Open Beta Patch v1.26o2 (12 may 2025)

Stop here if you are eager to try in advance new patches! Please note that these patches are not compatible with the Steam version of the game.

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mattpilot
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Re: Open Beta Patch v1.20r (13th april 2023)

Post by mattpilot »

To be honest - the ocean DLC is not that interesting to me without naval units, but i would of definitely bought a BluePrint DLC. Best thing ever :-D
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Vic
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Re: Open Beta Patch v1.20s (14th april 2023)

Post by Vic »

Added a design log preview to the Blueprint Designer to give access to even more quick experimenting.

Also started work on improving AI handling of air forces, but this is not finished yet. Still work in progress. You might however already see some AIs building some Air Units.

Best wishes,
Vic
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francfort
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Re: Open Beta Patch v1.20s (14th april 2023)

Post by francfort »

Thanks for the continuous work you share with us! I'm glad to have roads back.
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Vic
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Re: Open Beta Patch v1.20t (21st april 2023)

Post by Vic »

bump! New subversion T. The AI is starting to use airforces now.
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Atherys
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Re: Open Beta Patch v1.20t2 (25th april 2023)

Post by Atherys »

This may be a dumb question, but does choosing with "starting 4 basic councils" option always start with foreign council as well? This makes me starting the game with 5 councils and I can't pick another council on Turn 1.
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Vic
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Re: Open Beta Patch v1.21 (4th may 2023)

Post by Vic »

Bump! A few fixes and a few new features. Especially the "Discovery Focus" will be of interest.
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mroyer
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Re: Open Beta Patch v1.21 (4th may 2023)

Post by mroyer »

Vic wrote: Thu May 04, 2023 2:44 pmBump! A few fixes and a few new features. Especially the "Discovery Focus" will be of interest.
The discovery-focus is monster! I'd never posted anything, but mumbled to myself for years regarding the lack of R&D focus - in real life, governments incent targeted R&D all the time through funded programs and grants.

I fear a 66% penalty may turn out a bit stiff relegating it to the realm of the unused features. My gut says somewhere between 25 and 50% might be more reasonable, but time will tell. (I've been proven wrong on this sort of thing more times than I want to admit.)

Some of the other new features look great too.

Thanks Vic!
-Mark R.
zgrssd
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Re: Open Beta Patch v1.21 (4th may 2023)

Post by zgrssd »

Vic wrote: Thu May 04, 2023 2:44 pm Bump! A few fixes and a few new features. Especially the "Discovery Focus" will be of interest.
While Discovery Focus is a nice addition, it will not actually help with us lacking a Generator on a T3 Start.

We really need something. I would take a "manual generator" that has people operating bicycle generators, converting food to power.
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Nsf665
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Re: Open Beta Patch v1.21 (4th may 2023)

Post by Nsf665 »

Vic wrote: Fri Jun 05, 2020 7:32 am Hi,

Changelist 1.21 (still #178)
-Added the feature “Discovery Focus”. Can be used by calling the Military, Applied or Economic Council Director. Will focus the Discovery Task on a specific Tech Group. However keep in mind that BPs spent while using Discovery Focus suffer -66% penalty due to forcing your inventors in a certain direction and stifling their creativity. *
-Added the option to filter specific “legenda keys” in the Statistics Tab (either by clicking on their name in the top or on the tiny blocks in the graph itself, click anywhere to reset, right click to select multiple, left click to select one)
-Alien wildlife now also attacks Mauraders in same Hex. *
-Mauraders will be much more adverse to enter wildlife Hexes now.
-Added a tiny bit of variety to Maurader Units *
-Some Maurader Units now act more as Garrisons while others have tendency to move around a bit more *
-Unaligned Free Folk settlements now sometimes produce new Maurader Units. (400k free folk will produce about 1k new marauders per turn) *
My oh my.. this is quite huge update and one where I now felt a little bit of contribution :D
(statistics filter, marauders battling fauna etc. looking forward to test this!)
thanks Vic, you're the best!

edit:
thanks again for the statistics filter. Now it finaly becomes much more usable tool!
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Vic
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Re: Open Beta Patch v1.21b (10th may 2023)

Post by Vic »

bump! Big AI tuning. Best played with a new game start, but will also mostly kick-in on existing games.
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Vic
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Re: Open Beta Patch v1.21 (4th may 2023)

Post by Vic »

zgrssd wrote: Fri May 05, 2023 4:24 pm
Vic wrote: Thu May 04, 2023 2:44 pm Bump! A few fixes and a few new features. Especially the "Discovery Focus" will be of interest.
While Discovery Focus is a nice addition, it will not actually help with us lacking a Generator on a T3 Start.

We really need something. I would take a "manual generator" that has people operating bicycle generators, converting food to power.
It is already on the to-do list :) I am going through it. Trying to address the most voiced complaints.
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Hardradi
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Re: Open Beta Patch v1.21 (4th may 2023)

Post by Hardradi »

Vic wrote: Wed May 10, 2023 3:59 pm
zgrssd wrote: Fri May 05, 2023 4:24 pm
Vic wrote: Thu May 04, 2023 2:44 pm Bump! A few fixes and a few new features. Especially the "Discovery Focus" will be of interest.
While Discovery Focus is a nice addition, it will not actually help with us lacking a Generator on a T3 Start.

We really need something. I would take a "manual generator" that has people operating bicycle generators, converting food to power.
It is already on the to-do list :) I am going through it. Trying to address the most voiced complaints.
Thanks for the great game and ongoing patch support.
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Vic
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Re: Open Beta Patch v1.21c (17th may 2023)

Post by Vic »

Bump! Some good fixes and worked on the AI attack algorithm. Also Zone Merger rules have been reworked a bit.
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solops
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Re: Open Beta Patch v1.21c (17th may 2023)

Post by solops »

I am concerned that the research focus is overpowered. I have never had any real problem reaching essential energy and mineral goals. It really just adds a bit of a challenge and tension. Managing the research tree is just one of those things you have to learn and deal with. That said, I cannot deny that I have had some REALLY bad starting situations, but that's just part of it, yeah?
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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BlueTemplar
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Re: Open Beta Patch v1.21c (17th may 2023)

Post by BlueTemplar »

Yeah, we have already been over this ?

https://www.matrixgames.com/forums/view ... 9#p4835299

Indeed, there seem to have been a lot of features added over the past few years that allow players to work around the core game features ?
I guess that they are fine as long as things like discovery focus and formation customization (and Item Zone Transfer ??) are balanced to have punishing costs : to be only rarely used, and do not become the main way players discover techs (even if it's just for Solar Energy) and research formations ?

BTW I was wrong about Bazooka not requiring any techs : it's a tech too, but on the Model tree !

ShEmp actually has 6 tech trees : the 4 usual ones, but also Model Types and Formation Types, and all of them are more or less intertwined.

(Does discovery focus also works on Model Types and OOBs ??)
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mroyer
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Re: Open Beta Patch v1.21c (17th may 2023)

Post by mroyer »

BlueTemplar wrote: Sun May 21, 2023 8:44 pm (Does discovery focus also works on Model Types and OOBs ??)
No.

Only these four councils have discovery focus:
Economic Council
Military Research Council
Applied Science Council
Air Force Research Council
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mroyer
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Re: Open Beta Patch v1.21c (17th may 2023)

Post by mroyer »

solops wrote: Sun May 21, 2023 3:58 pmI am concerned that the research focus is overpowered.
Solops, to you feel the -66% penalty is not enough of a deterrent? I was concerned it might be too much. I haven't had a chance to start a game with the discovery focus feature yet, so I don't have any experience with it so far.

-Mark R.
solops
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Re: Open Beta Patch v1.21c (17th may 2023)

Post by solops »

mroyer wrote: Sun May 21, 2023 11:12 pm
solops wrote: Sun May 21, 2023 3:58 pmI am concerned that the research focus is overpowered.
Solops, to you feel the -66% penalty is not enough of a deterrent? I was concerned it might be too much. I haven't had a chance to start a game with the discovery focus feature yet, so I don't have any experience with it so far.

-Mark R.
Don't really know. I have avoided using it. It is a powerful tool that will eliminate a lot of risk. But, I must admit, 66% is indeed a big penalty.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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Vic
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Re: Open Beta Patch v1.21d (22nd may 2023)

Post by Vic »

bump!

Some finetunings with subversion D
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alexman91
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Re: Open Beta Patch v1.21d (22nd may 2023)

Post by alexman91 »

i think research focus should have a flat 30% debuff and a modifier based on opinion so with a councilor with 100 rep u get like -5% and near 0 u get -60% so hovering around 50 being indifferent u get 25% reduction

can we get a option to use the new blueprint feature on OOB i hate the old clicking panel to add 10 recon cars to a group
infact can it be changed to just work instantly and not have to pool custom points but u start with some 50% debuffs to the oob new units that approach 0 as u burn BP to acclimate it
instead of using pretemplates for OOB u build ur own and the more u have the more overhead it takes to operationalize them. remove rng and u can just add 500 inf 30 light tanks 10 bikes 30 art 30 motorized if u want and u get a set cost or nr/turns to get to 100% efficiency based on complexity
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