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

Post by Vic »

Hi,

Attention STEAM users: The current Steam OPEN beta (not the Closed Beta) has the most recent version now!

Attention GOG users: This patch can ONLY be installed over the MATRIX version. The GOG version does not have regular open beta versions at all so far. You'll have to wait till the next official patch. Sorry there.

So, dear Matrix players,

This patch can be manually installed only over the official v1.26j or any higher version of course. Make sure you have the v1.26.16 or higher before applying the patch below.

Recommended to only try this "Open Beta" Patch if (a) you really have a need to have a fix... Or (b) if you just want to help me out by checking it runs properly.

"Open Beta" means that it has not been fully tested yet.

Enough of the disclaimers....

Existing games started with a previous version can be continued.

Download the 1.26o patch here (in Chrome you might have to right click and select open in new tab):
https://www.vrdesigns.net/openbeta/Shad ... Matrix.zip

Just copy the contents of the zip file inside the game folder (where the ShadowEmpire.exe is) and overwrite any existing files/directories. Best way to do this is opening the zip and doing ctrl-A (select all) and ctrl-C (copy) and the going to the Shadow Empire directory and pressing ctrl-V (paste) and when windows prompts tell it to overwrite all files.

A game NEWLY started with a properly patched version will show "Version #222" in your "Dashboard Report".

Changelist 1.26o2 (#222)
-Fixed a crash i caused with 1.26o (pymous & others)

Changelist 1.26o (#222)
Some relatively big combat balance changes with this patch. Artillery has been boosted somewhat and AFVs have been nerfed, a bit, and only in rather specific circumstances. Feedback to this changes is welcome.

-Increased the Artillery KILL chance a bit (did not make many kills, but should make 20% more kills now, a tad bit, but read on below) *
-Added ACCIDENTS rule for AFVs, for in order of vulnerability: Tanks, APC and Walkers. See below for more info. *
-Artillery RETREAT hit can translate to KILL hit with (relatively) low XP targets. See below for more info. *
-Militia Replacement Troops can now be low level Models as well. This was inconsistent before with new Units having the possibility for regular Model usage, but not their replacements troops.
-AI is now more inclined to upgrade troops (especially at lower XP levels if seriously better equipment available)
-Faction Stratagem gifts did not take into account the Profile preferences of the Faction in question for the selection of the Profile Stratagem given, they do now, though some randomness remains.
-Fixed possible issue with Decision not raising worker happiness.
-Fixed an issue with non-Cabinet members actually being able to vote during Politburo elections.
-Fixed issue with not being able to manually transfer Militia from SHQ to Militia Unit in same Hex.
-Mech Artillery/Launchers now have 10 readiness loss for 100 AP move instead of 30. *
-Absorption Critter Feat now always has 10% chance to fail (caused an issue before at level V which made a fail impossible)
-Changed the weighting of possible culture groups on Planet; should result in more diverse cultures on newly generated maps *
-High Tradition >100 was still not allowing a tiny chance of CAS raise, this should now work, though it will be really slow.
-Some mouse over fixes for some skills, techs and stratagems *

ACCIDENTS
During offensive warfare and when scoring a KILL/RETREAT hit, Tanks, Walkers and APCs have a small chance to get destroyed by last minute (suicidal) enemy counter actions accidents or accidents (or combination of both). This can only happen against highly entrenched adversaries or in landscapes or river crossings that are not well suited for the Troop Type in question. Tanks attacking unentrenched enemies in Plains Landscape Type for example will have 0% chance to suffer an accident, however Tanks attacking in Forest have a 3% chance to suffer an accident (remember: only upon scoring a KILL/RETREAT hit there is a test). APCs and Walkers have only half that chance, note also that Walkers do not have any Landscape Types that give them penalties in the first place (though major rivers still expose them).

HIGHER ARTILLERY KILL CHANCE WHEN FIGHTING LOW XP TROOPS
A Retreat Hit by Artillery can be transformed into a KILL hit if the XP of the target is below 40.
At 10xp or lower the chance is almost 30%
At 20xp the chance is about 10%
At 30xp the chance is about 5%
At 39xp the chance is about 2.5%
At 40xp or higher the chance is 0%.

Changelist 1.26n2(#221)
-Fixed crash with Leaders view & Faction view

Changelist 1.26n(#221)
-New Faction’s first Faction Leader during the game is now usually much better aligned with their new Faction. They sort of trade their previous ideology for a potential position of power. Ambitious Leaders have more chance to align and to found a new Faction during the game.
-Added some more log entries on Private Credits in the Zone Logs & did some general QA work on tracking this really correctly (for me and for the player)
-Fixed faulty XP in raising formation with SHQ Troops
-Fixed misconfigured conditions for raising Light and Heavy Armor Grenadier Army.*
-Fixed the amount of Energy/Food/Ammo/Fuel/Water/IP that is being kept by Zone in case it will not have enough maximum storage points to do so; in that case it will send items back to SHQ even though it needs them next round, better than losing them. (Big thx to Dave with this rather rare case).
-Fixed a small reporting glitch with energy in the inventory tab (consumption need reported was not taking energy rebate into account of agri facilities)
-Verified Disband Militia is working; it is working. But you need to play a scenario started with #220 or later.
-Major AI on higher difficulties now does higher Tech Level starts with Models utilizing the best Tech thats available at start of game.
-Major AI in early game is now more keen to design better versions of much used equipment/models (like infantry) when important new tech becomes available
-Major AI is now more sensitive to recognizing another Major is getting too much ahead (but stays sensitive to especially victory pact for loyalty & non-game winning reasons)
-AI gets better Leaders at higher difficulty levels (upto +1 cap level at extreme difficulty)
-AI fix where it was not perceiving possible longer term encirclements as good as it could
-Limited budget changes for Organisations to minimum 1% per organisation. There is minimal upkeep needed to keep the lights on.
-Fixed feedback when using “Call To” diplomatic Cards to explain the addition of dem,aut or mer to your ROLL. *
-Fixed small glitch in Crime Syndicate algorithms (destroyed security asset without crew; no report either) *
-Fixed issue with some other Cultures Milita Units losing Unit Feats.
-Fixed crash with sentient alien units and using the Battlegroup Order.
-Correct mouse over now for Major Diplomatic Pact Stratagems.

*=requires new game start

Changelist 1.26m(#220)
-Salary effect on Natural Relation Point has been lowered *
-Rank Feature added. HR Task now also produces Increase/Decrease Rank (title) Stratagems that can give a Leaders a higher salary and more prestige from their job *
-In Leader Management Tab you can now also inspect the Leader Feats
-AI change on tactical level: added an extra move algorithm option on normal AI speed or higher, should result in slightly better tactical moves.
-Fixed glitch with losing of Quality Levels when reforming unit/HQ (Zarohn)
-When depleting the Militia Pool the Population will be reduced (if possible)
-When rebel units form the Population will be reduced (if possible)
-When suboptimal recon the Unit counters now show the same value on map as in the troops breakdown in the bottom.
-Fixed glitch where logistical points need of Asset was reduced by city level multiplier (farmstead III req 50 logistical pts instead of 150)
-Fixed having the Model graphics show up in the Battlegroup Popup Window
-Private Economy will stop upgrading private mines that dont have enough reserves left in the ground
-Private Economy will favor industry/scav assets more often again
-Fixed a tiny glitch with not selecting the city hex when clicking in left side window
-Fixed mouse over for make peace Strategem
-Fixed issue with some Profiles not changing with diplomatic major events *
-Fixed transferring from Zone to SHQ in same Hex if no logistical points available.
-Militia can now be disbanded as well. (because it could be scrapped, like this is more consistent)
-Regular Troops can now no longer be transferred into Militia units (was an exploit)
-HQ reports now show up even when round 70 passed or advice turned off.

Extra notes on the new Rank feature:
Giving a higher rank title to a Leader immediately gives some relation effects. It also increases the Natural Relation Point for monetary as well for honor-related reasons. It also increases the Prestige from the Job they are doing.
Rank 1 = salary * 5, prestige from job +10 pts
Rank 2 = salary * 25, prestige from job +20 pts
Rank 3 = salary * 125, prestige from job +30 pts
Rank 4 = salary * 625, prestige from job +40 pts

*=requires new game start

Changelist 1.26k2(#219)
-Major Fix with AI regimes not being set to a story mode (friends, blackmail, etc) and subsequent events not triggering. This has been fixed for new games and running games (retro-active fix will take a new round to go into effect) (Thanks Jean!)
-further AI changes on tactical level to try to strike the right mix between timid (too often previous subversion) and audacious depending on the number of units on the frontline.
-Fixed the Base Design formula for aircraft , it no longer takes “aircraft ruggedness” into account a bonus as it causes issues with field testing. On top of that “aircraft ruggedness” should never have given a bonus to the base design in the first place, it is already giving a bonus to Hitpoints. (Thanks Felius!) *

Changelist 1.26k(#217)
-AI changes on the tactical level especially on medium and slow level (extra searches, small nudges & some code fixes). The AI should be a bit more wary now against encirclement and holes in the line, however it might have gotten a bit bore timid in some circumstances too, where it is better to drive forward. So feel free to send me a save game of any such instance where it should have played offensive cat & mouse instead of trying to avoid encirclement. This will be probably be worked upon for the next open beta. Feedback is thus crucial.
-Expanded rather limited implementation of moveRedux effects of artillery on transporter (truck/apc) speed. Used to be only applied if the trucks had an AP cost decrease (fast trucks), now also for all others (normal and slower than normal)
-MTH Stratagems are now handled by Economic Council Director (instead of Foreign Affairs Director) *
-Salary impact on Natural Relation Point is now optimal at Leader Egoism=50 and slacks of going towards 0 or 100. In the first case because the leader is altruistic and doesnt value rewards very high, in the other case because it wants more and more credits as egoism creeps higher. (note that the stratagem gifts do work well on high egoism because the public ceremonial nature (PP expenditure) of these gifts does scratch their itch) *
-Waterfall Turbine Hex Feat description fixed*
-Mod Library usage fixed. Thx Magirot! It now loads mods again without crashing. Apologies here, not sure how this bug snuck in.
-Fixed Danger Event preview with too high modifier on skill roll
-Fixed map centering in some cases (big thanks to JeanLeChauve for this report and many others)
-Fixed mothballing of private mines when necc
-A cap on egoism loss with leaders with low ambition and parliament regime feat active. Iit cannot go lower than ambition now. *
-Agri preview production fixed
-Made fixed AI Admin level (based on round) now more variable also depending on BP production *
-Arachnids less chance to be present on planet where they have no prey to hunt *

Changelist 1.26j3(#216)
-Fixed faulty Key Level Rise events (showing Law Upkeep cost instead)
-Fixed constant “Morale Highstanding” decisions (mike)

Changelist 1.26j2(#215)
-Fixed issue with certain Decision Events not triggering (caused with 126j)

Changelist 1.26j(#215)

DANGER RELATED
-Added 33 variations for Danger events *
-Including 19 new Vidcom graphics (this is a further experiment towards introducing more vidcom variety and moving towards a complete overhaul of all Vidcom graphics with core 1.4 release (planned with Republica DLC in 2025)) *
-Added new danger event that only triggers on high Zone Culture score *
-Added some secondary skill bonuses for Danger events (these give their absolute skill level as a bonus (note not their skill family level))*
-Many of these Danger variants only trigger under specific conditions and will make the difficulty level higher than the regular events, also they tend to make the casualty levels quite a bit higher. Luckily they should not occur that often. *
-Security Danger events now gets roll bonus from security score + troops in city *
-Health Danger events now get roll bonus from health score *
-(Low) Culture Danger events now get roll bonus from education score *
-Extra difficulty can be added under specific conditions (fear,unrest) but only likely on higher difficulty levels *
-Some moderate possibility that Danger events now also generate some Unrest *
-Enforcement >40 makes mitigating Danger Events easier. *

OTHER
-Fixed GR Chaingun Tech, it now no longer affects energy MGs. *
-Fixed GR Phantasmagora Buggy, it now no longer has its AP modifier capped. *
-Fixed aircraft no longer benefiting from GR Chaingun Tech. *
-Fixed delegated Mining Asset not turning up in Mining Overview.
-Fixed resettlement proposal decision to now impact reg-reg relation level.*
-Cloning Facility percentual part increase now from 1% to 0.5%. *
-When you upgrade an Asset it now keeps its previous damage if it has any.
-Private Mines should now mothball when they run out of mineable reserves and startup again when new reserves are available.
-Can only play 1 Posture on a HQ each round now. *
-Arachnids less present on Planets (-33%) *
-You now have access to the trooptype statistics of other Major regimes at recon level 30 or higher.
-Also Regime Recon gets Spies *2 as extra recon if not more >=8 zones within the enemy. If >=6 zones *2.5, If >=4 zones *3, if more >=2 zones *4, if only 1 zone *6*spies. This means it is easier to get Regime Recon if the enemy regime has less Zones.

*=requires new game start

Changelist 1.26i(#214)
-Housing Tech added
-Social Housing Asset Type added
-Worker Apartments Asset Type added
-Added a lot of mouse overs in the election reports revealing a lot more information about how the calculations are made during elections.
-Governor influence on elections has been improved + Soldiers voting algorithm now follows more closely the setup for pop+worker voting. Notice that new elections with this version might see some shifts in voting behavior.
-Sped up AI calculations with 10-15%

Housing Notes
Social Housing Asset provides Social Housing Points and Worker Apartments provide Worker Apartment Points. If more social housing than Population then workers can use remaining housing points. If more apartments than workers than population can use remaining housing. But Workers put in social housing only provides you with 25% of the worker housing effects.

Full housing provides +2 happiness for Population and +4 happiness for Workers. This is because worker apartments are way more luxurious and social housing is much more bare bones. If 50% or more of Population is housed then it increases Free Folk settlement, if 100% is housed then Free Folk settlement reaches the point of being doubled. For Population migration between Zones the difference in housing % acts as a modifier that at maximum, when the difference is 100%, can increase migration by a factor of 4 or decrease migration by a factor of 4 when at the minimum of -100%.

Having Workers with good housing (apartments) makes it really unlikely that workers quit their jobs, with 100% apartment housing for your Workers the amount of Workers leaving your service is divided by 16. This effect kicks in from 1% onwards.
Once worker housing reaches 50% and upwards the recruitment of workers will be easier, up to a factor 4 more if 100% of workers are housed in apartments.

Changelist 1.26h(#213)
-Much improved the algorithm for Midcore Logistics that was getting very slow once an empire got large with many roads and logistics sources. Added a LOT of cache-ing to the algorithm that should speed things up the midcore logistics by a factor of about 30 times faster. It might still get a tad slow when you get really large, but nothing like before.
-Fixed hex extra info mouse over for some Unknown Landscape hexes, which shouldn’t have been shown.
-Fixed first window of Raise New Formation Order where sometimes Formation Types where missing if Use SHQ Troops option was flagged
-Fixed issue with extra kill percentage not being applied for GR Optics Tech and the GR artillery unit. *
-Switched off Advice from round 70 onwards or if 9 or more Zones in control (we assume no more help needed at this point, and it reduces turn calculation time a lot for large empires that never switched advice off in the Prefs)
-Increased coarseness of logistics a little bit to increase speed

*=requires new game start

Changelist 1.26g(#212)
-Especially on lower difficulty levels and playing without the History Class “Low Resources” there will be more opportunities to find low-grade Metal Deposits. Considering base Metals are so common on all Planets they are now easier to find, but the extra deposits now added are not very economical to exploit. Same as for Metal is done for Rare Metals but much less pronounced. *
-Added new Stratagem for the Regime Feat Opportunism (Commerce-50) which is “Improvised IP” which allows you to use the Population of a Zone of choice to produce IP by paying Credits (and 25 PP). Giving a little buff to the commerce profile especially in the early game. *
-AI BP generation bonus reduced on Regular and higher levels, because the AI has become a little bit more clever in which research to prioritize recently. New BP gen bonus: -33% on beginner, +10% on regular, +50% on hard, +120% on extreme *
-Fixed an issue with SHQ management for an AI empire spawning many SHQs on the same island (thanks to Jed!)
-Fixed an issue with the AI not building flak when severely overpowered by the player (thanks to Jason!)
-AI was giving up a bit too early with the the air war, nudged this a bit
-Gave AI some more incentive to still research low techs when already in high tech areas, to avoid it having a hole in its tech tree
-Canyons now give combat penalties *
-Fixed an AI glitch where it could build (in rare circumstances) makeshift ports on your territory

*=requires new game start

Changelist 1.26f2(#211)
-Fixed a crash at start turn (end of ai calcs) due to a typo

Changelist 1.26f(#211)
-Lot of work has been done on the AI military mid-late game play, notably concerning using higher tech equipment and atomics like ICBMs and being able to buy lower tech stuff even while higher tech stuff is available.
-Midcore rules do NOT use branching rules anymore, making them even easier to play *
-Combat Odds Prediction with the SAME units in a different selection-order now gives the same odds prediction
-Human player in a multi-player game no longer loses automatically if he starts a turn without cities. Automatic loss is now only executed if the player has no cities AND no units!
-Defending non-air Subunit that did not did not do any meaningful attacks (att score<1) during a combat round is not charged combat fuel costs for that combat round.
-Any non-air Subunit that did not do any meaningful attacks (or structural damage) during a combat round is not charged ammo for that combat round. (was already the case for air)
-Any non-air Subunit that did not do any meaningful attacks against land subunits, but did do so against air subunits, and which is has much lower best air attack than best land attack (4 times lower or more) will be charged less ammo cost. This last rule will mostly apply to MG and similar models with really small AA cap.
-AI sometimes underestimated unaligned/minor threat at crucial points considering it wrongly unimportant (potentially causing early collapse by loss of city), this should happen less often now.
-Leader portrait losing faction colors is fixed
-Leader portrait going bald and getting hair back again (at age 21-22 threshold) issue fixed
-Reduced number of bald females *
-Plugged glitch where asian females had really high chance to be bald *
-Fixed rare weird glitch with Profiles of some Regimes being able to go below 0
-Fixed Asset Management Tab previews if logistics connection Zone + SHQ is connected with naval logistics and the SHQ is not allowed to use them.
-Airbases can now be constructed if you have Propellor Tech OR Rocket Engine Tech. *
-Fixed glitch where you could set OHQ to be commanded by itself
-Increased ammo cost for Heavy Rockets and Heavy Missiles *
-Fixed issue with very long games where the AI Regime Leaders + some 3rd party leaders got really really old and at some point it felt like geriatric warfare.

Changelist 1.26e(#210)
-It is now possible to create “Makeshift” Zones on Hexes without a Zone (“No Zone”). However this is more expensive than regular Zone creation (35PP, 500 Credits, 500 freeFolk/soldiers), but it can start a new Zone closer to an existing city (needs to be only 3 hexes away instead of 5, or even without condition if it concerns a small island of 16 Hex or smaller). This seemingly minor addition will give you more flexibility in special cases and open up a large number of possible new strategies concerning expansion by airlift. Note this new feature uses the same “new Zone” button when a “No Zone” Hex is selected.
-Unit Supply is now prioritizing Food a lot and Oil quite somewhat. This has been done to prevent cases where Ammo uses up all the logistical points and nothing is left for even more vital stuff. Food is vital for obvious reasons (starvation), but oil is also vital because low oil gives actually quite horrible combat penalties.
-Finetuned Farm-/Dome-steads building and now allowing maximum 2 Farmsteads to be build in a Zone, from there on upgrading those (until they reach Farm Community Level) is going to be the rule. We want to avoid cases where Farmsteads just clutter too much map. (partially *-ed)
-Finetuned Private Debt rules : Population can now go into debt as well to buy full Private Farm/Dome Communities. *
-Fixed exploit where reconquering a Zone (after losing it) gives you a Fate Pack again. (partially *-ed)
-Fixed buggy behavior with MTH wants more staff Decision.*
-Fixed some Tech mouseovers *
-Fixed rare issue with disappearing Free Folk through some Decisions like “Demagogue”
-Slight nudge to CAS increase indep of tradition level, very slight though…
-Fixed showing of movement arrow with strategic movement when using roads with more than 9999 logistical points on them
-Fixed miss-focussing map in some map centering cases on hexes that are close to the “map seam” where the map loops (Asset clicking, probably also history replay)
-Fixed a crash causing bug because units were transferred between regimes (like with the new option introduced in subversion D for Arachnids to split off from their core regime) (big thx to Carl)

Changelist 1.26d(#209)
-The Arachnids Minors have multiple levels now. The higher difficulty level you play the more dangerous they’ll be able to get, spawning special castes as Defendrix, Dominatrix and Exterminatrix, as well as Queens and Champions. *
-Various big fixes to Slavers, Arachnids and Mutants actually “decimating” population & free folk and getting growth of them, as well as them changing zone culture once population levels reach zero. (partially *-ed)
-Fix Fate Stratagem category in Stratagem Encyclopedia crash
-Fixed Geyser turbine mouseover text.*
-Fixed Energy Rebate rule to be actually applied
-Added some protective code to avoid Majors starting on island that is inside a lake (not ocean zone).
-Fixed rare issue with Minor Militia popping up between friendly units (after you conquered their “masked” zone center).

Changelist 1.26c(#208)
-Fixed some serious production penalties for various stuff including lowlands penalty for Wind Traps, Agri Rain PH modifier, Agri Soil Heavy Metal modifier, Solar Panel rain modifier, Agril Rad modifier. This only kicks in with games started with this latest version, otherwise the rule shock might be to violent to many ongoing games. *
-Fixed layout bug in Planet Stats Report caused by some rare planet gens.

Changelist 1.26b(#207)
-Fixed Gladiator Unit Feat bonus to also be applied to hitpoints *
-AI receives GR Tech Fate Strats nerfed. On beginner every 60 rounds and max 1 per game, on regular every 50 rounds and max 2 per game, on hard every 40 rounds and max 3 per game, on extreme every 30 rounds and max 4 per game.

Changelist 1.26a(#206)
-Fixed issues with AI Model Design choices. Should avoid loops with impossible air designs now.
-Made improvements to AI tech research selection, among others making it easier for the AI to find a path to atomic weapons, this however is not guaranteed to happen. But I feel more confident with the new algorithm.
-Planetary Spin a bit (or a lot) lower on Colossus Planets, further reducing Wind Speeds a bit on them *
-Fixed a gitch with Wind Speed calculations (planetary spin did not have the correct effect, it should have now) *
-AI will get random access to the new Fate GR Techs (Beginner: once every 40 rounds, Regular: every 30 rounds, hard every 20 rounds, extreme every 10 rounds). This should act as a general difficulty boost at higher difficulty levels.
-Removed the Metrics question when first playing game, as no matter if its yes or no, i am not collecting at the moment.
-Fixed glitch with lowlands penalty being applied to agriculture as well.
-Made a low level unit moving algorithm change to how the AI perceives its chances of getting encircled. Made it a bit less scared in most cases.
-Made AI bit more consistent in diplomatics once it doesn’t want to waltz with you anymore. After it starts canceling treaties it will be harder to make them accept a new one again (cooldown timer running in background) *
-Added some code to prevent MTH ship losses against 0 ship enemy fleet.

Changelist 1.26(#205)
-Added “Low Resources” History Class which blocks you starting with initial Water Mines and assured deposits around you. Best played on lower Tech level with minimal or no starting armies.
-Fixed Propose Peace Stratagems (major + minor) effect with critical failure. *
-Fixed Mass Driver is now compatible with AT-Gun Models. * (crashes in earlier betas)
-Wind Traps can now also produce at water scarcity level 4. *
-Wind Traps can now also be constructed in non-mountain areas, but they get a -50% penalty when used in “lowland” areas. *
-Fixed Breakthrough Stratagem to not be playable if nothing discoverable left *
-Fixed Guardians Decision to not trigger if not enough discoverable left to exclude finishing last discovery same turn *
-Nudged Guardians downwards (more tradition stat, less often trigger of tech sale, fast higher price after first sale) *
-Reduced max recruitment base level from 5% of Population/Worker to 2.5%.
-Fixed color of Rdn + Supply in Unit Tab to white if the variable is actually unknown due to lack of recon.
-Gr Mass Driver Fate Stratagem only appears at higher tech level above 5 now. *
-Fixed crash with Air Recon on certain sea Hexes.
-Fixed Wind Speed and Temperature Delta on Mountains for some Colossus Planets *
-Lowest Tech MG now also benefits from the Chaingun Tech *
-Increase some GR Tech Fate Stratagem costs and decreased GR Equipment Fate Stratagem costs.*
-Air Models now also have their Air attack values divided for having multiple attacks *

Changelist 1.25i(#204)
-Fate Packs for level increases nerfed upwards. Now Beginner: Fate Pack on Admin,Culture,Tech level rise. Regular: Admin + Tech level rise, Hard+higher: only on Tech level rise *
-Fixed issue with Private Economy building Surveillance Asset
-Made some changes to better support super long linguistics lists (mod support)
-Fixed an issue with some mods + PBEM games, where in some cases the mod data kept being added **
-Fixed issue with some Regime Feat Zone benefits not being used for the first capital zone in the game.
-Fixed combat preview odds calculations with the use of certain Stratagems like All Out of Offensive.
-Ringmail Fate Stratagem cost increased*
-GR Optics Fate Strat cost increased*
-GR Combat Drugs Fate Strat cost decreased*
-Fixed a combat detail report logging glitch that could hide a modifier from being logged (combat calculations themselves were okay)

*=needs new game start
**=adding in running games will be stopped, but the bloated stringlists causing slowness will remain, however I also improved the speed of the linguistics algorithms in case of huge stringlists.

Changelist 1.25h(#203)
-25 New Fate Stratagems added, including rare and very rare ones. Leading to: 10 New Fate-Strat-only Techs, 5 New Leader Feats, 4 New GR Models and 6 “red” Fate Stratagems.*
-Peripheral Mining Stratagem has been finetuned. It will cause some more Ease of Mining Degradation when played on Mines with really high ease of mining levels (chance for extra level loss: 90% at level 9, 75% at lvl 8, 50% at lvl7, 25% at lvl 6). Also overall extra resources found is lowered a bit with -33%.

Changelist 1.25g(#202)
-Fixed CTD when clicking on transfer button of a Zone without SHQ assigned.
-Assault Gun/Tank Destroyer now show their reduced IP production cost properly in the UI (requires making new model to go into effect)
-Fixed issue with not being able to select Gauss MG for aircraft Models *
-No longer required to have a Trade Pact Level with other Major to change Tariffs.* That rule made no sense in retrospect as it is you that controls your side of the border and your custom officials can do as they please no matter your absence of an officially agreed upon trade level.
-History replay now shows orange/red icon on air recon target hexes.
-Fixed capping of relations after playing MTH Shipyarding Stratagem.*
-Fixed different planetary stats concerning heavy metals PPB / PH between generation and final Planet. *
-Fixed edge case with impossible Faction Demands where Admin,Tech,Cult Level all >8 and happiness and morale are all super high.
-Fixed price reduction for longer MTH Contracts
-Fixed game blocking glitch with enemy unit appearing out of nowhere in a friendly hex (Autumn)

*=requires new game start

Changelist 1.25f(#201)
-Added Colossus Planet Class. Which is basically just a way to roll huge (and very slow to play) Planets with very probably quite high gravity.
-Fixed some glitches with the AI assigning Posture Stratagems to its OHQs. Performance should be much better now. (thanks to Thibault)
-If you switch to “Discovery Focus” you now loose 66% of your already accumulated Discovery Points. Was a bit of an exploit before.
-Stratagem pics inside Vidcom messages could be swapped around if you looked at them again after playing some earlier received Stratagems in your current turn. This is no longer the case. Requires a new turn to go in effect.
-Blocked the ability of clicking on enemy leader in Decision messages
-Made AI a bit more cautious with constructing Biofuel Assets and made it better understand the Food income required for it to not cause any problems (especially on higher Biofuel Asset Levels)
-Added mouse edge scrolling enable/disable in first subtab of the Prefs Tab
-160K Bombhatch ammo cost divided by 20.. Was a data entry glitch on my side :/ *

Changelist 1.25e(#200)
-Fixed Group Move crash if way more than 16 units on a Hex (freak cases) (matthew)
-Fixed issue with SAMs not firing from distance (voker)
-Fixed “rolled” result mouse over for name of advisor that was displayed as -1,-1 in many cases
-Fixed strategem mini map regime targeting issue with regime that had no hexes with recon on it and selecting it in the list to the left (Xebec)
-Fixed turn process crash due to Zone without traders (Voker + Other reports)
-Nudge to ship building for some MTHs in some special cases (Thrake)
-Starting Asset construction on Hex will no longer remove the “start new zone” flag from previous asset construction order (Trake)
-Irregular artillery,tank and walker now get a little bit of structural damage points capability as well (Thrake) *
-Expell Pop now is generated by Staff Council (Cranky) *
-Fixed renaming upon creation of custom independent formation (Cranky)
-Leaders originated from 3rd parties (like corporate) now get included in seniority ranking

Changelist 1.25d(#199)
Added 9 Minor Subcultures (2 for Raiders, 2 for Farmers, 2 for Nomads and 3 for Mutants) for more variety during the early game. Below a short intro to the new Subcultures:

-Guardians: A subculture of the Farmer Culture Group. These are similar to Farmers but have happened to find themselves with a treasure chest of still functioning GR technology. Note that these Guardians use some GR Tech, but do not understand this Tech, nor can they reproduce it. Their Militia Infantry will be slightly weaker than that of regular Farmers, but will be reinforced with some GR Tech and will get stronger faster over time.

-Confeds: A subculture of the Farmer Culture Group. These are similar to Farmers but they went through a phase of conflict with other Farmer Zones and eventually installed a Confederation that united several small Farmer Zones. Expect Confeds to have higher Populace levels as well as a higher level of eventual Militia mobilization.

-Scavengers: A subculture of the Raider Culture Group. These are similar to Raiders but less aggressive. They tend to focus on low intensity scavenging and as such expect some recuperated GR Tech used by their Militia’s. Also their Militia will get stronger faster over time.

-Warmongers: A subculture of the Raider Culture Group. These are similar to Raiders but even more aggressive. They live in a cult of worship of the physical body and strength. They glorify warfare and will be very eager to engage you.

-Roaders: A subculture of the Nomad Culture Group. These are similar to Nomads but more mechanized and always start the game controlling some serious road network.

-Mercanteers: A subculture of the Nomad Culture Group. These are similar to Nomads but more peaceful and focussed on helping their Traders, at which they are very good (their Traders get a boost similar to Commerce Bonus). They also have a much higher trading volume with other Minors or with Majors that they are at peace with. Due to their close and synergetic cooperation with the Traders they levy a capital tax on their Traders to finance their Militia.

-Ferals, Beastmen and Demons: These are subcultures of the Mutant Culture Group. They are similar in behavior but are stronger. Especially beware of Beastmen and Demons.

Other changelist items:
-Better drawing of thermal clothing for Militia
-Difficulty for Offer Protection / Offer Client increased with the Tradition Culture Key of the target Culture.*
-Fixed heavy metals in water display glitch (huge negative value) on Lava Planets.
-Fixed “resign reveals whole map”, it now also works if you resign after losing or winning the game (thanks Das)
-Fixed Unit log glitch that was confusing energy with food consumption
-Ammo Factory Level 1 now needs 1000 workers to produce, instead of 500 *
-Made a fix to private economy being blocked from constructing new farms if enough pop present, but suboptimal prodmod average of existing farms
-Fixed a mouse-over production detail glitch in Management’s Assets Tab
-Natural relation growth is now also possible for Leaders with Ambition 66 or higher. It's just slow and very irregular. Increasingly so when approaching the maximum of Ambition 100.
-Fixed a crash with attempting to Disband an Asset in a Zone that does not have a City yet. Disband no longer possible in this rare case.

Changelist 1.25c(#198)
-Fixed some farming areal bonus calculations*
-Fixed rather serious double food production of agricultural assets*
-Gas powered Rifle base Fire Power reduced from 100 to 85*
-Fixed an issue where a Minor Regime under your protection got attacked by a Major Regime AI and where Pacts where remaining in place (note that between human player pact levels due to indirect cause of war should stay intact)

*=requires new game start

Changelist 1.25b(#197)
-Upon incessant request you can now change Leader names in the Leader Management Tab *
-Upon your resigning of the game being implemented (the turn after the decision) the whole map will become visible now, without fog of war, if it is a single player game
-Fixed a rare AI glitch where it could possibly build a second mine Asset in a Hex
-Added the missing graphic for Tech #10 : Furnaces
-Adapted the Zone Border painting algorithm to take into account enemy neighbor Hexes in the same way we take Sea Hexes into account
-Skewed the initial random portrait selection a bit more towards more caucasian *
-Added option to consult the Battle Report after regular combat during your turn *
-AI no longer receives airbase on Zone City if low pop+workers.
-AI no longer abandons “safe” strategic reserve allocation for hex that also has air units.
-25mm AT and 25mm Artillery Guns now have Foot movement instead of artillery movement. *
-Added Public Production Penalty to the Asset Log.
-Triple Electric Engine can now longer be installed on the smallest vehicles *
-Fixed a glitch with sea water heavy metals calculations on ocean worlds that are frozen over

Changelist 1.25(#196 (yes that is correct, I forgot to update the scn version #)
-Improved the AI Unit Shuffling (based on Greg save)
-Improved AI troop building priority for games where it starts with regular troops (1 or 2 army per Zone).
-Fixed glitch and some inconsistencies with Areal calculations in some circumstances
-Fixed an inconsistency between new debt rules and Corporate Story Module
-Made AI bit more likely to intercept enemy air attack with own air forces
-Slight nudge to AI to make it more likely to research side skirts
-If first time player has access to newGfx, they are no enabled by default instead of disabled (preparing for official release here; we want maximum feedback on these guys before we proceed further)
-Fixed a small mouse over glitch with the none-options in the Blue Print Tab
-You can now discover Super Light Aircraft also if you have discovered Rocket Engines (but not Propellor Engines) *
-Reduced AI likelihood to construct Organic and Scavenging Furnaces a bit
-Reduced likelihood (especially on higher difficulty level) to sort of correctly guess/intuit other player’s bid with an MTH Auction quite a bit
-Fixed glitch where AI was mothballing Airfields, but not re-opening them
-Fixed UI glitch not showing 0 reserves >1 ease of mining deposits
-Power Plants now properly use Fuel Efficiency Tech to produce more Energy Item Qty *
-Nerfed MTH Population Buy Decision a bit *
-Fixed a capping of crossroad maximums (that was too low at 11, now at 21) in the logistical calcs. Fixing disappearing Logistical Points (Thrake)

Changelist 1.21v (#196)
-Bulk Shipping Reduction. Transfer of Bulk Items overseas (by MTH) now only weighs on average 0.25 instead of 1.0 logistical points). This is implemented for Unit Supply, Zone Supply, Zone Returns, Item Transfer Order. The rationale behind this is that the MTH Cargo ships make it much more efficient to bulk transport goods of the same kind than other modes of transport. Bulk Items include all Items except Colonists and Recruits (they require cabins). Gameplay-wise this helps the player to more easily create an economy involving multiple islands, as well as balance out the increased ammo usage in relation to the Oceania DLC rules.
-For some reason Minors without City in their Zone like Arachnids, Mutants, Slavers, Nomads have not been placed on the map since quite a long time now. Don’t know where exactly in time this error snook in, but this rather severe oversight has been fixed now.
-”Breakthrough Now!” Stratagem can now NOT be played if no Techs available for it to discover.
-Fixed hex highlighting for Strategic Transfer and glitches with the strategic transfer weight of the SHQ
-Playing a first planet and then exiting (without quiting app) and then starting a new Planet could cause some wrong cached portrait graphics. Closed a loophole for some rare cases there, should not happen again.
-Small fix to governor Private Credits bonus. It was mistakenly still giving relation bonus if administration roll > 100 failed. Fixed.
-Added Leader Relation mouse over log for losing relation due to Corporate event
-Flak Model Type now has AT-Gun correctly as pre-req instead of Artillery *
-Fix in Planet Statistics Overview (help tab) if Planet name is too long
-Removed the cap on Admin Level
-Motorbikes have their own SFX now * (need to create a new model to hear)
-Fixed wrong highlighting
-Fixed a rare crash with MTH Contracts if too many Ports where available in a Zone
-Zone will no longer build multiple Farmsteads. It will save up until it can upgrade Farmstead level 1, then Farmstead level 2 etc… Spamming could get out of hand in some rare cases. Hence..
-Fixed issue with Farming Preview being set to 0 (Thrake)
-Fixes issue with Delegation not being removed after conquest
-Fixed rare crash with combat calcs (solops)

Changelist 1.21u (#195)
-Made many improvements to the details of Battle Reports. They now properly use the FOW and hide what should be hidden.
-Fixed a number of crashes with exiting Battle Reports during the AI playing (was not happening in-turn history mode I was using for testing)
-Firing Squad now only executes the leadership of a subformation instead of all its soldiers (and equipment). This leads to xp/2 and after that: xp -10. This makes Firing Squad now much more useful. (remember in previous subversion it already improves readiness as well as morale)
-Fixed description of Assassin Android Unit Feat *
-Fixed a glitch with relation not showing on portrait for some leaders
-Did some finetuning on the AI and its priorities for designing new Model Types (was lagging behind too much due to over prioritization of strong models).. It should prioritize more mundane but well-used stuff now.
-Did some finetuning on the AI and its taking more care of not pulling OHQs out of the line where they are probably crucially needed (issue with undefended town)
-Correction of 1.21t log… “-Decreased the number of Hazard Level lethal pressure loss events. 60 armor points added to armor mm value by default in the roll against 1d(Hazard Level *10). “ Was actually 80 armor points added instead of 40.. Tuned this down to 60 now though... meaning that at Hazard Level 10 about half the envirosuits-only guys would suffer pressure loss on any hit. At Hazard Level 5 this should be down to like 10% or so.
-Fixed crash with AI processing / combat with firing squads

Changelist 1.21t (#194)
-Added a Battle Report button in the History Window which brings you to the Battle Report Console if clicked. It provides more info on the battle including: hits/misses per trooptype vs trooptype, average modifiers, readiness, morale and xp changes. This is still a work in progress as I did not test all types of battles, please do report any issues or bugs with this feature. Also I already noted artillery attacks cause some problems and some unit names should not be revealed in that case too *
-Gaia Class and in lesser degree: Unclassified, Fontus, Proteus, have some 33% extra chance to become (more) tectonically fragmented (to different degrees) *
-Fixed an error with New Portraits upon Character Generation (causing faces without eyes,nose,mouth) *
-Taking Hazard Level calculations into account for Combat Odds calculator now & much improved the actual odds calculation. Though remember remember, it stays an educated guess.
-Mines (as used in combat) are now logged in combat reports separately (instead of rather bizarrely included in Unit Feat Modifier)
-Firing Squad Unit Feat, if choice available, now executes the weakest subformation (instead of random) that is retreating. To inspire the actually strongest (instead of random) subformations still fighting, now not only with morale boost, but also with a readiness boost! This should make this Unit Feat more valuable, instead of more of a handicap.
-If very low Air Pressure then RHL Levels is very bad as well (not only toxic gasses kill, but so does vacuum) *
-If very low Air Pressure or Vacuum the Hazard Level cannot be moderate, Vacuum is quite lethal. *
-New Graphics Portraits now remember last uniform for Leader that was KIA to be more consistent in showing their last job
-The “Breakthrough Now” Stratagem now only helps discover Techs that are actually discoverable at the moment the Stratagem is played *
-Decreased the number of Hazard Level lethal pressure loss events. 40 armor points added to armor mm value by default in the roll against 1d(Hazard Level *10).
-In Raise Formation the high item costs (like 25000 ammo) layout glitch is now fixed (counting in 1000s by using ‘k’ at some point)
-Fixed Corporate Tech Stratagem.. It can now only get you an already discovered Tech *
-Fixed a crash when clicking on Zone Logistics Tab (related to air bridges)

Changelist 1.21s (#193)
-Tracked Movement in Forest from 15 AP to 20 AP *
-defensive Tank Combat Penalty in Low Mountains fixed (was 0.25 should have been 0.75)
-Improved the Combat Odds calculator to be very often much closer to the truth. Remember this stays a color coded ratio that just gives you a clue if it is smart or not to attack. You could win a low odds battle or not win a high odds battle.
-Increased initial Oil Deposits with +60% & and 1 in 3 being double sized.
-Fixed Pressure Loss / High Hazard Level calculations during combat. Wrong variable was used, causing to many casualties in some instances and to little in others. This bug fix makes High Hazard Level actually more lethal for very lightly armored (or envirosuit) infantry. And it was already a bit on the tough side. So.. potentially lethal puncture save roll chances have been increased (40% for green, 60% save chance for regular/militia, 80% for seasoned, 95% for veteran).. This also makes experience (and militia vs green) come at more of a premium on high hazard worlds)
-Also Entrenchment now helps protect from pressure loss. (100 entrenchment doubles the armor roll, 200 triples it, etc.. )
-Fixed crash with “attacking” Sea hex with Air Recon. (newly caused with 1.21q2 - apologies - was due to the defensive battle reports coding in progress)
-Removed the Battle Report appearing in History Window (should not have been there, as its not yet finished)
-Not making Thopters weaker, they stay good, but there will be less Planets where they are viable, and they’ll be a little bit more expensive to produce. See below*
-Thopters now need a better airPressure/gravity ratio. Light Thopters get -30% on effective air pressure in calculations because they are so dependent on the buoyancy effect of their flapping wing mechanics. Medium Thopters -40%. Heavy Thopters -50%. As well as more impact of low modified airPressure/gravity (<1) on Thopter Range. Giving them less of an edge against Airplanes/Helicopters on certain Planet Types and on not fully developed tech levels. *
-Light Thopters now require 1 Hi-Tech Item to produce. Medium Thopters 2 Hi-Tech Items. Heavies 3 Hi-Tech Items. (thanks for idea, discord!) *
-Light Aircraft get +30 hitpoints. Medium Aircraft get +60 hitpoints. Heavy Aircraft get +120 hitpoints. X-Heavy Aircraft get +240 hitpoints.*

Changelist 1.21q (#192)

-Finally: Added New Graphics for Leader Portraits. You can enable them in Prefs>NewGfx once you start a new game with this latest version. You can switch between old & new graphics during a running game. *
-Here is the documentation for modders for the New Gfx Portraits: https://docs.google.com/document/d/1i7r ... sp=sharing

Also:
-MTH Change of Heart & Stock Emissions no longer require MTH to have 2+ Sea Zones. *
-Halved the PP cost for Stratagem “Forced Relocation” and random boost to result possible. Divided by 3 the result of the Stratagem “Attract Free Folk” and doubled the PP cost. (note that Attract Free Folk takes a % and Forced Reloc much less so, also notice that Attract Free Folk requires good Zone Pop Happiness to work) *
-Some fix to removing depleted mines (they weren’t getting removed if finally really depleted)
-Big fix to AI mine extending (wasn’t really doing it)
-Improved chance for AI to research Soil Demetallization Tech (could get stuck at low Stage dev)

*=requires new game start

Changelist 1.21p (#191)

This patch sort of wraps up all my intended changes labeled in my dev planning under “Snowballing”. The latter might not have been the most apt wording, but well… I did finish a lot of balancing and finetuning. I think actual snowballing will only be addressed in Republica. It will probably still require weeks to fix little stuff, newly caused bugs and to assess the actual game impact of all those recent changes. So please do keep discussing and reporting if there are things that seem off. Your feedback so far during the last 2 months, with all these changes, has been really indispensable. I will mellow down now and focus on finishing up all ready done changes + some new art + the much requested defensive combat reports after that.

-For the mid/late game I added 2 new Techs: “Logistical Optimization” (linear) and “Automated Logistics” (binary), together these allow you to up to quadruple the Logistical Points generated by your Assets.*

-SAM Launcher FirePower Vs Air has been doubled. But changed it to a single combat round fire (instead of up to 10 combat rounds). This should also divide its ammo stocks by a factor of 10. *

-Ammo Compaction Tech [#129] now has different effect from Light Weight Ammo Tech [#130]. Ammo Compaction Tech reduces the amount of Ammo necc for the Unit by -33% (ammo Saver). *

-Ammo (or other) combat stocks of all Models is now +20% more so that something actually remains after full 10 combat rounds of offensive combat. (kicks in with new model designs in running games)

-Fixed the weird ammo usage of gas powered weapon advantage with ammo-saver % on top of the already much lower base ammo consumption. Gas powered is now about 4-5 times less ammo consuming than its counterparts of similar attack values. *

-Fixed the QMG simplest MG system ammo usage, was 10 times too low. *

-Fixed mouse-over and subtab weight info in Unit Bottom UI

-Renamed the “Move Mod” in Trooptype Popup to “Move AP Cost Modifier” to make more sense with the actual value being displayed. Thanks Zgrssd.

Now actually this patch primarily focuses on reducing some of the most blatant overpowered benefits related to Artifacts (the Cloning Facility for example), Hex Perks, Faction Stratagems (just too many) and Fate Stratagems (too many Fate Packs awarded). Also adds ability to increase Logistical Points a lot.

Artifacts Nudges: *
-Less artifact sites in general on higher difficulty settings (from regular onwards. Or regular diff -40% sites)
-Portion of (very) rare artifact sites (of all artifact sites) is lower on higher difficulty settings (from regular onwards. On regular -50% occurrence Very Rare, -30% Rare, -20% Uncommon)
-Energy Lance from Uncommon to Common
-Grav Shield from Common to Rare
-Wasps from Rare to Common
-AntiGrav lifter from Uncommon to Common
-Assasin Droid from Very Rare to Uncommon
-Grav Collector from Uncommon to Rare
-Cloning Facility from Uncommon to Very Rare
-Aut.Clinic from Common to Uncommon
-Subterran Sensor from Common to Uncommon
-Subvocalizer Tower from Very Rare to Rare

Hex Perks: *
-Geyser Turbine energy halved (now 50)
-Waterfall Turbine energy halved (now 100)
-Added about 10 extra less useful Hex Perks to be “priority used” for Unaligned Zone Centers that did not have any pre-apocalypse populace. The qty (-33%) and usefulness (based on pre-apocalypse Populace check) of Hex Perks is somewhat reduced.
-Slightly less Zone events triggering (-40%) that lead to Hex Perks as for example the Battle Dojo

Faction Stratagems: *
-Reduced the number of Faction Stratagems you’ll receive. Basically halved it. (but even more so on higher difficulty levels: regular -60%, hard -70%, extreme -80%)

Fate Stratagems:
-To receive Fate Pack from Zone Conquest its now only sure if new Zone has 20% of existing Populace in your empire or more, if conquered Zone has less than that 20% there is a linear chance you’ll still get the Fate Pack. (previous hard 10K populace limit has been dropped).
-On Regular Difficulty and higher Admin and Culture Level increases no longer give a free Fate Pack. Tech Level is the only one now that does this.
-Admin/Culture/Tech Level remember previous high levels now, so no longer possible to potentially game this by slightly decreasing a level and then raising it again. (this protection was already in place for losing and reconquering Zone) (also the reduction in Tech/Admin/Culture levels is something that might happen with the future DLC Republica, so already prepared for this happening more often)

Fate Stratagem Fate Point Costs:*
(old FP cost > new FP cost)
-Exotic Combat Drugs 4 > 1
-Supreme Leader Day > 1
-Eager Industrialist 2>1
-Ancient Depot 5>3
-Gladiators 2>1
-Travelling Teachers 2>1
-Feasts 2>1
-Great Speech 3>2
-Aux Chemical 2>1
-Spotters 2>1
-Mountaineers 4>1
-Sandline 4>1
-Ear Lock 3>2
-Personal Wealth 3>2
-High Tech Vault 5>3
-Scientific Outpost 3>2
-Security Outpost 2>1
-Viewpoint 2>1
-Eco.Station 2>1

Changelist 1.21o (#190)
-Fixed Organic Furnace disappearing due to “depletion” in some cases
-Fixed remembering 75% DPI Mode on game restart
-Fixed subpar initial items with auto-replacement troops being sent (which occured if one of multiple items needed was not available at SHQ)
-Reduced Heavy SAM 10 round ammo from 8000 to 4000 *
-Increased base Trooptype “Transfer” Weight Stat (for Logistical & Transfer purposes) based on Size *
-Fixed some Tech Type Discovery/Research BP Costs that we inconsistent *
-Fixed faulty grayed out “New SHQ” button in some cases
-Fixed a glitch with sometimes not using the Skill of the Economic Council Director with Peripheral Mining Stratagem
-Fixed issue with Models and Ablat, Hide Points and Resonance Scanner*
-Added more mouse-over to Hitpoints info in Trooptype Popup (notably to know its hitpoints if attacked from above)
-Fixed general issue (that became more visible with recent Tech additions) of faulty Model Type Design log when multiple techs influence the same Model Stat.
-Increased the MoveRedux effect if Model is too heavy for its engine. Before -100% move redux resulted in Immobile, now this happens at -200%. Note that negative -100% means AP costs are doubled and -200% it is tripled.
-Weight Stat has been separated in one stat for mobilization purposes (the old Weight for being carried by truck/apc; this is unchanged) and the new Weight for transfer purposes. The “Transfer” Weight includes the Weight of its maximum Items (but Ammo only counts for 25% as it is partly considered an integral part of the Model). The following orders & processings now all use this “Transfer” Weight: Strategic Transfer, Auto-Replacement, Auto-Return, (Mass) Replace, Raise Formation, Raise Troops. Note that irrespective of any supplies missing the “Transfer” Weight is always applied. (Militia gets updated “Transfer” Weight too, And this is what now is normally shown in the main interface as Weight). The whole point of this operation is to have a clear consistent weight for all transfer purposes & keeping the logistical weight of ammo when doing battle (and new ammo has be supplied a lot, especially when on the offensive)
-Mech & Non-mech Quad MG weapon has reduced effect on hard targets *
-Non-mechanized Quad MG has reduced soft attack value & a small move redux *
-Midcore Logistics now has Pull Points and Traffic Lights turned off automatically *
-Big one: Midcore Logistics usage now not only removes the Logistical Points from the exact “used” trajectory, BUT also reduces Logistical Points on other Hexes that use the same Logistical sources as those on the trajectory (this effect is only 50% to keep some incentive to construct multiple roads, but not make this something that can be gamed (and push the player into creating a road maze)). *
-Small Fix to Private Economy reopening closed/mothballed Assets when permitted again even if still food shortage (but enough pop to re-open said Asset and man future new agri asset)
-Small Fix to Farmsteads allowing them to finish upgrading in more cases.
-Fixed rare crash after loosing unit in combat and going to MNG screen
-Fix: Payload Optimization Tech now also impacts aircraft rockets (& only impact air-to-ground firepower) *
-Change: Payload Optimization Tech with Air-to-Air Missiles now only improves air-to-air Firepower *
-Increased contract size offer, MTH is keeping less ships in reserve now (from 0.2 * av ships => 0.6 * av ships)
-Changed the MTH contract size offers from 500,2500,9000,25000 to 500,1000,2500,9000 .. Nobody (almost nobody i mean) was using the 25K one anyway. This is more practical.
-Also fixed a bug in the MTH contract size offers that was giving you big contract sizes without reason (really the opposite of reason actually).
-Air Recon Missions give less XP for Commander now (/6)
-Artillery Attacks give less XP for Commander now (/2)
-Bigger Air Models IP Cost now also impacted by Hazard Level *
-Small fix to a faulty “-1,-1” message in Town Upgrade Decision if no gov in Zone.
-Walkers now benefit from Infantry Combat/AP bonuses from Postures.

*=requires new game start

Changelist 1.21m (#189)
-Less free water. Free Water income from rain halved (equal to actual mm/y modified for ((pop/5)+worker in hex)/10000. Every Hex counts for free rain. (river/sea/lake free water is based on best hex, and diminishing effects for less interesting Hexes; every Hex because the “free” collection effort of sea/lake/river is focussed on specific areas (the best ones); yes.. This is something i’d still like to change in the future as I feel it should be handled more like the rain on a hex-to-hex basis.
-On regular difficulty level & higher more chance for Water PH variations (that will impact water availability)
-Peripheral Mining Stratagem now has more chance for finding hitherto unidentified rich spots within current reserves if used earlier (instead of later). This to offset mid-maxing waiting until last moment playing this Stratagem.
-Added alpha test version of Midcore Logistics game variant. Don’t think i’ll be able to teach the AI to use Midcore Logistics before starting on Republica DLC to be honest (that might well have to wait for the preparations for Militaria DLC), but at least I want to have players that so desire to have an easier logistics experience without having to manage traffic signs, understanding pull points, etc.. Basically Midcore Logistics doesn’t see the division of Logistical Points at road branches. [this is early work and this mode is not fully finished yet] [If you are testing this best disable pull points for better result]
-Fixed AI processing crash (dovakhiin)

Changelist 1.21k3 (#188)
-Fixed too high Militia and Minor Trooptype stats *
-Fixed glitch with paying too much for infrastructure (much more than preview with GeoTechnics)
-Fixed Admin Skill effect on Private Credits (still needs verification)

Changelist 1.21k2 (#188)
-Fixed CTD with HQ Leader defection that was assigned to a Unit that did not exist, related to a nocked out human regime in PBEM game (Thrake)
-Fixed AI CTD (MegaSaurian)

Changelist 1.21k (#188)
-Added “Extend Mine” Stratagem to the Economic Council. This Stratagem will allow you to choose a Mine to extend (must have mining ease level 2+). Effect is that more reserves will become available by digging into lesser deposits as well. The cost however is a drop in ease of mining. (Prospecting Skill of economic Director + Governor are used to determine effect, as well as the Prospecting Optimization Tech)*
-Small fix to the 1.21i introduction of higher ammo cost for defensive IF softatt<softdef or hardatt<harddef + this rule now excludes infantry.
-Fixed crash with assigning SHQ to Zone without City
-Fixed PH modified for alkaline water/rain (high PH >8.5)
-Ammo Compaction Tech + Light Weight Ammo Tech allow Models to carry more Ammo, +50% each (non cumulative). In case of Air Models the Ammo Compaction Tech does not work, but Light Weight Ammo Tech will half the weight imposed by rockets, missiles, bombhatch and precision bombs.*
-Hyper Explosive Ammo Tech and Actinide Tipped Ammo Tech gives better attacks against Soft and Hard, for Ammo-based non-Air weapons. +50% for each.*
-Ultra Capacitor Tech doubles Power Bank storage + Negates battery self-discharge loss (see below)
-Troops, not Power Banks or Zone/SHQ inventory, lose 10% of their ideal energy storage at start of turn (before production) because of battery self-discharge (this can be countered with the UltraCapacitor Tech, and GR Models don’t discharge)*
-Low air pressure (<1000 mbar) increases projectile velocity for non-ranged weapons, but including AA ranged weapons (more damage), reverse effect exists too, but is less pronounced. Rule also affects aircraft but only for air-air to combat. This makes AA stronger on low air pressure worlds.*
-Low gravity increases range for ranged (artillery + AA) weapons (reverse can be the case too, but should be rare to have worlds with >1050mbar)*
-Initial Militia forces + Minor Trooptypes are also affected by the new low air pressure rule.*
-Geo Technics [Ec] Tech added. It makes it cheaper to construct road/rail over difficult landscapes/river crossings.*
-Mines [Mi] Tech added. Gives extra +75 attack points first time unit counter attacks against and by non-ranged, non-backbench, land theater troops.*
-Photonic Mines [Mi] Tech added. Improves upon Mines and gives max(+150, +20% of hitpoints of defender) in attack points instead of +75 (for regular Mines) first time unit counter attacks.*
-Mines extra attack points are modified for ammo shortages and for effective unit-based entrenchment. At 100 entrenchment points on top of auto-entrenchment the effect is full (in plain english: there needs to be time to prepare booby traps). Mines are also used by Militia. Note that Mines Tech Modifier are logged as UnitFeat bonus for the moment.*
-Echo Tracer Spy Kit [Ec] Tech added. It gives spies more chance to uncover enemy Units.*
-Chameleon Camo [Mi] Tech added … Infantry and vehicles obtain Hide Points. However this is most effective at the smallest trooptype size, like Infantry.*
-Resonance Scanner [Mi] Tech added. (short for Thermal Resonance Scanner) Basically same effect as Advanced Sensors) but doubles it once more (or vice versa) … (also used by aircraft)*
-Ablat Coating [Mi] Tech added. Can be worn from Padded Envirosuit up and any vehicle armour. HP +40% versus laser, HP +20% versus beam, but modified by Min(1, ArmorMM / 50) (or in other words very light armor has trouble to use the Ablat Coating properly)*
-Micro Nuke Firepower tuned down from 1000 to 650*
-Tactical Nuke Grenade Launcher tuned down from 15K to 12.5K*
-City downgrades are functioning now, but were doing it too quickly; rules now adhere to what manual states.*

Changelist 1.21j (#187)
-AT-Gun model creation is back to half attack values (was wrongly scrapped in 1.21i - thanks volker!)
-Updated mouse overs on Tech MNG Tab to say 4 instead of 3
-Fixed air missiles & air-to-air ammo part & heaviest bombhatch ammo usage (forgot some things with 121i) *
-Updated Solar Panel Asset description to include rainfall *
-Added missing 68.png, 126.png, 127.png for the Tech graphics (was causing crash)
-Fixed AI crash (alex)
-Fixed crash with Zones (Matthew)
-Model graphicsAlt show properly now as well (Pymous)
-Ammo Factory Production doubled (yes it is really much more efficient now than artisanal production) *
-Bombhatch + Precision bombs ammo cost halved (precision bombs still twice the ammo cost of bombhatch)*
-Laser Guns *3 energy use, Beam Guns *2 energy use, Plasma Guns *1 energy use (energy Rifle/MG stay at same cost, they remain quite energy efficient)*
-Serpentization Plant requires 3x the amount of water and produces 33% less energy (further reduced in heavy metals lower than 100% earth equiv)*
-Volcanic Energy produces half the amount of energy (which is still quite impressive)*
-Free Water is now only collected in Hexes where you have Assets. If more than 2000 workers/pop working in Hex free water is collected here (less than 2000 is less collection). Remember that the best Hex free water collection has most impact and things taper off with additional collection Hexes.
-Fixed Ice Mining glitches when on Snow/Ice hexes without deposits.
-Fixed glitch with combat map popup.
-Sam Launcher model now requires Missile Launcher model prereq instead of Rocket Launcher. *
-Fixed issue (again! Sorry there) with Mothballing resetting with new turn.
-Fixed issue with ammunition/fuel modifier in certain cases, also fixed the actual rules to be in accordance with the manual, with the exception of 0 ammunition leading to lowest 0.2 for defender and 0.1 for attacker (used to be 0.33 and 0.2).

Changelist 1.21i (#186)

FIXES + FINETUNINGS VARIOUS

-Fixed glitch with Organic Furnace disappearing when mothballed.
-Fixed a couple of glitches in the river/isthmus connecting system between lakes/seas. Should get slightly better results now.*
-Fixed a glitch causing dissatisfied leaders (non-MTH) to happen a bit too often
-Fixed a bug in a PBEM game where a crash occurred during processing of a defunct Major Regime (Harald)
-Governor Admin Skill increases Hidden Economy Credits (if roll>70) + Increased Private Credits production of Assets (if roll>100)
-The bottom Asset Tab now correctly uses the “delegated Assets” sorting sub-tab.
-Perma snow is now better, not perfect yet, but better modeled. Fact there is hardly any rain currently, present time, in some areas doesn’t mean there wasn’t any rain/snow millions of years ago. Except for really young Planets and really dry Planets, on cold planets there tends to be snow/glacier everywhere now in permafrost conditions. *
-Fixed UI Map Glitch if moving units and inspecting Assets at the same time
-Improved Farm placement algorithms a lot as well as preview production by farms a bit.
-Fixed issue with Air Bridge logistics if bridge was only one Hex away. (not 100% sure this does not have any side-effects.. Please keep close eye on air bridges this beta version)
-Fixed glitch where you got empty air units on some vacuum-like (or other extreme) Planets because no viable Air Model could be found.
-Low Air Pressure ensures certain RHL Levels. Below 100mbar always RHL level 4. At very low levels it doesn’t matter anymore if there are toxic gasses, its just vacuum that will kill you.
-Fixed issue with depleted Asset & Vidcom screen

COMBAT + MODELS

-Added vehicle sheer size hitpoints (not hitpoints vs infantry) positive modifier from size 6 onwards.* to give a nudge to the medium and heavy tanks (and others). Up to +50% for size 10 and higher. *
-With new Model creation Trucks (and to lesser extend APC) get some simulated weight in their engine power calculations so that their eventual cargo is taken into account as well as making playing around with engine size make some more sense gameplay-wise. *
-Population, Workers & Free Folk can now suffer casualties due to structural damage in their hex. It is max 5% if full structural damage. (but this can be much higher with higher Hazard Levels. “Don’t fire a gun when there is vacuum outside”)
-Unit gets extra Hide Points after 1000mm precipitation in a Hex.*
-The extra HP coming from the AT-Guns protective sloping armored plate (which is bigger and more sturdy with bigger guns) has been overdone (thank you discord) and is now calculated based on the callibre mm value of the gun for HP and half that for HP versus Infantry. *
-AT-Guns are now artillery movement, it made little sense they were foot movement as they will always have to be pulled along rather slowly. (even allowing artillery movement for at/art is already a bit of a gameplay service) *
-I am keeping AT-Guns as rear area, but they can now be attacked or counterAttack if they have fired in the current Combat Round. Subformations can now attack rear area attackers but there are chances it is not possible (1) if (Landscape Hide Points * 1.5) < 1d100 OR (2) if random roll dth(currentEntrench) is higher than 50. (means that AT-Guns will be strongest in Hexes where they can hide or are well entrenched & of course with adequate screening force as was already the case). Note that the attacking side has Landscape Hide Points / 2 and no entrenchment roll applied. *
-Models that are stronger in defense than in attack have more ammo expenditure in defense. Like Infantry, Bazooka, MG. Since these are the postures where they’ll have optimal rate of fire (due to less moving around to advance)

GENERAL HIGHER COSTS

-Solar Panels produce optimal upto 1000mm rain due to cloud cover blocking the sun. They take -25% at 3000mm, -50% at 6000mm and -75% at 10000mm rain. Maximum penalty -75%. *
-Hazard Exposure Level is now generated. Based on the level of biohazard, toxicity, temperature, air pressure.*
-Hazard Exposure Level determines exactly how dangerous it is to be exposed to the Planet’s atmosphere. On high exposure levels much more engineering attention has to be taken to prevent envirosuits or domes (or any pressurized environment) to have fissures, break downs or what-not. This results in a Hazard Surplus Cost … which is higher IP cost for envirosuits (& personal armour), Assets construction and vehicle construction. *
-Hazard Exposure Level increases Trooptype construction cost with 3 * SIZE/2 * Hazard Level , in IP. * And for “Infantry” just Hazard Exposure Level in IP increase.
-Hazard Exposure Level increases Asset construction cost per round with (max(20,Metal+Rare)/10) * Hazard Level, but reduced for really high metal Assets (as at some point the basic measures are in place) in IP. *
-Hazard Exposure Level causes more KILLs during combat. If any non-kill hit placed and rnd ( hazard level * 10) > (rnd (armour mm) + 20) then a potentially lethal puncture / pressure loss has been suffered and the individual subformation will be killed unless it rolls a successful save roll. (40% save chance for regular/militia, 60% for seasoned, 80% for veteran). Any minor aliens, arachnids, mutants, alien critters do not suffer these risks as they are well adapted to the environment.*
-Hazard Exposure Level causes more Population, Worker and Free Folk losses when structural damage is inflicted in Hex where they live/work. Can go upto 50% loss at Hazard Exposure Level 10 (rare!!!) *
-Changed the advised Development Speeds. Normal has become Fast, Slow has become normal, Very Slow has become slow, +a new (even slower than epic before) Very Slow-Epic level has been added. *
-You need 4 techs researched (instead of 3) in a research group now in order to master it (or all of them if less than 4 in group). *
-Linear Tech research is now a bit slower for the first 33 points, after that it follows the existing curve. (resembles more of a hockey stick curve now - feels more realistic) *
-Added flatline metal cost (10 metal) to vehicles for structure & frame construction. (reduces difference between light equipment and heavy equipment) * Truck only gets half this flatline (5 metal), Motorbike no extra costs introduced. *
-Added flatline oil cost (1 oil per 10AP) to vehicles. (reduces difference between light equipment and heavy equipment) * Truck is cheaper only +0.5 oil, Motorbike no extra oil costs. *
-Ammo quantities needed have been multiplied by x1 (for gas powered), x5 (for rifles), to x10 (mg) to up to x15 (for guns). *
-Ammo factory is now available. It produces ammunitions at approaching half the cost of artisanal workshopping. (close to fourth the cost with Industrial Robotization OR Ammo Printing) (close to one eight of the cost with both Ammo-Printing AND Industrial Robotization) * (however keep in mind that ammo consumption has been increased a lot, so the early net result is still that it is more expensive)
-Effect of the Ammo revisions is that it makes simple infantry more attractive in quite a lot of specific cases. Gas powered rifles are also now much more interesting. But more importantly in general you’ll need good logistics & serious ammo production to keep an offensive war going. *
-Free Zone Ammo Stockage increased by x20, Initial Ammo increased by x8 *
-AI does not build Ammunition Factories (yet), but gets a discount if it has relevant Techs (yes this gives the AI a small advantage => should be added to the advantages list )*
-Soil Demetallization Asset production has been much decreased (it was actually much overpowered considering it could work anywhere and was more meant as an emergency mining option than the real deal). On top of this Soil Demetallization Tech has been moved one tier higher. Also regular mining resources have been increased a bit. *

BIG PUSH TO MAKE WATER + FOOD (DIRECTLY/INDIRECTLY) MATTER MORE ON SOME WORLDS

-Salinity levels are being calculated now. The more mountain (and less water) the more salinity. Lifeforms will reduce salinity by absorbing it to build skeletons and shell-like structures. Oceans and closed lakes (no outflow) have the highest salinity. Rivers have negligible salinity and (often) so do lakes that have an outflow. Salinity is kept track of on a hex-by-hex basis. *
-Soil dissolved Heavy Metal PPB , Ocean dissolved Heavy Metal PPB, PH levels are now being calculated *
-Salinity + Snow can be inspected in S.MAP > STATS *
-Snow levels are being calculated now *
-Frozen Rivers now give 50% free water compared with non-frozen (due to liquid water far below often; yes at some point i still have to avoid rivers all together in very permafrosty areas)
-Rain collection (for farms or for zone free water) now impacted by rain water acidity *
-Ice mine collection snow from surface now impacted by rain water acidity *
-Ice mine collection ice from glacier now impacted by sea acidity & dissolved heavy metals*
-Ice mining of underground water (actual water drop icon) now impacted upto 66% by dissolved heavy metals in soil*
-Zone free water rules from river + sea/lake now impacted by acidity, salinity and dissolved heavy metals *
-Zone free water collection has been nerfed (halved, and repetitive sources impact reduced) *
-Free Trader Water also impacted like above *
-Water filtration now impacted by quality of river/sea water around it (takes best) *
-Agri Dome consumes double the Energy now if out of Terran agriculture temperature range. (it gets a rebate if temperatures are good-ish) *
-Hex Radiation reduces open farming due to accumulation of radioactive in the plants *
-Hex Radiation reduces water income from rain, sea, river, snow, wind traps, but not from Glacier (can mine deep) and underground Water deposits. *
-Earth Plant Life taking root on a Planet now impacted by dissolved heavy metals in soil and rain PH and can cause the bigger plants not to grow (well). *
-Edibility of alien plants and animals (ANTL) now impacted by dissolved heavy metals in soil. They might not mind, but human consumers would. *
-Ice Mining Asset no longer uses Mining Techniques linear tech, but still uses Ice Mining Economization + Mining Robotization, bringing it in line with the tech modifiers of the other mines. *
-Ice Mining base water income -40% compared to previous *
-Water Purification base water income halved (& energy cost halved as well though) compared to previous, but it negates up to 25% of the water quality penalties (salinity,ph,dissolved metals,rad) *
-Added Tech Water Detox Optimization for Water Purification Assets that allows negating up to 75% of the water quality penalties (instead of the 25% base). *
-Hydroponics Food production halved, Worker requirement doubled. (but keep in mind it is still good and can be 4x better than at start with its 2 linear techs). *
-You can mouse over Water Q(uality) or Rain in the Hex info panel to get detailed info on Water/Glacier/River/Ice/Snow/Underground Water Quality. *


best,
Vic
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Vic
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RE: Open Beta Patch v1.01a-beta1

Post by Vic »

Bump.
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profanicus
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RE: Open Beta Patch v1.01a-beta1

Post by profanicus »

-Increased speed for 200% DPI setting enormously

Thanks; can confirm this runs much nicer on 4K display now :)
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zakblood
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RE: Open Beta Patch v1.01a-beta1

Post by zakblood »

confirmed, works and installed and runs with no issues so far, ty
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KingHalford
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RE: Open Beta Patch v1.01a-beta1

Post by KingHalford »

Looking good so far! AI turn resolution time seems to be improved.
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Dan1911
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RE: Open Beta Patch v1.01a-beta1

Post by Dan1911 »

Hey vic!
Where do we report bugs now ?
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Templer_12
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RE: Open Beta Patch v1.01a-beta1

Post by Templer_12 »

Ater Patch, launcher still says: 'Version 1.01.01'?
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Vic
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RE: Open Beta Patch v1.01a-beta1

Post by Vic »

Bugs can be reported in the Tech Support forum.

And @Templer, this is an Open Beta, not an official Patch from publisher. So it doesn't communicate with the installer/upgrader.

Best wishes,
Vic
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eddieballgame
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RE: Open Beta Patch v1.01a-beta1

Post by eddieballgame »

I have had no, major, (& very few minor) issues with this gem.
I will try the patch, however, as the 'changelist' looks very good.
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GodwinW
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RE: Open Beta Patch v1.01a-beta1

Post by GodwinW »

-Reduced the chance for a Decision to be communicated through Metrics by a factor of 10.

What does this mean? :p I've searched through the manual but didn't find anything about Metrics. I hope there's no chance to suddenly get reports in Fahrenheit and Yards :D

Edit nvm lol.. it's the metrics collected for improving the game.. lol!
Jorgas
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RE: Open Beta Patch v1.01a-beta1

Post by Jorgas »

I emailed you a crash on end turn from a game started on this beta. hope you can fix it soon.
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Vic
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RE: Open Beta Patch v1.01a-beta1

Post by Vic »

bump. v101a-beta2 has been posted!

best wishes,
Vic
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Novaliz
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Novaliz »

I have downloaded Beta 3 but when installing I get the error message "untreated exception". My Win 10 runs in German, so I had to translate it. In German it says "Unbehandelte Ausnahme in der Anwendung". I am not able to install the beta3 but I want to because I have a 4k monitor and the 200 DPI mode runs like crap :/
aperfecturkel
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by aperfecturkel »

Hey Novaliz, this isn't an executable patch, so there's not an installer to run - I DO get an unhandled exception if I extract the ZIP to an empty folder and try to launch the .exe, so I'm assuming that's what was happening? Running the .EXE from that zip file is basically trying to launch the game without any of the game's other files.

Instead, just extract the ZIP directly into your C:\Matrix Games\Shadow Empire folder (or wherever you installed the game at first) and say Yes to overwriting all files. The new ShadowEmpire.exe will replace the old.
eddieballgame
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by eddieballgame »

Update: No prior gaming issues before beta patches & same with beta #2.
Downloaded beta #3, just in case; though not using atm per my ongoing, extremely, fun struggle. :)
aperfecturkel
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by aperfecturkel »

The updates have been working well so far - and the lastplanetgenerated save-game is awesome! Thanks for that, now we can share our hellworlds [:)]
Jorgas
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Jorgas »

Emailed you another crash on end turn beta 3
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Novaliz
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Novaliz »

ORIGINAL: aperfecturkel

Hey Novaliz, this isn't an executable patch, so there's not an installer to run - I DO get an unhandled exception if I extract the ZIP to an empty folder and try to launch the .exe, so I'm assuming that's what was happening? Running the .EXE from that zip file is basically trying to launch the game without any of the game's other files.

Instead, just extract the ZIP directly into your C:\Matrix Games\Shadow Empire folder (or wherever you installed the game at first) and say Yes to overwriting all files. The new ShadowEmpire.exe will replace the old.

Ah, stupid me! Thank you! :)
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Novaliz
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by Novaliz »

Would it be possible to implement scrolling the map when holding the middle mouse button? Maybe you can put this on your feature request list :)
aperfecturkel
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RE: Open Beta Patch v1.01a-beta3 (last update 7 june!)

Post by aperfecturkel »

I would LOVE that too.

Also wanted to mention that the 2x fix slowdown fix seems to work great! But the other scaling options are still sluggish - is it possible for whatever you were able to do for the 2x size UI can be done for the 1.5x and 1.25x too?
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