Attention STEAM users: This patch can ONLY be installed over the MATRIX version of Shadow Empire. If you have the STEAM version you'll have to use the STEAM platforms integrated beta functionality. Note that the posting of beta's will lag a bit behind them being posted on Matrix.
So, dear Matrix players,
This patch can be manually installed only over the official v1.05 or v1.06 or any other v1.05 or v1.06 beta of course. 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:
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 #80" in your "Dashboard Report".
In order to test the new Air Forces addition you'll need to flag "Air Forces enabled" in the PLANET GENERATION setup page.
Changelist for v1.06.04 upload 2
-Made Alien Life a bit less dangerous (and less reproductive) on the lower difficulty settings, especially Beginner. On regular difficulty it will only be slightly easier. *
-Nudged a detailed combat rule quite a lot: Counter attacks diminish in strength after having done more than twice the number of attacks the individual can do.
-The Alien Critters max attacked variable was misconfigured. Has been fixed. Expect better results combatting them even for running games. *
Changelist for v1.06.04
-Fixed a graphics glitch in 2nd+ page of defenders in combat results.
-Added extra protective code to prevent the Stratagem crash (was due to Units being destroyed and invalidating the memory of previous unit selection numbering).
-Fixed a small bug with Advanced Sensors that was not being applied correctly.*
-Fixed the aircraft engine efficiency techs not being applied to higher engine counts.*
Changelist for v1.06.03
-Some typos fixed
-Fixed some alien critter graphics.
-Prevented a rare bug from forgetting to ensure player has water deposit close on some worlds
-Fixed a rare crash with Strategic Movement
-Fixed Militia Loss of Faith Stratagem
-Fixed some minor Air related SFX stuff
-Fine-tuned the cap on population emigration
-Reduced AI tendency to recruit rather too large independent units
-Shortened the helicopter movement sound
-Fixed a final number of faulty sized Alien Fauna graphics
Changelist to v1.06-beta2
-Fixed issue with battle calcs for Amorphous and Trapper Alien Fauna Feats, which were not triggering.
-Population migration from one Zone to another now logarithmically capped starting lightly from 2.5% of emigration source zone population and limiting it to an extreme maximum of 15% (before Exposure rules taken into account, because those could lead to much higher emigration).. This to avoid too sudden and too extreme shifts in Population between Zones.
-I am diminishing the effect of the reward value of salaries for Workers, Leaders and Soldiers based on income tax & sales tax settings. In short if you have high income tax (and to some degree high sales tax as well) there will be less incentive for the Population to work for those Credits. Quite a big nudge and fixes a lack of punishment of excessive high income tax rates.. (requires game restart if not started game with a recent v1.05-beta)
-Soldier salary effect is now compared with weighted pop and worker salaries instead of an average without taking their numbers into account. (requires game restart if not started game with a recent v1.05-beta)
-I increased the difficulty of raising Income Tax and capped it at a maximum (but still whopping) 80%. *
note: still planning to add some unrest zone events around high income taxation (but relatively low government profile) later on.
Changelist to v1.06-beta1b
-Added option in Prefs Tab (subtab called ‘game’) to switch on/off Slow AI moves during game
-Switched of some of the more fancy AI calculations if NOT using the slow AI
-Added some small general optimizations for AI Speed
Changelist to v1.06-beta1
-Fixed AI road spaghetti issues. The AI now cleans up a bit every 4 rounds. Don’t expect miracles, but the worst road nightmares will be fixed up. If you are running this beta in an existing game keep a sharp eye out if it is working as intended please.
-Added an “Easy Logistics” optional flag that doubles the Logistical Range and Points of your Assets. *
-XP spending on Skills is now much more varied and partly depending on the personality of the Leader *
-Payload optimization TECH now also has a positive impact on Bazooka firepower (and Armour Piercing Eff. already had) (and Manpad as well by the way!)*
-Recoded AI air production choices which was sticking with the original 1st version
-Fixed quality level settings for air for AI
-Helped AI with maximization of Items rules
-Fixed AI issue that caused it to not build SAM Launchers
-VTOL engines now has Turbojet Tech as a pre-req *
-You now need the Turbojet Tech for its 4 engine variant (oversight fixed) *
-Small 10% improvement to AI speed (every effort helps, right?)
Changelist to v1.05-beta20
-Fixed dogfight bonus in combat calculations
-Fixed an issue with in some cases a piece of vital front being void of frontline for the AI calcs. Caused weird retreats in some circumstances. No longer!
-Fixed initial Air Models with Tech Level 4 start, they’ll have a bit more range now*
-AI will now first go for developing a bomber aircraft before switching to fighter/recon helicopters or thopters
-Added Motorized AT OOB*
-Added Mech AT OOB*
-Added Motorized Flak OOB*
-Added Motorized Manpad OOB*
-Added Mechanized Manpad OOB*
-The AI was still building mixed heli/thopter/airplane Units, should be stopped for good now.
-Solved a nasty screw-up for the AI where it could run out of supply network due to huge Zones it can acquire
-Fixed a negative range issue with some helicopter configurations
-Did some long AI game tests (will do some more for day 1 patch)
Changelist to v1.05-beta19
-Spend a lot of time quality-assuring the formulas that make the Air Models to make sure they work as intended in the different air pressure & gravity combinations that are possible.
Changelist to v1.05-beta18
-Saying “negative!” to a non-viable design will now allow you to redesign it (with in yellow highlighted your previous choices)
-Adjusted maximum ground speed calculations by completely rewriting them and using a separate critical ground speed variable.
-Adjusted maximum range calculation to only to take a (now also smaller hit) if the atmosphere is in fact thicker than the gravity (added drag) to compensate for the much more efficient motors and lift in such an atmosphere.
-Engine Efficiency now has more impact on the force generated per fuel unit. It is also displayed now when you are making your design choices.
-Values in different Gravity/Air Pressure combinations seem reasonable now… But keep in mind that if Gravity > Air Pressure it is seriously limiting the range of Aircraft.
-Reworked the AI Flak Unit production and movement completely
-Flak is spread over Assets/Cities and Units according to a threat analysis
-The threat analysis can also impact the priority production of extra flak will get
-Flak units will now try to find an optimum between staying safe and also covering as many friendly units as possible.
-Gave the AI some slight troops production cost bonuses to help compensate for the added complexity with air and flak. But only getting pronounced on hard and higher.
Changelist to v1.05-beta17
-Fixed a always-crash during AI processing caused with beta16
-Nothing else, but I am halfway to reworking some AI Air and Flak placement algorithms
Changelist to v1.05-beta16
-Air Recon no longer starts with explosion
-When you now redesign an Aircraft Model (negative command at end) the previous choices you made will be indicated with a † symbol and highlighted in yellow to help you fine-tune your design.
-Adjusted the initial free model algorithms to even grant you initial air model (and unit) under difficult circumstances (like lower air pressure than gravity)
-Added an extra check to avoid UNCLEAR relation Minors to take Asset hexes from you
-Finetuned maximum distance in Air Model calculations better taking into account the double edged sword of air pressure… which one the hand makes the propeller/jet engines work better, but on the other hand gives more air resistance to movement. -Leading to often some higher fuel consumption rates as well, which is a good thing for balance.
-Finetuned very low air pressure effects on Air Model calculations.
-Included some linear/logarithmic maximizers for some extreme conditions for the Air Models.
-Decreased the Firepower vs Ground for the various weaponry, except rockets
-Though the speed of sound is lower in lower air pressure i am allowing for higher critical speeds when the air pressure gets really low since the effect of passing any sound barrier in like 100mbar atmosphere will be much less violent.
-Improved description for various Air Model Types also showing their equipment level maximums and minimum airbase level.
Changelist to v1.05-beta15b-2
-You only and exclusively need propellor tech now for ultralight model type discovery. This fixes something i broke in earlier beta. You’ll be able to discover air model types now with propellor tech researched. * (this requires a game restart however)
Changelist to v1.05-beta15b
-Fixed the game setup “use Air Forces” flag. If not flagged it is now really NOT used. Before it caused a corrupted game to start without this flag. Big thanks to Bulldog for spotting the elephant bug in the room.
-Fixed a crash I just introduced with beta15 when watching map generation during setup.
-Removed the hidden-for-player maximum range bonus of 25% on creation
-Maximized the maximum range of Aircraft to 40 Hexes using a semi-logarithmic decrease algorithm after a range of about 12 Hexes.
Changelist to v1.05-beta15
-Improved the maximum speed calculation for new Air Model designs. *
-Improved the critical speed limit to make some differentiation for aerodynamics <50. *
-Removed some upkeep skill checks for Air Units
-Fixed Air Skills which now depend on War Stat (instead of Cha Stat) *
-Fixed a typo with propeller in tech types *
-You can now also call your Air Force Research Council to change its research
-Added Tech PreReq is the mouseovers of the Techs in the Management Tech Window. Was about time right?
-Aliens with Burrower Faua Feat have better defense against air attack now *
-High Altitude Air Models have lowered Recon Points
-Fixed issue with Air research when both Councils present and still a left-over air tech research project with the Military Research Council (you can keep it now)
-For Management Air Models overviews I Moved Air Combat Mods for Round1,2 to the Popup to make space for showing the Horsepower:Weight Ratio and if the design is in theory hypersonic and aerodynamic rating.
-You can no longer initiate an Air Bridge to a target Hex with inadequate Airbase Level
-Air Bridges without adequate Airbase Levels will not execute anymore
-Stopped Air OHQ emptying out troops if they have been classed as Obsolete, swapping for better with SHQ is allowed.
-New Air OHQ will no longer use obsolete quality troops (otherwise it will disband directly after)
-Added on map Airbase symbols
Changelist to v1.05-beta14
-Fixed crash with Leader OHQ Skills inspection in Reports
-Fixed issue with too often only maritime alien fauna present with Planet Generation
-New Alien Fauna behaviour Feats and their impact in movements now implemented *
-New Alien Fauna reproduction implemented *
-This concludes the new functionality for the Alien Fauna (except for fixes of course)
-HV Guns Tech now available at Tech Level 4 start *
-No longer Solitary + Social combi for Alien Fauna *
-No longer allowing to assign Air OHQ to another OHQ
-Fixed a crash with Missing HQ subtab
-Fixed a setup problem (caused in earlier beta) for PBEM games where initial armies where always maxed out
Changelist to v1.05-beta13
-Added Alien Fauna subspecies introduced for more diversity *
-Added Fauna Feats for more diverse combat and interaction *
-Fixed some graphic format issues for some Alien Fauna (there are 100s so some glitches snook in)
(dev note: Still have to change behaviours for this Alien Fauna update, coming at the latest this weekend)
-In Raise Formation we have hidden Air Formations you do not yet have the Air Models for
-Can now develop your discover your first Air Model with something else than Propellor Engine (finding more advanced tech for example) *
-Added a visual green/red block and Airbase level for each aircraft subformation in a formation so you can quickly see if you have an issue.
-Fixed a crash related to Airbridge execution
-Airfield still in construction no longer enables that Airbase Level (next turn goes into effect)
-Blocked Decisions giving Unit Feats from triggering for Air Units
-No longer possible to Raise non-VTOL Aircraft Formations on Hexes with inadequate or no Airfield Level
-Fixed double log creation for Air Models for Model Design Log *
-Fixed issue with not allowing building Air Base in same Hex as Truck Station *
-AI got some improvements, but it also made it slower. So I added a flag that allows you to chose speed or better operational unit movement when setting up your planet *
-Fixed an issue with max ground speed that was sometimes to low and made it impossible to get a viable model designed (fixed for new models only)
-Fixed a crash due to faulty AI Air algorithm (round 30)
-Fixed missing SFX with some air attacks
Changelist to v1.05-beta12
-Fixed to low ammo usage in combat
-Increased ammo stockage with 50% for air units *
-Air Units should no longer get Unit Feats *
-Fixed an issue with Rocket Engine aircraft graphics (that were missing the frame graphic) *
-Once you have the Air Research Council present the Military Research Council will no longer try to Discover Air Techs (or allow you to research the discovered ones)
-Fixed spelling error with “ultalight” *
-Tech requirement for Heavy and Very Heavy Rocket Engines now enforced *
-Fixed bug in PBEM game with Godfather leaving and corrupting another leader stats
-Fixed a glitch in the effects on relations when shuffling budget
-Fixed spelling of propeller engine *
-Fixed a crash during turn processing related to Air Bridges
Changelist to v1.05-beta11
-Fixed some wrongly named graphic files for Alien Fauna *
-Fixed faulty description for Airbase Asset. *
-Tech Level 5 + Air Forces start now provides an initial Airbase Level 3. *
-Fixed calculation error with the attack values of aircraft designs versus ground targets (was too powerful) *
-Fixed a layout issue in Aircraft Design orders
-Fixed max ground speed preview during Aircraft Model Design
-Fixed the Air Force Research Council which was not working *
-Fixed a missing medium graphics for light aircraft model type *
-Fixed a big problem with Air and buying Replacement Troops (either at Unit or for SHQ).
-Fixed description for different Air Roles during Aircraft Model Design.
Changelist to v1.05-beta10
-Added Air Forces (Extra manual chapter PDF included) *
-Added much more varied Alien Fauna graphics *
-Some improvements made to the operational military AI
-Fixed SHQ not being charged of Items cost like Fuel when delivering Troops for new to be raised Formation
-Upon Declare War you lose Trade and Research deals and any embassy will close
Changelist to v1.05-beta9
-Fixed to-high costs for Upgrades (more than predicted by the interface)
-PBEM game setup will now not ensure all players have the same size of starting armies.
-Fixed a bug introduced with beta8 that was causing Zones to be Lost/Gained due to Strategic Transfer
Changelist to v1.05-beta8
-Fixed max armour description and choice for med and heavy tank *
-Fixed a militia with not enough troops glitch (in later game)
-Fixed a glitch in the Trooptype popup for the Qty of partially hidden enemy troops
-Fixed a crash with Rebel Decision (probably due to latest beta versions)
Changelist to v1.05-beta7b
-Fixed a newly caused crash with Model creation and inspection
Changelist to v1.05-beta7
-Fixed a crash during AI turn (due to combat modifier exceeding 30 different ones)
-Fixed some errors in the statistics in the Stats tab concerning Unit logistics ( I think.. i think. if the issue still persists please send a savegame to firstname.lastname@example.org)
-Fixed a glitch where you could not transfer
-Fixed a bug in the casualties inflicted statistics (stats tab)
-Fate and Artifact Stratagems now also playable on Secretary *
-Provocation and some others should display correct difficulty when targeting a human played regime now
-Methane Synthesis plant now needs water as well *
*=requires a game restart with this version (or higher) to go into effect
Changelist to v1.05-beta6b
-Fixed a crash with end turn
Changelist to v1.05-beta6 (upload 2)
-Fixed the graphicsAlt directory feature
Changelist to v1.05-beta6
-Behind the scenes code changes for future features, just testing nothing goes haywire with these being present. Just stating this to be complete in these change lists. Don’t expect any issues.
-Fixed an error with mass upgrade caused with 105-beta5
-Changing HQ of an OHQ causes -15% Readiness loss for all Units in the OHQ
-Changing HQ of an Independent Unit causes -30% Readiness loss.
-For modding: If the GraphicsAlt directory is present in the core directory (where .exe resides) and a graphic from the Graphics directory is also present in this GraphicsAlt directory it will be used instead of the original graphic. This allows using graphics mods without replacing artwork. Might need some more testing. Why? Mostly needed for future of SE.
-Fixed a glitch with resolution change (or PBEM game where players have different resolutions) with the title bar in the top-right moving to strange places.
-Vidcom artwork displayed at lower resolutions than HD is now scaled (unless it is used to render for example Stratagem Cards or Tech discoveries, etc..). Its nice for lower res users to see more of the graphical imagery.
Changelist to v1.05-beta5
-Fixed a bug with Resigning in 3+ PBEM game (added first in beta4b private build)
-Fixed mouse-over for re-assigning independent Unit from one OHQ to another.
-Fixed a glitch where an AI could research Techs in a Tech Group it had not mastered yet
-Fixed a bug that was caused with v1.05-beta2 that was blocking replacement troops from arriving in many circumstances
-Fixed a bug with ageing not always working as intended
-Permanently fixed the false “0% close combat” combat detail mention that I said I fixed earlier
-Fixed a glitch with the Training Stratagem and XP growth
-Fixed an issue with edge case logistical points (just enough) and a resulting troops upgrade glitch
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
< Message edited by Vic -- 12/1/2020 9:13:07 PM >
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