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Liste des sujets

[Patch] Il était temps

cabrelbeuk
cabrelbeuk
Niveau 19
17 août 2017 à 12:55:16

C'est pas dommage vu le temps, mais c'est vrai qu'il est balèze (beaucoup de choses faite côté IA) :

[IMPROVEMENTS]
Added a scroll bar to the company list on the left banner of the economy screen
Disabled and greyed out trade route lines between turns in the economy screen
Polished Chat messages (rename, join)
Players can now force their fleet to take a direct path by using the Ctrl key
Added info about spaceport and population transit in the Star System List
Planetary destruction cinematics can now be disabled
Added the possibility to rename Vodyani arks
Added starting skills in the skill tree panel, now visible as two skill circles on the right of the hero skill tree screen under "Starting Skills"
Fleets can no longer escape a player when the player is selecting a target
The player is now aware that he can activate population growth using luxuries when reaching the required amount of said luxury
Ground battles now start automatically when the ending turn button is pressed
Added Guardians information in Guardian curiosity tooltip; the player knows what they get before exploring the curiosity
Ground battles on a mothership now have a specific ground texture
Added Unique planet lore in Planet screen
Global improvements of the performances in game

[QUESTS]

General
Secret Quest Reward: All "?" are now replaced by "Random Technology"
Hidden tooltips "?" have been replaced by "Random [icon] Technology" in order to be clearer
“Good Life” Exploration Quest is now validated even if the player orbits around an outpost which is turned into a Colony, if the population slots are sufficient
"The living plague - Part 2" quest is no longer completed after a logistics ship reaches the system
Minor Faction quest which requires to pass 3 laws no longer can be started if there are already 3 active laws
Fixed an issue where the custom factions lose all gameplay affinities after becoming Sheredyn or Mezari by completing UE Chapter 3: "No turning back"
Horatio
If the player already possesses a System level 4 in “There Can Only be One Trillion” (Chapter 3 - Choice Industrialist), this system will now count for the objective completion
Horatio Chapter 3 part 2 is now triggered properly
Lumeris
Third choice of the main quest Chapter 4’s alternative objective no longer uses only the first four strategic resources
The Lumeris quest "A matter of influence" can no longer be completed by Ship Bound custom factions without meeting the requirements
Riftborn
Rewards on the first chapter of the Riftborn main quest are more balanced
Quest Chapter 1 Step 2 Religious Objective is now doable if the player has the Vodyani Affinity
Chapter 3, two of the rewards display a bonus which wasn’t correctly applied. Now, it is functional
The Riftborn quest can no longer be resolved if another Empire attaches a Mothership to a system
Sophons
Reward Seduxury on the Chapter 1 of the Sophons quest is now less costly
Main Quest Chapter 1: third choice now has a complete different reward, which decreases the Minor Faction Action Praise’s costs (or Bribe) by -30%
Main Quest Chapter 2 Military Version: Reward has been balanced to be more interesting
Chapter 4 Reward effects are clearer now
United Empire
Curiosities explored by spending industry in colonized systems now count for the completion of the first UE chapter
Main Quest Chapter 1: Increased the Traitor’s Reach Reward. Now this outpost is a Terran planet with a positive anomaly on it, and there is a secondary planet on this system
The Daily Slogan reward of the United Empire Chapter 1 was underwhelming comparing to another reward of the same chapter. It now increases the basic food output of an outpost by 50%
Planets and systems involved in Chapter 4 of United Empire now have a compass and a quest marker
Lord of War United Empire population quest now has 2 new rewards, chosen among Technologies instead of Prestige points
Vodyani
The counter of the Quest "Hope in Heresy" (Chapter 4, step 1) displayed false info. Now, the counter displays the same information as the objective description
In the event of failure, the Vodyani Population quest now explains why the quest has failed
Hope in Heresy part 2 can no longer be achieved by another empire than the Vodyani

[MODDING]
Added warning message when exporting resources is supposed to overwrite files
Resource export screen is disabled while an export is in progress
Fixed empire improvements not being editable by mods
Added compatibility between saves with and without non-gameplay mods

[MAC]
Fixed the planet scan view which was not displayed properly
Fixed ship path feedback
Fixed game remaining stuck when using the Exit to desktop feature

[DESYNCS]
Fixed DustInflation desyncs
Fixed desync on hero experience
Fixed desync on retrofit

[AI]

Generally improved AI performances including:
The AI is now aware of victory conditions and pursues them according to faction personality
Added a mission to help an ally in defense
Fixed an issue where a fleet spawned by a quest did not move and the quest cannot be complete
Fixed an issue where Unfallen fleets were asking for rooting at each decision resulting in a lot of warning and performance issues
Vodyani AI now uses support modules on motherships in a better way
Fixed an issue where AI was unable to retrieve a destroyed Singularity resulting in an error message
Fixed an issue where Vodyani AI was trying to use the spaceport resulting in a lot of warnings
Fixed an issue where the AI was trying to buy a Hero during the metaplot
Fixed an issue in CostsSnapshot merge resulting in invalid cost and wrong decisions being taken by the AI
Multiplayer
Fixed AI taking control of player actions if a multiplayer session is reloaded and player slots are changed
Optimized game session release. Launching several games in one session should not be a cause of crashes anymore
Military and fleet behavior
The AI now computes ship design for heroes
The AI now changes its fleet composition depending on the situation
The AI now chooses better support modules
The AI now uses advanced hulls better, and uses a wider variety of ship design modules
The AI is now able to understand flotilla ranges better in order to select an ideal play and create better decks
The AI is now able to use complementary weapons and handle module levels in a better way
The AI is now able to use militarist laws ‘lower fleet costs’ and ‘spoils of war’
The AI now handles ground battle strategy better
Fixed an issue where AI was not able to wake up to answer battles
The pacifist and benevolent AIs now don’t like to use planet destroyers
Simple encounter (AI on AI battles) now properly handles fleets with multiple heroes
Improved merge fleet behavior
Minor factions and diplomacy
The AI now uses all the minor faction actions
Improved the declaration of war against minor factions’ heuristic
Fixed AI being able to interact with minors it doesn’t know
Created the sandbox mode in the diplomacy behavior
The AI now takes truce breaking and diplomatic demand abuse in consideration in term evaluations
There are now negative consequences for declaring war after a diplomatic demand has been accepted
The AI now takes already invested resources into consideration for contract cost computation
Unfallen AIs are now able to root their allies
Diplomacy AI now reacts in a better way to the use of core cracker
Fixed an issue where the Unfallen were sending a trespass mood message when you moved on a system you own they have rooted
Fixed an issue where an AI declined an Alliance despite requesting it
Fixed an issue where AI would infinitely try to propose a contract
Fixed an issue where diplomatic behavior cycles were not detected correctly resulting in behavior issues
Fixed AI trust being significantly lowered because they treated trespassing with exploration vessels as ‘military trespass’
Fixed an issue where AI sends diplomatic messages to the users stating that they have sent gifts even though they have not

Metaglandos
Metaglandos
Niveau 9
17 août 2017 à 14:08:59

J'ai rien compris mais je suis sur que c'est très bien ! :hap:

cabrelbeuk
cabrelbeuk
Niveau 19
18 août 2017 à 09:00:33

Beh en plus des changements des IA, y'a un point qu'il faut retenir : plus l'espace est grand et plus y'a de joueurs, plus le cap de planete avant probleme de bonheur est reduit (soit l'inverse du fonctionnement precedent).
C'est tres bizarre, mais ca ajoute du challenge :hap:

La vidéo du moment