Posted May 29, 2019
Ophelium
Introvert
Ophelium Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2011
From United States
Hustlefan
Player 1
Hustlefan Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2017
From Germany
Posted May 29, 2019
high rated
Surviving Mars
Cernan Update (29 May 2019)
Green Planet:
Fixed several game freezes (reported by the community, related to RC transports in savegames, and Dozers)
Fixed terraforming info showing in infopanels in savegames started without Green Planet
Fixed Transport Optimization tech applying to RC Dozer
Fixed Lakes to check local (actual) temperature to determine frozen state (not global temperature)
Fixed terraforming buildings' Amplify upgrades to take into account Overcharge Amplifications breakthrough
Fixed RC Transport interacting with Open Farm crops
Fixed endless (toxic or water) rains
Fixed Outdoor Farms harvest not being collected by Drones
Added harvest information in tooltip of Open Farm
Added check for breakthrough availability when terraforming is disabled
Space Race:
Fixed flying Drones coming back to life after destruction
Fixed flying Drones affected by explosions when too high
Fixed Advanced Stirling Generator heat output in a cold area/during cold wave
Project Laika:
Added Encyclopedia entries for Ranch and Outside Ranch
Main Game:
Fixed crash when constructing buildings at the map border
Fixed several game freezes related to wisps (St Elmo's Fire Mystery)
Fixed game freeze occurring when a Drone is destroyed while embarked on a Rover
Fixed old savegames not applying current logic when accepting trade offers/converting Landing Pads
Fixed savegames displaying Seeds as farm crops in games without Green Planet
Fixed Drones unloading resources from Expedition Rocket when resources are loaded by RC Transport
Fixed events effects continuing when the event is completed (broken Drones in "Drone Prototypes")
Fixed display of tooltip in "Clear" button in Infopanel
Fixed display of dome radius
Fixed camera issue while zooming out during an ongoing marsquake
Fixed Drone behaviour when changing priority during construction (building is no longer cancelled)
Fixed resource allocation when destroying buildings
Fixed scripting logic choosing invalid events from planetary anomalies
Fixed colonists living in the nursery (it's time to grow up!)
Fixed Rocket cargo display when returning from expedition
Fixed Landing Pads becoming unusable after rocket construction
Fixed Trade Rockets accepting wrong amount of resources in automated mode
Fixed Large Dumping Site infopanel slider behaviour for desired amount of waste rock (controller-only)
Fixed UI scale not allowing passenger selection when set to maximum
Added hover and click sounds to main menu news feed
Added separate spots and fixed orientation of drones when constructing Rockets
Latitude and longitude coordinates are no longer translated to allow coordinates sharing in non-English versions of the game
Modding:
Added modding functionality for FX elements (sound, decal, light, colorization, particles)
Added modding functionality for Animals & Vegetation
Added Tech Field ModItem
Added message to indicate if a detected scripting error is related to a mod
Tables for Rival Colonies converted to global for easier modding
Updated modding documentation
Art asset fixes for the following additional content:
Green Planet
Space Race
Project Laika
Digital Deluxe Edition
Colony Design Set
Green Planet:
Fixed several game freezes (reported by the community, related to RC transports in savegames, and Dozers)
Fixed terraforming info showing in infopanels in savegames started without Green Planet
Fixed Transport Optimization tech applying to RC Dozer
Fixed Lakes to check local (actual) temperature to determine frozen state (not global temperature)
Fixed terraforming buildings' Amplify upgrades to take into account Overcharge Amplifications breakthrough
Fixed RC Transport interacting with Open Farm crops
Fixed endless (toxic or water) rains
Fixed Outdoor Farms harvest not being collected by Drones
Added harvest information in tooltip of Open Farm
Added check for breakthrough availability when terraforming is disabled
Space Race:
Fixed flying Drones coming back to life after destruction
Fixed flying Drones affected by explosions when too high
Fixed Advanced Stirling Generator heat output in a cold area/during cold wave
Project Laika:
Added Encyclopedia entries for Ranch and Outside Ranch
Main Game:
Fixed crash when constructing buildings at the map border
Fixed several game freezes related to wisps (St Elmo's Fire Mystery)
Fixed game freeze occurring when a Drone is destroyed while embarked on a Rover
Fixed old savegames not applying current logic when accepting trade offers/converting Landing Pads
Fixed savegames displaying Seeds as farm crops in games without Green Planet
Fixed Drones unloading resources from Expedition Rocket when resources are loaded by RC Transport
Fixed events effects continuing when the event is completed (broken Drones in "Drone Prototypes")
Fixed display of tooltip in "Clear" button in Infopanel
Fixed display of dome radius
Fixed camera issue while zooming out during an ongoing marsquake
Fixed Drone behaviour when changing priority during construction (building is no longer cancelled)
Fixed resource allocation when destroying buildings
Fixed scripting logic choosing invalid events from planetary anomalies
Fixed colonists living in the nursery (it's time to grow up!)
Fixed Rocket cargo display when returning from expedition
Fixed Landing Pads becoming unusable after rocket construction
Fixed Trade Rockets accepting wrong amount of resources in automated mode
Fixed Large Dumping Site infopanel slider behaviour for desired amount of waste rock (controller-only)
Fixed UI scale not allowing passenger selection when set to maximum
Added hover and click sounds to main menu news feed
Added separate spots and fixed orientation of drones when constructing Rockets
Latitude and longitude coordinates are no longer translated to allow coordinates sharing in non-English versions of the game
Modding:
Added modding functionality for FX elements (sound, decal, light, colorization, particles)
Added modding functionality for Animals & Vegetation
Added Tech Field ModItem
Added message to indicate if a detected scripting error is related to a mod
Tables for Rival Colonies converted to global for easier modding
Updated modding documentation
Art asset fixes for the following additional content:
Green Planet
Space Race
Project Laika
Digital Deluxe Edition
Colony Design Set
Post edited May 29, 2019 by Hustlefan
Edward_Carnby
All the lonely people...
Edward_Carnby Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jun 2012
From Russian Federation
Fairfox
New User
Fairfox Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2010
From United States
Posted May 29, 2019
Edward_Carnby: MWAHAHAAHAHA!
Battle Brothers
Update 1.3.0.20 (29 May 2019)
Fixed some incorrect tooltip numbers.
Fixed quest marker icon not clearing when aborting 'Armed Courier' contract during a twist where thieves steal the item you are to transport.
Fixed casualty being listed twice in the combat result screen when losing as a single character against a Hexe by being forced to commit suicide.
Fixed armor attachments on corpses not always showing.
Fixed issue with world map generator introduced with last update.
Fixed various minor issues.
g;lgfmjgfmgfkfggfr Battle Brothers
Update 1.3.0.20 (29 May 2019)
Fixed some incorrect tooltip numbers.
Fixed quest marker icon not clearing when aborting 'Armed Courier' contract during a twist where thieves steal the item you are to transport.
Fixed casualty being listed twice in the combat result screen when losing as a single character against a Hexe by being forced to commit suicide.
Fixed armor attachments on corpses not always showing.
Fixed issue with world map generator introduced with last update.
Fixed various minor issues.
imma just wait a month for 20 moar versions to release before i get it again
surfer1260
❐ Old User ❑
surfer1260 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2015
From Germany
Posted May 29, 2019
high rated
STAR WARS™: Knights of the Old Republic
Internal Update (29 May 2019)
- [WIN] removed legacy ATI fixes that could cause conflicts with modern GPU cards;
STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™
Internal Update (29 May 2019)
- [WIN] removed legacy ATI fixes that could cause conflicts with modern GPU cards;
Internal Update (29 May 2019)
- [WIN] removed legacy ATI fixes that could cause conflicts with modern GPU cards;
STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™
Internal Update (29 May 2019)
- [WIN] removed legacy ATI fixes that could cause conflicts with modern GPU cards;
xonar524
Batman Enthusiast
xonar524 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2016
From Germany
Posted May 30, 2019
high rated
Fight'N Rage
Patch 190525 (25 May 2019)
Lately I was interested in get a high refresh rate screen, in order to try adapt my games for refresh rates greater than
60hz, and yesterday, I had the opportunity to get a notebook with 144hz screen and I fallen in love with the great
mobility smoothness that a 144hz screen can show...Fortunately I had some suspicions about that will be great, and
some weeks ago, I was adapted the code in order to support such high rates...and, after some tweaks I got it done. =)
I have made an update that mainly includes support for high screen refresh rates (such 75 or 144hz). This will make
the game looks WAY smoother than before. If you have an high refresh rate screen, you will love it!
Additionally, the game contains some minor technical improvements...for example (that was from the previous silent
update, btw) adding custom translation is easier now...just place translation files in a folder names "translations" and
voila! The custom translations will be available from the game language menu (this is useful to people that would like
to work on custom translations and want to test them in the game more easily).
I hope you like this update and enjoy playing FnR in this new exciting way to enjoy games!
Patch 190525 (25 May 2019)
Lately I was interested in get a high refresh rate screen, in order to try adapt my games for refresh rates greater than
60hz, and yesterday, I had the opportunity to get a notebook with 144hz screen and I fallen in love with the great
mobility smoothness that a 144hz screen can show...Fortunately I had some suspicions about that will be great, and
some weeks ago, I was adapted the code in order to support such high rates...and, after some tweaks I got it done. =)
I have made an update that mainly includes support for high screen refresh rates (such 75 or 144hz). This will make
the game looks WAY smoother than before. If you have an high refresh rate screen, you will love it!
Additionally, the game contains some minor technical improvements...for example (that was from the previous silent
update, btw) adding custom translation is easier now...just place translation files in a folder names "translations" and
voila! The custom translations will be available from the game language menu (this is useful to people that would like
to work on custom translations and want to test them in the game more easily).
I hope you like this update and enjoy playing FnR in this new exciting way to enjoy games!
Post edited May 30, 2019 by xonar524
Hustlefan
Player 1
Hustlefan Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2017
From Germany
Posted May 30, 2019
high rated
Parkitect
Update 1.4 (29 May 2019)
Knight costume for Entertainer: A fitting costume for the medieval deco theme
Photo Spots: Encourage your guests with these new path objects to marvel at your scenery and take a photo of especially beautiful places
Boat Dark Ride: A pretty high-capacity gentle water ride where guests ride in boats through nicely themed scenery. The boats have no restraints so this ride is only capable of very small drops.
Flat ride modding support: Thanks to contributions by Michael P the Parkitect Asset Editor allows modders to create completely custom flat rides now, such as this Barrel Dance ride by p.marcell
Knight costume for Entertainer: A fitting costume for the medieval deco theme
Photo Spots: Encourage your guests with these new path objects to marvel at your scenery and take a photo of especially beautiful places
Boat Dark Ride: A pretty high-capacity gentle water ride where guests ride in boats through nicely themed scenery. The boats have no restraints so this ride is only capable of very small drops.
Flat ride modding support: Thanks to contributions by Michael P the Parkitect Asset Editor allows modders to create completely custom flat rides now, such as this Barrel Dance ride by p.marcell
Hustlefan
Player 1
Hustlefan Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: May 2017
From Germany
Posted May 30, 2019
high rated
surfer1260
❐ Old User ❑
surfer1260 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jul 2015
From Germany
Posted May 30, 2019
high rated
Dying Light: The Following – Enhanced Edition
Update 1.17 (30 May 2019)
- Fixed an issue that caused the game to sometimes crash on Windows 10
- Minor bug fixes
- General build stability increased
MarkoH01
The goose rules!
MarkoH01 Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jun 2009
From Germany
Posted May 30, 2019
high rated
Forgotton Anne has just been updated.
Changelog for Update 5.5.3 (30 May 2019)
In honor of Forgotton Anne’s 1 Year Anniversary, the game has been updated with Romanian and Ukrainian subtitles, and some pre-rendered cutscenes have been made skippable, in addition to minor polishes and optimizations.
Also, at the National Danish Game Awards, Forgotton Anne took home Best Debut, Best Visual Design, and Game of the Year!
Changelog for Update 5.5.3 (30 May 2019)
In honor of Forgotton Anne’s 1 Year Anniversary, the game has been updated with Romanian and Ukrainian subtitles, and some pre-rendered cutscenes have been made skippable, in addition to minor polishes and optimizations.
Also, at the National Danish Game Awards, Forgotton Anne took home Best Debut, Best Visual Design, and Game of the Year!
surfer1260:
Dying Light: The Following – Enhanced Edition
Update 1.17 (30 May 2019)
- Fixed an issue that caused the game to sometimes crash on Windows 10
- Minor bug fixes
- General build stability increased
Unfortunately the bug that the intro movie has English audio only still exists but they are working on it.Dying Light: The Following – Enhanced Edition
Update 1.17 (30 May 2019)
- Fixed an issue that caused the game to sometimes crash on Windows 10
- Minor bug fixes
- General build stability increased
Post edited May 30, 2019 by MarkoH01
Edward_Carnby
All the lonely people...
Edward_Carnby Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Jun 2012
From Russian Federation
Posted May 30, 2019
high rated
Strategic Command WWII: War in Europe
Update 1.16.02 (30 May 2019)
GAME ENGINE CHANGES/FIXES
fixed a CTD error when selecting naval units within a campaign that has no set weather zones.
fixed a CTD when entering a PURCHASE screen for a Major that has no available unit types to build for itself or for an applicable Minor.
fixed a FoW reveal error during the last turn replay for some players when they switched computers between turns.
Subs that dive from an attack will no longer pass through an enemy Land + Sea hex.
1939 Campaign
The UK’s Carrier Illustrious can now be deployed at any UK port in May 1940 (witpaemail).
ATOM RPG: Post-apocalyptic indie game
Update 1.1 (30 May 2019)
Finally the moment has come, when our game ATOM RPG is completely finished. In this update we balanced out melee weapons, added to the enemy AI, finalized all of the quests that were left unsolved in the previous update. The main thing, however, is the change of Dead City into a place full of new, unique characters with their own stories and quests. The map is now filled with points of interest and new locations.
20+ New locations;
40+ New unique characters;
20+ New quests;
Several kinds of new enemies including two types with unique AI behavior;
Added new AI tweaking support for modders;
Several new random encounters;
New craft armor made out of chitin;
New combat armor and spiked “Hedgehog” helmet;
Throwing weapons, both custom and common;
One new firearm and a special melee weapon;
New global map for the metro;
New hazards, including a radioactive sandstorm;
New animations;
New loading screen art;
New sounds and effects;
Several usable items can now be used multiple times from main slots without entering the inventory menu;
Dzhulbars has an ability to speak in certain conditions;
Stun works on enemies that were immune to it;
Other new minor gameplay enhancing features;
All of the bugs from the older version found by the testing team and the players are now fixed
Update 1.16.02 (30 May 2019)
GAME ENGINE CHANGES/FIXES
fixed a CTD error when selecting naval units within a campaign that has no set weather zones.
fixed a CTD when entering a PURCHASE screen for a Major that has no available unit types to build for itself or for an applicable Minor.
fixed a FoW reveal error during the last turn replay for some players when they switched computers between turns.
Subs that dive from an attack will no longer pass through an enemy Land + Sea hex.
1939 Campaign
The UK’s Carrier Illustrious can now be deployed at any UK port in May 1940 (witpaemail).
ATOM RPG: Post-apocalyptic indie game
Update 1.1 (30 May 2019)
Finally the moment has come, when our game ATOM RPG is completely finished. In this update we balanced out melee weapons, added to the enemy AI, finalized all of the quests that were left unsolved in the previous update. The main thing, however, is the change of Dead City into a place full of new, unique characters with their own stories and quests. The map is now filled with points of interest and new locations.
20+ New locations;
40+ New unique characters;
20+ New quests;
Several kinds of new enemies including two types with unique AI behavior;
Added new AI tweaking support for modders;
Several new random encounters;
New craft armor made out of chitin;
New combat armor and spiked “Hedgehog” helmet;
Throwing weapons, both custom and common;
One new firearm and a special melee weapon;
New global map for the metro;
New hazards, including a radioactive sandstorm;
New animations;
New loading screen art;
New sounds and effects;
Several usable items can now be used multiple times from main slots without entering the inventory menu;
Dzhulbars has an ability to speak in certain conditions;
Stun works on enemies that were immune to it;
Other new minor gameplay enhancing features;
All of the bugs from the older version found by the testing team and the players are now fixed
Geralt_of_Rivia
🐺 Gwynnbleid 🐺
Geralt_of_Rivia Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Apr 2009
From Austria
Posted May 30, 2019
high rated
Kenshi
Updated to 1.0.28
No changelog.
Updated to 1.0.28
No changelog.
HypersomniacLive
The Reluctant Voter
HypersomniacLive Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2011
From Vatican City
Posted May 30, 2019
high rated
Druidstone: The Secret of the Menhir Forest
Empires of the Undergrowth
Project Warlock
Patch 1.0.25 (30 May 2019)
- Improved boss AI in The Black-hooded Man
- Improved large enemy AI
- Fixed description of Warp ability
- Fixed Windows DPI scaling issues (window too large at startup)
- Fixed weird behavior when an enemy flies over a knocked out hero in the same square with a floor trigger
- Fixed issues with large enemies and portcullises
- Bug fix: you can spawnpush Oghmis behind forcefields in the Dark Ritual
- Bug fix: crash when a Magebane kills itself by casting lightning through an adjacent exploding barrel
- Bug fix: game crashes with "no max range" error in certain (rare) conditions in The Void
*** - Improved boss AI in The Black-hooded Man
- Improved large enemy AI
- Fixed description of Warp ability
- Fixed Windows DPI scaling issues (window too large at startup)
- Fixed weird behavior when an enemy flies over a knocked out hero in the same square with a floor trigger
- Fixed issues with large enemies and portcullises
- Bug fix: you can spawnpush Oghmis behind forcefields in the Dark Ritual
- Bug fix: crash when a Magebane kills itself by casting lightning through an adjacent exploding barrel
- Bug fix: game crashes with "no max range" error in certain (rare) conditions in The Void
Empires of the Undergrowth
Update 0.2023 (23 May 2019)
This is mostly a bug fix patch (should be the last before the freeplay update barring game breaking bugs) but also includes the final support for simplified Chinese and a couple of minor features.
As always do let us know if you find any bugs and we will continue to squash them as they come in!
Localisation
- Added the final simplified Chinese interface translations
- Removed the default English setting, allowing those with localised languages to default to their language (German or simplified Chinese)
- Purchase confirm dialogue now fits better with localised languages
- Repositioned some victory / defeat widgets to prevent overlap with subtitles
- Added a couple of missing German translations strings
Fixes
- Level setup dialogue no longer disappears off the bottom of the screen in certain languages with certain options
- Fixed an impenetrable tile visual
- Modified main menu textures so they do not stream (will appear full resolution when they appear)
- Graphical overlay now correctly shows the positive upgrade points coming from speed tiles
- Minor improvement of the positioning of numbers from tile upgrade overlay
- Food will no longer fall through the formicarium on load, and food lost due to falling should be moved to the surface on load
- Fixed an issue where the queen could get stuck doing the flinch animation
- Fixed a crash that could happen when drawing the resource overlay
- Fixed an issue where ants could get stuck inside formicarium plants and objects if fighting near them
- Possible fix for floating de-buff issue (please let us know if this is still occurring)
- Fixed an issue where rainforest creatures could only spawn in freeplay of woodlouse was set to spawn
- AI effects (such as stun or confuse) now force creatures to drop any other creature they are carrying (fixed praying mantises walking around with creatures in front of them)
- If carrying a creature but not using an ability, the creature is now dropped
- Removed food gathering from ants spawned into the formicarium through the post gate level spawner
- Possible fix for an issue where a tile was unbuild-able on after digging it out
- Upon finishing challenge 3 the players queen is restored to full health. If somehow a queen has died and the game has saved that queen will be respawned on load in the formicarium
- All sizes of whip spider capsule sizes reduced a lot (this prevents them spawning on top of objects when dropped into the formicarium but also meant more of them can get into a fight)
- Fixed a bug with pressing a tab after an overlay button
Improvements / changes
- Removed crystals from black ant tiles for minor performance boost
- Added biohazard symbol to tiles affected by refuse tiles in the upgrade overlay along with minus numbers
- Added in UI icons for tile upgrade, creatures and resources overlays to make it clearer they are available
- Army ant major frenzy effect now looks like a red glow rather than a cloud
- Added in an unlocked photo mode accessed through shift + photo mode key (F9 by default) - WARNING: Use of this will allow you to see off the edge of the map, under the floor, ect. We do not plan on changing these areas as they were never meant to be seen so bare this in mind.
- Tile upgrades overlay has seen a significant performance boost (75% reduction in frame rate drop)
- Creature info overlay has seen a moderate performance boost
- Held resources are now loaded held
- Fez hat now has physics
- Removed markers from the minimap on the hungry spider level
- Resources overlay will now not appear in the fog of war in freeplay, additionally some resources cannot be seen through the fog
*** This is mostly a bug fix patch (should be the last before the freeplay update barring game breaking bugs) but also includes the final support for simplified Chinese and a couple of minor features.
As always do let us know if you find any bugs and we will continue to squash them as they come in!
Localisation
- Added the final simplified Chinese interface translations
- Removed the default English setting, allowing those with localised languages to default to their language (German or simplified Chinese)
- Purchase confirm dialogue now fits better with localised languages
- Repositioned some victory / defeat widgets to prevent overlap with subtitles
- Added a couple of missing German translations strings
Fixes
- Level setup dialogue no longer disappears off the bottom of the screen in certain languages with certain options
- Fixed an impenetrable tile visual
- Modified main menu textures so they do not stream (will appear full resolution when they appear)
- Graphical overlay now correctly shows the positive upgrade points coming from speed tiles
- Minor improvement of the positioning of numbers from tile upgrade overlay
- Food will no longer fall through the formicarium on load, and food lost due to falling should be moved to the surface on load
- Fixed an issue where the queen could get stuck doing the flinch animation
- Fixed a crash that could happen when drawing the resource overlay
- Fixed an issue where ants could get stuck inside formicarium plants and objects if fighting near them
- Possible fix for floating de-buff issue (please let us know if this is still occurring)
- Fixed an issue where rainforest creatures could only spawn in freeplay of woodlouse was set to spawn
- AI effects (such as stun or confuse) now force creatures to drop any other creature they are carrying (fixed praying mantises walking around with creatures in front of them)
- If carrying a creature but not using an ability, the creature is now dropped
- Removed food gathering from ants spawned into the formicarium through the post gate level spawner
- Possible fix for an issue where a tile was unbuild-able on after digging it out
- Upon finishing challenge 3 the players queen is restored to full health. If somehow a queen has died and the game has saved that queen will be respawned on load in the formicarium
- All sizes of whip spider capsule sizes reduced a lot (this prevents them spawning on top of objects when dropped into the formicarium but also meant more of them can get into a fight)
- Fixed a bug with pressing a tab after an overlay button
Improvements / changes
- Removed crystals from black ant tiles for minor performance boost
- Added biohazard symbol to tiles affected by refuse tiles in the upgrade overlay along with minus numbers
- Added in UI icons for tile upgrade, creatures and resources overlays to make it clearer they are available
- Army ant major frenzy effect now looks like a red glow rather than a cloud
- Added in an unlocked photo mode accessed through shift + photo mode key (F9 by default) - WARNING: Use of this will allow you to see off the edge of the map, under the floor, ect. We do not plan on changing these areas as they were never meant to be seen so bare this in mind.
- Tile upgrades overlay has seen a significant performance boost (75% reduction in frame rate drop)
- Creature info overlay has seen a moderate performance boost
- Held resources are now loaded held
- Fez hat now has physics
- Removed markers from the minimap on the hungry spider level
- Resources overlay will now not appear in the fog of war in freeplay, additionally some resources cannot be seen through the fog
Project Warlock
HypersomniacLive
The Reluctant Voter
HypersomniacLive Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2011
From Vatican City
Posted May 30, 2019
high rated
Field of Glory II
Part I
Part I
Update 1.5.12 (30 May 2019)
Field of Glory: Empires:
- When Field of Glory: Empires is released, it will allow battles to be exported to be played out in FOG2. After the battle, FOG2 can be automatically closed and Empires opened, and the results of the battle imported into Empires.
Allies:
- It is now possible to choose to have allies from a different army list in custom battle armies. The main army list will provide the majority of the troops available for selection, the allies will provide a smaller proportion.
- The permitted allies are specified in the ArmyList file – as previously used for sandbox campaigns - based on known historical alliances. For historical reasons, where a small country and a large country were allied historically, the smaller country will be specified as an ally for the larger country, but often not vice versa. This is when it is deemed historically unlikely that the larger country’s troops would form a minority of the army, even if, for example, it sent a force to assist a client in regaining his throne.
- When the Geographical and Date filters are turned on, the list of permitted allies is also filtered for geographical proximity to the enemy state and date compatibility with both the enemy army list and any enemy allies list.
- Allied troops in custom battles are not required to deploy together under an ally general. This is not entirely historical, but is a “quality of life” game design decision, to avoid issues with deployment and group moves.
UI:
- Cohesion test details, with a list of all modifiers that applied, are now shown in the combat log and detailed close combat reports.
Gameplay:
- Hotseat Custom Battles now allow manual force selection for both sides.
- Mediterranean, North European, Middle Eastern and Tropical Marshy terrain maps added.
- In random maps, vegetation has been added to marshes to make them easier to spot.
- Slings can now shoot overhead from higher ground.
- Lancers now get +50 Impact POA in open terrain vs steady, non-charging Pikes, Offensive Spearmen or Defensive Spearmen. (i.e. their normal +100 POA is only half cancelled against these).
- Cataphracts now get +50 POA for swordsmen capability vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle. (i.e. their normal +100 POA is only half cancelled against these).
- Removed various “tells” giving away the position of hidden enemy units when they Fall Back, Form or Leave Square, Rout or Retreat. However, we have deliberately left in the notifications for units returning to the battlefield or rallying, even when these units are not visible, because otherwise players might think that the AI is cheating when these units reappear.
- Reduced number of additional generals available in tiny battles – this is primarily for very small Field of Glory: Empires battles.
- Xystophoroi now use a wedge formation of 5 figures. This is purely a change to the visual representation, because it looks cooler; nothing else has changed. The overall effects of their abilities and formation was already taken into account in their previous grading. Note that we are aware that some other historical units (e.g. Thracian heavy cavalry) also used wedge formation, but they share units with armies that didn’t, so we have left their formations unchanged.
AI:
- Flank charges against enemy that are not yet in combat moved to second AI pass so that other friends have the opportunity to engage the enemy first.
- Made retreating AI light troops do so on first AI pass even if Disrupted or Fragmented.
- Evady Cavalry/Camelry/Light Chariots will no longer allow themselves to be pinned by a light horse charge if they are also threatened with a possible flank/rear charge by non-light troops this turn. This was an unintended consequence of the previous change to prevent Cavalry/Camelry/Light Chariots from automatically evading from flank/rear charges by Light Horse. Note that it is still possible to pin them with light horse that start the turn in an adjacent square if the heavier charge threat is frontal.
- AI or pursuing cavalry will now never charge elephants unless the elephants are already Fragmented.
Multiplayer:
- Simplified retry process when sending End Turn or Save and Exit data if internet connection down or server does not respond. It is now only necessary to click the Proceed button on the "Failed to send the game to the server. Please check your connection and try again." popup to trigger the game to attempt to resend the data. Previously it was necessary to hit End Turn etc. again to trigger the resend, and there was a bug preventing a resend of a failed Save & Exit.
- Bugs affecting Mirrored MP challenges fixed. Mirrored Epic Battle challenges should now work correctly, but the fix only works for new challenges, not challenges created with previous versions of the game.
Campaigns:
- The AI side in “Ditch” battles, as found in Belisarius and Ashurbanipal campaigns, will now start advancing immediately.
- Campaign scoring now takes into account whether the campaign is being played on “Progressive” difficulty.
- Campaign Design:
- TWEAK now works for all decision types except: 1, 2, (15, 18, 19 - these should not be used in custom campaigns anyway).
Units
- Massed Greek Peltasts unit added - for various army lists.
Unit Cost adjustments:
- Expert Armoured Horse Archers (and equivalent units) – reduced from 72 to 66 points.
- Armoured Horse Archers (and equivalent units) – reduced from 57 to 52 points.
- Byzantine Flankers – reduced from 52 to 48 points.
- Persian Improvised Camelry – reduced from 60 to 56 points.
- Byzantine “above-average” lancers & archers – cost reduced from 55 to 54 points.
- Zealots – increased from 51 to 57 points.
- Veteran Samnite Foot – increased from 63 to 66 points.
- Veteran Dailami Foot – increased from 54 to 60 points.
- Mediocre Legionaries – reduced from 60 to 54 points.
- Imitation Legionaries – reduced from 54 points to 51 points.
- Early Imperial Roman Auxilia – reduced from 48 to 42 points.
- Legio Comitatenses - reduced from 54 to 51 points.
- Thorakitai – reduced from 54 to 51 points.
- Well-Armed Slaves – reduced from 46 to 44 points.
- Cretan archers – reduced from 42 to 39 points.
- Balearic Slingers – reduced from 36 to 33 points.
- Assyrian-style Mixed Medium Foot (Protected) – increased from 42 to 44 points.
- Assyrian-style Raw Mixed Medium Foot (Protected) – increased from 30 to 32 points.
- Assyrian-style Mixed Heavy Foot – reduced from 60 to 56 points.
Army Lists:
- Major revamp to the Thracian army lists, based on the authoritative work of Chris Webber (aka vakarr) as in his Mercenaries and Allies Mod. The new main-game versions of his lists contain only vanilla units, but remain extremely interesting from a historical and tactical point of view. There are now 11 different Thracian army lists covering the different Thracian groupings from 700 BC to 46 AD. For further reading, consult Chris Webber’s works: “The Gods of Battle: The Thracians at War, 1500 BC - 150 AD” (Pen & Sword Military) and “The Thracians 700 BC-AD 46” (Osprey Men-at-Arms series).
- Jewish 167-111 BC list divided into 167-164 and 163-111 lists. The latter gets some xystophoroi and raw pikes. Increased number of pikes available in 110-64 BC list.
- Greek Armoured Cavalry added to Roman 105-25 BC list.
- Added alternative 272-273 AD Palmyran army list for those who take the view that Zenobia would not have access to any local Roman troops in the war against Aurelian.
- Palmyran army lists changed to use “Eastern” archers.
- Massed Eastern archers added to Achaemenid Persian lists.
- Increased number of pike units available in many Hellenistic armies.
- Split Ptolemaic 320-167 BC list into separate 320-218 and 217-167 lists.
- Roman 285-424 AD custom/campaign battle auto-deployment changed to non-chequerboard.
- Added Libyan 549-301 BC list and changed start date of following list to 300 BC.
- Added Kyrenean 321-276 BC list.
- Added Dacian (Carpi) 107-380 AD list.
- Removed built-in Sarmatian allies from Dacian lists. They can be fielded by using a Sarmatian ally. Also added some Superior warbands to Dacian lists.
- Added Greek (Mercenary) 460-281 BC list. (Xenophon campaign changed to use this for Anabasis phases).
- Indian 545-599 AD list changed to use Indian-style lancers.
- Massed Greek Peltasts added to various lists.
Editor:
- Units in Editor will now consistently show banners – red for side 0 and blue for side 1 (if vanilla banner textures are in use). Default sidenames switched to match.
- Units with Editor-placed generals will show long banners.
- User Content Creation:
- Added ReSkinReinforcementUnit(id, reverse) function that can be used to reskin scripted reinforcement units with side-appropriate textures. Must be called once for each reinforcement unit after it is created in the scenario script. reverse == 0 means use usual side colours, reverse == 1 means use reversed side colours.
Manual:
- Slings can now shoot overhead from higher ground.
- Addition to Impact POA Chart: Lancers: (in open terrain only) +50 POA vs steady, non-charging Pikemen, Offensive Spearmen or Defensive Spearmen.
- Addition to Melee POA Chart: Mounted Swordsmen: +50 POA if Cataphracts vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle.
Field of Glory: Empires:
- When Field of Glory: Empires is released, it will allow battles to be exported to be played out in FOG2. After the battle, FOG2 can be automatically closed and Empires opened, and the results of the battle imported into Empires.
Allies:
- It is now possible to choose to have allies from a different army list in custom battle armies. The main army list will provide the majority of the troops available for selection, the allies will provide a smaller proportion.
- The permitted allies are specified in the ArmyList file – as previously used for sandbox campaigns - based on known historical alliances. For historical reasons, where a small country and a large country were allied historically, the smaller country will be specified as an ally for the larger country, but often not vice versa. This is when it is deemed historically unlikely that the larger country’s troops would form a minority of the army, even if, for example, it sent a force to assist a client in regaining his throne.
- When the Geographical and Date filters are turned on, the list of permitted allies is also filtered for geographical proximity to the enemy state and date compatibility with both the enemy army list and any enemy allies list.
- Allied troops in custom battles are not required to deploy together under an ally general. This is not entirely historical, but is a “quality of life” game design decision, to avoid issues with deployment and group moves.
UI:
- Cohesion test details, with a list of all modifiers that applied, are now shown in the combat log and detailed close combat reports.
Gameplay:
- Hotseat Custom Battles now allow manual force selection for both sides.
- Mediterranean, North European, Middle Eastern and Tropical Marshy terrain maps added.
- In random maps, vegetation has been added to marshes to make them easier to spot.
- Slings can now shoot overhead from higher ground.
- Lancers now get +50 Impact POA in open terrain vs steady, non-charging Pikes, Offensive Spearmen or Defensive Spearmen. (i.e. their normal +100 POA is only half cancelled against these).
- Cataphracts now get +50 POA for swordsmen capability vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle. (i.e. their normal +100 POA is only half cancelled against these).
- Removed various “tells” giving away the position of hidden enemy units when they Fall Back, Form or Leave Square, Rout or Retreat. However, we have deliberately left in the notifications for units returning to the battlefield or rallying, even when these units are not visible, because otherwise players might think that the AI is cheating when these units reappear.
- Reduced number of additional generals available in tiny battles – this is primarily for very small Field of Glory: Empires battles.
- Xystophoroi now use a wedge formation of 5 figures. This is purely a change to the visual representation, because it looks cooler; nothing else has changed. The overall effects of their abilities and formation was already taken into account in their previous grading. Note that we are aware that some other historical units (e.g. Thracian heavy cavalry) also used wedge formation, but they share units with armies that didn’t, so we have left their formations unchanged.
AI:
- Flank charges against enemy that are not yet in combat moved to second AI pass so that other friends have the opportunity to engage the enemy first.
- Made retreating AI light troops do so on first AI pass even if Disrupted or Fragmented.
- Evady Cavalry/Camelry/Light Chariots will no longer allow themselves to be pinned by a light horse charge if they are also threatened with a possible flank/rear charge by non-light troops this turn. This was an unintended consequence of the previous change to prevent Cavalry/Camelry/Light Chariots from automatically evading from flank/rear charges by Light Horse. Note that it is still possible to pin them with light horse that start the turn in an adjacent square if the heavier charge threat is frontal.
- AI or pursuing cavalry will now never charge elephants unless the elephants are already Fragmented.
Multiplayer:
- Simplified retry process when sending End Turn or Save and Exit data if internet connection down or server does not respond. It is now only necessary to click the Proceed button on the "Failed to send the game to the server. Please check your connection and try again." popup to trigger the game to attempt to resend the data. Previously it was necessary to hit End Turn etc. again to trigger the resend, and there was a bug preventing a resend of a failed Save & Exit.
- Bugs affecting Mirrored MP challenges fixed. Mirrored Epic Battle challenges should now work correctly, but the fix only works for new challenges, not challenges created with previous versions of the game.
Campaigns:
- The AI side in “Ditch” battles, as found in Belisarius and Ashurbanipal campaigns, will now start advancing immediately.
- Campaign scoring now takes into account whether the campaign is being played on “Progressive” difficulty.
- Campaign Design:
- TWEAK now works for all decision types except: 1, 2, (15, 18, 19 - these should not be used in custom campaigns anyway).
Units
- Massed Greek Peltasts unit added - for various army lists.
Unit Cost adjustments:
- Expert Armoured Horse Archers (and equivalent units) – reduced from 72 to 66 points.
- Armoured Horse Archers (and equivalent units) – reduced from 57 to 52 points.
- Byzantine Flankers – reduced from 52 to 48 points.
- Persian Improvised Camelry – reduced from 60 to 56 points.
- Byzantine “above-average” lancers & archers – cost reduced from 55 to 54 points.
- Zealots – increased from 51 to 57 points.
- Veteran Samnite Foot – increased from 63 to 66 points.
- Veteran Dailami Foot – increased from 54 to 60 points.
- Mediocre Legionaries – reduced from 60 to 54 points.
- Imitation Legionaries – reduced from 54 points to 51 points.
- Early Imperial Roman Auxilia – reduced from 48 to 42 points.
- Legio Comitatenses - reduced from 54 to 51 points.
- Thorakitai – reduced from 54 to 51 points.
- Well-Armed Slaves – reduced from 46 to 44 points.
- Cretan archers – reduced from 42 to 39 points.
- Balearic Slingers – reduced from 36 to 33 points.
- Assyrian-style Mixed Medium Foot (Protected) – increased from 42 to 44 points.
- Assyrian-style Raw Mixed Medium Foot (Protected) – increased from 30 to 32 points.
- Assyrian-style Mixed Heavy Foot – reduced from 60 to 56 points.
Army Lists:
- Major revamp to the Thracian army lists, based on the authoritative work of Chris Webber (aka vakarr) as in his Mercenaries and Allies Mod. The new main-game versions of his lists contain only vanilla units, but remain extremely interesting from a historical and tactical point of view. There are now 11 different Thracian army lists covering the different Thracian groupings from 700 BC to 46 AD. For further reading, consult Chris Webber’s works: “The Gods of Battle: The Thracians at War, 1500 BC - 150 AD” (Pen & Sword Military) and “The Thracians 700 BC-AD 46” (Osprey Men-at-Arms series).
- Jewish 167-111 BC list divided into 167-164 and 163-111 lists. The latter gets some xystophoroi and raw pikes. Increased number of pikes available in 110-64 BC list.
- Greek Armoured Cavalry added to Roman 105-25 BC list.
- Added alternative 272-273 AD Palmyran army list for those who take the view that Zenobia would not have access to any local Roman troops in the war against Aurelian.
- Palmyran army lists changed to use “Eastern” archers.
- Massed Eastern archers added to Achaemenid Persian lists.
- Increased number of pike units available in many Hellenistic armies.
- Split Ptolemaic 320-167 BC list into separate 320-218 and 217-167 lists.
- Roman 285-424 AD custom/campaign battle auto-deployment changed to non-chequerboard.
- Added Libyan 549-301 BC list and changed start date of following list to 300 BC.
- Added Kyrenean 321-276 BC list.
- Added Dacian (Carpi) 107-380 AD list.
- Removed built-in Sarmatian allies from Dacian lists. They can be fielded by using a Sarmatian ally. Also added some Superior warbands to Dacian lists.
- Added Greek (Mercenary) 460-281 BC list. (Xenophon campaign changed to use this for Anabasis phases).
- Indian 545-599 AD list changed to use Indian-style lancers.
- Massed Greek Peltasts added to various lists.
Editor:
- Units in Editor will now consistently show banners – red for side 0 and blue for side 1 (if vanilla banner textures are in use). Default sidenames switched to match.
- Units with Editor-placed generals will show long banners.
- User Content Creation:
- Added ReSkinReinforcementUnit(id, reverse) function that can be used to reskin scripted reinforcement units with side-appropriate textures. Must be called once for each reinforcement unit after it is created in the scenario script. reverse == 0 means use usual side colours, reverse == 1 means use reversed side colours.
Manual:
- Slings can now shoot overhead from higher ground.
- Addition to Impact POA Chart: Lancers: (in open terrain only) +50 POA vs steady, non-charging Pikemen, Offensive Spearmen or Defensive Spearmen.
- Addition to Melee POA Chart: Mounted Swordsmen: +50 POA if Cataphracts vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle.
HypersomniacLive
The Reluctant Voter
HypersomniacLive Sorry, data for given user is currently unavailable. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation... Unblock chat Registered: Sep 2011
From Vatican City
Posted May 30, 2019
high rated
Field of Glory II
Part II
Part II
Update 1.5.12 (30 May 2019)
Bug Fixes:
- Fixed bug that could sometimes cause group Undo to give extra AP to units that were blocked from moving in the group move. Note that the fix adds a slight (1-2 second) delay to the Undo icon appearing in group moves where a unit was blocked from moving.
- Fixed bug that could sometimes prevent a “Leave Square” move from being Undone.
- Plugged exploit where a unit blocking shooting could be moved out of the way so that the unit behind could shoot, and then Undo used to move the first unit back into its previous position.
- Fixed bug whereby a unit set as “Cannot Control”, and hence which could not be given single unit orders, could get included in a Group Move.
- Fixed issue of mixed units not showing all spearmen and archers in correct positions for a couple of seconds when first deployed or redeployed.
- Fixed bug that could cause game to crash in the few user-created Epic Battles scenarios using non-scripted reinforcements.
- Hopefully fixed rare bug where a dispersed unit sometimes continued to have a “ghost existence” – being invisible but targetable and blocking access to the square.
- Fixed two bugs affecting mirrored MP games. The fixes will only work for newly set up challenges, not for ones set up with the previous build.
- Fixed bug preventing resend of MP Save & Exit data if internet connect was down or the server did not respond on the first attempt.
- Fixed issue of very long MP chat messages getting truncated in the chat message display.
- Fixed bug that could prevent MP challenge from being created if player’s comment included the “/” character.
- Fixed MP bug that sometimes caused group turn made during side A’s deployment to be undone by Side B’s replay.
- Fixed disappearing shadows bug affecting Epic Battle maps with some sub 0 height level tiles (Granikos and Issos).
- Fixed team allocation (for player group moves) errors in Frigidus scenarios.
- Fixed bug that could sometimes prevent AI unit from turning to avoid being flank charged.
- Fixed bug that caused indecisive (nightfall) campaign victories to be listed as defeats in campaign score report.
- Fixed remounting bug on large units of dismounted noble lancers and armoured noble lancers. (They should not have been able to remount).
- Fixed bug that could show troop quality incorrectly in Multiplayer Skirmish setup Army List previews if game difficulty level set to Centurion or Deity.
- Fixed bug that prevented the map width from being reset to the appropriate narrower width when a smaller campaign battle follows a larger campaign or custom battle.
- Fixed bug that could allow pursuers to pursue off the map edge through terrain they would not normally pursue into.
Bug Fixes:
- Fixed bug that could sometimes cause group Undo to give extra AP to units that were blocked from moving in the group move. Note that the fix adds a slight (1-2 second) delay to the Undo icon appearing in group moves where a unit was blocked from moving.
- Fixed bug that could sometimes prevent a “Leave Square” move from being Undone.
- Plugged exploit where a unit blocking shooting could be moved out of the way so that the unit behind could shoot, and then Undo used to move the first unit back into its previous position.
- Fixed bug whereby a unit set as “Cannot Control”, and hence which could not be given single unit orders, could get included in a Group Move.
- Fixed issue of mixed units not showing all spearmen and archers in correct positions for a couple of seconds when first deployed or redeployed.
- Fixed bug that could cause game to crash in the few user-created Epic Battles scenarios using non-scripted reinforcements.
- Hopefully fixed rare bug where a dispersed unit sometimes continued to have a “ghost existence” – being invisible but targetable and blocking access to the square.
- Fixed two bugs affecting mirrored MP games. The fixes will only work for newly set up challenges, not for ones set up with the previous build.
- Fixed bug preventing resend of MP Save & Exit data if internet connect was down or the server did not respond on the first attempt.
- Fixed issue of very long MP chat messages getting truncated in the chat message display.
- Fixed bug that could prevent MP challenge from being created if player’s comment included the “/” character.
- Fixed MP bug that sometimes caused group turn made during side A’s deployment to be undone by Side B’s replay.
- Fixed disappearing shadows bug affecting Epic Battle maps with some sub 0 height level tiles (Granikos and Issos).
- Fixed team allocation (for player group moves) errors in Frigidus scenarios.
- Fixed bug that could sometimes prevent AI unit from turning to avoid being flank charged.
- Fixed bug that caused indecisive (nightfall) campaign victories to be listed as defeats in campaign score report.
- Fixed remounting bug on large units of dismounted noble lancers and armoured noble lancers. (They should not have been able to remount).
- Fixed bug that could show troop quality incorrectly in Multiplayer Skirmish setup Army List previews if game difficulty level set to Centurion or Deity.
- Fixed bug that prevented the map width from being reset to the appropriate narrower width when a smaller campaign battle follows a larger campaign or custom battle.
- Fixed bug that could allow pursuers to pursue off the map edge through terrain they would not normally pursue into.