Age of Empires II: The Conquerors > Game Mods > v1.5 Beta R7

v1.5 Beta R7

by UserPatch - 41627 downloads

Please adjust your settings from the game room menu options.


See the Features section for option details: [You must login to view link]

You can find the v1.5 RC here: https://www.voobly.com/gamemods/mod/1119/v15-RC

menu_options_up_15.png

Changes for 6208 (R7):

  • New ATTR_BLAST_LEVEL flags: 4: logistica-style 5HP damage, 8: elephant-style half damage.
  • Fixed issue with AI memory overflows caused by extended scenario tributes.
  • Fixed issue with rms resource consts for regicide and death match games.
  • Fixed issue with unexpected stack object duplication when testing scenarios.
  • Improved AI scripting with additional commands and direct transport unloading.
  • No rec compatibility break, so this release remains R7.

Changes for 6188 (R7):

  • New menu option: "Game Mechanics->Disable Market Ctrl Keys" to disable Ctrl and Ctrl+Shift.
  • No rec compatibility break, so this release remains R7.

Changes for 6186 (R7):

  • Hidden Scores option now displays names and team numbers onscreen.
  • Hold "Ctrl" when buying or selling at the market for 1000 resources per click.
  • Hold "Ctrl+Shift" when buying or selling at the market for 10000 resources per click.
  • Fixed issue with rms terrain desyncs from certain object creation orders.
  • No rec compatibility break, so this release remains R7.

Changes for 6168 (R7):

  • Client: Added support for Hidden Scores in the game room settings.
  • Fixed issue with rms comment activation in regard to "if" statements.
  • Fixed issue with rms cliffs placing terrain objects on replaced map tiles.
  • No rec compatibility break, so this release remains R7.

Changes for 6160 (R7):

  • Fixed issue with palisade gate, feitoria, genitour, and siege tower hotkeys.
  • WK will require an update before you can use these new separated hotkey entries.
  • Please use the palisade gate/feitoria and genitour/siege tower entries until then.
  • No rec compatibility break, so this release remains R7.

Changes for 6146 (R7):

  • Pathing should be smoother for non-scenario games at 250 population cap or lower.
  • This will not change pathing routes and is intended to minimize stop-and-go motions.
  • Pathing for scenarios and 275+ population cap games will operate exactly as before.
  • Rms/Scx: The ATTR_TRAITS no-delete flag will not block incomplete foundation cancellation.
  • Rec: Hold "Shift" when clicking the Flare button to enable wall scanning to find holes, etc.
  • Fixed issue where holding "Alt" when right-clicking to garrison may target objects instead.
  • Fixed issue with excessive pathing lag for minimum range unit auto-retreating.
  • Fixed issue with garrison arrow count updates for building foundations (yasama).
  • Fixed issue where AI villagers may idle after construction in some cases.
  • Fixed issue with longboats being unable to automatically attack on beach.
  • Fixed issue with the color and visibility of treason minimap event flares.
  • Fixed issue with incomplete gaia object lists in the scenario editor.
  • New rec version id VER 9.F replaces 9.E due to several sync breaking fixes.
  • Backward compatibility for v1.5 Beta R6 recs (9.E) and v1.4, v1.3, v1.0c, v1.0b recs.
  • Please check and confirm your game room menu options for R7.

Changes for 6094 (R6):

  • Rms/Scx: GAIA_SET_PLAYER_DATA the DATA_MODE_FLAGS to adjust spies/treason buttons.
  • The multiplayer setup screen now preserves the last hosted game type except scenarios.
  • No rec compatibility break, so this release remains R6.

Changes for 6088 (R6):

  • Rec: Hold "Shift" when clicking another player's object to switch without changing view.
  • Fixed issue with gaia conversion handling in scenarios and campaigns.
  • No rec compatibility break, so this release remains R6.

Changes for 6068 (R6):

  • New menu option: "Game Mechanics->Custom Normal Mouse" for a smooth, system aoc cursor.
  • New menu option: "Game Mechanics->More Hotkeys Priority" to prioritize More over go-to hotkeys.
  • New menu option: "Other Options->Faster Single Player" to match multiplayer speed levels.
  • New menu option: "Other Options->Background Audio" for audio while multitasking.
  • Client update fix: Hold "Ctrl+Alt" when right-clicking to move without targeting.
  • The "Ctrl+X", "Ctrl+C", "Ctrl+V", and "Ctrl+A" hotkeys now work for all text input.
  • Reset a hotkey from the editor with a right-click while changing it.
  • Hotkeys under "More" (Build, Dock) now have priority over go-to-building hotkeys.
  • Hold "Shift" when clicking the Idle Villager button to find idle military units.
  • The mouse wheel activates manual gate rotation mode without affecting hotkeys.
  • Rec: Adjust speed: "Ctrl+Left" for slower, "Ctrl+Right" for faster, "Ctrl+Shift+Down" for normal.
  • Rec: Locate King/Guard: "Ctrl+Shift+Up" or hold "Ctrl" when clicking the Idle Villager button.
  • Rec: Hold "Shift" when using the player name dropdown list to switch without changing view.
  • Fixed issue with the accuracy of the client spectator counter display.
  • Fixed issue with the minimum position of the music volume option slider.
  • Fixed issue where the game may crash due to an internal AI attack response.
  • Fixed issue with multiple selection, where the stat framerate would collapse.
  • Fixed issue where AI attack behavior could cause a command overflow desync.
  • Fixed issue where the presence of walls severely reduces pathing performance.
  • Fixed issue where diagonal walls would not be placed as expected at the map edge.
  • Fixed core, animation, and pathing performance for various cpu levels.
  • No rec compatibility break, but the additional menu options require a new id.
  • Please check and confirm your game room menu options for R6.

Changes for 5652 (R5):

  • Fixed issue with Friend/Foe color swaps due to cartography, spies, and diplomacy.
  • Fixed crash for Touch Screen Controls option, which is available outside multiplayer.
  • No rec compatibility break, so this release remains R5.

Changes for 5648 (R5):

  • Fixed the reveal enemy bonus to show all starting town centers on multi-TC maps.
  • Fixed issue where allied villagers would randomly be visible on nomad starts.
  • Fixed issue with framerate/speed inconsistencies after multiplayer unpause.
  • Command delay may still increase until players are resynced after unpause.
  • Added 2 new mouse controls to mitigate object positioning exploits when targeting:
  • Hold "Ctrl" when right-clicking to target objects hidden behind buildings (or alternates).
  • Hold "Ctrl+Alt" when right-clicking to move without targeting.
  • Client: Fixed crash with the offline patch selector tool for v1.5 Beta R5.
  • No rec compatibility break, so this release remains R5.

Changes for 5634 (R5):

  • Fixed issue with pathing where objects pass through buildings and foundations (Marauder video).
  • Fixed issue with certain units failing to automatically attack nearby targets.
  • Demolition ships and other melee units should be less likely to idle next to targets in range.
  • New AMOUNT_REVEAL_ENEMY added as #209: set to reveal enemies except for sp scenarios.
  • Append flags for 209: 1: reveal starting town-center, 2: reveal first town-center on nomad.
  • This functionality will be used by WK to enable the Vietnamese bonus on nomad.
  • Full rec compatibility break, due to the critical bug fixes above.
  • Please check and confirm your game room menu options for R5.

Changes for 5626 (R4):

  • Adjusted rec/spec speed hotkeys, so they will only affect rec/spec and not gameplay.
  • "Game Mechanics->Disable Extended Hotkeys" can disable these for rec/spec, as well.
  • No rec compatibility break, so this release remains R4.

Changes for 5624 (R4):

  • Fixed improper building resource trickle handling for the Feitoria in WololoKingdoms.
  • Adjust rec/spec speed: "Ctrl+Left" for slower, "Ctrl+Right" for faster, "Ctrl+Up/Down" for normal.
  • To adjust in smaller intervals, add "Shift" when pressing the keys like "Ctrl+Shift+Left", etc.
  • If you've changed your scroll hotkeys from the arrow keys, these will change accordingly.
  • Rec compatibility with R3 should be fine for aoc, but may be affected for WK games with Feitoria.

Changes for 5620 (R3):

  • Fixed internal AI handling for certain buildings (docks in WololoKingdoms) to avoid graphics issues.
  • Rec compatibility with R2 should be fine for aoc, but may be affected for WK games with docks.

Changes for 5618 (R2):

  • Fixed issue with boars abandoning their attack despite being targeted.
  • Fixed issue with patrol units freezing when a path cannot be resolved.
  • New menu option: "Other Options->Low Rec/Spec Rate" for slower systems to stay live.
  • Performance optimizations.

Changes for 5572 (R1):

  • The hotkey editor will now allow, but still alert, for conflicting keys.
  • New menu option: "Environment Effects->Spectator Only Effects" disables effects when playing.
  • Client: Fixed dark fog unit spy toggle from the "All Visible" checkbox in rec/spec.
  • Client: Fixed command bar styles for WololoKingdoms.
  • Performance optimizations.

Changes for 5565:

  • Volume effect: adjust volume using the Play Sound effect with Number set from 1-8 or 9 to stop.
  • Performance optimizations.

Changes for 5558:

  • Fixed tech tree team units: change tech tree item Status from 2 to (10 + civId). (WK update required)
  • Fixed gate HP drain after change ownership for each open/close event.
  • Client: Fixed Numeric Age Display menu option.
  • Client: Fixed match stats and rec handling.
  • Client: Fixed extended data added to the game clock in CS.

Changes for 5548:

  • Fixed improper variability in monk conversion timing code.
  • String table id textbox enabled for scenario editor triggers.

Changes for 5525:

  • Fixed friend-or-foe color swapping after a recorded game ends.
  • Fixed friend-or-foe color swapping for the victory timer text.
  • Fixed boar attack response failure to untargetable object types.
  • Tech tree civilization descriptions are now formatted with bold, etc.
  • MUL_ATTRIBUTE an object cost (FWGS) by -1 to create a cost type or -2 to remove a cost type.
  • SET_ATTRIBUTE an object's ATTR_STORAGE_VALUE to -32 to commit the (FWGS) amount.
[/quote]
Remember: this is subject to change, and compatibility is not guaranteed with the final release.

Core Features of v1.5
  • Population caps have been extended up to 250, or optionally 1000.
  • All available video resolutions, including HD and widescreen, are selectable.
  • Choose either the standard widescreen interface or the centered style.
  • Spectate any single player or multiplayer game live without lag for the players.
  • Mirror player civilizations with the new Team Random civ option.
  • Select a maximum age for advancement using the "Starting Age" dropdown.
  • Each map script generates 4,294,967,296 unique maps from 32,768 in v1.0c.
  • Single player mode now operates at 60fps instead of 20fps in v1.0c.
  • Browse saved and recorded games from subfolders in your SaveGame folder.
  • Check real-time achievement statistics while watching recorded games.
  • With the new Relics victory condition, capturing the relics is an instant win.
  • The patrol system responds like The Age of Kings with little to no delay.
  • New Random button above game settings for new styles of play.
  • Flares are now bold and render player colors on the mini-map display.
  • New higher resolution 1:1 and 1:2 full map captures with "Ctrl+F12".
  • Age advancement notifications are now shown in each player's color.
  • Restored games can now be recorded in all game modes.
  • The vote panel/serial sync bug has been fixed for multiplayer.
  • New auto-save if a problem occurs to ensure that resuming is possible.
  • Optional multiple building queue to auto-distribute unit training.
  • Many bug fixes for the core game and improvements for the AI system.
  • The installer will correct any color problems on Windows Vista and later.
General Updates from v1.4 to v1.5
  • Per-civilization m3u music playlists for both the core game and expansions.
  • Precision scroll system option for smoother sub-tile scrolling.
  • Shift group appending, which adds units to a Ctrl group while selecting.
  • Keydown object command hotkeys, which activate without waiting for key release.
  • Two-finger touch screen controls for Windows 7 and later.
  • The score limit and maximum age are now displayed on the Objectives window.
  • Switch players in sp mode or rec/spec with "Ctrl+Shift+[F1-F9]" (F9 is Gaia).
  • Expansions can now override taunts and each can have its own hotkey (hki) files.
  • New AI capabilities for precision micro, wall construction, and communication.
  • New custom real world maps and tournament "random" maps.
  • New dynamic random map and scenario modding capabilities.
  • New direct messaging commands for in-game chat and direct AI taunts.
  • New Medium and High starting resources for Regicide and Death Match.
  • New self+team, neutral, and enemy technology effects for use with A.G.E.
  • New environment effects including animated water rendering.
  • Tech tree civilization descriptions are now formatted with bold, etc.
  • The "Ctrl+X", "Ctrl+C", "Ctrl+V", and "Ctrl+A" hotkeys now work for all text input.
  • The hotkey editor will now allow, but still alert, for conflicting keys.
  • Reset a hotkey from the editor with a right-click while changing it.
  • Hotkeys under "More" (Build, Dock) now have priority over go-to-building hotkeys.
  • Hold "Ctrl" when right-clicking to target objects hidden behind buildings (or alternates).
  • Hold "Ctrl+Alt" when right-clicking to move without targeting.
  • Hold "Shift" when clicking the Idle Villager button to find idle military units.
  • Hold "Ctrl" when buying or selling at the market for 1000 resources per click.
  • Hold "Ctrl+Shift" when buying or selling at the market for 10000 resources per click.
  • The mouse wheel activates manual gate rotation mode without affecting hotkeys.
  • Set language id 10815 to override the extended help textbox height for mods.
  • Set "Friend Foe Ids" to override friend/foe color ids (see Details link in the guide).
Multiplayer Updates
  • New low-delay multiplayer (closer to single player for low ping games).
  • Improved starting framerate (not 10fps for the first 30 seconds).
  • Improved mouse refresh rate for multiplayer games for smoother movement.
  • All save commands are now restricted by the pause counter and a timer.
  • The multiplayer setup screen now updates in the background.
  • Multiplayer gameplay now operates in Background: View Lock by default.
  • Messages on the multiplayer setup screen now alternate shades of grey.
  • Player changes caused by coop colors now alert with a message.
  • Notifications are sent when a player switches away from the game.
  • The setup screen preserves the last hosted game type except scenarios.
Spectator and Rec Updates
  • New unit spy mode with dark fog to indicate unexplored tiles (All Visible checkbox).
  • Toggle state: "Alt+T" (chat hotkey) for All Visible, "Alt+F" (flare hotkey) for Fog of War.
  • Adjust speed: "Ctrl+Left" for slower, "Ctrl+Right" for faster, "Ctrl+Shift+Down" for normal.
  • Locate King/Guard: "Ctrl+Shift+Up" or hold "Ctrl" when clicking the Idle Villager button.
  • Hold "Shift" when using the player name dropdown list to switch without changing view.
  • Hold "Shift" when clicking another player's object to switch without changing view.
  • Hold "Shift" when clicking the Flare button to enable wall scanning.
  • The random map seed is now displayed on the Objectives window.
  • The name dropdown list now renders text with player colors.
  • Increased rec playback rate when watching at 100% max speed.
  • The actual Sx maximum will now be shown at the game clock.
  • The last IP address is now pre-filled in the spectator client.
  • Configurable late-join time limit from the spectator client.
AI Scripting Updates
  • Over 50 new AI scripting commands have been added to increase AI capabilities.
  • Several new direct unit control command actions have been added for precision micro.
  • Over 50 new object data sources have been added to provide more information to AIs.
  • New strategic numbers for controlling villager garrison, trade evasion, and construction.
  • AIs will now be able to precisely place walls and other buildings.
  • AIs now have elevation awareness and can perform sub-tile unit micro.
  • AIs can now see and respond to chat messages by player name or color.
  • Please see Reference.html and UserPatchConst.per in the Reference/Scripting folder.
Random Map Updates
  • New RMS capabilities to enable extended game modes and victory conditions.
  • direct_placement: enable positioning of player lands with land_position and assign_to_player.
  • effect_amount: execute any available research-style tech effects (civ tech trees still have priority).
  • effect_percent: like effect_amount, but with decimal precision (divides values by 100).
  • weather_type: set rain, snow, or thunderstorm effects, terrain tinting, and water direction.
  • guard_state: set an object that must be protected to get a resource trickle or avoid defeat.
  • terrain_state: set various terrain properties, including buildable shallow terrain.
  • assign_to: assign a land to a player, color, or team in combination with direct_placement.
  • rnd(min,max) parameter: randomize any numeric parameter "number_of_objects rnd(1,3)".
  • New ZR maps (zip-rms): create custom real world maps and more (see ZipRmsFiles.txt).
  • Multiple wall lines can now be placed at different distances around the player land.
  • With no TC, walls will surround the first player object; use REVEALER (112) for walled nomad.
  • New UNIQUE_UNIT (-1) and ELITE_UNIQUE_UNIT (-2) values for use with create_object.
  • direct_placement or a custom real world map is noted with !P after the map name in Objectives.
  • effect_amount or effect_percent is noted with !C after the map name in Objectives.
  • guard_state is noted with !G after the map name in Objectives, along with other information.
  • In multiplayer, players are alerted by !Fixed Positions, !Custom Scenario, or !Guard details.
  • Please see Reference.html and UserPatchConst.rms in the Reference/Scripting folder.
RMS #Const Updates
  • Game modes: RANDOM_MAP, TURBO_RANDOM_MAP, REGICIDE, DEATH_MATCH, KING_OT_HILL, WONDER_RACE, DEFEND_WONDER, CAPTURE_RELICS.
  • Version: UP_AVAILABLE (1.4 features), UP_EXTENSION (1.5 features).
  • Player count: [1-8]_PLAYER_GAME.
  • Team count: [0-4]_TEAM_GAME (unteamed players are TEAM0; all unteamed is a 0_TEAM_GAME).
  • Per-player team id: PLAYER[1-8]_TEAM[0-4] (unteamed players are TEAM0).
  • Per-team size: TEAM[0-4]_SIZE[0-8] (unteamed players are TEAM0).
  • Settings: AI_PLAYERS (detect AIs to avoid creating situations where they can't play effectively).
Scenario Core Updates
  • The Set Objects button starts selection mode, while the Go To Objects button ends it.
  • Added all values to the Tribute effect and Accumulate Attribute condition dropdowns.
  • Fixed crash that would occur by the removal of many objects on a tile due to a terrain change.
  • Fixed issue that would cause houses to change graphics when switching to testing.
  • The rotation of resource objects (forage, etc.) will now be preserved for scenarios and campaigns.
  • The map copy mouse region will now properly reflect the actual size of the copied area.
  • The double negative object ungarrison trick now has a special exception to work despite a bug fix.
  • Appending to an effect's selected units by holding shift while box-selecting new units now works.
  • Selected units from different effects are no longer shown as combined when switching effects.
  • The Message textbox will not overlap the dropdowns for Send Chat and Change Object Name.
  • Select up to Elevation 11 instead of 7 (avoid high elevation at the map edge for visibility).
  • Press "Ctrl+B" to toggle terrain blending to draw water without beach, etc.
Scenario Trigger Updates
  • Civilization condition: set Quantity to the civilization id (Britons: 1, Franks: 2, etc.).
  • Random Percent condition: set Quantity from 1-100; negate it to disable the trigger after one test.
  • Teleport effect: move a unit directly using the Task Object effect with Number set to 1.
  • Volume effect: adjust volume using the Play Sound effect with Number set from 1-8 or 9 to stop.
  • Execute custom tech effect commands with "up-effect" (see CustomScenario.txt).
  • Modify specific, per-object, non-global attributes with "up-attribute" (see CustomScenario.txt).
  • Force unique tech buttons to appear using the Research Technology effect with Number set to 5.
  • Techs forced in this way must be researched before another action restores the tech tree.
  • Extended Research Technology effects will now update affected building buttons while selected.
  • An .scx or any scenarios inside a .cpx can load a terrain override .zip with a trigger.
  • Adjust the new weather effects (rain, thunderstorm, snow, tinting, water direction) with triggers.
  • Please see CustomScenario.txt in the Reference/Scripting folder for more.
Tech Effect Updates
  • New tech effect type 7: Enable Tech, which can disable, enable, or force a tech for multi-use.
  • New tech effect type 8: Modify Tech, which can set/add tech cost data or tech time.
  • New tech effect type 9: Set Player Data, which can set DATA_CIV_NAME_ID (0) to a new lang id.
  • New tech effect types 10-19: apply effects 0-9 to self + allies.
  • New tech effect types 20-29: apply effects 0-9 to enemies.
  • New tech effect types 30-39: apply effects 0-9 to neutral.
Tech Attribute Updates
  • New ATTR_GARRISON_TYPE added as #30: append valid garrison type flags (see A.G.E.).
  • New ATTR_DATA_FLAGS added as #31: enable garrison drop with flag 2; disable with flag 4.
  • New ATTR_HERO_STATUS added as #40: set to 0 for non-hero or 1 for full hero status.
  • New ATTR_ATTACK_DELAY added as #41: set to a valid frame delay count.
  • New ATTR_TRAIN_LOCATION added as #42: set to a valid building id.
  • New ATTR_TRAIN_BUTTON added as #43: set to a valid build button slot id.
  • New ATTR_BLAST_LEVEL added as #44: set to a valid blast flag id.
  • New ATTR_HERO_HEAL_TIME added as #45: set to the time to heal 1HP (default of 0 becomes 2s).
  • New ATTR_SHOWN_ATTACK added as #46: set to the displayed attack value.
  • New ATTR_SHOWN_RANGE added as #47: set to the displayed range value.
  • New ATTR_SHOWN_MELEE_ARMOR added as #48: set to the displayed melee armor value.
  • New ATTR_SHOWN_PIERCE_ARMOR added as #49: set to the displayed pierce armor value.
  • New ATTR_NAME_ID added as #50: set to a valid lang id to change object name.
  • New ATTR_CREATE_SDESC_ID added as #51: set to a short description lang id.
  • New ATTR_CREATE_LDESC_ID added as #52: set to a long description lang id (unused).
  • New ATTR_TERRAIN_ID added as #53: set to a valid terrain restriction id.
  • New ATTR_TRAITS added as #54: append valid trait flags (see A.G.E.).
  • New ATTR_CIV_ID added as #55: set to a civilization id (unused).
  • New ATTR_PIECE added as #56: set to the attribute piece value (unused).
  • New ATTR_DEAD_ID added as #57: set to a valid dead object id.
  • New ATTR_GARRISON_TYPE flags: 16: livestock, 32: siege, 64: ships.
  • New ATTR_HERO_STATUS flags: 2: no-convert, 4: auto-heal, 8: defensive, 16: protected formation
  • New ATTR_HERO_STATUS flag: 32: self-destruct (ATTR_RESOURCE_CARRY must be 1 or 2; if ATTR_RESOURCE_CARRY is 1, hard-coded ids 440, 527, 528, 706 will test this flag).
  • New ATTR_HERO_STATUS flag: 64: distance-based area damage with blast radius.
  • New ATTR_HERO_STATUS flag: -128 (0x80): disable attack ground button interface.
  • New ATTR_TRAITS flag: 64: disable object delete button command.
  • ATTR_DATA_FLAGS was previously Unknown33 and ATTR_HERO_HEAL_TIME was Unknown26.
  • ATTR_PROJECTILE_ID can now be set to a projectile type id greater than 255.
  • All new tech attributes can only be modified by the SET_ATTRIBUTE effect, except ATTR_HERO_STATUS, ATTR_ATTACK_DELAY, ATTR_HERO_HEAL_TIME, ATTR_SHOWN_ATTACK, ATTR_SHOWN_RANGE, ATTR_SHOWN_MELEE_ARMOR, ATTR_SHOWN_PIERCE_ARMOR, and ATTR_TRAITS can also be modified by the ADD_ATTRIBUTE effect.
  • If ATTR_HERO_STATUS or ATTR_TRAITS are modified by the ADD_ATTRIBUTE effect, the new value flags will be appended. If flag 256 is set, the value flags will be removed instead.
  • If flag 1 is set for ATTR_GARRISON_TYPE, the building's "Back to Work" button will appear.
  • If flag 65536 is set for ATTR_ARMOR or ATTR_ATTACK, the value is treated as 8-bit signed.
  • If Interface Kind is set to 12, siege tower behavior will be enabled for Unload ability #12.
  • If the ability is enabled, livestock (class 58) will be able to garrison into adjacent targets.
  • MUL_ATTRIBUTE an object cost (FWGS) by -1 to create a cost type or -2 to remove a cost type.
  • SET_ATTRIBUTE an object's ATTR_STORAGE_VALUE to -32 to commit the (FWGS) amount.
  • GAIA_SET_PLAYER_DATA the DATA_MODE_FLAGS (1) to adjust spies/treason buttons.
  • New ATTR_BLAST_LEVEL flags: 4: logistica-style 5HP damage, 8: elephant-style half damage.
Resource Amount Updates
  • New AMOUNT_BUILDING_TRICKLE_FOOD added as #205: set a multiplier for feitoria ability 151.
  • New AMOUNT_BUILDING_TRICKLE_WOOD added as #206: set a multiplier for feitoria ability 151.
  • New AMOUNT_BUILDING_TRICKLE_STONE added as #207: set a multiplier for feitoria ability 151.
  • New AMOUNT_BUILDING_TRICKLE_GOLD added as #208: set a multiplier for feitoria ability 151.
  • New AMOUNT_REVEAL_ENEMY added as #209: set to reveal enemies except for sp scenarios.
  • Append flags for 209: 1: reveal starting town-center, 2: reveal first town-center on nomad.
  • New AMOUNT_REVEAL_CLASS1 added as #210: set a class to reveal gaia except for sp scenarios.
  • New AMOUNT_REVEAL_CLASS2 added as #211: set a class to reveal gaia except for sp scenarios.
  • If 210 or 211 is positive, ATTR_STORAGE_VALUE must be 0 to reveal; negate the class id to invert.
  • Resource ids now exist from 0 to 239, with the range between 220 and 229 being free to use.
Weather Sound Updates
  • Set language id 10812 to the rain sound effect resource id (default is 5323).
  • Set language id 10813 to the snow sound effect resource id (default is no sound).
  • If a language id is unset or otherwise invalid, the default is used.
  • Sound effects should be relatively low volume to avoid disruption.
  • Each sound effect should be between 5 to 10 seconds and loop naturally.
Animated Water Updates
  • Water terrain slp files must be valid with no player color data added.
  • To prevent distortion, please avoid excessive dithering with alternating pixel colors.
  • Each slp will be 289232 bytes in size with 100 "frames" that form a 10x10 grid if valid.
  • If an slp contains invalid data, the terrain will still be rendered, but not animated.
  • To customize highlights, replace slp file offset 0x1C (4 bytes, 0x74, 0x65, 0x72, 0x00):
  • Set byte 0x1C to the brightest normal palette index to highlight (default varies).
  • Set byte 0x1D to the first of 2 palette indices to use as the highlight color (default is 0x15).
  • Set byte 0x1E to a value that modifies frequency/randomness (powers of 2 like 0x20).
  • Set byte 0x1F between 0x01 and 0x0F to enable terrain underwater or 0x00 to disable.
Chat Message Updates
  • Added ">[1-8] Message" to send a message to a specific player color.
  • This can be used with humans or to send taunt commands to specific AI players.
  • For example, to send a message to red, type >2 Hello!.
  • The main chat window horn buttons now also block text messages from players.
  • Previously, the horn buttons only blocked audio taunts and flare sounds.
  • The !mute command remains unchanged and only blocks audio taunts as before.
  • Text messages from blocked players are still shown during a vote panel.
Core Updates and Fixes
  • Fixed general patrol behavior (click back and collapse) and group movement.
  • Fixed patrol behavior for non-ranged siege weapons like rams.
  • Fixed repair for non-moving objects by reducing distance from 2.0 tiles (non-scenario).
  • Fixed active, non-patrol, grouped units from improperly assisting nearby.
  • Fixed gates removing nearby building foundations when construction begins.
  • Fixed garrison behavior for active formation groups to adjacent buildings.
  • Fixed unexpected idling behavior for aggressive units after ungarrison.
  • Fixed statistics/score data when units are lost with a transport ship.
  • Fixed player color and team sync when the host selects a scenario in multiplayer.
  • Fixed save/restore of ATTR_HEALING_RATE, which herbal medicine depends upon.
  • Fixed the object-data-carry value for AI farms and fish traps.
  • Fixed transferring taunts to AIs while playing coop multiplayer.
  • Fixed issue where AI attack group units glide when coming to a stop.
  • Fixed issue where AI stand-ground ranged units idle while retargeting.
  • Fixed issue where AIs on Nomad fail to receive extra TC wood on Hardest.
  • Fixed issue where AIs would fail to position 2x2 farms properly for mods.
  • Fixed issue with retaining blacksmith upgrades for gaia units in scenarios.
  • Fixed train placement for large objects like rams when a building is walled in.
  • Fixed improper window position when switching resolution to start gameplay.
  • Fixed issue where AIs in multiplayer scenarios did not receive hardest resources.
  • Fixed issue with tribute tax mishandling under certain conditions.
  • Fixed issue where AIs would crash the game with certain object ids.
  • Fixed issue with excessive screen jitter when scrolling across the map.
  • Fixed issue with mouse clicks, where the focus would be shifted below the pointer.
  • Fixed issue with auto-retasking, where villagers would idle in certain map regions.
  • Fixed friend-or-foe color swapping after a recorded game ends.
  • Fixed friend-or-foe color swapping for the victory timer text.
  • Fixed boar attack response failure to untargetable object types.
  • Fixed improper variability in monk conversion timing code.
  • Fixed tech tree team units: change tech tree item Status from 2 to (10 + civId).
  • Fixed gate HP drain after change ownership for each open/close event.
  • Fixed issue with boars abandoning their attack despite being targeted.
  • Fixed issue with certain units failing to automatically attack nearby targets.
  • Fixed issue with pathing where objects pass through buildings and foundations.
  • Fixed issue where allied villagers would randomly be visible on nomad starts.
  • Fixed issue with framerate/speed inconsistencies after multiplayer unpause.
  • Fixed issue with the accuracy of the client spectator counter display.
  • Fixed issue with the minimum position of the music volume option slider.
  • Fixed issue where the game may crash due to an internal AI attack response.
  • Fixed issue with multiple selection, where the stat framerate would collapse.
  • Fixed issue where AI attack behavior could cause a command overflow desync.
  • Fixed issue where the presence of walls severely reduces pathing performance.
  • Fixed issue where diagonal walls would not be placed as expected at the map edge.
  • Fixed issue where holding "Alt" when right-clicking to garrison may target instead.
  • Fixed issue with excessive pathing lag for min range unit retreating.
  • Fixed issue with garrison arrow count updates for building foundations.
  • Fixed issue where AI villagers may idle after construction in some cases.
  • Fixed issue with longboats being unable to automatically attack on beach.
  • Fixed issue with the color and visibility of treason minimap event flares.
  • Fixed issue with palisade gate, feitoria, genitour, and siege tower hotkeys.
  • Fixed issue with rms comment activation in regard to "if" statements.
  • Fixed issue with rms cliffs placing terrain objects on replaced map tiles.
  • Fixed issue with rms terrain desyncs from certain object creation orders.
  • Fixed issue with AI memory overflows caused by extended scenario tributes.
  • Fixed issue with rms resource consts for regicide and death match games.
  • Fixed issue with unexpected stack object duplication when testing scenarios.
  • Fixed core, animation, and pathing performance for various cpu levels.
  • Fixed counting: ids 0-899 and 1000-1959 are countable, 900-999 are reserved.
  • Additional bug fixes are included for the core game.
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Created By:
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Version:
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