to previously selected row after assign colony ship or construction ship to a target
8. Grid row selection in ships and bases screen properly reverts to row above when ships or bases are scrapped using the ‘Scrap’ button
9. Double-clicking a column heading in any sortable grid (e.g. expansion planner targets, colonies screen, ships and bases screen, etc) will ‘forget’ any sorting
10. If a planet/moon can or can’t be colonized, the details for that planet/moon will now tell you why.
11. Expanded the maximum number of colonization targets displayed in the Expansion Planner screen from 100 to 500
12. For retrofit missions, selection of the retrofit location now pays more attention to travel distance to the location, as well as retrofit time at the location
13. Galaxy backdrop no longer ‘bounces’ when move to galaxy edge (galaxy zoom level)
14. Music sound volume now honored when exploration event occurs (when discovery screen appears) – i.e. if music volume is zero, no discovery music will play
15. Designs for new ships and bases added to your empire when conquer another empire are set to obsolete so that they are not your default designs for a role
16. All moons now have unique names
17. Can set galaxies to have no space creatures in game setup (except for story-related locations)

Game Balance Changes:

1. Weapon components rebalanced: Beam Weapons should now be more viable in comparison to Torpedos
2. Invading independent colonies now has less negative reputation impact than before
3. Lower reputation hit from using planet destroyer and bombarding colonies – more viable option, especially against other empires with low reputations
4. Some racial bonuses now apply to individual colonies instead of your entire empire: war weariness, mining and happiness bonuses
5. Changed threshold for full empire-wide racial bonuses to 20% (from 10%)
6. Espionage mission to change another empire’s government type is now more difficult, especially against large empires
7. Player empire will no longer be offered gifts unless the other empire likes them a lot
8. Slightly expanded the spread in component tech levels in Habitation category
9. Colonies that leave an empire and become independent now lose any bases at the colony
10. In game setup, the “(Random)” setting for other empire proximity to your empire now excludes “same system” – i.e. other empires will not start in the same system as you when you select random proximity
11. Attacking non-allied military ships in your empire’s systems will no longer cause any drop in your empire’s reputation, though it will still negatively impact your relations with the attacked empire
12. Starting max ship construction size increased to 230 (from 200). This means that empires should always be able to build troop transports from the start of the game, thus ensuring that wars will include colony invasions, even at game start
13. When a civil war erupts in an empire, the new empire that splits away will now properly determine it’s dominant race (based on the populations of its colonies), which may be different from the dominant race of the parent empire
14. Corruption levels tweaked: normal, high and very high corruption rates now slightly lower than before
15. Number of built-in docking bays for all planets and moons increased to 3 (from 2). Planets with super-rare luxury resources (Korabbian spice, Loros fruit, Zentabia fluid) now have 6 built-in docking bays
16. Area weapons now damage space creatures
17. Selection of resort bases as tourism destinations more balanced, so that no passenger ship pile-ups at a single resort

Performance Improvements:

1. Improved game Save/Load performance: saving approx 2-3 times faster, loading approx 50% faster, savegame files smaller
2. Large Address Aware flag set on executable – on 64-bit Windows more memory is now available for use, eliminating any lingering out-of-memory errors. 32-bit Windows users can also configure their PC to make use of this setting
3. Improved performance when zooming
4. Added smooth keyboard scrolling and zooming: arrow keys and PageUp/Down keys now work more smoothly than before
5. Improved CPU utilization on multi-core PCs

En téléchargement chez Matrix.

Gratuitous Space Battles 1.45

Changes

Balance: Shield Support beam being drastically re-balanced with lower beam rate and capacitor, and only able to have one beam at a time on each shield. Also now auto-selects the lowest friendly shield available.
Balance: Frigate disruptor bombs damage increased from 60 to 75.
Graphics: Better smoke clouds now for cruiser and frigate explosions.
Bug Fix: Player can no longer use the maximise window option in windows mode to stretch the window size, which caused problems.
New Feature: Shield support beam added for the empire.

Field of Glory 1.3.3

You can get patch 1.2.8, which is a prerequisite of this patch, at our game page.

Changes:
1. Fix: Issue loading older Bosphoron lists.
2. Change: Replaced two Bosphoron lists.
3. Add: One new Seleucid list.
4. Add: Option to delete old saved lists that can not be loaded.
5. Add: Add ‘Cannot load selected army’ message to the DAG is an incompatible list is selected.
6. Fix:: All reported DAG army list errors.

Change log v1.3.2

Fix: Issue some BG images in the Bosphoron lists.
Fix: Replaced two of the Bosporon lists with new editions. Any lists create before v1.3.2 should be deleted and built again to fix the issue DAG.
Change: More improvements to the AI terrain density selection in DAG games.
Fix:: Charge crash bug.
Fix: Ad-hoc appearance of steep hill terrain data.
Fix: Mounted Bow and Bow Star changed to be in line with the table top rules.
Fix: An issue with medieval sound effects being used for Immortal Fire DAG battles.
Change: Reduced the size and format of most help images to increase performance and browser compatibility.
Fix: Improved the upater to allow it to resume and generally deal with bad connections and other issues more cleanly.

Téléchargement automatique par le biais du jeu.


Retour à La Une de Logo Paperblog

A propos de l’auteur


Cyberstratege 158 partages Voir son profil
Voir son blog

l'auteur n'a pas encore renseigné son compte l'auteur n'a pas encore renseigné son compte

Dossiers Paperblog