Magazine High tech

CM Normandy 1.01, SoSE Trinity 1.3, DoW II Retribution 3.16.2, Starcraft II 1.3.5

Publié le 21 juillet 2011 par Cyberstratege

Combat Mission Battles for Normandy 1.01

VERSION REQUIREMENT

This v1.01 patch of CM Battle for Normandy requires the original Battlefront.com 1.00 version of CM:BN to be installed and activated. Other non-Battlefront versions may not be compatible with this patch.

LICENSE ACTIVATION
After installing the patch correctly, you will NOT be required to activate the game.

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games from v1.00 ARE COMPATIBLE with v1.01, provided that you save your turn-based games in the COMMAND phase (not the replay phase) before upgrading to v1.01.

COMPATIBILITY WITH MODS:
Due to the potential of conflicts with pre v1.01 game Mods, we advise uninstalling any mods prior to installing this Game patch. Mod authors may need to update their mods using the v1.01 strings.txt embedded into the new « Version 101.brz » file.

NEW v1.01 GAME FEATURES

This patch will update your CMBN game to v1.01, which includes many enhancements and improvements. Below is a list of some of the new v1.01 game features.
Vehicles

Moving vehicles fire their weapons with further reduced accuracy.
Spotting ability of buttoned-up vehicles is further reduced.
Fixed a graphical bug that could cause a Puma crew to rotate outside the vehicle.
Vehicles that lose an unbuttoned crewman to small-arms fire are more likely to pop smoke and/or retreat like they typically do when the vehicle itself takes a hit.
Armor penetrations through a vehicle’s main gun mantlet are not reported as hits on other locations.
Hit text for projectiles that enter an open vehicle hatch says « Hit: Opening » rather than turret or hull.
Corrected a rare problem that could cause tank drivers to remember « threat locations » for too long and rotate the vehicle inappropriately.
In a campaign game, if a tank is in working order but its crew is decimated, the tank will not appear in the next battle only to immediately become « knocked out » due to having a decimated crew.
Rhino vehicles are additionally available in August.
Fixed a bug that prevented ricochets off a Panther lower mantlet into the hull top (though this intentionally remains rare).
The glacis/hull-roof armor plate on the Tiger front is thicker.
SPW 250/9, SPW 251/9, and SPW 251/10 halftracks will button up under fire like most other vehicles do.
PSW 222 crew is now commander/loader, gunner, and driver.
PSW 222 and PSW 223 are capable of firing weapons after losing a crewman, and have slightly improved commander’s visiblity when buttoned up.

Terrain

Troops hiding in trenches or foxholes get better protection from shrapnel.
Concealment in foxholes is increased.
Corrected a problem that protected soldiers when a wall was behind them, but not enough when a wall was in front of them.
The distance between a soldier and bocage where the soldier may see through the bocage is slightly shortened.
Direct hits do more damage to trees.
Trees are less likely to block large projectiles consistently.
Tree placement remains precisely consistent each time you load/play a particular scenario.

Quick Battles

Corrected a problem that sometimes switched attacking and defending sides.
The unit auto-purchaser is improved.
Air support may only be purchased during daytime with clear or hazy weather.
The « Random Service » option works properly.

Artillery

Artillery is a little less precise.
When a forward observer cannot see where spotting rounds impact, he will usually require another round to be fired rather than skip ahead to fire-for-effect with poor accuracy.
Corrected a problem that sometimes caused artillery missions targeted near a TRP to « prepare » indefinitely.
Pre-planned missions for on-map artillery won’t ever use spotting rounds.
Corrected an accuracy problem that could affect the first rounds of pre-planned artillery strikes using the Line pattern.
White phosphorous (smoke) does not cause unrealistically high casualties.

Soldier Behavior

Soldiers are less likely to use SMGs at longer ranges.
Soldiers are less likely to fire on exposed tank crew.
Soldiers can spot anti-tank mines (in addition to anti-personnel mines).
Corrected some problems with mortars in direct-fire mode.
Soldiers are less likely to use explosive weapons for area-fire at very short range.
Soldiers won’t set up heavy weapons on the precise edge of the map.
The TacAI pays a bit less attention to unarmed vehicle targets.
Soldiers aim better when area-firing into an immediately adjacent building.
Corrected some problems with soldier placement around heavy weapons in foxholes.
Soldiers are quicker to stop attempting to surrender if friendly soldiers are nearby and enemies are not.
HMG assistants can cower under fire like the rest of their team.

Grenades

Troops may throw grenades from buildings at open-topped vehicles.
Grenade throwing obeys covered arc orders.
Grenades won’t roll through building walls.

Bridge Pathfinding

Corrected some minor pathing problems across bridges.
Troops are more willing to move across nearby fords rather than use distant bridges.

Anti-tank Guns

Antitank guns won’t attach to vehicles that are too small to tow them.
Corrected a problem that potentially allowed an antitank gun team to move the gun into a building.

User Interface

Keyboard camera controls are smoother (Windows version).
When placing troops in a building during setup, if you click on a soldier or its icon (instead of the building) to set the destination, it won’t cause the moving troops to float in midair.
Trenches and barbed-wires « remember » their rotations if moved to a location that is not adjacent to other trenches or barbed-wire.
When attaching targeting orders to a waypoint, the range display is calculated from the waypoint, not the unit’s current location.
Corrected a problem with area-targeting a non-occupiable roof of a building.
Clicking Exit or New in the Editor brings up a confirmation dialog.

Miscellaneous

Less framerate is devoted to showing wind blowing through trees.
MP40 ammo pouches display correctly on German soldiers.
Fixed a disappearing « gable » on a couple of barns.
Updated US rank icons.
Fixed some out-of-memory problems.
Adjusted the point values for bunkers.

Le fichier se télécharge sur cette page chez Battlefront.

Sins of a Solar Empire: Trinity 1.3

[ Gameplay ]

Updated Diplomacy System – Substantially redesigned and rebalanced all the additions made in the Diplomacy expansion.
- Relationship Factors: Changed to be more granular/randomized, based more on racial lore and take more internal gameplay actions into account.
o Diplomatic Inclination: Reduced to a range between -0.10 and +0.25, randomized on game start. This is a starting factor that represents pre-existing like/dislike between factions based on previous (lore) interactions.
o Racial Inclination: Substantially revised to represent the amount of innate tension/hostility between the races at start of Diplomacy’s timeline. Players of the same race will always like one another somewhat, whereas players of differing races will mistrust or hate one another to some degree based upon lore (i.e., Advent hate TEC, TEC hate Advent, Vasari tend to dislike other races to some extent as they’re viewed as inferior).
o Adjacent Territory: Penalty reduced based on distance between players.
o Missions: Updated Mission system (See below). Value varies based on conditions. Mission relationship bonuses can count over the +10.0 limit towards Pacts.
o Mission Rejections: Value decreased from -0.25 per rejection to -0.10; capped at -1.5.
o Fleet Strength: A ratio between each player’s total to used fleet points. Formula revised to be less influential.
o Military Actions: Variable factor that is now immediately based on players’ military actions.
-> Destroying another player’s enemy’s ships grants a bonus to relations (based on the fleet supply of the destroyed vessel).
-> Destroying another player’s friend’s ships gives a relations penalty (based on the fleet supply of the destroyed vessel).
-> Destroying enemy/friendly civilian or tactical structures or planets now grants a set relations bonus/penalty as appropriate.
o Diplomatic Actions: Variable bonus or penalty that now updates throughout the game based on the players’ non-military actions. Becoming closer with another player’s enemies will make that player like you less and vice versa. Values are based on active treaties and pacts.
o Resources Given: No major changes. Positive relations is based on the units provided with credits being worth the least and crystal the most. Resource relations bonuses degrade over time.
o Envoy Bonus: No major changes to what this includes. See below for Envoy ability changes. Envoy bonuses count over the +10.0 limit towards Pacts and will degrade if the Envoy leaves the gravity well.
o Research Bonus: Static relationship bonuses that now affect both the player doing the research and other players’ opinions. Values have been reduced per tech level. The Research Bonus can count over the +10.0 limit towards Pacts.
o AI Relationship Bonus: This value only affects AI players and gives AI to AI relations an increasing amount of relations over time, capped to a maximum. The speed of the increase is based on the AI’s difficulty level.
- Envoy Changes:
o All Envoy cruisers fleet supply cost reduced from 12 to 8.
o Envoy cruiser build time reduced to 63 seconds.
o TEC Envoy Abilities
-> Worthy Cause – Now decreases building costs within the gravity well by 15% for 60 seconds in exchange for a +0.03 relationship bonus per use.
-> Arbitrate Tariff – Now increases trade and refinery ship income by 15% for 60 seconds in exchange for a +0.05 relationship bonus per use.
-> Settlers (Passive) – Now increases the planet’s maximum population by 25% for as long as the envoy is in the gravity well (bonus immediately vanishes otherwise) in exchange for a +0.10 relationship bonus.
o Vasari Envoy Abilities
-> Mutual Threat – Changed to tech level 3. Now increases ship build rates and resource extraction rates within the gravity well by 25% for 60 seconds in exchange for a +0.03 relationship bonus per use.
o Nanomedicine Outreach – Changed to tech level 4. Now heals planets by +25 HP/sec over 40 seconds in exchange for a 0.05 relationship bonus.
-> Grant Amnesty – Replaced (see below).
-> Xeno Defense (Passive) – Added to tech level 5. Grants the planet +1,000 HP in exchange for a +0.10 relationship bonus. These HP are immediately lost if the Envoy leaves the gravity well.
o Advent Envoy Abilities
-> Cultural Assistance – Now decreases planetary upgrade costs by 10% and upgrade time by 5% (under Planetary Development) for 60 seconds in exchange for a +0.03 relationship bonus per use.
-> Sacrifice – Replaced (see below).
-> Harmony – Added to tech level 4. Grants the gravity well a 5% bonus to passive antimatter, shield, and HP regen rates for 120 seconds in exchange for a +0.05 relationship bonus per use.
-> Quell Unrest – Replaced (see below).
-> Cultural Integrity – Added to tech level 5. Makes the gravity well’s planet immune to bombardment for 45 seconds in exchange for a +0.10 relationship bonus per use.
- Pacts:
o Pacts will now automatically break – without relationship penalty – if the relationship between both players drops below a certain threshold (typically 4.0 points below the amount needed to establish the pact).
o Pacts that are intentionally canceled by a player will now incur a -3.0 relationship penalty.
o Pacts now require that both players achieve the minimum required relationship level to form an agreement.
o TEC Pacts -
-> Trade Pact: Relationship requirement reduced to 10.0. Now grants a 15% bonus to trade income, a 10% bonus to trade/refinery ship HP, and +2 to base armor for trade/refinery ships.
-> Metal Pact: Discontinued (see below).
-> Efficiency Pact: Added to tech level 4; requires relationship of 11.0. Grants a 10% speed increase to structure and ship build rates.
-> Missile Pact: Discontinued (see below).
-> Armor Pact: Added to tech level 5; requires relationship of 13.0. Grants +2 to base armor, 20% bonus HP per Armor Point to a maximum of 200 HP. Affects ships and starbases only (does not affect squadrons).
-> Siege Pact: Requires relationship of 14.5. Now increases planetary bombing damage by 10%, reduces bombing damage to owned planets by 10%, reduced population killed by bombing on owned planets by 10% and increases planetary bombing range by 5%.
-> Advanced Thrusters Pact: Added to tech level 7; requires relationship of 16.0. Boosts capital ship speed and maneuverability by 15%.
-> Supply Pact: Requires relationship of 18.0. Now reduces fleet supply upkeep costs by 15% and increases fleet supply by 100.
o Vasari Pacts -
-> Resource Pact: Requires relationship of 11.0. Now grants a 10% bonus to metal and crystal extraction rates and a 15% bonus to refinery ship cargo capacity.
-> Pricing Pact: New Pact added to tech level 4; requires relationship level of 12.0. Grants a 10% reduction to purchase prices on the black market for metal/crystal.
-> Phase Pact: Requires relationship level of 14.0. Now grants the use of ally phase gate/stabilizer connections, gives a 10% reduction to phase space jump range (within the gravity well), and decreases phase jump charge times by 20%.
-> Nano Technology Pact: Discontinued.
-> Tactical Pact: Requires a relationship of 15.0. Now gives a 10% bonus to base weapon damage from tactical structures, increases tactical structure HP by 5% and increases tactical structure base armor by +2.
-> Structure Pact: Discontinued.
-> Pulse Pact: Added to tech level 7; requires relationship of 18.0. Grants a 10% bonus to weapon cooldown for Wave, FlashBeam, Plasma, LaserPsi, PulseGun and LaserTech weapon types.
-> Armament Pact: Requires relationship of 19.0. Now grants +1 targets per bank for all capital ships and starbases.
o Advent Pacts -
-> Research Pact: Requires relationship of 10.5. Now grants a 15% bonus to research speed and reduces research costs by 5%.
-> Culture Pact: Moved to tech level 5; requires relationship of 11.5. Now grants a 5% bonus to maximum planet allegiance from culture, a 5% bonus to culture resistance, and a 2% bonus to weapon damage while in your culture.
-> Antimatter Pact: Moved to tech level 6; requires relationship of 13.0. Now increases antimatter capacity by 20% and increases passive antimatter regen rate by 5%.
-> Mass Reduction Pact: Added to tech level 5; requires relationship of 15.0. Reduces the mass for capital ships by 10%.
-> Beam Pact: Discontinued.
-> Energy Pact: Added to tech level 7; requires relationship of 17.5. Grants a 10% bonus to weapon damage for LaserPsi, LaserTech, FlashBeam, Beam, Wave, PulseGun and Plasma weapon types.
-> Anima Pact: Discontinued.
-> Shield Pact: Requires relationship of 18.0. Now grants a 10% bonus to maximum shield points, a 5% bonus to passive shield point regen, and a 10% phase missile block.
o Missions:
-> Updated the Mission system to make it easier to understand/use, especially for AI players.
-> Missions now have fixed costs and rewards based on mission type and level.
-> Added Destroy Capital Ships mission type.
-> Added Send Envoy mission type.
-> Increased mission times substantially based on mission difficulty.
-> Reduced Mission Rejection penalty from -0.25 to -0.10 with a cap of -1.50 total.
-> Added reward bonus for completing missions based on current relationship levels. The higher your relationship with another player, the greater the bonus.
-> Mission failure relationship penalties are now half the reward by default.
-> Updated Resource Missions to give variable relationship rewards based on the amount and type of resources requested. Note – Both players must research the required tech before resource missions can be given/accepted.
-> Created new AI decision tree that allows AI players to better evaluate missions and decide if they will attempt to complete them or not. AI players will now immediately reject a mission they don’t intend to attempt.
o Treaties: Now require that both players have the minimum required relationship level.
o Updated various flavor text to make more sense with the changes.
o Added a bunch of new race specific flavor text for missions and pacts.
o Changed late game research that negated racial inclination penalty to only reduce it by 75%.
o Added second research level to each race’s third relationship tech and rebalanced each.
o Allies may now send each other missions in locked team games.
- Constructor Frigates: Added new ability called Deconstruct. Will automatically cause constructors to tear down enemy structures within the gravity well (when you conquer a planet) so long as it can’t fire back. Gives the current owner 5% of the structure’s original construction cost.
- Fixed bug in the Pirate Manifest for research and sound issues.
- Increased Advent Illuminator front bank damage from 53.5 to 64.2.
- Increased the antimatter reserves and passive regen rates on all race’s hangar bays.
- Time between AIs offering the player a mission has been increased from 3 minutes to 5 minutes (after completing or rejecting a mission).
- Starbase trade research costs rebalanced for their respective tech levels.
- Advent starbase culture upgrade research cost increased for its respective tech level.
- Increased the cost of the Vasari starbase Phase Stabilizer research to match its tech level.
- Fixed a bug (we hope) where the Pirate Mission timer wasn’t getting respected for player assigned missions.

[ Graphics ]

- Added new icon for Deconstruct.
- Added new icons for new Pacts and Envoy abilities.
- Added shield meshes for all race’s Envoy cruisers.

[ Interface ]

- Updated Relationship screen to be less confusing. Should make it clearer what’s being shown and how to interpret the info.
- Updated Relationship InfoCards: They now display both factions’ current relations with one another, use proper faction icons and player colors.

[ AI ]

- Added Diplomacy Mission Decision system. AI players will now evaluate and complete missions they deem are worthy (based largely on relationship).
- AI players will now build superweapons!
- Various other tweaks.

En téléchargement sur Impulse.

Warhammer 40,000 – Dawn of War II: Retribution 3.16.2

Release Notes

- Reverted lictor stealth change
- Ork Slugga Burna melee damage lowered from 50 to 25
- Fixed an issue that caused the Ulthwe Farseer to revert to the default Farseer after equipping the and then un-equipping the Ghosthelm
- Librarian’s Smite will no longer refund energy when it is interrupted

Téléchargement automatique par le biais du jeu.

Starcraft 2: Wings of Liberty 1.3.5

General

- Players from Latin America and North America will soon be able to play games together, add each other to their in-game friends list, and compete on the same ladder. For more information on region linking, please visit the official community site.
- Several performance and memory improvements have been made.
- « Player Left » messages will once again appear in replays.
- The Hellion’s Infernal Pre-Igniter upgrade icon has been updated(now with more blue flames!).

StarCraft II Editor Improvements

- UI errors will now go into a newly-created Error Display Message window.
- Cooldowns shorter than 1/4 of a second no longer display on the command card.

En téléchargement automatique dans le jeu.


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