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Age of Empires II HD: The Forgotten патч 3.2

 
Age of Empires II HD: The Forgotten  патч 3.2скачать dle 10.3фильмы бесплатно

Название игры: Age of Empires II HD: The Forgotten
Версия патча: Update 3.2
Требуемая версия игры: Update 3.1
Язык: ENG
Таблэтка: Присутствует (RELOADED)


Установка:
Установить обновление, а затем скопировать содержимое папки Crack в папку с установленной игрой.

Список изменений
Update v3.1:
~~~~~~~~~~~~
General Gameplay

- Pathing has been revisited to alleviate the issues introduced in patch 3.0. We have several changes >>
we are finalizing and testing, however will initially be moving back to 2.8 pathing until those are >>
finalized (coming in 3.2).
- AI opponents will now properly build trebuchets. Really.
- 2.8 save game files now load properly.
- Fixed lag issues caused by AI villagers getting stuck creating buildings.
- Added more sprite optimizations to the base game (this will also fix the scout and paladin animation bugs).
- Fixed a game crash that occurred when more than 50 civilians are defending against a unit. Stop >>
sacrificing your poor villagers!
- Increased max scroll speed by 50% (eventually weÆll find a sweet spot people are content with)
- The gates that are built with the "palisade wall" command are now palisade gates (this affects the >>
new map Hideout).
- Fixed multiple issues when the game ends while in various menus.
- Campaign victories now generate correct stats and achievements
- Monasteries will no longer sometimes spawn in water during CTR (capture the relic) games on Nomad
- Eagle scouts and Eagle warriors now show up correctly in combat units list
- Active fishing boats now show up in economic statistics
- (Elite) Huskarls built in the barracks and (Elite) Tarkans built from the stable appear in the military >>
units list.

Multiplayer

- Before a multiplayer game start, a checksum of your game data file will be compared with others in >>
your lobby. If you have a different data file as the host (because you or the host has a workshop mod >>
for example), the game will not start. This should prevent some of the OOS issues people are having.
- Fixed some issues that would occur when inviting someone to a lobby that was in a different mode (HD >>
or Forgotten).
- AOF - Fixed crash that would occur when you desynced in multi-player while in treaty mode.
- AOF - Treaty mode will now properly end when loading a saved multiplayer game.

Achievements

- The "Achievement will not progress because you used a cheat code" message will only appear if you used >>
a cheat code in the present game. Previously, the message would re-appear in every subsequent game after >>
you used cheat codes for the first time.

UI Fixes

- The "HD Version" tech tree now displays the correct descriptions for the civs (was displaying >>
descriptions from "The Forgotten")
- Master volume and Music volume sliders now work correctly in the in-game options menu.
- The "star" in the achievements screen for advancing to the imperial age the fastest has been fixed.
- The "Player colors" command now properly updates when you use the options menu or the hotkey.
- Players are now assigned to the correct civs in the MP restore screen.
- Expanded the rank text area on the main screen so the text can no longer go out of bounds (had problems >>
with some languages).
- "ai\RandomGame.per2" no longer (occasionally) shows up as the scenario name in the lobby browser
- The correct rollover text will now appear when selecting a map type.
- Corrected description for "Blind Random" map location.
- Expansion maps no longer show up in HD-mode scenario editor
- Changed "Player colors" to "Unique Player colors" and "Garrisoning" to "Alt key Garrisoning" to add >>
clarity.
- Fixed a bug where if you used the ôCntlö key in the hotkey setting to save games, multiplayer games >>
would save improperly.

Language Fixes

- Translated the remaining text for the Dutch language.
- The Japanese campaign voice acting is now in Japanese (was using English audio previously)

Update v3.1.1645:
~~~~~~~~~~~~~~~~~
- Custom AIs should now load properly in 3.1 without requiring the filename adjustment workaround.
- Several OOS resolutions in scenarios where several people are playing multiplayer against AI opponents

Update v3.2:
~~~~~~~~~~~~
Over the last month, our development team has been making efforts to track down a variety of issues that >>
have been causing games to go out of sync. To all of those who helped by posting their sync logs, we >>
appreciate the data... and there was a lot of it. Parsing through a bunch of data formatted in >>
different ways is a lengthy task, but there were a few learnings that were taken into account and >>
addressed. At the moment there should be some fixes for known desyncs, including several issues that >>
lead to OOS with users who played scenario games previously but were not getting settings properly applied >>
to games played afterwards.

As IÆve mentioned before, synchronization issues can be caused or may occur for a multitude of reasons, >>
and tracking them all down is a notoriously difficult task. The first step we took was to add sync logs >>
which we asked for previously, but to help automate the process, weÆve added a sync report tool in game. >>
This will give the player the option to upload his or her OOS related files to the Steam network so >>
developers can analyze where synchronization errors are occurring. These reports will include all files >>
within the timestamped folder under Logs\ in your AOEIIHD game folder. It includes the save file at the >>
time of the synchronization error, as well as several other useful logs like game settings to help identify >>
possible causes of sync errors. There's an ancillary benefit to proving out this use case of >>
uploading data. Opting in to auto-publish replays, for example, are something we're thinking about.

In the background we are also working on addressing a number of pathing issues around the game. While >>
weÆre comfortable with how the changes are being designed, there is some additional testing needed to >>
ensure stability across multiplayer games before we can release it to you guys. Creating meaningful fixes >>
from the automatic sync reporting tool and refining some of the pathing changes are the current focus >>
from a patching perspective.
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