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Open Beta Patch v1.05-beta4 (last update 9th Sep!)

 
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Open Beta Patch v1.05-beta4 (last update 9th Sep!) - 6/5/2020 10:32:51 AM   
Vic


Posts: 6946
Joined: 5/17/2004
Status: online
Hi,

This patch can be manually installed only over the official v1.05
Make sure you have the v1.05 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_v105-beta4.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 #56" in your "Dashboard Report".

Changelist to v1.05-beta4
-Fixed a crash during turn processing related to a Zone that lost its City, but that still exists.
-Fixed a small glitch in % of Raise Formation
-Fixed a loophole where you could upgrade/replace/scrap Militia Troops
-Fixed listbox glitch in Asset Management Tab not sorting Zones for SHQ selected.
-Fixed a faulty Logistical Preview when switching between Assets in Preview Mode.
-Fixed a glitch in the Transfer (SHQ > SHQ) Order
-Updated No Retreat Posture text *
-Removed Indep Quad MG Formation Type, as normal MG Formation Type can be used for it. *
-Adjusted 3 militia events for their Militia Profile change *
-Major that is out of game will no longer show up in the Regimes Reports.
-Fixed a loophole with making Zones tiny to funnel Rebel Unit placement (they might be outside Zone now as well)
-Fixed Arachnid weak attacks due to non-intended calibre Matrix effects *
-Reforming a missing OHQ now will set its SHQ to the one that is used by its remaining Units
-Irrespective of SHQ used (determined by Zone where you are reforming missing Unit/OHQ) you can restore any OHQ / Unit.
-You can now also reform a missing OHQ as a “blank” container.

Changelist to v1.05-beta3
-Fixed a faulty application of the negative effect of No Retreat Stratagem in the first combat round.
-Fixed a bug with direct load of game and the miniMap bugging out if you had not first looked at an Asset graphic
-Fixed a wrong cost being charged (compared to shown) for (Mass) Upgrade of Troops.
-Scientific Pact can no longer give you Techs that you do not have the pre-req for.
-Fixed the -15% Battlegroup attack penalty occurring in the wrong circumstances
-Fixed an issue where Seniority Points could drop below 0 for a Leader in the Reserve Pool, lowest points will now be 0.
-Fixed a Logistics glitch where the refocus count wasn’t always working as intended
-Fixed a Logistics glitch where after a number (of blocked or not) crossroads the Logistical Points would just stop advancing.
-When raising a missing Unit it is now also possible to raise it “blank” meaning without Troops inside it. This will allow the replacement troops to fill it up the next turn ( or allow you to manually buy replacement troops)
-Fixed a combat log issue (calcs where fine) with (very) close combat mentions
-Fixed a log issue with the governor skill % bonus (which was overstated in the log)
-Fixed a crash during AI move (surprise combat for AI)

Changelist to v1.05-beta2
-Units with more than 4 logistics items and a logistical warning label will have layout issue fixed now
-Diminished the social environment conditions effect for Eternity Cult
-Take my candidate decision should occur less often (though it occurs more often with low relation factions, this is intentional, as they want something back from you)
-The faction request to go to war with unaligned will not happen anymore
-Increased initial Food for each Army you start the game with
-Increased initial Farms if many Armies at start of game
-Increased initial Farms if high-tech level equips player with Biofuel Asset at start of game
-Logistical Extension production now visible in Asset Type Popup
-Fixed a crash in the history window
-Fixed number of Cult followers not decreasing when low % of followers and being persecuted
-Upgrade costs for equipment improved
-Fixed issue with SHQ Leader ending up in limbo when SHQ is disbanded
-Fixed issue with weird number with walkout decision with critical success roll
-Fixed abuse of SHQ Commander Trade Skill
-Fixed issue with Branching Rules not counting correctly (logistics)
-Fixed issue with 0 weight Items for Unit Supply costing Logistical Points.
-Replacement Troops will no longer be send to a Unit in a Hex where they’ll not be able to move out off

Notes for future manual corrections:
-When a single Asset is selected it will show its range not necc. As it will finally be deployed as other Assets might serve certain Pull Points first (before this Asset will serve Pull Points). Or in other words the preview range of a certain Asset is shown as if this would be the only Asset to serve all Pull Points.

Changelist to v1.05-beta1
-Fuel transfer bug when transferring GR Troops from SHQ to Battlegroup fixed
-Extra insurance added that AI Majors asleep (no units, no zones) get their relations with minors reset to peace.
-Fixed an issue where your Fate Pack could have less than 4 Stratagems (due to doubles already present), this will no longer happen.
-Factions that are open to the Non-aggression, Mutual Defense and Victory Pact in theory are Corporatists, Realpolitikers, Doctrinists and Humanists. (before this was not the case with Victory Pact) *
-Losing your secretary due to Defection will no longer leave his/her slot open and will now longer result in a -1 -1 statement, but a new secretary instead.
-Fixed a crash in a round 170 game related to a Leader Feat

*=requires new game start to be fixed

best wishes,
Vic

< Message edited by Vic -- 9/9/2020 6:47:56 AM >


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


Posts: 6946
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: 60
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: 22416
Joined: 10/4/2012
Status: online
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: 296
Joined: 8/18/2016
Status: offline
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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eXplorminate.co

(in reply to zakblood)
Post #: 5
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 1:37:43 PM   
Dan1911

 

Posts: 8
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: 1634
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: 6946
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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(in reply to Templer_12)
Post #: 8
RE: Open Beta Patch v1.01a-beta1 - 6/6/2020 5:41:36 PM   
eddieballgame

 

Posts: 348
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: 510
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: 11
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: 6946
Joined: 5/17/2004
Status: online
bump. v101a-beta2 has been posted!

best wishes,
Vic

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(in reply to Jorgas)
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: 348
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: 11
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: 963
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: 6946
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: 6946
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


Posts: 963
Joined: 11/21/2005
Status: offline
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: 6946
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: 178
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: 510
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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