Age of Empires II: The Conquerors > Game Mods > v1.5 RC
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Core Features of v1.5
v1.5 RCby UserPatch - 59987 downloads |
Please adjust your settings from the game room menu options.
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Changes for 6268 (RC):
- Fixed issue with the tech system, so the Slav population bonus is handled properly.
- The issue occurred on Fortress maps and scenarios with preset military buildings.
- No rec compatibility break.
Changes for 6260 (RC):
- Fixed issue with rms terrain inheritance for non-host rec files.
- Fixed issue with livestock fog visibility in custom scenarios.
- Improved AI scripting with additional commands and load symbols.
- No rec compatibility break, but release status requires a new id.
- Please check and confirm your game room menu options for RC.
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.
UserPatch v1.5 Overview
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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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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Information
Type:
Game Patches
Game Name:
Downloads:
59987
Created By:
UserPatch
Version:
6268.01
Download Size:
441.6 KB
Website: