Thread: Patch thread
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Old 19-11-2010, 22:55   #23
Furiey
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Join Date: Jun 2006
Location: Bedfordshire UK.
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The info about the next patch has been updated on the 2k forums (noted as Added 11/18). Several additions to that previously announced including reducing the maritime city state bonuses:

Update 11/10/2010: The first batch of changes are now available! Here they are:

AI
•Worker AI improvements.
•Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
•AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
•AI should colonize other continents regularly.
•AI will emphasize production of an Ocean going explorer unit when the time comes.
•Adjust Napoleon to make him more likely to go for culture.
•More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
•Optimization when finding routes (pathfinder improvement).
•Multiple tweaks and bug fixes.
•AI will now build ranged and mobile units more in line with the flavor settings.
•Multiple defensive AI tweaks.
•Never use ranged units to provide flanking bonuses. (Added 11/18)
•Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)
•Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)
•Further pathfinder optimization. (Added 11/18)

GAMEPLAY
•Cities heal more quickly.
•Only allow one upgrade per unit from a goody hut.
•Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)
•Amount of damage caused during naval combat increased. (Added 11/18)
•Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)
•Lowered bonuses received from Maritime city-states. (Added 11/18)
•Removed maintenance from defensive buildings. (Added 11/18)
•Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
•Open terrain penalty lowered. (Added 11/18)
•Policies must be selected the turn they are earned. (Added 11/18)
•Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18)

UI
•Tweaked the single-player score list to hide the civs of unmet ai players.
•Added game option to disable automated workers from removing features. (Added 11/18)

DIPLO
•AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
•Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
•New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
•New diplo system: Denounce (public declaration with diplomatic repercussions).
•New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request).

MODDING
•Parent category counts now include counts of child categories.
•Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
•Tweaked category name truncation to better fit names.
•Hide categories w/ no children and a count of 0.
•Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).

MISC
•Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.
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