v1.09.00 Patch released (Full Version)

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SamSlitherine -> v1.09.00 Patch released (4/29/2021 9:41:34 AM)

Hi Everyone,

We've just released the v1.09.00 patch.

Here is the changelog :)

• Fixed crash with Regime statistics on Happiness and Hunger.
• Fixed glitch with Formation Type operationalization progress in reporting
• Fixed glitch with NATO mode counters and alien lifeforms
• Critical Failure with Gift Stratagems no actually does lose you the Credits you offered. *
• Reduced the AVERAGE number of Alien Minors when Sentient Lifeforms are present.

Happy gaming!




varangy -> RE: v1.09.00 Patch released (4/29/2021 10:41:56 AM)

Are the 1.08 beta patches also included in this update?




SamSlitherine -> RE: v1.09.00 Patch released (4/29/2021 11:44:59 AM)

Hi Varangy,

Thank you for raising this - here are those changes!


Changelist for v1.08.06
-Tactical nuke now consumes a bit more radioactives in combat in some cases due to fixing a rounding glitch *
-Rail, High Speed Rail and Trucks station Worker cost for production have been revised to favorise higher asset levels.*
-Fixed rounding error in ammunition consumption during combat
-Private economy thinks twice now before building open agriculture in a to cold/ to hot/to dry area
-Fixed the bug you couldn’t add infantry to a custom Formation Type
-Fixed glitch with flak range for 50mm flak gun *
-Changed the management window display of soft att, hard att to be premultiplied by number of attacks (for better comparability)
-Scrap cards can no longer be played upon non-friendly zones.*
-Fixed a crash in a round 200+ game
-Assault Guns can now also use 200mm armour*

Changelist for v1.08.05
-AI might have been slowed down by accident in v1.08.04, I made sure 1.08.05 is compiled for optimal AI speed.
-Fixed issue with Friendship Pact and Victory Pact not triggering when a regime is attacked by another. It does from this subversion onward. In the rare cases where you have NonAgr/Friendship/Victory Pact with the aggressed as well as the aggressing side as well you will prefer to support the side that didn’t provoke your dilemma.
-In the overview of other regimes report you can now see the details of their relations with other major regimes (basic info at recon 5, all info at recon 10)
-For card graphics modding: The following cards now each have their own .png file: Commercial Gift (523), Estate Gift (524), Bonus (544), Official Gift (545) *
-Fixed an AI issue where it was using Flak (or artillery) in regular attack (even unsupported).
-Fixed a glitch where you could still execute a Stratagem even if it should not be possible due to “no target selected”.
-Fixed a problem with robotic infantry replacements not arriving during auto-replacement phase
-Nerfed the Emergency Tax card and it now strictly pays part of the private Credits imposed by you. It also gives more loyalty damage than before.*
-On game start airbases are no longer present if no initial air models are available to player (like on an airless moon for example)*
-When you craft a Stratagem you now are automatically moved out of Scrap Mode to avoid you scrap your new Stratagem by accident. (it happened even to my several times)
-Moons and Planetoids can no longer use Nemesis History Class (they are too small to always allow for the extra territory for the AI) *
-Faction Tech, Admin, Civ level demands now stop if you reach level 8. (impossible otherwise to give)
-Private economy will no longer build the same mine in the same Hex as where a public one was already present. This happened in rare cases involving delegation of public assets to another zone.
-You can no longer unselect “city state” in planet generation settings if it is the only option available.
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *
-Upgrade and Downgrade Formation now also allows Individual Unit Formations to motorize or demotorize. (especially handy with the new increased artillery costs)

Changelist for v1.08.04b
-Will now only get the Customization Decision from Staff Council (and no longer from Supreme Council)
-You can now properly ask your Staff Director to schedule the Customize Decision immediately (if you have the points). There was a glitch.
-You can now also choose to postpone the Decision for Customization when it pops up.
-Fixed the number of trucks/APCs to be added when adding non-motorized to a motorized/mechanized Formation Type.

Changelist for v1.08.04
-Added customization of Formation Types task to the Staff Council (!)*
-Added some missing calcs from the Model Design Log
-Fixed some design calcs for equipment/troops without armour that got a random variation they shouldn’t have been getting
-Private Economy now better looking at available Population when deciding to make a new Asset or Upgrading an Asset.
-Minor nudges to number of deposits for beginner level (and little bit to regular difficulty) *
-Some more hard to exploit rare and metal deposits if playing on regular difficulty or higher *.
-Gas Powered, Gauss and Charged Gauss all moved on Research Group upwards and will thus be available earlier for research. *
-Militia can now be scrapped or mass scrapped (mass scrap will only affect those of the same culture)
-Fixed a rare AI processing crash

Changelist for v1.08.03
-Fixed you could nationalize an Asset in process of upgrade in the management screen
-Fixed glitch where rerolling on planet generation could cause non-alien cultures to trigger alien culture diplomatic events
-Fixed a rare weird crash during AI history play
-Added an asset prod log for Scavenging bonus with “Rich Scavenging Area” rule
-Manpower Rebate rule. Trucks / APCs and Recon Buggies return some manpower back to SHQ after their deployment from the factory (returning mechanics, logistics and factory teams). Defacto thus Trucks use only 20% of stated manpower, APCs and Recon Buggies 33%. (this rule also results in less manpower returned on disband and food consumption) (Militia does not profit from this rule as they are rather inefficient)
-Fear now also has a % chance equal to its score to give 2d10 extra pop happiness reduction points. (at autocracy 40+ this is reduced. At autocracy 60 this is half. At autocracy 80 its reduced to zero)
-Worker happiness is now maximized to 100-(fear/2)
-Worker happiness also can be reduced by fear but only by 1d10 if the % materializes. Autocracy has same reducing effect.
-Danger happiness reductions can now be lower if heart profile 40+. At heart 60 the effect is halved and at 80 reduced to zero.
-Robotic forces no longer suffer RETREAT hits during combat (it will be either KILLED or PINNED)
-Robotic forces no longer suffer morale loss during the battles
-Updated autocracy & heart mouse over to reflect those new rules above.
-Gas-powered, gauss, charged gauss rifles/MGs/Twin Heavy MGs/Quad MGs have improved FIREPOWER. This does away with the huge FIREPOWER gap between lasers and the former. Also the mm penetration value of gauss/charged gauss has been increased with respectively +25% and +50%.
-Rare metal production of recycling/demetallization reduced with -33%. Rare metals prod in rare metals min reduced with -25%.
-Rare metal + Radioactive production of the Demetallization Facility now also modified for the Planets Heavy Elements score >100 is more <100 is less. (metal was already adjusted)
-Demetallization Facility IP + Machines construction costs is doubled
-Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)
-Some Air Techs will not be discoverable if you are on a Planet with 50 or less mbar of air pressure (near vacuum or vacuum).
-The effect of combat skills: Operational Command, Strategic Command, Tank Tactics, Gun Tactics, Infantry Tactics, Defensive Tactics, Air Tactics, Air Intercept, Air Offensive, Air Ground Attack, Air Anti-Air Tactics, Offensive Tactics have been reduced by Half ! I gave this a lot of thought but the Commander impact is just to big. Hence I am reducing it.

Changelist for v1.08.02
-Fixed the non-City minor disappearing completely when losing its conquered(!) City.
-Power Plant worker need has been halved.*
-Fixed urgent reports which was showing third party characters (like the CEO).
-Added effective strength data to Cult report. (effective strength is adjusted for example for suppression)
-Alien lifeforms now also display their recon value in popup.*
-Alien native portrait that was missing for seasoned and veteran militia fixed.
-More chance to have breathable air on Hydra and Morgana Class Planet.
-Fixed crash in multiplayer game with Stratagem target selecting.

*=requires new game start




lecrop -> RE: v1.09.00 Patch released (4/29/2021 1:49:50 PM)

[&o]




laagamer -> RE: v1.09.00 Patch released (4/29/2021 4:08:33 PM)

How cool! I'm new here, but thanks for the hard work guys!

Really loving the game!




misterprimus -> RE: v1.09.00 Patch released (4/30/2021 2:31:02 AM)

Is this up on Steam yet? How can I tell if I have it? Obviously the zipped updater does not work for Steam version?




varangy -> RE: v1.09.00 Patch released (4/30/2021 6:10:44 AM)


quote:

ORIGINAL: misterprimus

Is this up on Steam yet? How can I tell if I have it?

It was promptly pushed to steam, so yes.
You can tell by launching the game and looking at the version number.




zgrssd -> RE: v1.09.00 Patch released (4/30/2021 10:33:10 AM)


quote:

ORIGINAL: varangy


quote:

ORIGINAL: misterprimus

Is this up on Steam yet? How can I tell if I have it?

It was promptly pushed to steam, so yes.
You can tell by launching the game and looking at the version number.

Caveats:
In case of release patches, the version number on the launcher and in the main menu changes.
However it case of beta patches, generally only the number in the main menu changes - launcher stays on last release version.




lecrop -> RE: v1.09.00 Patch released (4/30/2021 11:51:57 AM)

On Main menu:

[img]https://i.imgur.com/h8IkCn1.jpg[/img]




misterprimus -> RE: v1.09.00 Patch released (5/1/2021 1:46:23 AM)


quote:

ORIGINAL: varangy


quote:

ORIGINAL: misterprimus

Is this up on Steam yet? How can I tell if I have it?

It was promptly pushed to steam, so yes.
You can tell by launching the game and looking at the version number.

I had the beta turned on. Didn't realize the beta wasn't updated to the official version when it came out.




eddieballgame -> RE: v1.09.00 Patch released (5/3/2021 5:16:35 PM)

Great update to a great game.
BTW, the 1.09 patch does not update the in-game manuals. (?)

Get it is here thanks to Edmon. (& of course to Vic)

https://www.matrixgames.com/amazon/PDF/SE/Shadow_Empire_Manual_EBOOK.pdf




mroyer -> RE: v1.09.00 Patch released (5/5/2021 1:38:40 AM)


quote:

ORIGINAL: eddieballgame

Great update to a great game.
BTW, the 1.09 patch does not update the in-game manuals. (?)

Get it is here thanks to Edmon. (& of course to Vic)

https://www.matrixgames.com/amazon/PDF/SE/Shadow_Empire_Manual_EBOOK.pdf


Thanks Eddie for pointing us to that.

And bigger thanks to whomever for including the associated game version number and release date on the front cover - I tiny improvement that has huge value!

-Mark R.





Pawsy -> RE: v1.09.00 Patch released (5/5/2021 11:06:55 AM)

Quick question I've got steam version, have auto update and into beta on. The game still says 1.06 09? I have all the patch features. Just checking Im not missing something :-) Great game




Twotribes -> RE: v1.09.00 Patch released (5/5/2021 12:05:03 PM)

Gotta leave beta to get update




Pawsy -> RE: v1.09.00 Patch released (5/5/2021 2:58:00 PM)

ah thank you!




Twotribes -> RE: v1.09.00 Patch released (5/5/2021 4:51:46 PM)

No problem I had same problem with this game on earlier patch )




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