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.