Added an option to select a graphics API to use. Available options are: 8-bit DirectDraw, 32-bit DirectDraw, Direct3D 7, Direct3D 9 (CPU palette transform), Direct3D 9 (shader palette transform). The Steam overlay is now accessible when using the Direct3D API.
Added options to control vertical synchronization and enable additional assisted vertical synchronization.
The “/open” command can now be used to reopen WormNET games.
Translatable strings have been moved into external text files. Various translations have been updated with user-contributed improvements.
Various other fixes and improvements. A full change log with more details is available in the “Worms Armageddon Update Documentation” file included with the game.
As I work on tracking down as many patches as I can to share, I keep learning about games which I’ve never heard of prior to seeing that patches are out for them. March of the Eagles is one of these games, a strategy wargame from Paradox Interactive, has just released patch 1.01:
MAJOR
Intercept works when moving to the province.
No merging of wars.
Changed retreat to have maximum days.
userdir.txt can now be used to set user directory (ie settings and save games)
Added minimize button to single unit panel.
low morale units cannot move into hostile provinces
Added disable sound and music separate and just not disable master.
Added weather effect on island fortress.
Flanks that flee during first hours of combat take more casualties
MINOR
fixed Gameplay Small armies running around the battlefield that is quite hard to get rid of
fixed Naval AI: tries to blockage as much as it can even with a too small fleet
fixed Transport shouldn’t increase positioning as much
Naval ai more able to start blockades.
Blockade ai uses intercept
Fixed Spelling error in Military Access messages
Fixed Spelling errors in Tutorial Chapter 5, Page 7
Fixed [Map/Decision] Lauenburg, Berg & Kingdom of westphalia
Fixed Objectives review – adding and moving some objectives
Added validation data to ledger interface military tab to prevent CTD due to invalid army.
Changed some strange garrison related checks in combat system.
More guarantees from the ai.
Fixed Morocco does not have a capital
Fixed 2107: Guriev to Orenburg
Fixed Event Mustafa IV for OE
Fixed Map: Knin 945 complain
Fixed Missing Berg Ruler
Fixed Tooltip gives monthly replacement rate, but says daily.
Fixed Can’t create westphalia if satellites?
Fixed No HEADER in WE HAVE DISBANDED COALITION message
Fixed march to sound of guns to not teleport over blocked straits.
Fixed garrison correct retreat if attacked outside fort.
Ai redistribution of leaders.
Bombard phase more dependent of leader skill.
Fixed Unit Mislabeled in the French OOB
Fixed Map: cores changes
Fixed Unit Graphics are the wrong countries in the 2e Corps
Changed naval experience scale to match the 1 ship squadron size.
Added tooltip to single unit panel minimize/maximize.
Corrected retreat behavior when fighting at fort.
optimized owner area pathfind
large army ai
fixed leader frontage trait
automatic flank composition slightly better at getting commands.
starting relations between aus – tur better
peace ai more prone to accept good peace deals in long wars
peace ai more prone to demand peace deals in long wars
Fixed reserves getting targeted when they should be safe.
Fixed transfer subunit issue with “dead” brigades.
Fixed fault in checkhideinfortress.
Fixed AI peace offer occupied check and tweaked the spam frequency.
Remade faulty supply coeff + fixed tooltip.
Fixed culture map mode problems
Changed trigger tooltip to use X instead of * for false.
Changed so CallAllyActions localization ACTOR allways is the coalition leader.
Concede defeat victor prestige gain is now capped to the defeated prestige.
Hide in fort units will not automatic join combat in besieged province
Fixed repair at sea.
Fixed redundant “Battle of” in warscore tooltip.
Removed warscore tooltip battle entries with value less that 0.1
Fixed automatic return of expeditionary forces when not fighting wars together and not in coalition
Fixed AI regular army not to try to leave fortress under siege if no chance to win.
Fixed hiding in fortress not to trigger false when enemy is moving from province and thus attacking them.
Fixed dominant check to take the country with highest dominance score as successor. Second check is on country strength.
Mass Extractor Veterancy – Securing and protecting mass deposits is now vital to mid-term and long-term gameplay. Base unit cost and base Mass output has been reduced to half of the previous values. Mass Extractors will slowly increase in effectiveness as they accumulate veterancy until at 18 minutes they double their effectiveness.
All units built at Land Factories have had their visual scale reduced by 25%.
Players are now able to see the health value of enemy units.
Fix for veterancy bar not displaying properly.
Fix for Illuminate teleport ability overwriting the transport ability.
Fix for Air units not receiving their LOS buff after being built.
Fix for Pullinsmash ability remaining active when placed in a transport.
Fix for some abilities to be activated more than once if activated very quickly.
Fix for redirector not redirecting nukes if the launcher was previously destroyed.
AI:
Updated the way the neural networks train. Integrated new neural network dataset.
Improved AI’s use of transports
Fix for AI bases not realizing their extractor spots were full.
AI is now able to build on floating islands and mesas again.
Fix for AI trying to expand to areas it cannot reach.
Fix for scouting positions that were under water.
Scouts will try to avoid defenses more.
Fix for AI engineers trying to reclaim something it cannot path to.
Fixes for AI microing.
Fix for AI determining a platoon’s min firing range.
Neural platoon code cleanup.
Fix for AI not building Aegis.
Fix for AI not scouting with land when it has an air factory, but no air units.
Changed the way the AI counts the number of air attack units it has.
Adjusted when the AI will build a radar in an expansion.
Changed the rate at which threat from mobile enemies decays.
AI platoons will now take threat into account again.
Clinkz: Fixed Death Pact healing Clinkz under Ice Blast debuff.
Gyrocopter: Fixed Flak Cannon killing couriers
Sniper: Fixed Headshot not working on units like Spirit Bear, Warlock’s Golem, etc.
Sniper: Fixed Shrapnel doing slightly less damage than intended to towers.
Sniper: Fixed Headshot’s physical damage bonus being blocked by Magic Immunity.
Spectre: Added a short grace period to walking off the Spectral Dagger path before collision is restored
Spiritbreaker: Fixed Magic Immune units being ignored by the AOE greater bash procs from Charge of Darkness and Scepter Nether Strike.
Tusk: Fixed some cases where Ice Shards could get units stuck
Wisp: Fixed Tether sometimes ending prematurely if Relocate was cast before Tether.
Wisp: Fixed Relocating units sometimes walking away to do a previous behavior.
Fixed Roshan’s aoe Slam damage type being physical rather than magical (and thus hurting Familiars).
Fixed creeps and neutrals sometimes not responding to long range spells.
Fixed Blink Dagger self-cast to work consistently.
Visage: Fixed a number of incorrect spell interactions with Familiars.
Fixed Cheese not having a cooldown
Fixed Cheese not stacking in inventory
Enabled Timbersaw in Captain’s Mode in Latest Version (Tournament Version next week)
Local games are no longer automatically unpaused.
Audio
Added sound effects to the Dashboard.
Added sound effects for various Tiny deaths.
Updated Mjollnir sound effect.
Updated Maelstrom sound effect.
UI
Items held by the courier are now included in a player’s Net Worth.
Fixed the sorting of Teams List under the Community tab.
Fixed courier and ward previewing in the backpack.
Fixed the scrollbar being hidden when a schedule had a full page of tournaments in a single month.
Live games list now displays the game mode.
Fiery Soul of the Slayer’s custom minimap icon only draws for the player that owns the item.
Re-positioned end game survey to not block the chat.
Teams that haven’t played a team matchmaking game in the last 7 days will now show up as being “inactive” in WebAPI calls.
Improved performance of chat channels in the Dashboard.
Visuals
Revised overhead Soul Assumption indicator.
Fixed Smoke of Deceit AOE visual effect showing for enemies if the caster is hidden
Added in-game models for when the following items are dropped from inventory into the world: Divine Rapier, Healing Salve, Clarity, Dust of Appearance, Bottle, and Bootes of Speed
Bots
Added Lion bot.
Added Omniknight bot.
Made a number of adjustments to loadouts and builds based on community feedback.
Bots now know how to use Rod of Atos, Tranquil Boots, Abyssal Blade, Heaven’s Halberd, and Veil of Dischord.
Bots will no longer go to the Side Shop with a full inventory if they aren’t willing to sell anything.
Generic summoned units (Necro units, Illusions, etc) now have basic bot AIs, so they can act independently from their owner.
Fixed bots interrupting their teleports.
Bots will be less aggressive when they have stacks of Sticky Napalm on them.
Bots will now only use Refresher Orb if they want to cast big ticket abilities.
Fixed Witch Doctor bot spam-toggling Voodoo Restoration when he simply wanted to activate it.
Witch Doctor is less likely to use Death Ward on units that are about to die anyways.
Bots now establish their lanes at 0:15 (changed from 0:30), which makes jungling the initial creep spawn eaiser without confusing them about what lane you’re in.
Bots will no longer go for runes that may or may not be there if it’s been a while since their spawn time.
When there are no wards up, bots are now smarter about only warding the closer rune location.
Workshop
Added general support for importing any Ability/Spell related model. Currently just supporting Beastmaster Boars.
Reworked the “View My Submissions” page to better handle a large number of submissions (sorting/pagination/bug fixes)
Fixed submission preview images not being set correctly.
Fixed a bug where updating an existing submission could set incorrect tags on the submission.
Disabled the Workshop in the Test client to prevent confusion.
I have this game, and it looks really interesting, but I confess I haven’t played it yet. Nonetheless, here’s a bunch of changes in the latest updates for Towns:
Version 11a
Change:
Reduced the heroes appearing rate
All the roofs but the broken one and the straw one will block fluids
Cooking a fish now takes a bit longer
Fix:
Health points being reset to a living entity base stats while receive any effect
Snow birds missing graphics for older save games
Version 11
Add:
Citizen jobs and groups
Light items
Configurable FX and music volume
Fishing dock and fishing set items, used for fishing
Food variety bonus
“Interior” roofs
Possibility to set a square area for certain actions instead of a row (IE. planting wheat, building scaffolds)
New customizable priorities (move_to_caravan, build_buildings and feed_animals)
Toggable 3D mouse. Useful to build things on other layers than the current one
New walls and, a new wooden road item, a well and a pond
Ogre, werewolf, snickers, fire head and ghoul isometric graphics
New living, the Snoat! (Snow goat). It replaces the old reindeers and does
Flat blocks for the wheat and all the roofs
Chance to idle livings to move more than 1 cell
Animated living entities even when they do not move (birds, brownie bar rider, ghosts and fire head)
Enemies stats when you right click on them
New damage types and resistances to weapons, armors and monsters
Change:
Spanish names for the armor sets
Almost all the effects but the direct ones will not notify with a message when a living receives it
Military items are not displayed on the livings panel if the living have the graphic change effect (IE. Citizen turned to a pig)
Townies will stop the “Move to caravan” and the “Autoequip” tasks to eat if necessary
Big sieges will not stuck the citizens when search a path
Menu item “Delete” by “Delete scaffolds”
Dynamic pile/container configuration panel
Items and livings now are shadowed if they stand in a dark cell
Reduced drop percentage to heads and bones
Green block and green road now needs green color instead of yellow flowers to be built
Wooden block and Wooden moss block removed from the utilities type
Increased the difficulty of the last dungeon
Bone carver item has been removed from the bone armor prerequisites (still in the menu for save compatibility)
Now you can set the maximum stock you want in the “burn items” actions
Military prices increased a bit. Spider bow value reduced.
Remove:
Snow birds
Fix:
Empty group names no longer allowed
Mini issues/typos in the xmls
Citizens no longer will change their mining point after other citizens ends their mine tasks
Crash when a citizen decides to drop an item when he just died (over a stockpile)
Incorrect coins ammount was being displayed when loading a saved game (The issue didn’t affect the real coins ammount)
Occasions when a citizen has two rooms while changing personal room owner
Tooltips in a soldier panel when the soldier list is empty
Citizens won’t move locked items on certain conditions
Only 1 auto-production item was placed on the queue on some circumstances
Freeze when a wounded citizen uses a 2nd level dormitory bed
Projectiles data are loaded properly when you load a game (this avoids the “null sticks null” messages)
Equipment menus are no longer partly rendered out of the screen
Modders:
New tag on the livingentities.xml. Possible values are true or false (default). Used on birds, brownie bat rider, ghosts and fire head
New tag on the items.xml. Possible values are true or false (default). Used on windows and glass walls
New tag on the items.xml. It allows a numerical value (default 0). Used on items that produce light
New , and tag on the items.xml. It allows the values FULL, HALF or NONE (default). Used on items that produce light
New tag on the actions.xml. Possible valueas are true or false (default). Used on the “burn items” actions. This way the stock number acts as a maximum
Another game I’m sadly unfamiliar with (but it looks great from what I’ve seen just looking it up), Endless Space gets a fairly substantial update to version 1.0.65:
CHANGES AND ADDITIONS
Add-On introduction and illustration
Victory warnings alert messages
Improved blockade effects: now activated on guard and invasion only
New scrapping button for unnecessary improvements on the Empire view
Tax rate tooltip in the Empire view
Reworked game speed effects:
Outpost are converted into colony in 15 turns (fast), 30 turns (normal), 45 turns (slow)
Ownership progresses 2x faster in fast and 2x slower in slow
Bushido, revenge and other traits linked to a turn limit are now bind to the game speed
Locus point limit is now affected by the game speed
Invasion progress is multiplied by 2 in fast and divided by 2 in slow
Max Invasion Limit is now 50% in fast and 12% in slow
FREE WEEKEND REWARDS
4 new heroes with their own biography and illustration
Pirate
Deuyivan
Automaton
Virtual Endless
1 new Technology
Gas Giant Transformation
2 new Buildings
Deep Space Facility (G2G)
High Energy Array
3 new Planet Anomalies
Hostile Dust
Endless Trouble
Humeris Insidentes
4 new random events including stackable/escalating game events
Mad Scientist (G2G)
New Religion (G2G)
Sleeping War machines (G2G)
Endless Facility
6 new Exploration Rewards
Pool of heroes is refreshed (G2G) reset or replaced
Unveil surrounding systems
Boost industry or approval (4 rewards)
AI IMPROVEMENTS
Option to allow AI governors to auto-scrap buildings
Enhanced hero management
Better affinity and faction traits management
FIXES
Fixed an issue with hero commander class skill tree that could lead to misunderstanding
Fixed an issue with hero pilot class skill tree that could lead to misunderstanding
Changed influence calculation to fix the bad value of the income applied during the first turn