Patchs : Empires in Arms 1.08.04, Starcraft 2 1.12, Arsenal of Democracy 1.05, Supreme Commander 2 1.23, Empires of Steel 1.01.13762

Publié le 18 octobre 2010 par Cyberstratege

Résumé des dernières mises à jour.

Empires in Arms 1.08.04

The update includes dozens of important bug fixes, rule fixes, gameplay and interface enhancements and AI enhancements, as well as some improvements for Windows 7. This is a must-have update for owners of Empires in Arms and we strongly recommend that all players upgrade to this new version as soon as possible.

Game Bug Fixes

* Corrected simultaneous economic phase causing game to pause and not advancing.

Version 1.08.03

Game Bug Fixes

* DOW no longer blocked by blockading fleet.
* No more repeat die rolls for AI attackers.
* Minor fleets now able to participate in open sea combat.

N.B. : bêta changelog

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Starcraft 2 1.12

General

Players will no longer receive achievement toasts while their status is set to “Busy.”
The messaging when attempting to load a saved game or replay from a previous version has been clarified
Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player’s teammates.

Balance

PROTOSS

Buildings
Nexus life and shields increased from 750/750 to 1000/1000.

Void Ray
Damage level 1 increased from 5 to 6 (+4 armored).
Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

TERRAN

Buildings
Barracks requirement changed from Command Center to Supply Depot.
Supply Depot life increased from 350 to 400.

Medivac
Acceleration reduced from 2.315 to 2.25.
Speed reduced from 2.75 to 2.5.

Reaper
Nitro Packs speed upgrade now has a Factory Requirement.

Thor
Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).

ZERG

Buildings
Hatchery life increased from 1250 to 1500.
Lair life increased from 1800 to 2000.
Spawning Pool life increased from 750 to 1000.
Spire life increased from 600 to 850.
Ultralisk Cavern life increased from 600 to 850.

Corruptor
Energy bar removed.
Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).

Infestor
Fungal Growth now prevents Blink.

Roach
Range increased from 3 to 4.

Bug Fixes

Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
Fixed a desync that could occur on user-created maps with custom mod dependencies.

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Star Ruler 1.0.1.8

Changes:
[Fixed] Fixed an issue that broke most sub system modifiers and planet conditions.
[Fixed] In the Stellar-pedia, the Shipyard world’s description was for the Construction world. Also added the Shipyard world’s correct description.
[Fixed] Float input fields in the new game menu were not working properly.
[Fixed] Players could not rejoin empires after a multiplayer game was loaded from a previous save.
[Fixed] Clients playing as empires in multiplayer now get the first planet pinned and zoomed to.
[Fixed] Hosts were getting pop ups when the master server temporarily didn’t respond.
[Fixed] Missing localizations for the object info window’s cargo panel.
[Fixed] When opening the planet window for the first time without a planet selected, automatically select your first planet instead of showing an empty window.
[Fixed] Tweaked cargo transfer logic to possibly fix negative cargo storage.
[Fixed] Fixed long-standing issue where multiple objects shared an ID in loaded games. Fixes various issues with loaded games, primarily in multiplayer.
[Changed] Updated Russian translation.
[Changed] Control-clicking in the right click build menu (not build on best) now also pops up the specify amount window.
[Changed] Clicking on a treaty waiting icon in the empire window’s empire list now pops up the treaty window.
[Added] Added flags to Effect Events to allow special damage types.
[Added] Maps now have their own .xml files to specify map-specific settings.
[Added] Added various new map shapes: Sphere, Cylinder, Cross, Dumbbell and Clusters.
[Added] Added a new weapon: Phased Energy Beam. Deals low damage, but passes completely through armor (not shields).
[Added] Added float vector.dotProduct(const vector& other) const for scripts.

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Arsenal of Democracy 1.05

New Convoy Assert Limits
Fixed overseas convoys not loading properly from scenairo files.
Added Missing TT images
Implemented “access_to_alliance” event command
Province Navalbase flag now correctly cleared when ending scenario.
Fixed Buffer size to take into account leaders long battle history
Increased Default buffer Size
Fixed 1 STR Brazillian unit
Fixed CTD with statistics table if string = null
Fixed Multi Deployment
Added more Convoy debug lines
Fixed Convoy need value in trade screen
Units boarded on ships only draw from its stock if the ship has >50% supplies
Merge Trades Reworked
Trade Info window now shows own / other trades by color
Fixed brigade icon in deployment pool
Fixed tool tip for trade deals (“nothing”)
Tweaked attrition rules
Fixed Text Files
Fixed enormous convoy losses Convoy Bug
Fixed Possible Memory leaks
Fixed a bug that could cause CTD or timer corruption
Small AI tweaks
Removed Debug Output
Rescaled Nuclear Production
Fixed Support #945 : Peace with all
Fixed Bug #617 : Convoy <> Transprt Conversion display bug
Fixed Bug #678 : Poor AI Assignment of Leaders
Fixed CTD related to to small text buffer for high resolutions.
Fixed Random leader name CTD
Fixed Day / Night cycle
Some Small Text Changes
Minor DB fix for fNATCHI falkenhausen event
Minor Tibet Minister Fix
Improved debug output for invalid unit models (for modding)
Further Speed Optimizations.
Assigned specific default sprites to air units.
Balancing changes + Latest Balancing proposal by Andy
Fix For Infra Repair speed
Fixed possible CTD with air superiority mission
AI default preference for repair is now 20%
Slider Not responding issue resolved
Implemented Support #946 : Message popup when production line can be upgraded
Implemented Support #801 : Change Retooling Time via Event
Implemented Support #943 : Give XP to Unit via Event
Implemented Support #944 : Give XP to Leader via Event
Implemented Support #941 : Change Partisan Activity via Event
Implemented Support #945 : White Peace with All
Implemented Support # 813 – Check for battle in province
Implemented Support #859 : Change a nations National Idea/Social Policy/National Culture via Event
Implemented Support #858 : Add trigger that checks a nation’s national idea
Implemented Support 818 : Trigger an event with delay
Implemented Support # 953 : Moddable max number of attachment for each naval unit type
Implemented feature # 923 : Make it possible to mod the number of escorts/transports generated by converting transports/destroyerstransports/destroyers
New AI transport
When MP is low reinforcements now prioritizes Air and Ships
Combat now uses relative organization as attack modifier instead of absolute
Fix for the missing move event (which could cause unit to stall indefinitely)
Fixed bug # 879 : Lent expeditionary forces are also deleted by delete_unit command. Those are now returned to the owner.
Implemented Support # 817 : Member of “Big Alliance” Yes/No/Specific
Militia now free from retooling
AI now build Infra
AI files can now specify preferred infra provinces.
AI now is more stable in building IC in preferred provinces
Newly released country now doesnt get “FREE” transports – the releasing nation gives it to them.
AIR AI now correctly understands the amount of damage it can do to non national IC.
Small code cleanup in provinces
Scorched earth now doesnt destroy province until the last defending army has started to flee.
Updated event commands.txt with new “capital_province” trigger syntax info
Implemented Support # 816 – New Event Trigger : Capital Location Province Check
Scorched Earth doesnt destroy province with active combat.
Arid Attriction reduced
Bug #874 Minimap is still active when tab is opened
Fixed bug 903 – French leaders defecting to Vichy doesn’t fire
Coup chance now more tied to dissent. Exported coup chance increase per dissent point to misc.txt
Fixed Support #939 – Increased maximum player name length
Fixed Support #940 – Increased maximum chat winodw length
Fixed Support # 948 : Newly-created countries get 10 free convoys.
Bug 651, retooling should be possible even if no manpower is available
Bug 667 : Synthehtic Oil/Rare can be kept at the deployment queue until needed for no TC cost. – Also added TC cost to other prov improvs
Fixed Bug 678 : AI seems happy to assign its worst Admiral to its best and most important fleets.
Fixed bug # 722 – when you deploy naval units with multiple brigades the unit shows in the deployment-pool only with one attachment.
Fixed bug #728 – AI can ignore redeployment delay when auto-assigning attachments.
Fixed Bug 730 – AI ignores garrisons when making army detection estimates
Fixed bug # 810 – Military control causes foreign units to appear as the controller model.
Improved Timer Tick accuracy
Fixed Small memory leak when division dies
Small Optimizations (Air AI + Province update)
AI now uses min 10% on repair of provinces
AI now uses scorched earth
You cannot repair province engaged in combat
Air AI now prefers national IC
Asian Area Colors Fixed (more colors for regions + areas)
Fixed Transport issue where transport fleets where moved around while unloading divisions.
Fixed Issue where invasion AI would become inactive to to targetting country that can be invaded, but province that cannot be acessed.
Shore Bombardment now per default 16 days.
Fixed Region / area Color issue
Improved naval retreat rules
Slider Control Improved – now they all work with buttons as intended
Province MP affects revoltrisk
CombatList now shows military controlled combats
New Front AI – making smaller attacks if it can
Fixed Garrison retreat bug
Changed Unit resupply method – and exportet values to misc
partisan now have bigger effect on ESE
Unit can now go out of supply even if in capital area
Fixed type errors in minister files
Default minor nation sprites for naval,cas,transport and tactical bombers.
Fixed a bug in Canada minister – non-existing ID 45068 changed to 45071

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Supreme Commander 2 1.23

New Features:

+ The Infinite Build Queue

In the launch version of Supreme Commander 2, you immediately paid for units and structures when queued. With this patch, you pay for units when construction starts. While it may sound like a simple change, it changes the way you play the game and manage your economy. It allows you to pre-plan your bases and unit queues beyond what you can afford with your resources at any given time during a game.

With this change, you need to more carefully manage the build statuses of your Engineers and factories, and be prepared to use manual pausing and unpausing, because the least expensive units or buildings queued always get priority. You’ll also want to pay more attention to your incoming Mass and Energy reserves so you don’t have builders sitting around waiting for resources.

The patch also adds automatic management of Engineers and Factory queues that are waiting for resources to become available. If you queue beyond what you can currently afford, units will automatically wait and continue production when resources become available.

Build Queue details as follows:

+ We now show the rebuild bonus outline, even if you do not have the resources to build the item.
+ Added two new keybinds: Ctrl-Shift-P: Pauses all construction units, Ctrl-Shift-U: Unpauses all construction units.
+ When you pause an engineer or factory they will continue building whatever they are currently building (you already paid for it anyway), but will not start another build task until unpaused.
+ No more yellow outlines when building.
+ If they can afford the unit when the command is issued, they will pay for it right away and move to build.
+ If they cannot afford it when issued they will move to the build site and wait until they can afford it.

Fixes:

(edit update) + ACU Ejection is disabled when the “No Air” exclusion is active.
+ You can no longer see friend ranked lobbies in the Friends tab.
+ Fix for Illuminate air units not settling back into a formation after teleporting.
+ Factory addons no longer have a collision volume, to fix the issue where you cannot damage a factory because the projectiles are colliding with the addon, which takes no damage.
+ Fix for not being able to dock the protobrain.
+ Fix for Blank map being shown if a player plays a DLC game with one of the DLC maps and then tries to play a non-DLC game. Instead, we will defualt to the first map in the list.
+ Fix for some units not hitting the Seabed when sinking.
+ Fix for ACUs continuing to shoot when an attack is interrupted by a build/reclaim/capture/repair order.
+ Fix for ACUs losing the ability to attack if a reclaim order is interrupted as the ACU’s build arm is being oriented.
+ Fix for the Cicada hiding enemy units from allied armies.
+ Fix for crash when trying to save a skirmish game.
+ Fix for instability issues discovered with the Noah, Ejected head.
+ Fix for refund amounts being incorrect if you Ctrl-K a factory that has a large amount of the same type of unit queued.
+ Fix for refund amount being incorrect if you removed chunks of units from the build queue via holding Ctrl or Shift and right clicking.

Balance:

+ Shotja: Reduced Health to 800. Was 900. Reduced Turn Ratio to 90. Was 270. Weapon Turret rotation range reduced so that it can only fire in a narrow arc forward.
+ Loyalist: Reduced Build Time to 20. Was 21. Reduced Mass Cost to 40. Was 42.
+ Cybran Jump Jets: Reduced Land Jump Jets RP cost to 6. Was 7. Increased Land Jump Jet Range RP cost to 4. Was 3.
+ Research Convertor: Reduced Mass cost to 275. Was 300. Made Research Conversion ability cost 275 instead of 300.
+ Quantum Floating: Reduced Quantum Floating RP cost to 9.
+ Naval Jump Jets: Reduced range to 90. Was 110.

AI:

+ Adjusted when the AI builds extra mass convertors.
+ The AI will not build more than 1 proto brain on the DLC side, to match non-DLC.
+ Fix for AI Naval units sitting in base and not attacking.
+ Fix for some Guard base platoons getting stuck.
+ Fix for units being able to capture something they lost intel on.
+ Units that the AI knows are dead will be removed from the influence map to fix the case where an AI thinks there is a nearby threat when the only nearby threat is a unit slowly sinking.
+ Fix for AI building stuff in a player’s starting location (for real this time) this will not stop an AI from building a Mass Extractor in the base, however.
+ Fix for AIs getting stuck because they have two bases that overlap each other.
+ Fix for AI scout platoons getting stuck on Seton’s.
+ Fixed the neural net learning function so that it feeds the network forward before back propagating.
+ Fixed the AI’s last stand distance for defensive points.
+ Updated AI neural net data.
+ Fix for mixed groups of air units having a portions of the units fail to attack when given a Form Attack order.
+ Fixed the AI handling of reclaimable mass around the base so that is uses the same search range as the task.
+ Fix for AI’s getting stuck trying to clear an expansion base that an AI ally has already taken control of.
+ Platoon micro now prevents platoons from getting stuck while being shot to bits.

Known Issues:

+ Save games in Skirmish and Campaign from older versions will not function in version 1.23. Campaign progress unaffected.
+ Replays from older versions will not function in version 1.23
+ Saving Skirmishes during the fire effect of a Jackhammer will invalidate the savegame.

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Empires of Steel 1.01.13762

Notable Changes and Fixes:
- Fixed bug: if a trade failed due to insufficient resources, the error message got repeated multiple times.
- Fixed a bug with the internal bug-report system: it didn’t allow foreign characters.
- Fixed bug: ongoing map-transfer was not working correctly
- Fixed a variety of small bugs with the rules-editor
- Increased the foreign relations penalty for sneak-attacking other players
- Fixed bug: the save-game was not remembering the Instant Message Log
- Fixed bug: the “forgot password” email wasn’t being sent
- PBEM Fixed bug: the PBEM system wasn’t sending out notification emails when the turn was processed
- PBEM Fixed bug: the game will remember your email address for turn-update notifications
- Rules Editor: Generalized units’ consumption of resources. Now their maintenance cost can include any combination of resources.
- Rules Editor, Fixed bug: after double-clicking on a unit in the unit-list, the mouse scroll would scroll the unit-list.
- Added new splash-screens to the startup

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