Shadow Empire Version 1.02 is out!
Posted: Wed Jun 10, 2020 9:10 am
Version 1.02 is now available with many improvements and fixes.
Unfortunately due to a glitch the auto-updater you need to manually grab this update by downloading the patch here or from My Page.
Version 1.02 Changelog
(*) will require a new game start to work fully
• Adjusted the interest of AI for building Hydroponics
• Fixed a less informative label on the unit counters after upgrade/downgrade Formation Type (Saros)
• AI improvements related to allocation of OHQs to Fronts
• AI improvements related to consistency of Front areas
• Fixed Model Statistics glitch that caused anti-inf % and AT % to get switched around. (Saros)
• Zone now keeps less reserves if it is for an Asset that is on reduced production or construction percentage (Shards)
• Fixed glitch with partial construction % set and actual progress of that construction
• Fixed glitch with automatic worker recruitment and asset in partial production
• Fixes Sound Volume slider
• Severely tuned the Difficulty for Major Diplomatic Stratagems, though there remain some impossible rolls if the AI Major in question is just not willing at all to accept *
• Fixed a glitch in the application of the Skill Bonus by Leader Feats
• Fixed a glitch with failed rolls on raising or lowering taxes & tariffs *
• AI will no longer give you Credits while at war *
• When constructing roads to a Hex just one Hex away from the start it will always go as “the bird flies”. In some rare cases this is useful.
• Unit movement now also goes as the “bird flies” if the distance is just 1 Hex. In some rare cases this is useful or even crucial to avoid likely surprise combat.
• Fixed a crash during a Compare Leader in the Leaders Popup
• Reduced the chance for a Decision to be communicated through Metrics by a factor of 10.
• Fixed 2 different rare crashes in the Stratagem Tab
• Made a minor fix in the usage of Commerce Bonus inside the inter Trade House trades.
• Fixed the inability to use Expel Diplomats to break final level of diplomatic contact level*.
• Increased initial Energy generation for Tech-5 start *
• Fixed the Jetpack OOB/TOE *
• Increased speed for 200% DPI setting enormously
• You can now no longer nationalize a Private Asset that is just in the process of being upgraded
• Fixed an AI crash!! (Carson)
• Fixed a crash with transfer of troops from one battlegroup to another, fully emptying the first one
(Saros)
• Fixed a glitch with the left side of the Staff Council task progress on operationalization of a new
OOB was wrong
• Fixed a glitch with the renaming of Models (* in some cases)
• Fixed a bug with Minors building up to many Units and at the same time causing very long AI
processing times (Che)
• Game now stops sound if you ALT-F4 / end-task
• Reduced the militia growth for some minors from killing freefolk and pop, especially if they have
units with low subunit count.
• Fixed glitch where a “non-City” regime would surrender after losing a city they conquered
(Slavers, nomads, etc...)
• Added a bit more Food for game starts with initial Armies present *
• Fixed a crash with Hex Perks on the 0,0 Hex
• “Recruit Talent” stratagem now actually ensure a younger Leader to be recruited *
• Fixed a crash during Combat setup with Ranged Fire
• Fixed a glitch with the Civilization Level dropping to zero
• Fixed faulty mouse-overs concerning maximum storage transfers to SHQ on round 1
• Improved the Mouse Overs with a tolerance mode of 20 pixels so you do not have to keep the
mouse perfectly still
• Added the generation of a planet generation save in your saved games directory. Which if you like
you could rename and share with others. Or use to restart a Planet you found interesting.
• Fixed an AI “leader ageing” crash (BvG)
• Better garbage cleaning of some detailed log reports (data thing behind the hood)
• Fixed a crash with a start turn crash (Chris)
• Fixed crash with Artifact being generated in a Scav Asset that got upgraded to a higher level at
the same time
• Fixed a crash with clicking on the Strat button in the bottom interface
• Increased free Water storage points with the amount of free Water (rivers/rain/sea) the Zone
receives.
• Fixed issue with Electric Engine not being selectable for new Models designing
• Non-aligned forces (alien critters/marauders) do NOT take the first turn anymore.
• If no-saving during game + passwords enabled in a multi-player game, you’ll get “possible” cheat
messages if a player replays his/her turn.
• Autocombat setting in prefs now saves properly
• Fixed another AI crash with a tortured AI regime
• Lifted the 2-player limit on the “Unclassified” Planet starts
• Improved history-view representation of friendly rebels attacking somewhere
• Improved history map by putting a selection graphic around the Hex where a history step is
actually happening.
• Fixed a crash related to disappeared Trader Houses
• Fixed a crash related to the resolving of a faulty Demand on taking a Hex that did not exist. Also
fixed such a demand being given in the first place.
• Some minor spelling and typo repairs
• Fixed overflow of att-def total list in combat setup popup
• Reduced the extremity of the costs for Rail through difficult landscapes (except high mountains).
Stays high, but at least it is possible to construct now if you save up.
Unfortunately due to a glitch the auto-updater you need to manually grab this update by downloading the patch here or from My Page.
Version 1.02 Changelog
(*) will require a new game start to work fully
• Adjusted the interest of AI for building Hydroponics
• Fixed a less informative label on the unit counters after upgrade/downgrade Formation Type (Saros)
• AI improvements related to allocation of OHQs to Fronts
• AI improvements related to consistency of Front areas
• Fixed Model Statistics glitch that caused anti-inf % and AT % to get switched around. (Saros)
• Zone now keeps less reserves if it is for an Asset that is on reduced production or construction percentage (Shards)
• Fixed glitch with partial construction % set and actual progress of that construction
• Fixed glitch with automatic worker recruitment and asset in partial production
• Fixes Sound Volume slider
• Severely tuned the Difficulty for Major Diplomatic Stratagems, though there remain some impossible rolls if the AI Major in question is just not willing at all to accept *
• Fixed a glitch in the application of the Skill Bonus by Leader Feats
• Fixed a glitch with failed rolls on raising or lowering taxes & tariffs *
• AI will no longer give you Credits while at war *
• When constructing roads to a Hex just one Hex away from the start it will always go as “the bird flies”. In some rare cases this is useful.
• Unit movement now also goes as the “bird flies” if the distance is just 1 Hex. In some rare cases this is useful or even crucial to avoid likely surprise combat.
• Fixed a crash during a Compare Leader in the Leaders Popup
• Reduced the chance for a Decision to be communicated through Metrics by a factor of 10.
• Fixed 2 different rare crashes in the Stratagem Tab
• Made a minor fix in the usage of Commerce Bonus inside the inter Trade House trades.
• Fixed the inability to use Expel Diplomats to break final level of diplomatic contact level*.
• Increased initial Energy generation for Tech-5 start *
• Fixed the Jetpack OOB/TOE *
• Increased speed for 200% DPI setting enormously
• You can now no longer nationalize a Private Asset that is just in the process of being upgraded
• Fixed an AI crash!! (Carson)
• Fixed a crash with transfer of troops from one battlegroup to another, fully emptying the first one
(Saros)
• Fixed a glitch with the left side of the Staff Council task progress on operationalization of a new
OOB was wrong
• Fixed a glitch with the renaming of Models (* in some cases)
• Fixed a bug with Minors building up to many Units and at the same time causing very long AI
processing times (Che)
• Game now stops sound if you ALT-F4 / end-task
• Reduced the militia growth for some minors from killing freefolk and pop, especially if they have
units with low subunit count.
• Fixed glitch where a “non-City” regime would surrender after losing a city they conquered
(Slavers, nomads, etc...)
• Added a bit more Food for game starts with initial Armies present *
• Fixed a crash with Hex Perks on the 0,0 Hex
• “Recruit Talent” stratagem now actually ensure a younger Leader to be recruited *
• Fixed a crash during Combat setup with Ranged Fire
• Fixed a glitch with the Civilization Level dropping to zero
• Fixed faulty mouse-overs concerning maximum storage transfers to SHQ on round 1
• Improved the Mouse Overs with a tolerance mode of 20 pixels so you do not have to keep the
mouse perfectly still
• Added the generation of a planet generation save in your saved games directory. Which if you like
you could rename and share with others. Or use to restart a Planet you found interesting.
• Fixed an AI “leader ageing” crash (BvG)
• Better garbage cleaning of some detailed log reports (data thing behind the hood)
• Fixed a crash with a start turn crash (Chris)
• Fixed crash with Artifact being generated in a Scav Asset that got upgraded to a higher level at
the same time
• Fixed a crash with clicking on the Strat button in the bottom interface
• Increased free Water storage points with the amount of free Water (rivers/rain/sea) the Zone
receives.
• Fixed issue with Electric Engine not being selectable for new Models designing
• Non-aligned forces (alien critters/marauders) do NOT take the first turn anymore.
• If no-saving during game + passwords enabled in a multi-player game, you’ll get “possible” cheat
messages if a player replays his/her turn.
• Autocombat setting in prefs now saves properly
• Fixed another AI crash with a tortured AI regime
• Lifted the 2-player limit on the “Unclassified” Planet starts
• Improved history-view representation of friendly rebels attacking somewhere
• Improved history map by putting a selection graphic around the Hex where a history step is
actually happening.
• Fixed a crash related to disappeared Trader Houses
• Fixed a crash related to the resolving of a faulty Demand on taking a Hex that did not exist. Also
fixed such a demand being given in the first place.
• Some minor spelling and typo repairs
• Fixed overflow of att-def total list in combat setup popup
• Reduced the extremity of the costs for Rail through difficult landscapes (except high mountains).
Stays high, but at least it is possible to construct now if you save up.