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:
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 #59" in your "Dashboard Report".
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 -- 10/15/2020 4:36:31 PM >
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