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Open Beta Patch v1.04-beta6 (last update 10th july!)

 
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Open Beta Patch v1.04-beta6 (last update 10th july!) - 6/5/2020 10:32:51 AM   
Vic


Posts: 6682
Joined: 5/17/2004
Status: online
Hi,

This patch can be manually installed only over the official v1.04
Make sure you have the v1.04 or higher before applying the patch below.

Recommended to only try this "Open Beta" Patch if (a) you really have a need to have a fix... Or (b) if you just want to help me out by checking it runs properly.

"Open Beta" means that it has not been fully tested yet.

If you are uncomfortable with an "Open Beta" or with manually copying files please wait till the "Official" Patch from the publisher which should arrive this wednesday.

Enough of the disclaimers....

Existing games started with a previous version can be continued.

Download the patch here:
http://www.vrdesigns.net/openbeta/Shadow_Patch_v104-beta6.zip

Just copy the contents of the zip file inside the game folder (where the ShadowEmpire.exe is) and overwrite any existing files/directories.
Best way to do this is opening the zip and doing ctrl-A (select all) and ctrl-C (copy) and the going to the Shadow Empire directory and pressing ctrl-V (paste) and when windows prompts tell it to overwrite all files.

A game NEWLY started with a properly patched version will show "Version #46" in your "Dashboard Report".

Changelist to v1.04-beta6
-Big one. Added History Classes to Planet Generation to allow players some variants to regular Planet Generation. Many options to explore here.
-Model development costs no longer takes into account unfinished Models
-Opened up REPLACE troops in a SHQ as well now
-Repaired The Hero of the Nation Stratagem *
-Fixed Bureaucratic Bonus not being applied to BP production *
-Fixed a number of small glitches with Logistics
-Fixed effect of Accomplished Envoys, Martial Tournaments and Administrative Competence
-The Public Production penalty reverting to either 50% or 0% now is only used for Assets in construction.
-Fixed a graphic glitch with right bar reappearing when Tabs open in very low resolution screen (that should hide the right tab to make place for the Tab itself)
-Added a 75% DPI mode that simulates having a larger screen. Obviously at the cost of some render speed and graphic fidelity, but it might be useful to some low resolution screen players.
-Fixed a possible glitch in Raise Formation quality levels not initially selected
-Fixed some mouse overs there too
-In higher difficulty levels Minors do not have the AI combat bonus against a Major AI.
-Radiation symbols on map are now coloured. Green = RAD level 1 or 2. Yellow = RAD level 3 = Blue = RAD level 4, Pink = RAD Level 5 Light Red, RAD Level 6 Heavy Red = RAD level 7 or higher.
-Sealed Road construction over existing Dirt Road now only 60% of the cost.
-Rail next to existing Road or Road next to existing Rail only 50% of the cost.
-Stopped normal Minor Militia spawning on a Hex that they cannot move out off (was notably issue with Minors without city on high mountain planets) *
-Rare case, but still: Xeno- Farming with plants with non Water solvent will not require water to farm now.
-Also fixed Alien Plants ideal temperatures calculation if using a different solvent than water.

Changelist to v1.04-beta5
-The Pull trajectory from the Pull Points to the source where they'll be pulled from now only uses Traffic Signs that apply for Pull.
-Hero of the Nation cannot be played again on same Leader *
-Improved mouse-overs for SHQ Inventory better showing if there would have been a shortage for delivery of Items to Units
-Fixed issues with the penalty on AP or combat not being applied if low on Fuel or Ammo
-Public Production Penalty % below 50% now gets a roll where the effect is upped to 50% penalty for an Asset if you roll 1d50 below or equal to the Production %, if you roll above 0% penalty is applied.
-Cycling Units no longer includes Units that maybe didn’t move or attack but which have 0 AP.
-Added WHY remarks to the Unit Supply sub-Tab for Unit having less Supply than requested. Possible reasons that will be mentioned: Pickup-Point to far away, Not enough LP on road between pick-up point and SHQ, Not enough Items in SHQ inventory, SHQ Logistical point use limit reached.
-Added Color codes to the Unit Supply sub-Tab button now shows the % of of requests that was delivered. White = 100%, Greenish >=75% , Yellow >= 50%, Blue=> 25%, Red < 25%. To give a quick signal that even though the Unit might have had 100% present of what it needed to consume there

Changelist to v1.04-beta4
LOGISTICS:
-Fixed issue with Custom Pull Points not working if Automatic Points disabled
-Limit Production now also limits Asset auto Pull Points.
-Fixed issue with Auto Asset Pull Points not taking branching into account
-Added the option to distinguish between Additive Custom Pull Points and Overruling Pull Points.
-Added the option to set a Hex-based order if the Traffic Signs apply to Truck Logistics, Rail Logistics or Pull Points (or a combination)
--
OTHER:
-Fixed a glitch with the Suitability Rating for SHQ Commanders in the bottom part of the interface
-Fixed problem with Logistical Bonus not being applied to Asset Production
-Fixed a glitch with setting the age when rolling Leaders
-Should have improved rare issue where map wouldnt be able to scroll completely visible to the bottom
-Fixed intermittent crash with Mystic Priest in combat
-Reduced Corporate anti-crime taking Credits from godfather a bit
-Made efficiency of anti-crime ops from Corporate depended on the percentage of control they have over the private economy
-Fixed at least partially, but probably completely, the disappearing sidebars issue if click on a popup opening element in the Reports or Decision tab.
-Victory is now declared if you have more than 50 Victory Score and 2nd place has at least 25 Victory Score less than you. Is now in line with manual as well.
-With Raise Formation and using SHQ Troops the Popup is now showing ITEM% and TROOP% as the percentage of the total Formation you can raise, either by using pre-produced SHQ Troops or by newly constructed (or a mix). This way you are not blocked raising a Formation if you have for example no Items but 50% of Troops already in SHQ.
-Board Member Stratagems can now also be played on the Director executing them *
-Upped Rain mm limit for receiving free Ice Mine on higher development levels
-Fixed a faulty mixup with a Corporate CEO “leaving you” which is not possible (but harmless glitch)

Changelist to v1.04-beta3
---Logistics:
-Traffic Signs now also affect the Pull Point trajectories
-Some other minor nerfs to Pull Points
-Trains now spread LP before Trucks
-Fixed glitch with to many Logistical Points being sent towards Pull Points (first bug that got reported)
-Asset Pull Points are now only applied to the trajectory if current Pull already applied is below what they need
-City Pull is now [ previous turn pickup request ] + [ current predicted delivery to zone request ]
---Other:
-The event where you got Free Folk or Adventurers on a distant Hex will now be made less distant if possible. Remember it is always possible to refuse to take this choice. Also will try to avoid to close ones. But it will not always be possible due to the randomness of the map.
-Made some small fixes to Dissolution War calculations to make the numbers add up better. However do not forget that over hundred of years many children are born as well, total casualties can be higher than the initial population. *
-Minors with a City now start with a Private Truck Station. Which will help you when taking over a Minor. *
-Fixed Item % (and Troop%) preview calculations in Raise Formation popups.
-Fixed coding present in some messages in the decision archive (from next round forward)
-Fixed a history map glitch after you conquered a Zone
-Fixed minimap in history map not working well (or with delay causing artifacts)
-Fixed some other minor map glitches in history mode as well
-Blocked clicking on enemy hex in the combat selection popup
-Fixed a -1 glitch in Treasure Found text
-Fixed glitch with Slave Trader not paying up *
-Mystic Priest Unit Feat fixed.. Will now have salvage effect with KILLS *
-Policy Speech, Faction Candidate and Faction Demand not clicking anything and ending turn is no longer possible *
-Fixed Storm Grenadier OOBs (they are Inf + Art + Pz) *
-Fixed a code showing in text issue for decisions with Unrest/Danger… *
-Increased randomness for Stratagems given by Factions

*=requires new game start to be fixed

Changelist to v1.04-beta2
-Added Pull Point systems for the Logistics
-You need to start a new game with this beta2 to try them out (wanted to minimize risk to disrupt running games)
-By default automatic Asset, Unit and City Pull Points are used. You can however switch these automatic points off in the Traffic Signs Popup
-You can place Custom Pull Points on any Hex you like and they will be added to any automatic Pull Points
-Hexes with Pull Points trace a path to either their City (Assets) or to their SHQ (Units, Cities)
-These paths will favor roads without traffic signs leading to them (so for some edge cases you can discourage use of a certain road)
-When Logistic Points find a branch in the Road they’ll first serve any Pull points that have been traced to their City/SHQ through that branch
-The Pull systems is logged and can be studied in the Logs of the Traffic Signs Popup
-On map in current LP view only the Custom Pull Points are shown in green.
-On map in history LP view the Pull Points used at start of turn calculations are shown in gray.
-On map in preview LP view the Pull Points as they’ll probably be automatically placed + your Custom Pull Points are shown in pink.
-On top of the Hex total Pull Point info block is shown a small red bar if Asset Pull Points are present, green if Unit Pull Points are present and blue if City Pull Points are present and black if Custom Pull Points are present.
-The City Pull Points are based on previous turn delivery requests + pickup requests
-The Unit Pull Points are based on the weight in supply they’ll request
-The Asset Pull Points are based on the minimal logistics points needed for them to operate without penalty
-You can also place a Custom Pull BLOCK on a Hex which nullifies any automatic requests of that Hex.
-These changes above require some fine tuning.
-The Prefs will remember if you disabled Asset Pull Points, Unit Pull Points and/or City Pull Points for a start of a new game. You can have different settings in different saves however.
------
-Field Training Stratagem will now only be played if little enemies around.
-Added rules to not allow random event based gifting of Methane Synthesis, Deep Core Mining and Water Atmospheric Recomposition if the Planet does not have the right variables.
-Added protection code for Assets being placed without road connection at game start
-Fixed a Stratagem mouse over inconsistency on who’s going to execute the Stratagem
-Fixed 3rd party Leaders founding new Factions and some other related minor glitches with those kind (and dead/left leaders)

Changelist to v1.04-beta1
-Changed the way Supply Bases are giving extension. They now only give extension points upto the point normal action points have already been used. This makes them function as actually intended. Will only be in effect with games started with v1.04-beta1 *
-The calibre and weapon matrices were not being implemented as combat modifiers. Major oversight indeed. They will from this version on forward. Be careful when continuing with this beta as it might change the odds in your favor or disadvantage in especially mid to late game.
-Tuned the soldiers losses where they had the upper hand in event-based fighting.
-In event-based fighting with troops and security staff the Security Assets can now also lose levels.
-Hurting the Syndicate in a specific Zone by attacking them and causing them to be reduced to close to 0 crews will now mean their hidden bases have also been dismantled and it will cause a big cut in the capital of the syndicate. *
-Fixed mouse over. Algae vats do not profit from cross-fertilization.*
-Fixed 0 key for Guard, if not yet pressed 8 or 9.
-Fixed some small glitches
-Fixed a bug where Food delivered by Militia to Zone inventory was reported as given, but where it actually was not being added
-Fixed a minor glitch where the Recruits + Colonists transferred from Zone to SHQ where being fed in Zone and after transfer in their SHQ as well. Now they will only be fed in SHQ.
-You can now pass to the 2nd Raise Formation window even if you do not have the PP available for raising the Formation (for inspection purposes)
-Major Regime without Zones or Units is now put to sleep (in future version I want rebels to be able to revive a Major Regime) and relations with Minors reset (so some blockages for minor diplomatics are removed concerning this major). Also it is removed from the S.MAP regime list if no hexes left on map and from TARGET STRATAGEM tab if asleep.
-And Majors without Zones will be removed from the Regimes Reports.*
-Added a cap to Incr Sales Tax, inc Income Tax, Incr Import Tariff, Incr Export Tariff stratagems. Max tax is 100%. *
-Buggy maximum 50mm armour now *
-Increased Buggy size from 2 to 3 to make cost for armour go up a bit *
-“Loyal AI” no longer going to emergency hostility if getting close to losing the game
-No longer losing Stratagems in some cases with dip/spy stratagems where you lost the previous level of the stratagem and that caused a higher level to disappear.
-Natural relation point Job Prestige factor less depended on Ambition now

*=requires a new game start to go into effect

< Message edited by Vic -- 7/10/2020 1:39:59 PM >


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Post #: 1
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 11:39:19 AM   
Vic


Posts: 6682
Joined: 5/17/2004
Status: online
Bump.

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(in reply to Vic)
Post #: 2
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 12:02:06 PM   
profanicus

 

Posts: 58
Joined: 7/10/2008
Status: offline
quote:

-Increased speed for 200% DPI setting enormously


Thanks; can confirm this runs much nicer on 4K display now :)

(in reply to Vic)
Post #: 3
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 12:04:57 PM   
zakblood


Posts: 22403
Joined: 10/4/2012
Status: offline
confirmed, works and installed and runs with no issues so far, ty

(in reply to profanicus)
Post #: 4
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 12:35:46 PM   
KingHalford

 

Posts: 282
Joined: 8/18/2016
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Looking good so far! AI turn resolution time seems to be improved.

< Message edited by KingHalford -- 6/6/2020 12:36:37 PM >


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Post #: 5
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 1:37:43 PM   
Dan1911

 

Posts: 4
Joined: 6/4/2020
Status: offline
Hey vic!
Where do we report bugs now ?

(in reply to KingHalford)
Post #: 6
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 2:05:42 PM   
Templer_12


Posts: 1633
Joined: 1/5/2009
From: Germany
Status: offline
Ater Patch, launcher still says: 'Version 1.01.01'?

< Message edited by Templer_12 -- 6/6/2020 2:08:10 PM >

(in reply to Dan1911)
Post #: 7
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 4:05:15 PM   
Vic


Posts: 6682
Joined: 5/17/2004
Status: online
Bugs can be reported in the Tech Support forum.

And @Templer, this is an Open Beta, not an official Patch from publisher. So it doesn't communicate with the installer/upgrader.

Best wishes,
Vic

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Post #: 8
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 5:41:36 PM   
eddieballgame

 

Posts: 265
Joined: 6/29/2011
Status: offline
I have had no, major, (& very few minor) issues with this gem.
I will try the patch, however, as the 'changelist' looks very good.

< Message edited by eddieballgame -- 6/6/2020 5:42:46 PM >

(in reply to Vic)
Post #: 9
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 9:07:05 PM   
GodwinW


Posts: 499
Joined: 6/5/2020
Status: offline
quote:

-Reduced the chance for a Decision to be communicated through Metrics by a factor of 10.


What does this mean? :p I've searched through the manual but didn't find anything about Metrics. I hope there's no chance to suddenly get reports in Fahrenheit and Yards :D

Edit nvm lol.. it's the metrics collected for improving the game.. lol!

< Message edited by GodwinW -- 6/6/2020 11:13:14 PM >

(in reply to eddieballgame)
Post #: 10
RE: Open Beta Patch v1.01a-beta1 - 6/7/2020 3:24:16 AM   
Jorgas

 

Posts: 4
Joined: 1/30/2013
Status: offline
I emailed you a crash on end turn from a game started on this beta. hope you can fix it soon.

(in reply to GodwinW)
Post #: 11
RE: Open Beta Patch v1.01a-beta1 - 6/7/2020 12:19:53 PM   
Vic


Posts: 6682
Joined: 5/17/2004
Status: online
bump. v101a-beta2 has been posted!

best wishes,
Vic

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Post #: 12
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 6:38:16 PM   
Novaliz


Posts: 194
Joined: 7/22/2007
Status: offline
I have downloaded Beta 3 but when installing I get the error message "untreated exception". My Win 10 runs in German, so I had to translate it. In German it says "Unbehandelte Ausnahme in der Anwendung". I am not able to install the beta3 but I want to because I have a 4k monitor and the 200 DPI mode runs like crap :/

(in reply to Vic)
Post #: 13
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 7:05:27 PM   
aperfecturkel

 

Posts: 42
Joined: 11/17/2017
Status: offline
Hey Novaliz, this isn't an executable patch, so there's not an installer to run - I DO get an unhandled exception if I extract the ZIP to an empty folder and try to launch the .exe, so I'm assuming that's what was happening? Running the .EXE from that zip file is basically trying to launch the game without any of the game's other files.

Instead, just extract the ZIP directly into your C:\Matrix Games\Shadow Empire folder (or wherever you installed the game at first) and say Yes to overwriting all files. The new ShadowEmpire.exe will replace the old.

< Message edited by aperfecturkel -- 6/7/2020 7:07:04 PM >

(in reply to Novaliz)
Post #: 14
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 8:00:04 PM   
eddieballgame

 

Posts: 265
Joined: 6/29/2011
Status: offline
Update: No prior gaming issues before beta patches & same with beta #2.
Downloaded beta #3, just in case; though not using atm per my ongoing, extremely, fun struggle. :)

(in reply to aperfecturkel)
Post #: 15
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 8:08:04 PM   
aperfecturkel

 

Posts: 42
Joined: 11/17/2017
Status: offline
The updates have been working well so far - and the lastplanetgenerated save-game is awesome! Thanks for that, now we can share our hellworlds

(in reply to eddieballgame)
Post #: 16
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 8:24:06 PM   
Jorgas

 

Posts: 4
Joined: 1/30/2013
Status: offline
Emailed you another crash on end turn beta 3

(in reply to aperfecturkel)
Post #: 17
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 9:46:37 PM   
Novaliz


Posts: 194
Joined: 7/22/2007
Status: offline

quote:

ORIGINAL: aperfecturkel

Hey Novaliz, this isn't an executable patch, so there's not an installer to run - I DO get an unhandled exception if I extract the ZIP to an empty folder and try to launch the .exe, so I'm assuming that's what was happening? Running the .EXE from that zip file is basically trying to launch the game without any of the game's other files.

Instead, just extract the ZIP directly into your C:\Matrix Games\Shadow Empire folder (or wherever you installed the game at first) and say Yes to overwriting all files. The new ShadowEmpire.exe will replace the old.


Ah, stupid me! Thank you! :)

(in reply to aperfecturkel)
Post #: 18
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 10:05:33 PM   
Novaliz


Posts: 194
Joined: 7/22/2007
Status: offline
Would it be possible to implement scrolling the map when holding the middle mouse button? Maybe you can put this on your feature request list :)

(in reply to Vic)
Post #: 19
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/7/2020 10:53:47 PM   
aperfecturkel

 

Posts: 42
Joined: 11/17/2017
Status: offline
I would LOVE that too.

Also wanted to mention that the 2x fix slowdown fix seems to work great! But the other scaling options are still sluggish - is it possible for whatever you were able to do for the 2x size UI can be done for the 1.5x and 1.25x too?

< Message edited by aperfecturkel -- 6/8/2020 6:40:37 AM >

(in reply to Novaliz)
Post #: 20
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/8/2020 6:31:29 AM   
jimwinsor


Posts: 952
Joined: 11/21/2005
Status: offline
I found a possible problem with Local Referendum. The card says it is the Governor's Oratory, but the card is actually in all cases executed by the Secretary:






Attachment (1)

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(in reply to aperfecturkel)
Post #: 21
RE: Open Beta Patch v1.01a-beta4 (last update 8 june!) - 6/8/2020 7:15:25 AM   
Vic


Posts: 6682
Joined: 5/17/2004
Status: online
bump. some more fixes made. thanks to all the people who send in reports about issues.

also.. as you can see i am first focussing on the most severe issues encountered before addressing for example interface or control improvements. but as time goes by i'll get there.

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(in reply to Vic)
Post #: 22
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/8/2020 7:16:43 AM   
Vic


Posts: 6682
Joined: 5/17/2004
Status: online
quote:

ORIGINAL: jimwinsor

I found a possible problem with Local Referendum. The card says it is the Governor's Oratory, but the card is actually in all cases executed by the Secretary:







Its you (well your secretary) who forces the local referendum. The governor is more or less the victim here. He'll roll the dice to try to keep his office.

But i can see that ROLL mention is confusing, it seems like the secretary has to make that roll. There is a little * to indicate it is the target making the roll, but i will see if i can make that a bit clearer.

< Message edited by Vic -- 6/8/2020 7:22:06 AM >


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(in reply to jimwinsor)
Post #: 23
RE: Open Beta Patch v1.01a-beta3 (last update 7 june!) - 6/8/2020 3:06:49 PM   
jimwinsor


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I forgot to mention this, though: I had 3 governors at the time, each with different Oratory, but the roll was always d100 + 4.

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(in reply to Vic)
Post #: 24
RE: Open Beta Patch v1.01a-beta4 (last update 8 june!) - 6/8/2020 3:57:22 PM   
aperfecturkel

 

Posts: 42
Joined: 11/17/2017
Status: offline

quote:

ORIGINAL: Vic

bump. some more fixes made. thanks to all the people who send in reports about issues.

also.. as you can see i am first focussing on the most severe issues encountered before addressing for example interface or control improvements. but as time goes by i'll get there.


This is why you're the man, thanks Vic

(in reply to Vic)
Post #: 25
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 6/9/2020 7:44:31 PM   
Vic


Posts: 6682
Joined: 5/17/2004
Status: online
bump! couldn't wait and already posted the first beta patch for v1.02. Keep in mind the official v1.02 patch comes out tommorow. If you already copied the v1.02-beta1 files you'll have to copy them again after your official patch. But I don't like to wait with posting patches, hence...

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(in reply to Vic)
Post #: 26
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 6/9/2020 8:20:36 PM   
Clux


Posts: 127
Joined: 9/16/2018
Status: offline

quote:

ORIGINAL: Vic

bump! couldn't wait and already posted the first beta patch for v1.02. Keep in mind the official v1.02 patch comes out tommorow. If you already copied the v1.02-beta1 files you'll have to copy them again after your official patch. But I don't like to wait with posting patches, hence...

Thank you! the glitch of replacements was gamebreaking for me :( and now I can keep playing the rest of the day (Im from NA)

(in reply to Vic)
Post #: 27
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 6/9/2020 10:08:53 PM   
GodwinW


Posts: 499
Joined: 6/5/2020
Status: offline
Thank you for supporting this game!

quote:

-Increased the cost of the Ancient Archive Fate Stratagem from 2 FP to 4 FP *
-Ancient Archive and other random Tech picks are now limited to Tech Groups you have access too. I am sorry some people liked this, but it was really more overpowered than intended.


Purely based on reading this, I feel like this is a double nerf that seems like overkill.
Why? Because I never knew it could give techs outside what you had access to, and I didn't play them much (twice ever I think). I see them as potentially nice, but not that nice. So why both the doubling of FP and limiting it to a tech you have access to?

(in reply to Clux)
Post #: 28
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 6/9/2020 10:43:25 PM   
Novaliz


Posts: 194
Joined: 7/22/2007
Status: offline
I have noticed a sound delay whit the newest patch. When yo move a unit for example the sound plays a little bit later. Anyone else?

(in reply to GodwinW)
Post #: 29
RE: Open Beta Patch v1.02-beta1 (last update 9 june!) - 6/10/2020 12:43:22 AM   
aperfecturkel

 

Posts: 42
Joined: 11/17/2017
Status: offline
quote:

ORIGINAL: GodwinW

Thank you for supporting this game!

quote:

-Increased the cost of the Ancient Archive Fate Stratagem from 2 FP to 4 FP *
-Ancient Archive and other random Tech picks are now limited to Tech Groups you have access too. I am sorry some people liked this, but it was really more overpowered than intended.


Purely based on reading this, I feel like this is a double nerf that seems like overkill.
Why? Because I never knew it could give techs outside what you had access to, and I didn't play them much (twice ever I think). I see them as potentially nice, but not that nice. So why both the doubling of FP and limiting it to a tech you have access to?


You know, I definitely liked it before, but I do understand - would it perhaps be a worthy compromise if it had the potential to reveal technologies from any tech group you already have access to and techs from adjacent groups? We don't have to have the WHOLE tree ripe for the picking, but a moderate leap forward seems like a fun possible reward without being crazy, and feels thematically appropriate to the whole "delving ruins for relics of a technological golden age" vibe.

< Message edited by aperfecturkel -- 6/10/2020 12:46:13 AM >

(in reply to GodwinW)
Post #: 30
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