Nick Thomadis Posted August 21, 2015 Posted August 21, 2015 Hello all, We would like to share with you the final main changes of the upcoming hotfix patch. Beta v1.55 Update 17 Better synchronization, more realistic movement of sprites. Improvement of Brigade movement and visual mechanics. Formation, collision detection improvements (affects targeting, retreat directions, melee). Targeting improvements (affects AI positively, units block each other more realistically, hills become more important). Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now. New better melee balance. Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain. AI overhaul. AI should attack and defend much more efficiently with all personalities. Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario. Various fixes and balances for MP battles that were unbalanced. - CSA in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.- In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.- In "Ewell advances" the CSA get 2 more brigades as reinforcements.- In "Devil's Den" reinforcement times for Union have been balanced.- In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces. Various balances and improvements in combat. Skirmishers less lethal in ranged combat. Altered the arrival time of 1st day/1st battle units to fit more the historical facts. Fixed occasional super damage bug when units were in melee that destabilised combat balance. Fixed many overpowered artillery batteries for both sides. The build is currently in testing phase and if it all goes well, it is going to be released very soon. Thank you for playing and enjoying the game! The Game-Labs Team 1
Kardynyl Syn Posted August 21, 2015 Posted August 21, 2015 This is very, very welcome news!! Thanks for listening to the Community feedback - encouraging! Can't wait to see the updates ....
Yankee Posted August 21, 2015 Posted August 21, 2015 One suggestion for a UI change as opposed to game play. Could the 'lobby' show the names of the other players on line and indicate if they are or aren't in game at the moment? Something like this:
RichardMcCor Posted August 24, 2015 Posted August 24, 2015 I agree with Yankee. Making a few lobby changes will enhance multiplayer a lot and further improve play-ability. Nick is still putting huge effort into AI tuning and game balance. We also request a few changes in multiplayer as Yankee and others suggest. Rich
PrezesOi Posted August 25, 2015 Posted August 25, 2015 Great news! Thank you Nick / Game-Labs. I'm missing two small details: - Possibility to save the game at the moment where we decide "what do you do now?" - Load game: lack of information when the game was saved in real time (day / hour)
Nick Thomadis Posted September 4, 2015 Author Posted September 4, 2015 Hello again, We would like to note the final changes of the upcoming new hotfix patch. Beta v1.55 Update rev10222/10203 Better synchronization, more realistic movement of sprites. Improvement of Brigade movement and visual mechanics. Formation, collision detection improvements (affects targeting, retreat directions, melee). Targeting improvements (affects AI positively, units block each other more realistically, hills become more important). Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now. New better melee balance. Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain. AI overhaul. AI should attack and defend much more efficiently with all personalities. Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario. Various fixes and balances for MP battles that were unbalanced. - CSA in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.- In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.- In "Ewell advances" the CSA get 2 more brigades as reinforcements.- In "Devil's Den" reinforcement times for Union have been balanced.- In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces. Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides. Skirmishers less lethal in ranged combat. Altered the arrival time of 1st day/1st battle units to fit more the historical facts. Fixed occasional super damage bug when units were in melee that destabilised combat balance. Fixed many overpowered artillery batteries for both sides. Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before. Fixed bugs that unbalanced multiplayer according to who was hosting. Patch will be officialy released on next Friday 11/9/2015. 2
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