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ActofAggression Eugen system RTS Patch

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#1 Zagor

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Posté 24 July 2015 - 11:36

Je crée ce topic pour recenser le contenu des différents patchs de la beta.

 

[AoA Beta] Patch v.122

 

http://forums.eugens...p?f=192&t=53800

 

PATCH LOG:
 
BUG FIXES:
 
Fixing a crash when switching between normal & SatView ... or at least we hope we've fixed it, for this one is hard to nail. Let us know, for those whom were encountering it, if it fixes the problem on your side).
Fixing a behaviour bug which prevented artillery unit to target & fire at occupied buildings/bank when ordered to Move & Attack.
Fixing a display bug when a house was destroyed.
Fixing a display bug in SatView when a house was occupied. It is now clearly displayed with a different color.
Fixing the display of the (actual) amount of time spent in the game.
 
TEXTS:
English version of the achievement + adding new images for them.
Fixing some unit hints' typo.
Increasing by +3s the display of messages in the event log.
 
 
[AoA Beta] Patch v.130
 
 
FIXES:
- Fixing a rare crash occuring while harvesting resources.
- Fixing a game freezze occuring when units where moving according to waypoints.
- Fixing the replay up to v122. Those can now be read by this version, but unfortunately, older ones are lost.
- Improving the boarding/unloading behaviour (speed, distance, taking-off, ...) on/from a transport chopper.
- Modifying US tankers' icons + other lobby misc. ones.
 
NEW FEATURE:
- Adding a "Very easy" AI for each faction. Only plays a defensive way.
 
 
 
 
[AoA Beta] Patch v.143
 
 
PATCH LOG:
 
FIXES:
- Fixing the Exosoldier bug which were inflicting themselves suppress damages when firing at very close range (due to their weapon blast radius).
- Fixing the Chimera's Rare Earth Outpost bug which didn't provide a construction grid.
- Fixing a crash occuring when a team with AI was defeated. [Note: we've succeeded in creating an almost-human AI: it rage-quits! :)]
- Fixing the HIMARS & ATACMS' rockets' FX.
- Fixing the Antey-2500's 3D model behaviour.
- Fixing a crash occuring when giving an order to a dead unit. [aka "zombie mode" bug]
 
POLISH:
- Improving helicopters' flying behaviour.
- Adding/improving some units/buildings' icons (wounded, outposts, ...).
- Adding a feedback to the construction grid when you are about to build on top of a resource field.
 
BALANCE:
- [CHIMERA] Exosoldiers' "Intelligent Suspension" upgrade only multiply their speed by x1.75 instead of x2.
- [CHIMERA] Exosoldiers' hit points decreased from 15 to 14.
- [CHIMERA] Exosoldiers' delay between two shots increased from 0,8 to 1s.
- [CHIMERA] Metal Storm is now considered a vehicle and therefore unaffected by healing abilities (Namer, healing "strikes", ...).
- [CHIMERA] Terminator can't use their Ataka anti-tank missiles while on the move.
- [CHIMERA] Terminator's "AGS" upgrade now costs 1000 Alu + 500 Rare Earth (up from $500 + 500 Alu)
- [CHIMERA] Terminator's "Ataka" upgrade now costs 2000 Alu (up from 1000 Alu)
- [CHIMERA] Terminator's "Igla" upgrade now costs 2000$ (up from $1250)
- [CHIMERA] SWORD Vehicle Bay's power consumption is now set at 3 units.
 
- [US ARMY] Light Factory's price increased by +200$ & +100 Alu.
- [US ARMY] Stryker MGS price increased by +250$.

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#2 Zagor

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Posté 27 July 2015 - 18:33

[AoA Beta] Patch v.153
 
 
BUG FIXES:
 
Fixing several cases where the game couldn't be started ("unable to initialize game application") or was crashing at start.
Fixing a crash occurring on using units' capacities such as Capture.
Fixing a crash occurring when a plane was firing on a unit just about to evacuate or to enter a building.
Fixing Grenadiers' firing animation
Fixing and improving some units' hints
 
IMPROVEMENTS:
 
Updating the display of resources field on the minimap to improve combat readibility.


#3 Apolyon

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Posté 30 July 2015 - 12:56

Forum Eugen Systems - [AoA Beta] Patch v.171 - Wister

 

CAMERA:

 

- Pressing Space will correctly teleport you to the last event without exiting the Sat view.
- Double tapping a control group (0, 1, 2, 3...) will now correctly teleport you to the center of the group without exiting the Sat view.
- Clicking on the minimap will now correctly center the screen at the given location, instead of placing the low border of the screen at that location.

 

GAMEPLAY:

 

- Units can't fire anymore while using a Capture capacity.
- Improving the default placement of units in a formation, depending on their roles (light vehicles will place themselves behind tanks etc...).
- Ground attack airplanes can't hurt themselves anymore (typically, a B2 bombing a bank)
- Improved interception of Super Weapon by anti-superweapon systems. They were occurrences where they would fail to intercept a Super Weapon when they were supposed to.
- Improved friendly fire calculation. Until now, defense turrets would sometimes mistakenly estimate that they could hurt an ally and therefore hold fire, when they could actually fire without harming an ally. (Note: units are holding fire if an ally will be damaged by their shot).
- Also, units will now correctly start to fire again as soon as no friendly unit may be damaged near their target. Until now, you had to move them to actually update and unlock their ability to fire again, after the zone is clear.

 

MINIMAP:


- Minimap: neutral elements such as resources fields will now be displayed under other units (i.e. units on the top of resources fields, banks, houses...etc).
- Changed resource fields appearances to improved readibility (again)

 

BALANCING:


- [CHIMERA] UGV Recon Team's power reduced, mostly against buildings.
- [CHIMERA] UGV Recon Team's health points reduced from 5 down to 4 (now they can be one-shotted by Javelins for example).
- [CHIMERA] PAKFA's health points decreased from 30 to 25.
- [CHIMERA] Terminator's AGS upgrade price increased by 500 Alu and 250 RE, making it 1500 Alu and 750 RE total.
- [CHIMERA] Exosoldiers's Intelligent Suspension upgrade price increased by 250 Alu, now costing $1000 and 750 Alu.
- [CHIMERA] Exosoldiers's Autorepair upgrade price increased by 250 Alu, now costing 1750 Alu.
- [US] B2's price increased by 100 Aluminium and 300 Rare Earth, making its total cost 1000$, 2600 Alu and 800 RE.
- [US] B2's production time increased accordingly.
- [US] B2's upgrade ("Rotating Bomb B-bay") price increased by 600 Rare Earth, now costing $4000 and 1000 RE.
- [US] B2's health points decreased from 25 to 22.
- [US] B2's crashing damage reduced by -25%.
- [US] Increasing the price of economical upgrades that were too cost-efficient: Deep Mining increased to $1500 and 1500 Alu (up from $1000 and 1000 Alu), and Improved chassis increased to $750 and 750 Alu (up from $750 and 500 Alu).

 

BUG FIXES:


- Fixing mouse scroll toward the upper-left border of the screen.
- Fixing the construction zone of the US' Rare Earth LEM that was missing.
- Superweapon can now correctly reveal the terrain before impact even on hills and highgrounds

 

CRASH FIXES:


- Fixing a crash occurring when giving an order to a unit in an unknown state
- Fixing a crash occurring when capturing the building of a defeated AI
- Fixing a crash occurring sometimes when placing the units in formation
- Fixing a crash occurring when an infantry unit finds itself in a house that just got destroyed
- Fixing anoter crash occurring when attacking a unit just about to evacuate or enter a building


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#4 Apolyon

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Posté 04 August 2015 - 17:39

Forum Eugen Systems - [AoA Beta] Patch v.185 - Wister, 04.08.15

 

NEW FEATURES:

- Added a "Restart" button in Skirmish to allow a quick restart of a game versus AI.
- Added a feedback on capturing enemy buildings (similar to the existing feedback on capturing POW), showing the progression of the capture.

BALANCE:
- Reducing the amount of money given back when selling a building to 30% of the total cost (down from 50%).
- Increasing the time required to capture a building to 8sec (up from 5sec).
- Increasing the priority of reflex fire on all ground attack planes, so that they are prioritized by all units.
- Increasing the construction zone granted by US' LEM and the Chimera's Anti-Ballistic Center.

- [US] Increasing the price of the TUSK 1 kit for Strykers by $50 (now $300 up from $250).
- [US] Decreasing the price of the TUSK 2 kit for Abrams by $150 (now $850 down from $1000).

- [CHIMERA] Decreasing the price of the SAS by $100 (now $650 down from $750), and its production time has been decreased accordingly. On the other hand, it is now 25% slower, making him a bit slower than a US Marine. The intended consequence is that it will be easier to produce SAS to defend against early acts of aggression, but it doesn't turn into an incredibly powerful weapon of harassment, as it can be countered by the mobility of Marines and Felins.
- [CHIMERA] Decreasing the price of the Spear Vehicle Bay by $250 (now $2750 down from $3000).
- [CHIMERA] Increasing the price of the Sword Vehicle Bay by $250 (now $4750 up from $4500).
- [CHIMERA] Increasing the production time of the Terminator by +5sec (now 25sec up from 20sec).
- [CHIMERA] Increasing electricity consumption of the Syntech Lab by 1 points (now 2, up from 1).

IA:
- Fixing a bug affecting the US AI, leading her to build an unecessary number of LEMs.

GAMEPLAY:
- Improving the units default placement when in formation (again).

MODELS:
- Improving the upgraded HIMARS (ATACMS), now animated and with dynamically loaded missiles

FIXES:
- The speed upgrade for US tankers ("Improved chassis") no longer affect the repair vehicle (Hercules).
- The production queue of buildings should now be visible for observers.
- Fixed a display bug where a "ghost" production would remain in the production queue list (it didn't affect the production though).
- Fixed a situation where helicopters would place themselves above a building to load troops...who could never make it.

CRASH:
- Fixes a rare crash occurring on infantry animations


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#5 Apolyon

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Posté 06 August 2015 - 16:36

Zoom out and Cartel are now ready to download in patch v.401:

PATCHLOG v401:

NEW FACTION:
- Adding the third faction of the game: the Cartel, with its AI available in all difficulties as well.

NEW GAME MODE AND MAPS:
- Adding a new 1vs1 map, "Here Lie The Heroes"
- Adding two new 2vs2 maps available also in Free For All mode, "Fourth Point of Contact" and "Lost Runway".

CAMERA:
- Increasing the max altitude of the zoom in the "normal view". This is the "zoom out" we have been announcing in a recent blog post (read more here: http://aoa.eugensyst.../about-the-zoom)
- Adding a Gameplay option to unable the transition to Satellite view when using the mouse wheel.
- Adding a Gameplay option to change the scrolling speed: Very slow, Slow, Normal (current speed), Fast and Very fast are available.

NEW FEATURES:
- Allowing automatic fire at full range for all units, except for a few artillery units that one could want to keep unrevealed. This means most units no longer wait for a unit to enter their own range of sight to open fire on an enemy (ex: upgraded Javelin garrisoned in houses, Puma's missiles etc...).
- Displaying ammos and fuel gauge feedbacks for deployed planes.
- Displaying the progression of all ressuplying planes: hovering a type of plane in the airport panel will display the % of ressuplying for each plane of this type.

IMPROVEMENTS:
- Transport helicopters will load and unload troops much faster.
Observers can see messages sent to [ALL] channel ingame.
- Units no longer automatically fire on enemies being captured.
- Fixing the rally point placement for buildings with a "U" or "L" shape, that was often placed outside the building.

BALANCE:
- Decreasing the maximum number of pilots that can appear when destroying a unit.
- Buildings under construction now have a specific and harmless explosion FX. Therefore they will no longer deal damage when destroyed during construction.
- [US] Increasing the Blazer's acceleration and deceleration, making it easier to maneuver.
- [US] Increasing the Blazer's health points by 2 points (12hp, up from 10hp).
- [CHIMERA] The Fennek and the Metal Storm no longer open fire automatically while being stealth.

MODELS:
- Fixing Grenadier's firing animation.
- Tigre helicopters' model now have pilots.

SOUND:
- Rebalancing of many SFX (combat SFX, higher distance of fading out, reducing tracked vehicles movement SFX...).
- Adding construction SFX.
- Removing the "selection" sound feedback when clicking on unavailable productions.

BUG FIXES:
- Fixing the "infantry stuff on cliffs" bug, which was occurring when giving an homogeneous move order to a multi-selection including infantry and vehicles.

CRASH:
- Fixing a crash that could seldom happen upon upgrading a unit.

KNOWN ISSUES COMING WITH THE PATCH:
- The Terminators don't display their color with max dezoom when in normal view
- Some adjustements to be made to the new zoom out view (performances and details to be improved).
- The electricity shortage icon is not displayed at the moment due to a bug. It wil be back in a forthcoming patch.


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#6 Zagor

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Posté 07 August 2015 - 18:51

[AoA Beta] Patch v.410: Superweapon crash fix

 

 

http://forums.eugens...p?f=192&t=54279

 

 

NEW FEATURES:
- Adding a feedback on buildings with a stalled production due to a lack of ressources. Said buildings now have a black shader (like during an electricity shortage) and the icons matching the lacking ressources are clearly displayed above the building.
We hope that this will greatly improve the readability and understanding of the ressources system, making it easy and quick to identify stalled queues of production.
 
- Adding a specific marker above Woudned soldiers and Pilots to easility differentiate them from fighting infantry units. Pilots and POW have a star above their head, and Wounded soldiers have a little dot.
 
SOUNDS:
- Removing the "Omega Blitzer" feedback on the Cartel's superweaon "ready to fire" feedback.
Note: the dedicated feedback will be added later, and before release of the game. Same for the "Black Ops" upgrade.
 
TEXTS:
- Fixing several unit hints, notably Cartel ones.
 
CRASH:
- Fixing a crash introduced in patch v.401, and affecting Superweapons.


#7 Zagor

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Posté 10 August 2015 - 18:48

[AoA Beta] Patch v.417

 

http://forums.eugens...p?f=192&t=54407

 

 

BUG FIX:
- Fixing broken texts ("1") appearing in the technology requirements and debriefing screen.
 
NEW FEATURES (already in previous patch but either broken or not announced):
- "Upgrade complete" and "Building complete" feedbacks will now display the name of said upgrade or building in the event log.
- Debriefing stats now display more details about unit productions, loss and kills.
 
CRASH FIX:
- Fixing some rare crashes.


#8 Zagor

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Posté 13 August 2015 - 23:01

[AoA Beta] Patch v431: Windows 10 crash fix

 

http://forums.eugens...p?f=192&t=54510

 

 

CRASH FIX:
 
- Fixing a crash occurring after 5-10 minutes ingame on Windows 10 only.
 
OPTIONS:
 
- Adding a "Motion blur" option in the Advanced Video options.
 
BUG FIX:
 
- Fixing some display settings in the Satellite view (grass being displayed on half the screen).
- Fixing some pathfind issues.


#9 Zagor

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Posté 19 August 2015 - 18:19

[AoA Beta] Patch v.443
 
 
PATCHLOG v.443
 
NEW FEATURE :
- Adding a « No superweapon » game option in the lobby.
 
BUG FIXES :
 
- Fixing a bug preventing some units to automatically fire when they should (such as the Cartel’s Artillery turret).
- Fixing some typos in units hints, notably Cartel’s ones.
 
BALANCE :
 
GENERAL
 
We first thought that the ambush shot system, when a unit does more damage when unseen by the enemy, would add depth and diversity to the game. We also thought that units firing without removing their stealth, such as Spectre, Ninja with Type 91 missile, US Sniper with silencer, would represent a challenge to players. But according to feedbacks, it’s clear that these mechanics are getting on the players’ nerves and get them frustrated. So we decided to remove them.
What we seek here is to provide less confusing and less frustrating game rules.
 
- All units, including artillery units, now automatically fire at full range when they see a target.
- Removing the ability to fire without removing stealth to all units.
- Removing the Ambush shot mechanic. The unit will have no more Ambush shot damage multipliers.
- The US Sniper et the Metal Storm UGV could be seen without stealth detection if approched close enough. This mechanic has been removed.
- Removing the Hold position order on planes that was useless.
- All Super weapons now have a minimal range of fire.
- Selling building now takes much longer (more than double the time).
- All planes and helicopters will now fire at maximal range when an enemy is in range instead of waiting the player to give them the order (this behaviour is now identical to ground units' one)
 
CARTEL
 
- Increasing the price of "Force Projection" : +$500, +250 alu ($1500, 750 alu , up from $1000, 500 alu)
- Reducing the price of Barracks: -$250 (now $1500, down from $1750)
- Reducing the price of K-Max Tanker: -$25 (now $175, down from $200)
 
- Reducing Otomatic's Hit Points : -3 HP (now 22 HP, down from 25 HP)
- Increasing the price of the Otomatic : +$100, +50 alu (now $900, 300 alu, up from $800, 250 alu)
- Reducing the speed of the Otomatic by 10% : -15 (now 135, down from 150)
- Reducing the damages done to ground targets by the Otomatic by 35% : -0,15 (now 0,35, down from 0,50)
 
- Increasing the firing range of the Scorpio by 20%: +200 (now 1200, up from 1000)
- Increasing the turn-around speed of the Scorpio by 50% : -0,5sec (now 0,5sec from 1sec)
- Incresing Scorpio's Hit Points : +1 HP (now 7 HP, up from 6 HP)
 
- Reducing the Spectre's autocanon range by 25% : -150 (now 450, down from 600)
- Removing the « Advanced Optical Camouflage » upgrade of the Spectre
- Modifying the « Optronic sensor » upgarde of the Spectre. Increases both the sight and main gun ranges of Spectres : 
Reducing of the price : -750 alu (now 750 alu, down from 1500 alu)
- Adding the « Passive receiver system » upgrade for the Spectre. It will now only grants the Spectre stealth detection capacity. Reducing of the price : 750 alu.
- Increasing the price of the "40mm Autocanon" for the Spectre by +$500 (now $2000, up from $1500).
 
- Modifying the price of the Vehicles Bay : -$250, +250 alu (now $1500, 1000 alu, from $1750, 750 alu)
- Increasing the speed of the Artillery Turret's shells by 10% : +1500 (now 16500, up from 15000)
- Reducing the price of the « Prison Module » -250 alu (now $750, 500 alu down from $750, 750 alu)
- Fixing the behaviour of the Shadowhawk with RGS Gatling upgrade that was firing even if it was not revealed. This unit will now follow the correct rule of stealth units, namely, « no shooting unless asked to or revealed ».
 
- Fixing the behaviour of the Scout CGS : It will now reveal itself when firing its dual Heavy machineguns.
- Fixing the SEAD missile of the X-32 : It will now break its stealth when firing,
 
- Modifying the Superhind canon to remove the incendiary damages it inflicted.
- Increasing the price of the Superhind: +$200 (now $1200, 750 alu, up from $1000, 700 alu)
 
CHIMERA :
 
- Reducing the speed of the SAS: -7% (now same speed as the US sniper)
 
- Increasing the price of the « Type 91 missile » upgrade of the Ninja : +500 alu (now 1500 alu, up from 1000)
- Fixing the behaviour of the Ninja with Type 91 missile: It will now reveal itself when firing
- Moving the «Type 91 missile » upgarde from SWORD protocol to SHIELD Protocol
- Increasing the number of missile fired by the Ninja in a salvo: +1 (now 2, up from 1)
- Increasing the delay between 2 salvos of missiles: +1.2 sec (now 2 sec, up from 0.8 sec)
 
- Reducing Crushers' Hit Points (including the upgraded version) : -2 HP (now 8 HP, down from 10 HP)
- Reducing the firing range of the upgraded Crusher by 20% : -200 (now 800, down from 1000)
- Moving the « Supply field kit » upgarde from the refinery panel to the HQ panel
- Modifying the price of the « Supply Field Kit » upgrade : -$150, +150 alu (now $1600, 150 alu, from $1750, 0 alu)
 
- Moving the « Anti-Tank Gun » upgrade of the Sentinel Turret from SWORD protocol to SHIELD protocol
- Increasing the electricity generated by the Chimera HQ : +2 (now 10, up from 8)
- Fixing the behaviour of the PAKFA: It will now reveal itself when firing
 
- Increasing the firing range of the Pantsir canon: +10% against helicopters, +20% against planes
- Increasing the firing range of the Pantsir missile: +75% against planes
 
US :
 
- Decreasing the price of the F22 Raptor : -250 alu ($2000, 750 alu, down from $2000, 1000 alu)
- Modifying the F22 Raptor AACS missile upgrade. Its stealth will be broken when firing, but it will have a 33% range boost along with an increased firing radius (to 180°)
- Fixing the behaviour of the AIM-9X missile fired from a F35B Lighting: The F35B will now reveal itself when firing
- Modifying the price of the Phalanx : -$250, +250 alu (now $250, 1750 alu, from $500, 1500 alu)
- Reducing « Base Projection » research price : -$500, -250 alu (now $500, 250 alu down from $1000, 500 alu)
- Increasing the detection range of the Little Bird by 10% : +180 (now 1980 up from 1800)
- Increasing the firing range of the Sniper by 20%: +200 (now 1200, up from 1000)
 
- Increasing the firing range of the Blazer Gatling gun: +20% against helicopters, +15% against planes
- Increasing the Stinger Block II upgraded Blazer range: +15% against helicopters, +75% against planes
 
- Increasing the firing range of the Stinger (infantry): + 25% against helicopters, +25% against planes
- Increasing the firing range of the Stinger Block II (infantry): +15% against helicopters, +75% against planes
 
- Increasing the construction grid granted by buildings around it by 1 square:
LEM : now 8 up from 7
LEM Rare Earth : now 8 up from 7
Power Plant : now 7 up from 6
Barracks : now 7 up from 6
Light Armory : now 4 up from 3
Heavy Armory : now 4 up from 3
Helipad : now 7 up from 6
Air Control Center : now 4 up from 3
Armory : now 4 up from 3
Logistical center: now 4 up from 3
Administrative center : now 3 up from 2
 
- Modifying the rules to get the FOB. No research needed anymore, it will be available as soon as you are in DEFCON 2
 
- Moving the « Deep Minning » research from DEFCON 1 to DEFCON 2
- Increasing the price of the « Deep Minning » research : +$500 (now $1500, 1000 alu, up from $1000, 1000 alu)
- Modifying the requirements for « Improved chassis » upgrade from DEFCON 2 to « Hydrofracking » research.


#10 Apolyon

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Posté 20 August 2015 - 18:05

PATCHLOG v.446
GENERAL


- All stealth units will now have the "hold fire" behaviour by default exept stealth planes patrolling above an area that will fire when an appropriate target is available.

- The only exeption is the AMOS upgraded with the "optical camouflage bricks" that will follow the rules of the artillery units, thus firing when a target is in range.


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#11 Apolyon

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Posté 28 August 2015 - 16:59

NEW PATCH (v.461):

As promised, the last patch before release ...
Let's end this in an apotheosis, with a good ol' Friday evening patch! :twisted:

BUG FIXES :
- Choppers don’t self-inflict damages from their rockets or napalm bombs anymore.
- Choppers don’t take damages from fires anymore.
- Fixing a bug preventing anti-air units to fire automatically.
- Fixing a bug preventing a player to see an ally’s buildings under construction.

FEATURES:
- Adding the « Hold Fire » order.
- New multi-weapon fire system implemented: Pantsir, Puma, Terminator & Blazer may now fire with all their weapons at once, even at different targets, but always in the same direction (turret orientation). DISCLAIMER: we are aware that some shots are not being fired from the proper position. It will be fixed.
- Reorganization of the action panel’s icons.
- Game localization in Italian, French, German & Spanish added (to be changed in Steam properties, not ingame).

------------------------------

BALANCE:

Generic :
- The ability to capture building now only comes as an upgrade, called “Breaching Training”, to be researched in the HQ.
- Soldiers in the process of capturing an enemy are now ranked as high-priority targets for enemy automatic fire behavior.
- “Ambush shot” mechanics is back, but now restricted to undetected stealth units only.
- Stealth units are now allowed to fire automatically (to manage more elaborated ambushes, one will have to use the new “Hold Fire” order).
- Stealth infantry now reveal themselves when capturing a building or POW.
- CIWS mechanics was refined: not only missiles all missile are now slightly harder to intercept, but they get harder to intercept the more advanced they are.

Chimera : 
- Puma’s Spike NLOS missile’s damages increased from 3 to 4.
- Terminator’s Ataka missile’s damages increased from 3 to 4.
- Adding a 2s cooldown between each “Nano-healing” strikes. DISCLAIMER: the cooldown works, but is not yet feedbacked. It will be fixed.

Cartel : 
- LOSAT’s price decreased from 500 to 400 RE.
- LOSAT’s HE rocket’s damages increased from 3 to 4.
- LOSAT’s kinetic round’s speed increased.
- LOSAT’s sighting & firing range increased.
- Viper’s rocket’s damage increased from 2 to 3.
- Increasing Cartel’s chances to get prisoners.
- SuperHind’s ZAB Napalm Bomb now comes with additional incendiary ammos for the twin autocannon.

US Army : 
- Stryker ATGM, Guardian & Osprey’s Hellfire NLOS missile’s damage increased from 3 to 4.
Decreasing the Sniper's firing range and adding an upgrade (Heavy Barrel) in the Barracks to increase it (up to the pre-patch value).
- Bringing back the Deep Mining research in DefCon 1 (sorry, non-conclusive try).
- Hydrofracking research’s price in $ decreased from 1500 to 1000$. Alu cost unchanged.
- Deep Mining research’s price in $ decreased from 1500 to 1000$. Alu cost unchanged.
- Field Hospital doesn’t require being built alongside the Barracks anymore. It becomes an independent building.

------------------------------

KNOWN ISSUES:
- Some of the longer texts of unit and upgrade hints are cut.
- The 2 seconds feedback on Nanohealingand Nanorecovery are not feedbacked on the button
- Weapon FX are not well placed on the units using the new multi-weapon systems (namely the Puma, the Pantsir, the Terminator and the Blazer)
- Stealth shot still displayed as "AMBUSH!". We will change it to "X2 DAMAGE" to be clearer.
- The Vanguard doesn't have Hold fire toggled by default. This will be changed.


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#12 Apolyon

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Posté 03 September 2015 - 12:45

Forum Eugen Systems - [AoA] Patch v.515 - [EUG]MadMat, 03.09.15

BUG FIXES :

*Campaign*
- Fixing camera movements in mission #"When the Wolves Howl"
- Fixing allied units movements in mission #"The Train Job"
- Fixing IA behaviors in missions "The Train Job" and "Into the Chimera's Lair"

*UI*
- Contractors now have the "Seize" button which allows to capture buildings
- In ranked games, two opponents cannot have the same color anymore
- Banks now display their income feedback correctly

*System*
- Fixing a crash occurring at the end of a 2v2 ranked game


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#13 Zagor

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Posté 04 September 2015 - 15:51

[AoA] Patch v.521

 

Forum Eugen Systems - [AoA]Patch v.521 - [EUG]MadMat, 04.09.15

 

 

FIXES :
Fixing resources fields’ positions on « Patriot Act » map.
Fixing a bug on "Guardian Rift" map, where a building couldn't be occupied.
Fixing the Ninja Move&Attack behavior. It now stops to engage enemy aircraft.
Fixing some hint texts + some French (wrongfully) localized names.
The Home button’s keyboard shortcut was changed from R (which was in conflict with Defcon 1’s shortcut) to … Home key.
Fixing a case where a district could show unit icons with wrong team colors.
Fixing feedback on harvesters & improving their AI in auto mode. They are now correctly reassigned when using the auto-assign order
Ranking 1v1 renamed Rankings only, for it takes both 1v1 & 2v2 into accounts.
Punishers do not damage themselves anymore, when firing at helicopters from a building.
Enemy players can't see the Cartel's Life Insurance feedback anymore.
Fixing a display bug on the Contractor's "Seize" button.
Aluminum symbol now correctly displays during debriefing.
Planes now correctly apply orders given from the orders panel.
Fixing a bug preventing a player to leave a lobby once the launch countdown had started.
 
CAMPAIGN:
Escape button now pauses camera movements too.
Fixing script problems preventing some players to finish "American Civil War" & "Mexican Stand-Off". Beware: the save files might be corrupted.
 
BALANCE :
 
Generic :
Building capture time set at 12s for all infantry units able to capture.
 
Chimera:
Sentinel turret’s Gatling may now engage buildings, vehicles & armors, but damage against infantry is decreased.
Engineer Field Kit upgrade now requires SWORD Protocol.
Engineer Field Kit’s price increased from 250 to 500 alu. Price in $ unchanged.
 
US :
Excalibur Shells upgrade no longer increase the NLOS’ dispersal.


#14 Apolyon

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Posté 04 September 2015 - 23:08

Le Patch v.521 pose des soucis de stabilité du jeu et de compatibilité des sauvegardes durant la campagne. Voici le message et les solutions d'Eugen Systems à ce propos :

 

Forum Eugen Systems - IMPORTANT: if you're encountering crashes since patch v521 - [EUG]MadMat

 

Hi,

We are aware of the problem introduced with the last version (v521) regarding game saves from the previous versions.
This problem occures when are loading an old solo campaign save from some (not all, that's how it got through!) missions. i.e. Chimera missions #1, #2 & #8 should be spared the problem. It doesn't affect multiplayer.

We can't make a fix, build and test, then release a fixed version before this evening. But there are two options for those having the issue to still play the campaign during the week-end.
Here they are:

A/ the easy way: you restart the incriminated mission (not the campaign, just the mission from the mission screen) from the start. If you were just saving a few minutes after the start of a mission, it can be an easy way to making things right again.

B/ the technical way: we are putting back online the previous version (v515) on a separate branch. To get access to it, follow this step:
- in your Steam Library, right-click on AoA.
- choose "Properties".
- then "Beta" tab.
- activate the drop-down menu and select "v515 - old save compatibility". No password is required.
- close the window.

If you don't see this version in the drop-down menu, wait a bit or just reboot Steam.

Once the window closed, in your Library AoA will download a small patch, then be displayed as "AoA - v515". With this version you will be able to play your old game saves as usual.

If you want to play multiplayer, we suggest you switch back the same way to "vanilla" v521, otherwise you would be looking for opponent among the small number of people connected to the backup branch.

We apologize for the inconvenience, and will be fixing that asap on Monday ...

EUGEN TEAM

 


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#15 Apolyon

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Posté 07 September 2015 - 17:52

Patch v.534

FIXES:
 All achievements unlocked since beta & release restored. They were not lost, just not displayed anymore.
 Most campaign game saves from v.515 will now work again with this version. However, we know of some rare case where they have been corrupted beyond saving. We apologize for that.
 Fixing a bug allowing to assign enemy units to a group and therefore focus your camera on their position (even with FoW).
 Fixing a bug sometime occurring when unloading units from a transport (especially helicopters).
 Fixing a display bug removing city blocks when one was placing a building to be constructed near them.
 Two-man infantry teams (Shershen & Grenadier) occupying a bank now properly count as two men to earn $. Until now, the two of them occupied two places but only earn $ as one unit.
 Fixing a crash occurring during cutscenes in solo mission "Highway to Serbia".
 Fixing a bug occurring in solo mission "Highway to Serbia", where destroyed buildings were disappearing.

GENERIC:
 Fixing the position of resources fields on Aggressive Negotiations
 Fixing the position of resources fields on Patriot Act
 Improving the weapon information panel: bullets' damages are now displayed.

BALANCE:

US :
 Increasing the Humvee’s hit points from 5 to 8.
 Decreasing the Humvee’s price from 500 to 400$.
 Decreasing the Humvee’s GAU-19 upgrade from 500 to 250$.
 Decreasing the Humvee’s Mk.19 upgrade from 500 to 350$.
 Decreasing the Humvee’s TOW-2 upgrade from 500 to 450$.
 Increasing the Humvee’s acceleration & decreasing its about face time. Humvee won’t go faster, but be much more reactive.
 Decreasing the Humvee’s Mk.19 grenade-launcher’s time between salvos from 8 to 5s.
 Increasing the Humvee’s Mk.19 grenade-launcher’s accuracy.


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#16 Zagor

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Posté 08 September 2015 - 15:19

[AoA] Patch v.543

 

 

http://forums.eugens...p?f=192&t=55147

 

 

FIXES:
- CIWS bullets don't impact the ground when they intercept air missiles.
- AMOS mortars don't slow down framerate anymore.
 
GENERIC:
- Adding the time spent playing the campaign in the stats.
- Observers can now see all ressources on the field.
- Languages can now be chosen from the gameplay options.
- FX improvements.


#17 Zagor

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Posté 09 September 2015 - 16:13

[AoA] Patch v.549

 

http://forums.eugens...p?f=192&t=55185

 

 

- Units that are exiting buildings after being produced are no longer destroyed if the building is sold.
- Players whom customized their shortcuts will now be able to use TAB again to rotate a base building during construction(note : you might need to bring your controls options to "default" again. You will be able to modify it afterwards if you want)
- Some localization corrections/modifications.
- Fixing a bug allowing players to construct buildings on a road in "Rock and a Hard Place".
- Fixing a bug where units' ghosts were clearing the terrain underneath them.
- Fixed a bug which prevented flares from being displayed.
- Fixing a bug where the game would hang after quitting.
- Fixing some pathfinding bugs.
- Fixing a rare crash occuring when viewing a replay from an older version
- Fixing a rare crash occuring when clicking on "Continue" in the campaign menu
- Fixing several other crashes reported to us via Steamcrash.


#18 Apolyon

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Posté 21 September 2015 - 09:11

Patch v.594

Eugen Systems Forum - [AoA]Patch v.594 - [EUG]MadMat, 21.09.15

 

BUG FIXES:
- Fixing a bug related to refinery & turret's production ghosts being moved around
- Fixing some save crashs occurring in mission "Fall of Olympus"
- Fixing some transported units icons
- Fixing some bugs where buildings' lights did not appear in night missions
- Fixing the "time spent ingame" calculation in the stats.
- Fixing faction selection in ranked games
- Fixing the Scorpio’s smoke salvoes
- Fixing the superweapon & anti-superweapon buildings’ ammunitions display
- Fixing the display of planes’ optical camouflage.
- Fixing a bug preventing Tigre, Feneck & Spectre to spot camouflaged buildings, even when upgraded to reveal stealth units.

MISC.:
- Delta’s stealth detection’s FX is not displayed anymore when the unit is in a city block.
- AI improvement: it will react faster and better to a direct threat to its base. 
- "Sell" hotkey can now be rebinded
- New hints give a better explanation of how to transfer ressources in mission "The American Civil War"
- Localization change: adding more clues about the secret objectives in the Achievements' description.
- Removing the 10 & 15mn time limit options (leftover from Wargame which had no place in AoA).

-----------------

BALANCE:

GENERIC :
- Sold harvesters & constructors can no longer enter transport units.
- Except for Antey & Patriot, anti-aircraft missiles don't have an area-of-effect on choppers anymore.
- Repair vehicles (BREM & Hercules) can't heal one another anymore, but instead regenerate automatically.

CARTEL
- Otomatic's hit points decreased from 22 to 20.
- SuperHind's AT missile's damage decreased from 8 to 6.
- BREM-80U's acceleration (not top speed) improved.
- Jackal's acceleration (not top speed) & deceleration improved.
- AMOS' regular ordnances' damage on buildings increased by 15%.
- AMOS' Stryx shells' damage on vehicles decreased.
- AMOS' reload time between salvos decreased from 16 to 12s.
- Stryx Shell research now costs an additional 250 RE (it only required alu until now).
- X-32's damage on vehicles increased.
- Repair Center's price increased from 1.500 to 2.000$.

CHIMERE:
- Increasing slightly the placement range of some buildings to standardize them and give a bit more flexibility to base building. 
- Sentinel turrets' range of placement increased from 14 to 18 squares.
- Sentinel turrets’ price decreased from 750 to 700$ alu.
- SAS’ production time decreased 26 to 22s.
- SAS now have the ability to fire at helicopters, but only with regular round, even after being upgraded to DU ones.
- Puma’s anti-helicopter damage increased from 0.5 to 075.
- Puma’s about-face time reduced.
- Pantsir’s price decreased from 1.800 to 1.700$.
- Tigre’s production time decreased from 42 to 30s.
- Terminator’s speed increased by 10%.
- Recon UGV is now considered a vehicle instead of an infantry unit. It can be repaired by the Repair Outpost, but not by Nanohealinganymore.

US :
- Hercules’ acceleration (not top speed) improved.
- Guardian’s hit points increased from 20 to 25.


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