Patch Notes 12.12.16 (

Discussion in 'Announcements' started by Foxzibit, Dec 12, 2016.

  1. Foxzibit

    Foxzibit Administrator Staff Member

    Patch Notes 12.12.16 (

    1. Implemented an adaptive game speed. Now the game automatically adjusts the game speed depending on what’s happening on the screen. In hardware heavy situations, when the game is most likely to lose FPS, the game slows down for better control and performance.
    2. Changed the mechanic responsible for enemy tracking, which previously had some problems in large groups of enemies in the screen.
    3. Improved optimization, now the game runs 35% smoother in hardware-heavy situation.
    4. Fixed an error, which caused targeting problems for musketeers, especially with a huge amount of units on the screen.

    1. Now players can command a unit to guard himself, which would open up a possibility to leave that unit to guard key points or for reconnaissance purposes, instead of selecting them along with huge armies.
    2. Corpses now disappear with different time intervals, granting a boost to performance of the game without affecting the look of battlefields.
    3. Fixed a bug, that prevented players from creating a replay after loading up a save game.

    4. Decreased the attack speed of the 18c mercenary century dragoon. Now the delay between its attacks is increased from 1.15 seconds to 2.15 seconds, which is equal to 18c dragoon with 2 updates on attack speed.

    1. Fixed AI behavior in some missions, which caused them to act unfittingly passively in certain situations.
    2. Fixed a bug, which prevented certain area triggers from being executed.
    3. Fixed an issue, which prevented "find and attack enemy in zone" trigger in the editor from being executed properly, if enemy approached from a certain direction.
    4. Fixed a bug, which caused the game to crash when players attempted to load a replay or to exit it after viewing it.
    5. Fixed an issue with dialogue boxes in certain missions, when a response was longer than one line, yet the active selection zone was still only 1 line.
    Last edited by a moderator: Dec 13, 2016
    Foeurdr likes this.
  2. [KGR]-^K[o]K^-

    [KGR]-^K[o]K^- Moderator Staff Member

  3. Marius

    Marius Member

    The change in game speed should be an option or something... Personally I hate the normal game speed
  4. Falc09

    Falc09 Active Member

    Marius, what they did is an automatic decrease of game speed no matter what is set by the host.

    Last night I experienced a drop to the lowest possible gamespeed when pt. was over for 10 or 20 minutes, so the game was pretty long and boring from there on.

    By the way they failed with their actual aim to keep a better playability. There were still units ignoring orders: some peasants stopped buildung, some pikes keept on fighting (attack/fight animation) even with no enemy in their area and didn't move and a lot more issues. The patch-day yesterday was a desaster even after a couple of hotfixes that went online during the first few hours. Hopefully they get things sortet soon otherwise a lot of players will wear their patience thin.
  5. Marius

    Marius Member

    After testing it out some more, It's not as bad as I thought. The lower game speed in big battles is fine I guess... As long as it doesn't go down when not in battles
  6. Marius

    Marius Member

    And you really need to fix the wall bug if you can... Walls are useless right now because of it
  7. [KGR]Mustang

    [KGR]Mustang Member

    This is the first time where the performance really became better. Well done! But it is not enough yet, it needs further improvements. In situations where the FPS dropped to 1-2 FPS it drops now only to about 10FPS. Fighting in big battles is not possible yet, but the step went in the right direction.
  8. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    Yep, GSC if you are reading this please fix the wall issue, it is so important. If you are unsure what we are talking about, you can place a wall next to your enemies wall, and leave it unbuilt, you then select a section of this wall and press delete, the explosion destroys the enemy wall, you can walk straight into his base. And this can all be done from the other side of the map, your peasant doesnt even need to go anywhere near the unbuilt wall.

    My suggestion would be to completely remove any explosion created by a destroyed wall, after-all why would a wall explode when it is destroyed, it would only crumble.
  9. Aistis1990

    Aistis1990 Active Member

    Cause its full of explosives :)
  10. [PR]Ernest

    [PR]Ernest Moderator Staff Member

    Weaker dragoons from dc? Sounds good.
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